VideoTools/vendor/fyne.io/systray/systray.go
Stu Leak 68df790d27 Fix player frame generation and video playback
Major improvements to UnifiedPlayer:

1. GetFrameImage() now works when paused for responsive UI updates
2. Play() method properly starts FFmpeg process
3. Frame display loop runs continuously for smooth video display
4. Disabled audio temporarily to fix video playback fundamentals
5. Simplified FFmpeg command to focus on video stream only

Player now:
- Generates video frames correctly
- Shows video when paused
- Has responsive progress tracking
- Starts playback properly

Next steps: Re-enable audio playback once video is stable
2026-01-07 22:20:00 -05:00

309 lines
8.0 KiB
Go

// Package systray is a cross-platform Go library to place an icon and menu in the notification area.
package systray
import (
"fmt"
"log"
"runtime"
"sync"
"sync/atomic"
)
var (
systrayReady, systrayExit func()
tappedLeft, tappedRight func()
systrayExitCalled bool
menuItems = make(map[uint32]*MenuItem)
menuItemsLock sync.RWMutex
currentID atomic.Uint32
quitOnce sync.Once
// TrayOpenedCh receives an entry each time the system tray menu is opened.
TrayOpenedCh = make(chan struct{})
)
// This helper function allows us to call systrayExit only once,
// without accidentally calling it twice in the same lifetime.
func runSystrayExit() {
if !systrayExitCalled {
systrayExitCalled = true
systrayExit()
}
}
func init() {
runtime.LockOSThread()
}
// MenuItem is used to keep track each menu item of systray.
// Don't create it directly, use the one systray.AddMenuItem() returned
type MenuItem struct {
// ClickedCh is the channel which will be notified when the menu item is clicked
ClickedCh chan struct{}
// id uniquely identify a menu item, not supposed to be modified
id uint32
// title is the text shown on menu item
title string
// tooltip is the text shown when pointing to menu item
tooltip string
// disabled menu item is grayed out and has no effect when clicked
disabled bool
// checked menu item has a tick before the title
checked bool
// has the menu item a checkbox (Linux)
isCheckable bool
// parent item, for sub menus
parent *MenuItem
}
func (item *MenuItem) String() string {
if item.parent == nil {
return fmt.Sprintf("MenuItem[%d, %q]", item.id, item.title)
}
return fmt.Sprintf("MenuItem[%d, parent %d, %q]", item.id, item.parent.id, item.title)
}
// newMenuItem returns a populated MenuItem object
func newMenuItem(title string, tooltip string, parent *MenuItem) *MenuItem {
return &MenuItem{
ClickedCh: make(chan struct{}),
id: currentID.Add(1),
title: title,
tooltip: tooltip,
disabled: false,
checked: false,
isCheckable: false,
parent: parent,
}
}
// Run initializes GUI and starts the event loop, then invokes the onReady
// callback. It blocks until systray.Quit() is called.
func Run(onReady, onExit func()) {
setInternalLoop(true)
Register(onReady, onExit)
nativeLoop()
}
// RunWithExternalLoop allows the system tray module to operate with other toolkits.
// The returned start and end functions should be called by the toolkit when the application has started and will end.
func RunWithExternalLoop(onReady, onExit func()) (start, end func()) {
Register(onReady, onExit)
return nativeStart, func() {
nativeEnd()
Quit()
}
}
// Register initializes GUI and registers the callbacks but relies on the
// caller to run the event loop somewhere else. It's useful if the program
// needs to show other UI elements, for example, webview.
// To overcome some OS weirdness, On macOS versions before Catalina, calling
// this does exactly the same as Run().
func Register(onReady func(), onExit func()) {
if onReady == nil {
systrayReady = func() {}
} else {
// Run onReady on separate goroutine to avoid blocking event loop
readyCh := make(chan interface{})
go func() {
<-readyCh
onReady()
}()
systrayReady = func() {
close(readyCh)
}
}
// unlike onReady, onExit runs in the event loop to make sure it has time to
// finish before the process terminates
if onExit == nil {
onExit = func() {}
}
systrayExit = onExit
systrayExitCalled = false
registerSystray()
}
// ResetMenu will remove all menu items
func ResetMenu() {
menuItemsLock.Lock()
id := currentID.Load()
menuItemsLock.Unlock()
for i, item := range menuItems {
if i < id && item.parent == nil {
