diff options
| author | Paul Buetow <paul@buetow.org> | 2025-07-16 15:54:16 +0300 |
|---|---|---|
| committer | Paul Buetow <paul@buetow.org> | 2025-07-16 15:54:16 +0300 |
| commit | e49ecfe601c924fa68671477331a860acf8a62f7 (patch) | |
| tree | c57ad6ef1b982f7f0c50cd7b123a4a52c44d6b05 | |
| parent | 7187e7464f16a9d2991ba2da3c672fdb3cf5de72 (diff) | |
feat: add concurrent processing, queue system, and UI improvements
- Implement concurrent word processing with background queue
- Add processing statistics showing active tasks and total cards
- Enable circular navigation through cards
- Fix card deletion to update total count correctly
- Add version number to GUI window title
- Prevent unwanted UI reloads for background-processed cards
- Enable immediate audio playback before image generation completes
- Update 'Keep & Continue' button to 'New Word'
- Improve queue status tracking for all processing operations
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
| -rw-r--r-- | GUI.md | 2 | ||||
| -rw-r--r-- | TODO.md | 6 | ||||
| -rw-r--r-- | internal/gui/app.go | 390 | ||||
| -rw-r--r-- | internal/gui/navigation.go | 133 | ||||
| -rw-r--r-- | internal/gui/queue.go | 278 |
5 files changed, 752 insertions, 57 deletions
@@ -48,7 +48,7 @@ The GUI provides: - Audio player with play controls - Translation display - **Bottom Section**: Action buttons - - "Keep & Continue" - saves the current card + - "New Word" - saves the current card and clears for a new word - "Regenerate Image" - gets a new image - "Regenerate Audio" - generates with a different voice - "Regenerate All" - regenerates everything @@ -5,9 +5,13 @@ - [x] Interactive word input with Bulgarian validation - [x] Live preview of generated images and audio - [x] Fine-grained regeneration (image-only, audio-only, or both) -- [x] Session management with "Keep & Continue" functionality +- [x] Session management with "New Word" functionality - [x] Export to Anki CSV from GUI session - [x] Progress indicators and status updates +- [x] Concurrent word processing in GUI - users can enter new words while previous ones are being generated +- [x] Word queue system with background processing +- [x] Queue status display showing pending, processing, and completed jobs +- [x] Navigation supports both disk files and queue-completed words ## GUI Enhancements (Future) - [ ] Implement actual audio playback (currently shows controls only) diff --git a/internal/gui/app.go b/internal/gui/app.go index 73dcd37..28c703e 100644 --- a/internal/gui/app.go +++ b/internal/gui/app.go @@ -15,6 +15,7 @@ import ( "fyne.io/fyne/v2/storage" "fyne.io/fyne/v2/widget" + "codeberg.org/snonux/totalrecall/internal" "codeberg.org/snonux/totalrecall/internal/anki" "codeberg.org/snonux/totalrecall/internal/audio" ) @@ -33,6 +34,7 @@ type Application struct { translationText *widget.Label progressBar *widget.ProgressBar statusLabel *widget.Label + queueStatusLabel *widget.Label // Navigation buttons prevWordBtn *widget.Button @@ -50,10 +52,17 @@ type Application struct { currentAudioFile string currentImages []string currentTranslation string + currentJobID int savedCards []anki.Card existingWords []string // Words already in anki_cards folder currentWordIndex int + // Word processing queue + queue *WordQueue + + // Processing statistics + processingCount int // Number of tasks currently processing (audio/image) + // Configuration config *Config audioConfig *audio.Config @@ -107,6 +116,10 @@ func New(config *Config) *Application { savedCards: make([]anki.Card, 0), } + // Initialize the word processing queue + app.queue = NewWordQueue(ctx) + app.queue.SetCallbacks(app.onQueueStatusUpdate, app.onJobComplete) + // Set