VideoTools/internal/ui/queueview.go
Stu Leak 6e4eda93d2 Improve progress bar visibility and thickness
- Increase striped progress bar contrast (light: 90→60, dark: 140→200)
- Increase fill opacity (180→200) for better visibility
- Increase progress bar height from 14px to 20px across both striped and standard bars
- Makes progress bars more visible and easier to read at a glance

The striped gradient now has much clearer distinction between light and dark
stripes, and the increased thickness makes progress easier to track visually.
2025-12-17 13:36:56 -05:00

468 lines
13 KiB
Go

package ui
import (
"fmt"
"image"
"image/color"
"strings"
"time"
"fyne.io/fyne/v2"
"fyne.io/fyne/v2/canvas"
"fyne.io/fyne/v2/container"
"fyne.io/fyne/v2/layout"
"fyne.io/fyne/v2/widget"
"git.leaktechnologies.dev/stu/VideoTools/internal/queue"
"git.leaktechnologies.dev/stu/VideoTools/internal/utils"
)
// stripedProgress renders a progress bar with a tinted stripe pattern.
type stripedProgress struct {
widget.BaseWidget
progress float64
color color.Color
bg color.Color
offset float64
}
func newStripedProgress(col color.Color) *stripedProgress {
sp := &stripedProgress{
progress: 0,
color: col,
bg: color.RGBA{R: 34, G: 38, B: 48, A: 255}, // dark neutral
}
sp.ExtendBaseWidget(sp)
return sp
}
func (s *stripedProgress) SetProgress(p float64) {
if p < 0 {
p = 0
}
if p > 1 {
p = 1
}
s.progress = p
s.Refresh()
}
func (s *stripedProgress) CreateRenderer() fyne.WidgetRenderer {
bgRect := canvas.NewRectangle(s.bg)
fillRect := canvas.NewRectangle(applyAlpha(s.color, 200))
stripes := canvas.NewRaster(func(w, h int) image.Image {
img := image.NewRGBA(image.Rect(0, 0, w, h))
light := applyAlpha(s.color, 60)
dark := applyAlpha(s.color, 200)
for y := 0; y < h; y++ {
for x := 0; x < w; x++ {
// animate diagonal stripes using offset
if (((x + y) + int(s.offset)) / 6 % 2) == 0 {
img.Set(x, y, light)
} else {
img.Set(x, y, dark)
}
}
}
return img
})
objects := []fyne.CanvasObject{bgRect, fillRect, stripes}
r := &stripedProgressRenderer{
bar: s,
bg: bgRect,
fill: fillRect,
stripes: stripes,
objects: objects,
}
return r
}
type stripedProgressRenderer struct {
bar *stripedProgress
bg *canvas.Rectangle
fill *canvas.Rectangle
stripes *canvas.Raster
objects []fyne.CanvasObject
}
func (r *stripedProgressRenderer) Layout(size fyne.Size) {
r.bg.Resize(size)
r.bg.Move(fyne.NewPos(0, 0))
fillWidth := size.Width * float32(r.bar.progress)
fillSize := fyne.NewSize(fillWidth, size.Height)
r.fill.Resize(fillSize)
r.fill.Move(fyne.NewPos(0, 0))
r.stripes.Resize(fillSize)
r.stripes.Move(fyne.NewPos(0, 0))
}
func (r *stripedProgressRenderer) MinSize() fyne.Size {
return fyne.NewSize(120, 20)
}
func (r *stripedProgressRenderer) Refresh() {
// small drift to animate stripes
r.bar.offset += 1
r.Layout(r.bg.Size())
canvas.Refresh(r.bg)
}
func (r *stripedProgressRenderer) BackgroundColor() color.Color { return color.Transparent }
func (r *stripedProgressRenderer) Objects() []fyne.CanvasObject { return r.objects }
func (r *stripedProgressRenderer) Destroy() {}
func applyAlpha(c color.Color, alpha uint8) color.Color {
r, g, b, _ := c.RGBA()
return color.NRGBA{R: uint8(r >> 8), G: uint8(g >> 8), B: uint8(b >> 8), A: alpha}
}
// BuildQueueView creates the queue viewer UI
func BuildQueueView(
