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
144 lines
4.0 KiB
Go
144 lines
4.0 KiB
Go
package widget
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import (
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"fyne.io/fyne/v2"
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"fyne.io/fyne/v2/internal/widget"
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)
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var (
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_ fyne.Widget = (*PopUpMenu)(nil)
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_ fyne.Focusable = (*PopUpMenu)(nil)
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)
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// PopUpMenu is a Menu which displays itself in an OverlayContainer.
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type PopUpMenu struct {
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*Menu
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canvas fyne.Canvas
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overlay *widget.OverlayContainer
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}
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// NewPopUpMenu creates a new, reusable popup menu. You can show it using ShowAtPosition.
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//
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// Since: 2.0
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func NewPopUpMenu(menu *fyne.Menu, c fyne.Canvas) *PopUpMenu {
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m := &Menu{}
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m.setMenu(menu)
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p := &PopUpMenu{Menu: m, canvas: c}
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p.ExtendBaseWidget(p)
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p.Menu.Resize(p.Menu.MinSize())
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p.Menu.customSized = true
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o := widget.NewOverlayContainer(p, c, p.Dismiss)
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o.Resize(o.MinSize())
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p.overlay = o
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p.OnDismiss = func() {
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p.Hide()
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}
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return p
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}
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// ShowPopUpMenuAtPosition creates a PopUp menu populated with items from the passed menu structure.
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// It will automatically be positioned at the provided location and shown as an overlay on the specified canvas.
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func ShowPopUpMenuAtPosition(menu *fyne.Menu, c fyne.Canvas, pos fyne.Position) {
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m := NewPopUpMenu(menu, c)
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m.ShowAtPosition(pos)
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}
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// ShowPopUpMenuAtRelativePosition creates a PopUp menu populated with menu items from the passed menu structure.
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// It will automatically be positioned at the given position relative to stated object and shown as an overlay on the specified canvas.
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//
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// Since 2.4
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func ShowPopUpMenuAtRelativePosition(menu *fyne.Menu, c fyne.Canvas, rel fyne.Position, to fyne.CanvasObject) {
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withRelativePosition(rel, to, func(pos fyne.Position) {
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ShowPopUpMenuAtPosition(menu, c, pos)
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})
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}
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// FocusGained is triggered when the object gained focus. For the pop-up menu it does nothing.
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func (p *PopUpMenu) FocusGained() {}
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// FocusLost is triggered when the object lost focus. For the pop-up menu it does nothing.
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func (p *PopUpMenu) FocusLost() {}
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// Hide hides the pop-up menu.
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func (p *PopUpMenu) Hide() {
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p.overlay.Hide()
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p.Menu.Hide()
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}
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// Move moves the pop-up menu.
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// The position is absolute because pop-up menus are shown in an overlay which covers the whole canvas.
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func (p *PopUpMenu) Move(pos fyne.Position) {
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p.BaseWidget.Move(p.adjustedPosition(pos, p.Size()))
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}
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// Resize changes the size of the pop-up menu.
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func (p *PopUpMenu) Resize(size fyne.Size) {
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p.BaseWidget.Move(p.adjustedPosition(p.Position(), size))
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p.Menu.Resize(size)
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}
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// Show makes the pop-up menu visible.
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func (p *PopUpMenu) Show() {
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p.Menu.alignment = p.alignment
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p.Menu.Refresh()
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p.overlay.Show()
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p.Menu.Show()
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if !fyne.CurrentDevice().IsMobile() {
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p.canvas.Focus(p)
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}
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}
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// ShowAtPosition shows the pop-up menu at the specified position.
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func (p *PopUpMenu) ShowAtPosition(pos fyne.Position) {
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p.Move(pos)
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p.Show()
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}
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// ShowAtRelativePosition shows the pop-up menu at the position relative to given object.
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//
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// Since 2.4
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func (p *PopUpMenu) ShowAtRelativePosition(rel fyne.Position, to fyne.CanvasObject) {
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withRelativePosition(rel, to, p.ShowAtPosition)
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}
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// TypedKey handles key events. It allows keyboard control of the pop-up menu.
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func (p *PopUpMenu) TypedKey(e *fyne.KeyEvent) {
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switch e.Name {
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case fyne.KeyDown:
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p.ActivateNext()
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case fyne.KeyEnter, fyne.KeyReturn, fyne.KeySpace:
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p.TriggerLast()
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case fyne.KeyEscape:
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p.Dismiss()
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case fyne.KeyLeft:
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p.DeactivateLastSubmenu()
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case fyne.KeyRight:
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p.ActivateLastSubmenu()
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case fyne.KeyUp:
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p.ActivatePrevious()
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}
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}
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// TypedRune handles text events. For pop-up menus this does nothing.
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func (p *PopUpMenu) TypedRune(rune) {}
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func (p *PopUpMenu) adjustedPosition(pos fyne.Position, size fyne.Size) fyne.Position {
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x := pos.X
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y := pos.Y
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_, areaSize := p.canvas.InteractiveArea()
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if x+size.Width > areaSize.Width {
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x = areaSize.Width - size.Width
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if x < 0 {
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x = 0 // TODO here we may need a scroller as it's wider than our canvas
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}
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}
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if y+size.Height > areaSize.Height {
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y = areaSize.Height - size.Height
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if y < 0 {
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y = 0 // TODO here we may need a scroller as it's longer than our canvas
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}
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}
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return fyne.NewPos(x, y)
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}
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