VideoTools/vendor/fyne.io/fyne/v2/canvas/gradient.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

239 lines
6.5 KiB
Go

package canvas
import (
"image"
"image/color"
"math"
"fyne.io/fyne/v2"
)
// LinearGradient defines a Gradient travelling straight at a given angle.
// The only supported values for the angle are `0.0` (vertical) and `90.0` (horizontal), currently.
type LinearGradient struct {
baseObject
StartColor color.Color // The beginning color of the gradient
EndColor color.Color // The end color of the gradient
Angle float64 // The angle of the gradient (0/180 for vertical; 90/270 for horizontal)
}
// Generate calculates an image of the gradient with the specified width and height.
func (g *LinearGradient) Generate(iw, ih int) image.Image {
w, h := float64(iw), float64(ih)
var generator func(x, y float64) float64
switch g.Angle {
case 90, -270: // horizontal flipped
generator = func(x, _ float64) float64 {
return (w - x) / w
}
case 270, -90: // horizontal
generator = func(x, _ float64) float64 {
return x / w
}
case 45, -315: // diagonal negative flipped
generator = func(x, y float64) float64 {
return math.Abs((w - x + y) / (w + h)) // ((w+h)-(x+h-y)) / (w+h)
}
case 225, -135: // diagonal negative
generator = func(x, y float64) float64 {
return math.Abs((x + h - y) / (w + h))
}
case 135, -225: // diagonal positive flipped
generator = func(x, y float64) float64 {
return math.Abs((w + h - (x + y)) / (w + h))
}
case 315, -45: // diagonal positive
generator = func(x, y float64) float64 {
return math.Abs((x + y) / (w + h))
}
case 180, -180: // vertical flipped
generator = func(_, y float64) float64 {
return (h - y) / h
}
default: // vertical
generator = func(_, y float64) float64 {
return y / h
}
}
return computeGradient(generator, iw, ih, g.StartColor, g.EndColor)
}
// Hide will set this gradient to not be visible
func (g *LinearGradient) Hide() {
g.baseObject.Hide()
repaint(g)
}
// Move the gradient to a new position, relative to its parent / canvas
func (g *LinearGradient) Move(pos fyne.Position) {
if g.Position() == pos {
return
}
g.baseObject.Move(pos)
repaint(g)
}
// Resize resizes the gradient to a new size.
func (g *LinearGradient) Resize(size fyne.Size) {
if size == g.Size() {
return
}
g.baseObject.Resize(size)
// refresh needed to invalidate cached textures
g.Refresh()
}
// Refresh causes this gradient to be redrawn with its configured state.
func (g *LinearGradient) Refresh() {
Refresh(g)
}
// RadialGradient defines a Gradient travelling radially from a center point outward.
type RadialGradient struct {
baseObject
StartColor color.Color // The beginning color of the gradient
EndColor color.Color // The end color of the gradient
// The offset of the center for generation of the gradient.
// This is not a DP measure but relates to the width/height.
// A value of 0.5 would move the center by the half width/height.
CenterOffsetX, CenterOffsetY float64
}
// Generate calculates an image of the gradient with the specified width and height.
func (g *RadialGradient) Generate(iw, ih int) image.Image {
w, h := float64(iw), float64(ih)
// define center plus offset
centerX := w/2 + w*g.CenterOffsetX
centerY := h/2 + h*g.CenterOffsetY
// handle negative offsets
var a, b float64
if g.CenterOffsetX < 0 {
a = w - centerX
} else {
a = centerX
}
if g.CenterOffsetY < 0 {
b = h - centerY
} else {
b = centerY
}
generator := func(x, y float64) float64 {
// calculate distance from center for gradient multiplier
dx, dy := centerX-x, centerY-y
da := math.Sqrt(dx*dx + dy*dy*a*a/b/b)
if da > a {
return 1
}
return da / a
}
return computeGradient(generator, iw, ih, g.StartColor, g.EndColor)
}
// Hide will set this gradient to not be visible
func (g *RadialGradient) Hide() {
g.baseObject.Hide()
repaint(g)
}
// Move the gradient to a new position, relative to its parent / canvas
func (g *RadialGradient) Move(pos fyne.Position) {
g.baseObject.Move(pos)
repaint(g)
}
// Resize resizes the gradient to a new size.
func (g *RadialGradient) Resize(size fyne.Size) {
if size == g.Size() {
return
}
g.baseObject.Resize(size)
// refresh needed to invalidate cached textures
g.Refresh()
}
// Refresh causes this gradient to be redrawn with its configured state.
func (g *RadialGradient) Refresh() {
Refresh(g)
}
func calculatePixel(d float64, startColor, endColor color.Color) color.Color {
// fetch RGBA values
aR, aG, aB, aA := startColor.RGBA()
bR, bG, bB, bA := endColor.RGBA()
// Get difference
dR := float64(bR) - float64(aR)
dG := float64(bG) - float64(aG)
dB := float64(bB) - float64(aB)
dA := float64(bA) - float64(aA)
// Apply gradations
pixel := &color.RGBA64{
R: uint16(float64(aR) + d*dR),
B: uint16(float64(aB) + d*dB),
G: uint16(float64(aG) + d*dG),
A: uint16(float64(aA) + d*dA),
}
return pixel
}
func computeGradient(generator func(x, y float64) float64, w, h int, startColor, endColor color.Color) image.Image {
img := image.NewNRGBA(image.Rect(0, 0, w, h))
if startColor == nil && endColor == nil {
return img
} else if startColor == nil {
startColor = color.Transparent
} else if endColor == nil {
endColor = color.Transparent
}
for x := 0; x < w; x++ {
for y := 0; y < h; y++ {
distance := generator(float64(x)+0.5, float64(y)+0.5)
img.Set(x, y, calculatePixel(distance, startColor, endColor))
}
}
return img
}
// NewHorizontalGradient creates a new horizontally travelling linear gradient.
// The start color will be at the left of the gradient and the end color will be at the right.
func NewHorizontalGradient(start, end color.Color) *LinearGradient {
g := &LinearGradient{StartColor: start, EndColor: end}
g.Angle = 270
return g
}
// NewLinearGradient creates a linear gradient at the specified angle.
// The angle parameter is the degree angle along which the gradient is calculated.
// A NewHorizontalGradient uses 270 degrees and NewVerticalGradient is 0 degrees.
func NewLinearGradient(start, end color.Color, angle float64) *LinearGradient {
g := &LinearGradient{StartColor: start, EndColor: end}
g.Angle = angle
return g
}
// NewRadialGradient creates a new radial gradient.
func NewRadialGradient(start, end color.Color) *RadialGradient {
return &RadialGradient{StartColor: start, EndColor: end}
}
// NewVerticalGradient creates a new vertically travelling linear gradient.
// The start color will be at the top of the gradient and the end color will be at the bottom.
func NewVerticalGradient(start color.Color, end color.Color) *LinearGradient {
return &LinearGradient{StartColor: start, EndColor: end}
}