item.Remove()
}
}
resetMenu()
}
// Quit the systray
func Quit() {
quitOnce.Do(quit)
}
func SetOnTapped(f func()) {
tappedLeft = f
}
func SetOnSecondaryTapped(f func()) {
tappedRight = f
}
// AddMenuItem adds a menu item with the designated title and tooltip.
// It can be safely invoked from different goroutines.
// Created menu items are checkable on Windows and OSX by default. For Linux you have to use AddMenuItemCheckbox
func AddMenuItem(title string, tooltip string) *MenuItem {
item := newMenuItem(title, tooltip, nil)
item.update()
return item
}
// AddMenuItemCheckbox adds a menu item with the designated title and tooltip and a checkbox for Linux.
// On other platforms there will be a check indicated next to the item if `checked` is true.
// It can be safely invoked from different goroutines.
func AddMenuItemCheckbox(title string, tooltip string, checked bool) *MenuItem {
item := newMenuItem(title, tooltip, nil)
item.isCheckable = true
item.checked = checked
item.update()
return item
}
// AddSeparator adds a separator bar to the menu
func AddSeparator() {
addSeparator(currentID.Add(1), 0)
}
// AddSeparator adds a separator bar to the submenu
func (item *MenuItem) AddSeparator() {
addSeparator(currentID.Add(1), item.id)
}
// AddSubMenuItem adds a nested sub-menu item with the designated title and tooltip.
// It can be safely invoked from different goroutines.
// Created menu items are checkable on Windows and OSX by default. For Linux you have to use AddSubMenuItemCheckbox
func (item *MenuItem) AddSubMenuItem(title string, tooltip string) *MenuItem {
child := newMenuItem(title, tooltip, item)
child.update()
return child
}
// AddSubMenuItemCheckbox adds a nested sub-menu item with the designated title and tooltip and a checkbox for Linux.
// It can be safely invoked from different goroutines.
// On Windows and OSX this is the same as calling AddSubMenuItem
func (item *MenuItem) AddSubMenuItemCheckbox(title string, tooltip string, checked bool) *MenuItem {
child := newMenuItem(title, tooltip, item)
child.isCheckable = true
child.checked = checked
child.update()
return child
}
// SetTitle set the text to display on a menu item
func (item *MenuItem) SetTitle(title string) {
item.title = title
item.update()
}
// SetTooltip set the tooltip to show when mouse hover
func (item *MenuItem) SetTooltip(tooltip string) {
item.tooltip = tooltip
item.update()
}
// Disabled checks if the menu item is disabled
func (item *MenuItem) Disabled() bool {
return item.disabled
}
// Enable a menu item regardless if it's previously enabled or not
func (item *MenuItem) Enable() {
item.disabled = false
item.update()
}
// Disable a menu item regardless if it's previously disabled or not
func (item *MenuItem) Disable() {
item.disabled = true
item.update()
}
// Hide hides a menu item
func (item *MenuItem) Hide() {
hideMenuItem(item)
}
// Remove removes a menu item
func (item *MenuItem) Remove() {
menuItemsLock.RLock()
var childList []*MenuItem
for _, child := range menuItems {
if child.parent == item {
childList = append(childList, child)
}
}
menuItemsLock.RUnlock()
for _, child := range childList {
child.Remove()
}
removeMenuItem(item)
menuItemsLock.Lock()
delete(menuItems, item.id)
select {
case <-item.ClickedCh:
default:
}
close(item.ClickedCh)
menuItemsLock.Unlock()
}
// Show shows a previously hidden menu item
func (item *MenuItem) Show() {
showMenuItem(item)
}
// Checked returns if the menu item has a check mark
func (item *MenuItem) Checked() bool {
return item.checked
}
// Check a menu item regardless if it's previously checked or not
func (item *MenuItem) Check() {
item.checked = true
item.update()
}
// Uncheck a menu item regardless if it's previously unchecked or not
func (item *MenuItem) Uncheck() {
item.checked = false
item.update()
}
// update propagates changes on a menu item to systray
func (item *MenuItem) update() {
menuItemsLock.Lock()
menuItems[item.id] = item
menuItemsLock.Unlock()
addOrUpdateMenuItem(item)
}
func systrayMenuItemSelected(id uint32) {
menuItemsLock.RLock()
item, ok := menuItems[id]
menuItemsLock.RUnlock()
if !ok {
log.Printf("systray error: no menu item with ID %d\n", id)
return
}
select {
case item.ClickedCh <- struct{}{}:
// in case no one waiting for the channel
default:
}
}