jobs []*queue.Job,
onBack func(),
onPause func(string),
onResume func(string),
onCancel func(string),
onRemove func(string),
onMoveUp func(string),
onMoveDown func(string),
onPauseAll func(),
onResumeAll func(),
onStart func(),
onClear func(),
onClearAll func(),
onCopyError func(string),
onViewLog func(string),
titleColor, bgColor, textColor color.Color,
) (fyne.CanvasObject, *container.Scroll) {
// Header
title := canvas.NewText("JOB QUEUE", titleColor)
title.TextStyle = fyne.TextStyle{Monospace: true, Bold: true}
title.TextSize = 24
backBtn := widget.NewButton("← Back", onBack)
backBtn.Importance = widget.LowImportance
startAllBtn := widget.NewButton("Start Queue", onStart)
startAllBtn.Importance = widget.MediumImportance
pauseAllBtn := widget.NewButton("Pause All", onPauseAll)
pauseAllBtn.Importance = widget.LowImportance
resumeAllBtn := widget.NewButton("Resume All", onResumeAll)
resumeAllBtn.Importance = widget.LowImportance
clearBtn := widget.NewButton("Clear Completed", onClear)
clearBtn.Importance = widget.LowImportance
clearAllBtn := widget.NewButton("Clear All", onClearAll)
clearAllBtn.Importance = widget.DangerImportance
buttonRow := container.NewHBox(startAllBtn, pauseAllBtn, resumeAllBtn, clearAllBtn, clearBtn)
header := container.NewBorder(
nil, nil,
backBtn,
buttonRow,
container.NewCenter(title),
)
// Job list
var jobItems []fyne.CanvasObject
if len(jobs) == 0 {
emptyMsg := widget.NewLabel("No jobs in queue")
emptyMsg.Alignment = fyne.TextAlignCenter
jobItems = append(jobItems, container.NewCenter(emptyMsg))
} else {
for _, job := range jobs {
jobItems = append(jobItems, buildJobItem(job, onPause, onResume, onCancel, onRemove, onMoveUp, onMoveDown, onCopyError, onViewLog, bgColor, textColor))
}
}
jobList := container.NewVBox(jobItems...)
// Use a scroll container anchored to the top to avoid jumpy scroll-to-content behavior.
scrollable := container.NewScroll(jobList)
scrollable.SetMinSize(fyne.NewSize(0, 0))
scrollable.Offset = fyne.NewPos(0, 0)
body := container.NewBorder(
header,
nil, nil, nil,
scrollable,
)
return container.NewPadded(body), scrollable
}
// buildJobItem creates a single job item in the queue list
func buildJobItem(
job *queue.Job,
onPause func(string),
onResume func(string),
onCancel func(string),
onRemove func(string),
onMoveUp func(string),
onMoveDown func(string),
onCopyError func(string),
onViewLog func(string),
bgColor, textColor color.Color,
) fyne.CanvasObject {
// Status color
statusColor := getStatusColor(job.Status)
// Status indicator
statusRect := canvas.NewRectangle(statusColor)
statusRect.SetMinSize(fyne.NewSize(6, 0))
// Title and description
titleText := utils.ShortenMiddle(job.Title, 60)
descText := utils.ShortenMiddle(job.Description, 90)
titleLabel := widget.NewLabel(titleText)
titleLabel.TextStyle = fyne.TextStyle{Bold: true}
descLabel := widget.NewLabel(descText)
descLabel.TextStyle = fyne.TextStyle{Italic: true}
descLabel.Wrapping = fyne.TextWrapWord
// Progress bar (for running jobs)
progress := newStripedProgress(moduleColor(job.Type))
progress.SetProgress(job.Progress / 100.0)
if job.Status == queue.JobStatusCompleted {
progress.SetProgress(1.0)
}
progressWidget := progress
// Module badge
badge := buildModuleBadge(job.Type)
// Status text
statusText := getStatusText(job)
