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
107 lines
2.8 KiB
Go
107 lines
2.8 KiB
Go
package layout
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import (
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"fyne.io/fyne/v2"
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"fyne.io/fyne/v2/theme"
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)
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type rowWrapLayout struct {
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horizontalPadding float32
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minSize fyne.Size
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verticalPadding float32
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}
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// NewRowWrapLayout returns a layout that dynamically arranges objects of similar height
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// in rows and wraps them dynamically.
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// Objects are separated with horizontal and vertical padding.
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//
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// Since: 2.7
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func NewRowWrapLayout() fyne.Layout {
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p := theme.Padding()
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return &rowWrapLayout{
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horizontalPadding: p,
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verticalPadding: p,
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}
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}
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// NewRowWrapLayoutWithCustomPadding returns a new RowWrapLayout instance
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// with custom horizontal and inner padding.
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//
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// Since: 2.7
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func NewRowWrapLayoutWithCustomPadding(horizontal, vertical float32) fyne.Layout {
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return &rowWrapLayout{
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horizontalPadding: horizontal,
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verticalPadding: vertical,
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}
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}
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var _ fyne.Layout = (*rowWrapLayout)(nil)
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// MinSize finds the smallest size that satisfies all the child objects.
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// For a RowWrapLayout this is initially the width of the widest child
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// and the height of the tallest child multiplied by the number of children,
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// with appropriate padding between them.
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// After Layout() has run it returns the actual min size.
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func (l *rowWrapLayout) MinSize(objects []fyne.CanvasObject) fyne.Size {
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if len(objects) == 0 {
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return fyne.NewSize(0, 0)
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}
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if !l.minSize.IsZero() {
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return l.minSize
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}
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var maxW, maxH float32
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var objCount int
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for _, o := range objects {
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if !o.Visible() {
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continue
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}
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objCount++
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s := o.MinSize()
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maxW = fyne.Max(maxW, s.Width)
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maxH = fyne.Max(maxH, s.Height)
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}
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return fyne.NewSize(maxW, l.minHeight(maxH, objCount))
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}
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func (l *rowWrapLayout) minHeight(rowHeight float32, rowCount int) float32 {
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return rowHeight*float32(rowCount) + l.verticalPadding*float32(rowCount-1)
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}
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// Layout is called to pack all child objects into a specified size.
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// For RowWrapLayout this will arrange all objects into rows of equal size
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// and wrap objects into additional rows as needed.
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func (l *rowWrapLayout) Layout(objects []fyne.CanvasObject, containerSize fyne.Size) {
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if len(objects) == 0 {
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return
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}
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var maxH float32
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for _, o := range objects {
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if !o.Visible() {
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continue
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}
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maxH = fyne.Max(maxH, o.MinSize().Height)
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}
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var minSize fyne.Size
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pos := fyne.NewPos(0, 0)
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rows := 1
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isFirst := true
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for _, o := range objects {
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if !o.Visible() {
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continue
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}
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size := o.MinSize()
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o.Resize(size)
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if !isFirst && pos.X+size.Width+l.horizontalPadding >= containerSize.Width {
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y := float32(rows) * (maxH + l.verticalPadding)
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pos = fyne.NewPos(0, y)
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rows++
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}
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isFirst = false
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minSize.Width = fyne.Max(minSize.Width, pos.X+size.Width)
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minSize.Height = l.minHeight(maxH, rows)
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o.Move(pos)
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pos = pos.Add(fyne.NewPos(size.Width+l.horizontalPadding, 0))
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}
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l.minSize = minSize
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}
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