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
202 lines
5.0 KiB
Go
202 lines
5.0 KiB
Go
package widget
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import (
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"image/color"
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"fyne.io/fyne/v2"
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"fyne.io/fyne/v2/canvas"
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"fyne.io/fyne/v2/theme"
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)
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var _ fyne.Widget = (*Shadow)(nil)
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// Shadow is a widget that renders a shadow.
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type Shadow struct {
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Base
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level ElevationLevel
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typ ShadowType
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}
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// ElevationLevel is the level of elevation of the shadow casting object.
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type ElevationLevel int
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// ElevationLevel constants inspired by:
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// https://storage.googleapis.com/spec-host/mio-staging%2Fmio-design%2F1584058305895%2Fassets%2F0B6xUSjjSulxceF9udnA4Sk5tdU0%2Fbaselineelevation-chart.png
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const (
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BaseLevel ElevationLevel = 0
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CardLevel ElevationLevel = 1
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ButtonLevel ElevationLevel = 2
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MenuLevel ElevationLevel = 4
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PopUpLevel ElevationLevel = 8
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SubmergedContentLevel ElevationLevel = 8
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DialogLevel ElevationLevel = 24
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)
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// ShadowType specifies the type of the shadow.
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type ShadowType int
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// ShadowType constants
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const (
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ShadowAround ShadowType = iota
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ShadowLeft
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ShadowRight
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ShadowBottom
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ShadowTop
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)
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// NewShadow create a new Shadow.
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func NewShadow(typ ShadowType, level ElevationLevel) *Shadow {
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s := &Shadow{typ: typ, level: level}
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s.ExtendBaseWidget(s)
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return s
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}
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// CreateRenderer returns a new renderer for the shadow.
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func (s *Shadow) CreateRenderer() fyne.WidgetRenderer {
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r := &shadowRenderer{s: s}
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r.createShadows()
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return r
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}
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type shadowRenderer struct {
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BaseRenderer
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b, l, r, t *canvas.LinearGradient
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bl, br, tl, tr *canvas.RadialGradient
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minSize fyne.Size
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s *Shadow
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}
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func (r *shadowRenderer) Layout(size fyne.Size) {
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depth := float32(r.s.level)
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sideOff, topOff := float32(0.0), float32(0.0)
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if r.s.typ == ShadowAround {
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sideOff = depth * 0.2
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topOff = sideOff * 2
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}
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if r.tl != nil {
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r.tl.Resize(fyne.NewSize(depth, depth))
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r.tl.Move(fyne.NewPos(-depth+sideOff, -depth+topOff))
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}
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if r.t != nil {
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r.t.Resize(fyne.NewSize(size.Width-sideOff*2, depth))
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r.t.Move(fyne.NewPos(sideOff, -depth+topOff))
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}
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if r.tr != nil {
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r.tr.Resize(fyne.NewSize(depth, depth))
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r.tr.Move(fyne.NewPos(size.Width-sideOff, -depth+topOff))
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}
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if r.r != nil {
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r.r.Resize(fyne.NewSize(depth, size.Height-topOff))
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r.r.Move(fyne.NewPos(size.Width-sideOff, topOff))
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}
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if r.br != nil {
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r.br.Resize(fyne.NewSize(depth, depth))
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r.br.Move(fyne.NewPos(size.Width-sideOff, size.Height))
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}
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if r.b != nil {
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r.b.Resize(fyne.NewSize(size.Width-sideOff*2, depth))
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r.b.Move(fyne.NewPos(sideOff, size.Height))
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}
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if r.bl != nil {
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r.bl.Resize(fyne.NewSize(depth, depth))
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r.bl.Move(fyne.NewPos(-depth+sideOff, size.Height))
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}
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if r.l != nil {
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r.l.Resize(fyne.NewSize(depth, size.Height-topOff))
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r.l.Move(fyne.NewPos(-depth+sideOff, topOff))
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}
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}
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func (r *shadowRenderer) MinSize() fyne.Size {
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return r.minSize
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}
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func (r *shadowRenderer) Refresh() {
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r.refreshShadows()
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r.Layout(r.s.Size())
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canvas.Refresh(r.s)
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}
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func (r *shadowRenderer) createShadows() {
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th := theme.CurrentForWidget(r.s)
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v := fyne.CurrentApp().Settings().ThemeVariant()
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fg := th.Color(theme.ColorNameShadow, v)
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switch r.s.typ {
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case ShadowLeft:
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r.l = canvas.NewHorizontalGradient(color.Transparent, fg)
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r.SetObjects([]fyne.CanvasObject{r.l})
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case ShadowRight:
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r.r = canvas.NewHorizontalGradient(fg, color.Transparent)
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r.SetObjects([]fyne.CanvasObject{r.r})
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case ShadowBottom:
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r.b = canvas.NewVerticalGradient(fg, color.Transparent)
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r.SetObjects([]fyne.CanvasObject{r.b})
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case ShadowTop:
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r.t = canvas.NewVerticalGradient(color.Transparent, fg)
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r.SetObjects([]fyne.CanvasObject{r.t})
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case ShadowAround:
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r.tl = canvas.NewRadialGradient(fg, color.Transparent)
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r.tl.CenterOffsetX = 0.5
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r.tl.CenterOffsetY = 0.5
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r.t = canvas.NewVerticalGradient(color.Transparent, fg)
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r.tr = canvas.NewRadialGradient(fg, color.Transparent)
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r.tr.CenterOffsetX = -0.5
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r.tr.CenterOffsetY = 0.5
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r.r = canvas.NewHorizontalGradient(fg, color.Transparent)
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r.br = canvas.NewRadialGradient(fg, color.Transparent)
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r.br.CenterOffsetX = -0.5
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r.br.CenterOffsetY = -0.5
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r.b = canvas.NewVerticalGradient(fg, color.Transparent)
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r.bl = canvas.NewRadialGradient(fg, color.Transparent)
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r.bl.CenterOffsetX = 0.5
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r.bl.CenterOffsetY = -0.5
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r.l = canvas.NewHorizontalGradient(color.Transparent, fg)
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r.SetObjects([]fyne.CanvasObject{r.tl, r.t, r.tr, r.r, r.br, r.b, r.bl, r.l})
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}
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}
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func (r *shadowRenderer) refreshShadows() {
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th := theme.CurrentForWidget(r.s)
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v := fyne.CurrentApp().Settings().ThemeVariant()
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fg := th.Color(theme.ColorNameShadow, v)
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updateShadowEnd(r.l, fg)
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updateShadowStart(r.r, fg)
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updateShadowStart(r.b, fg)
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updateShadowEnd(r.t, fg)
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updateShadowRadial(r.tl, fg)
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updateShadowRadial(r.tr, fg)
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updateShadowRadial(r.bl, fg)
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updateShadowRadial(r.br, fg)
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}
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func updateShadowEnd(g *canvas.LinearGradient, fg color.Color) {
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if g == nil {
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return
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}
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g.EndColor = fg
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g.Refresh()
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}
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func updateShadowRadial(g *canvas.RadialGradient, fg color.Color) {
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if g == nil {
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return
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}
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g.StartColor = fg
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g.Refresh()
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}
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func updateShadowStart(g *canvas.LinearGradient, fg color.Color) {
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if g == nil {
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return
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}
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g.StartColor = fg
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g.Refresh()
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}
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