statusLabel := widget.NewLabel(statusText)
statusLabel.TextStyle = fyne.TextStyle{Monospace: true}
statusLabel.Wrapping = fyne.TextWrapWord
// Control buttons
var buttons []fyne.CanvasObject
// Reorder arrows for pending/paused jobs
if job.Status == queue.JobStatusPending || job.Status == queue.JobStatusPaused {
buttons = append(buttons,
widget.NewButton("↑", func() { onMoveUp(job.ID) }),
widget.NewButton("↓", func() { onMoveDown(job.ID) }),
)
}
switch job.Status {
case queue.JobStatusRunning:
buttons = append(buttons,
widget.NewButton("Pause", func() { onPause(job.ID) }),
widget.NewButton("Cancel", func() { onCancel(job.ID) }),
)
case queue.JobStatusPaused:
buttons = append(buttons,
widget.NewButton("Resume", func() { onResume(job.ID) }),
widget.NewButton("Cancel", func() { onCancel(job.ID) }),
)
case queue.JobStatusPending:
buttons = append(buttons,
widget.NewButton("Cancel", func() { onCancel(job.ID) }),
)
case queue.JobStatusCompleted, queue.JobStatusFailed, queue.JobStatusCancelled:
if job.Status == queue.JobStatusFailed && strings.TrimSpace(job.Error) != "" && onCopyError != nil {
buttons = append(buttons,
widget.NewButton("Copy Error", func() { onCopyError(job.ID) }),
)
}
if job.LogPath != "" && onViewLog != nil {
buttons = append(buttons,
widget.NewButton("View Log", func() { onViewLog(job.ID) }),
)
}
buttons = append(buttons,
widget.NewButton("Remove", func() { onRemove(job.ID) }),
)
}
buttonBox := container.NewHBox(buttons...)
// Info section
infoBox := container.NewVBox(
container.NewHBox(titleLabel, layout.NewSpacer(), badge),
descLabel,
progressWidget,
statusLabel,
)
// Main content
content := container.NewBorder(
nil, nil,
statusRect,
buttonBox,
infoBox,
)
// Card background
card := canvas.NewRectangle(bgColor)
card.CornerRadius = 4
item := container.NewPadded(
container.NewMax(card, content),
)
// Wrap with draggable to allow drag-to-reorder (up/down by drag direction)
return newDraggableJobItem(job.ID, item, func(id string, dir int) {
if dir < 0 {
onMoveUp(id)
} else if dir > 0 {
onMoveDown(id)
}
})
}
// getStatusColor returns the color for a job status
func getStatusColor(status queue.JobStatus) color.Color {
switch status {
case queue.JobStatusPending:
return color.RGBA{R: 150, G: 150, B: 150, A: 255} // Gray
case queue.JobStatusRunning:
return color.RGBA{R: 68, G: 136, B: 255, A: 255} // Blue
case queue.JobStatusPaused:
return color.RGBA{R: 255, G: 193, B: 7, A: 255} // Yellow
case queue.JobStatusCompleted:
return color.RGBA{R: 76, G: 232, B: 112, A: 255} // Green
case queue.JobStatusFailed:
return color.RGBA{R: 255, G: 68, B: 68, A: 255} // Red
case queue.JobStatusCancelled:
return color.RGBA{R: 255, G: 136, B: 68, A: 255} // Orange
default:
return color.Gray{Y: 128}
}
}
// getStatusText returns a human-readable status string
func getStatusText(job *queue.Job) string {
switch job.Status {
case queue.JobStatusPending:
return fmt.Sprintf("Status: Pending | Priority: %d", job.Priority)
case queue.JobStatusRunning:
elapsed := ""
if job.StartedAt != nil {
elapsed = fmt.Sprintf(" | Elapsed: %s", time.Since(*job.StartedAt).Round(time.Second))
}
// Add FPS and speed info if available in Config
var extras string
if job.Config != nil {
if fps, ok := job.Config["fps"].(float64); ok && fps > 0 {
