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
203 lines
4.9 KiB
Go
203 lines
4.9 KiB
Go
package fyne
|
|
|
|
// Declare conformity to [CanvasObject]
|
|
var _ CanvasObject = (*Container)(nil)
|
|
|
|
// Container is a [CanvasObject] that contains a collection of child objects.
|
|
// The layout of the children is set by the specified Layout.
|
|
type Container struct {
|
|
size Size // The current size of the Container
|
|
position Position // The current position of the Container
|
|
Hidden bool // Is this Container hidden
|
|
|
|
Layout Layout // The Layout algorithm for arranging child [CanvasObject]s
|
|
Objects []CanvasObject // The set of [CanvasObject]s this container holds
|
|
}
|
|
|
|
// NewContainer returns a new [Container] instance holding the specified [CanvasObject]s.
|
|
//
|
|
// Deprecated: Use [fyne.io/fyne/v2/container.NewWithoutLayout] to create a container that uses manual layout.
|
|
func NewContainer(objects ...CanvasObject) *Container {
|
|
return NewContainerWithoutLayout(objects...)
|
|
}
|
|
|
|
// NewContainerWithoutLayout returns a new [Container] instance holding the specified
|
|
// [CanvasObject]s that are manually arranged.
|
|
//
|
|
// Deprecated: Use [fyne.io/fyne/v2/container.NewWithoutLayout] instead.
|
|
func NewContainerWithoutLayout(objects ...CanvasObject) *Container {
|
|
ret := &Container{
|
|
Objects: objects,
|
|
}
|
|
|
|
ret.size = ret.MinSize()
|
|
return ret
|
|
}
|
|
|
|
// NewContainerWithLayout returns a new [Container] instance holding the specified
|
|
// [CanvasObject]s which will be laid out according to the specified Layout.
|
|
//
|
|
// Deprecated: Use [fyne.io/fyne/v2/container.New] instead.
|
|
func NewContainerWithLayout(layout Layout, objects ...CanvasObject) *Container {
|
|
ret := &Container{
|
|
Objects: objects,
|
|
Layout: layout,
|
|
}
|
|
|
|
ret.size = layout.MinSize(objects)
|
|
ret.layout()
|
|
return ret
|
|
}
|
|
|
|
// Add appends the specified object to the items this container manages.
|
|
//
|
|
// Since: 1.4
|
|
func (c *Container) Add(add CanvasObject) {
|
|
if add == nil {
|
|
return
|
|
}
|
|
|
|
c.Objects = append(c.Objects, add)
|
|
c.layout()
|
|
}
|
|
|
|
// AddObject adds another [CanvasObject] to the set this Container holds.
|
|
//
|
|
// Deprecated: Use [Container.Add] instead.
|
|
func (c *Container) AddObject(o CanvasObject) {
|
|
c.Add(o)
|
|
}
|
|
|
|
// Hide sets this container, and all its children, to be not visible.
|
|
func (c *Container) Hide() {
|
|
if c.Hidden {
|
|
return
|
|
}
|
|
|
|
c.Hidden = true
|
|
repaint(c)
|
|
}
|
|
|
|
// MinSize calculates the minimum size of c.
|
|
// This is delegated to the [Container.Layout], if specified, otherwise it will be calculated.
|
|
func (c *Container) MinSize() Size {
|
|
if c.Layout != nil {
|
|
return c.Layout.MinSize(c.Objects)
|
|
}
|
|
|
|
minSize := NewSize(1, 1)
|
|
for _, child := range c.Objects {
|
|
minSize = minSize.Max(child.MinSize())
|
|
}
|
|
|
|
return minSize
|
|
}
|
|
|
|
// Move the container (and all its children) to a new position, relative to its parent.
|
|
func (c *Container) Move(pos Position) {
|
|
c.position = pos
|
|
repaint(c)
|
|
}
|
|
|
|
// Position gets the current position of c relative to its parent.
|
|
func (c *Container) Position() Position {
|
|
return c.position
|
|
}
|
|
|
|
// Refresh causes this object to be redrawn in its current state
|
|
func (c *Container) Refresh() {
|
|
c.layout()
|
|
|
|
for _, child := range c.Objects {
|
|
child.Refresh()
|
|
}
|
|
|
|
// this is basically just canvas.Refresh(c) without the package loop
|
|
o := CurrentApp().Driver().CanvasForObject(c)
|
|
if o == nil {
|
|
return
|
|
}
|
|
o.Refresh(c)
|
|
}
|
|
|
|
// Remove updates the contents of this container to no longer include the specified object.
|
|
// This method is not intended to be used inside a loop, to remove all the elements.
|
|
// It is much more efficient to call [Container.RemoveAll) instead.
|
|
func (c *Container) Remove(rem CanvasObject) {
|
|
if len(c.Objects) == 0 {
|
|
return
|
|
}
|
|
|
|
for i, o := range c.Objects {
|
|
if o != rem {
|
|
continue
|
|
}
|
|
copy(c.Objects[i:], c.Objects[i+1:])
|
|
c.Objects[len(c.Objects)-1] = nil
|
|
c.Objects = c.Objects[:len(c.Objects)-1]
|
|
c.layout()
|
|
return
|
|
}
|
|
}
|
|
|
|
// RemoveAll updates the contents of this container to no longer include any objects.
|
|
//
|
|
// Since: 2.2
|
|
func (c *Container) RemoveAll() {
|
|
c.Objects = nil
|
|
c.layout()
|
|
}
|
|
|
|
// Resize sets a new size for c.
|
|
func (c *Container) Resize(size Size) {
|
|
if c.size == size {
|
|
return
|
|
}
|
|
|
|
c.size = size
|
|
c.layout()
|
|
}
|
|
|
|
// Show sets this container, and all its children, to be visible.
|
|
func (c *Container) Show() {
|
|
if !c.Hidden {
|
|
return
|
|
}
|
|
|
|
c.Hidden = false
|
|
}
|
|
|
|
// Size returns the current size c.
|
|
func (c *Container) Size() Size {
|
|
return c.size
|
|
}
|
|
|
|
// Visible returns true if the container is currently visible, false otherwise.
|
|
func (c *Container) Visible() bool {
|
|
return !c.Hidden
|
|
}
|
|
|
|
func (c *Container) layout() {
|
|
if c.Layout == nil {
|
|
return
|
|
}
|
|
|
|
c.Layout.Layout(c.Objects, c.size)
|
|
}
|
|
|
|
// repaint instructs the containing canvas to redraw, even if nothing changed.
|
|
// This method is a duplicate of what is in `canvas/canvas.go` to avoid a dependency loop or public API.
|
|
func repaint(obj *Container) {
|
|
app := CurrentApp()
|
|
if app == nil || app.Driver() == nil {
|
|
return
|
|
}
|
|
|
|
c := app.Driver().CanvasForObject(obj)
|
|
if c != nil {
|
|
if paint, ok := c.(interface{ SetDirty() }); ok {
|
|
paint.SetDirty()
|
|
}
|
|
}
|
|
}
|