extras += fmt.Sprintf(" | %.0f fps", fps)
}
if speed, ok := job.Config["speed"].(float64); ok && speed > 0 {
extras += fmt.Sprintf(" | %.2fx", speed)
}
if etaDuration, ok := job.Config["eta"].(time.Duration); ok && etaDuration > 0 {
extras += fmt.Sprintf(" | ETA %s", etaDuration.Round(time.Second))
}
}
return fmt.Sprintf("Status: Running | Progress: %.1f%%%s%s", job.Progress, elapsed, extras)
case queue.JobStatusPaused:
return "Status: Paused"
case queue.JobStatusCompleted:
duration := ""
if job.StartedAt != nil && job.CompletedAt != nil {
duration = fmt.Sprintf(" | Duration: %s", job.CompletedAt.Sub(*job.StartedAt).Round(time.Second))
}
return fmt.Sprintf("Status: Completed%s", duration)
case queue.JobStatusFailed:
// Truncate error to prevent UI overflow
errMsg := job.Error
maxLen := 150
if len(errMsg) > maxLen {
errMsg = errMsg[:maxLen] + "… (see Copy Error button for full message)"
}
return fmt.Sprintf("Status: Failed | Error: %s", errMsg)
case queue.JobStatusCancelled:
return "Status: Cancelled"
default:
return fmt.Sprintf("Status: %s", job.Status)
}
}
// buildModuleBadge renders a small colored pill to show which module created the job.
func buildModuleBadge(t queue.JobType) fyne.CanvasObject {
label := widget.NewLabel(string(t))
label.TextStyle = fyne.TextStyle{Bold: true}
label.Alignment = fyne.TextAlignCenter
bg := canvas.NewRectangle(moduleColor(t))
bg.CornerRadius = 6
bg.SetMinSize(fyne.NewSize(label.MinSize().Width+12, label.MinSize().Height+6))
return container.NewMax(bg, container.NewCenter(label))
}
// moduleColor maps job types to distinct colors matching the main module colors
func moduleColor(t queue.JobType) color.Color {
switch t {
case queue.JobTypeConvert:
return color.RGBA{R: 139, G: 68, B: 255, A: 255} // Violet (#8B44FF)
case queue.JobTypeMerge:
return color.RGBA{R: 68, G: 136, B: 255, A: 255} // Blue (#4488FF)
case queue.JobTypeTrim:
return color.RGBA{R: 68, G: 221, B: 255, A: 255} // Cyan (#44DDFF)
case queue.JobTypeFilter:
return color.RGBA{R: 68, G: 255, B: 136, A: 255} // Green (#44FF88)
case queue.JobTypeUpscale:
return color.RGBA{R: 170, G: 255, B: 68, A: 255} // Yellow-Green (#AAFF44)
case queue.JobTypeAudio:
return color.RGBA{R: 255, G: 215, B: 68, A: 255} // Yellow (#FFD744)
case queue.JobTypeThumb:
return color.RGBA{R: 255, G: 136, B: 68, A: 255} // Orange (#FF8844)
default:
return color.Gray{Y: 180}
}
}
// draggableJobItem allows simple drag up/down to reorder one slot at a time.
type draggableJobItem struct {
widget.BaseWidget
jobID string
content fyne.CanvasObject
onReorder func(string, int) // id, direction (-1 up, +1 down)
accumY float32
}
func newDraggableJobItem(id string, content fyne.CanvasObject, onReorder func(string, int)) *draggableJobItem {
d := &draggableJobItem{
jobID: id,
content: content,
onReorder: onReorder,
}
d.ExtendBaseWidget(d)
return d
}
func (d *draggableJobItem) CreateRenderer() fyne.WidgetRenderer {
return widget.NewSimpleRenderer(d.content)
}
func (d *draggableJobItem) Dragged(ev *fyne.DragEvent) {
// fyne.Delta is a struct with dx, dy fields
d.accumY += ev.Dragged.DY
}
func (d *draggableJobItem) DragEnd() {
const threshold float32 = 25
if d.accumY <= -threshold {
d.onReorder(d.jobID, -1)
} else if d.accumY >= threshold {
d.onReorder(d.jobID, 1)
}
d.accumY = 0
}