up audio configuration app.audioConfig = &audio.Config{ Provider: "openai", @@ -126,12 +139,15 @@ func New(config *Config) *Application { // Scan existing words in output directory app.scanExistingWords() + // Update initial queue status + app.updateQueueStatus() + return app } // setupUI creates the main user interface func (a *Application) setupUI() { - a.window = a.app.NewWindow("TotalRecall - Bulgarian Flashcard Generator") + a.window = a.app.NewWindow(fmt.Sprintf("TotalRecall v%s - Bulgarian Flashcard Generator", internal.Version)) a.window.Resize(fyne.NewSize(800, 600)) // Create input section with navigation @@ -164,7 +180,7 @@ func (a *Application) setupUI() { ) // Create action buttons - a.keepButton = widget.NewButton("Keep & Continue", a.onKeepAndContinue) + a.keepButton = widget.NewButton("New Word", a.onKeepAndContinue) a.regenerateImageBtn = widget.NewButton("Regenerate Image", a.onRegenerateImage) a.regenerateAudioBtn = widget.NewButton("Regenerate Audio", a.onRegenerateAudio) a.regenerateAllBtn = widget.NewButton("Regenerate All", a.onRegenerateAll) @@ -188,12 +204,16 @@ func (a *Application) setupUI() { a.progressBar = widget.NewProgressBar() a.progressBar.Hide() a.statusLabel = widget.NewLabel("Ready") + a.queueStatusLabel = widget.NewLabel("Queue: Empty") + a.queueStatusLabel.TextStyle = fyne.TextStyle{Italic: true} statusSection := container.NewBorder( nil, nil, nil, nil, container.NewVBox( a.progressBar, a.statusLabel, + widget.NewSeparator(), + a.queueStatusLabel, ), ) @@ -225,6 +245,7 @@ func (a *Application) setupUI() { a.window.SetContent(content) a.window.SetOnClosed(func() { a.cancel() + a.queue.Stop() a.wg.Wait() }) } @@ -247,22 +268,23 @@ func (a *Application) onSubmit() { return } - // Clear previous content - a.clearUI() + // Add word to processing queue + job := a.queue.AddWord(word) - a.currentWord = word - a.setUIEnabled(false) - a.showProgress("Generating materials for: " + word) + // Clear the input field for next word + a.wordInput.SetText("") - // Generate in background - a.wg.Add(1) - go func() { - defer a.wg.Done() - a.generateMaterials(word) - }() + // Update status to show word was queued + a.updateStatus(fmt.Sprintf("Added '%s' to queue (Job #%d)", word, job.ID)) + + // Update queue status immediately + a.updateQueueStatus() + + // Start processing if not already processing + a.processNextInQueue() } -// generateMaterials generates all materials for a word +// generateMaterials generates all materials for a word (used by regenerate functions) func (a *Application) generateMaterials(word string) { // Translate word fyne.Do(func() { @@ -284,8 +306,11 @@ func (a *Application) generateMaterials(word string) { // Generate audio fyne.Do(func() { a.updateStatus("Generating audio...") + a.incrementProcessing() // Audio processing starts }) audioFile, err := a.generateAudio(word) + a.decrementProcessing() // Audio processing ends + if err != nil { fyne.Do(func() { a.showError(fmt.Errorf("Audio generation failed: %w", err)) @@ -301,8 +326,11 @@ func (a *Application) generateMaterials(word string) { // Generate images fyne.Do(func() { a.updateStatus("Downloading images...") + a.incrementProcessing() // Image processing starts }) images, err := a.generateImages(word) + a.decrementProcessing() // Image processing ends + if err != nil { fyne.Do(func() { a.showError(fmt.Errorf("Image download failed: %w", err)) @@ -324,37 +352,58 @@ func (a *Application) generateMaterials(word string) { }) } -// onKeepAndContinue saves the current card and clears for next +// onKeepAndContinue saves the current card and clears for a new word func (a *Application) onKeepAndContinue() { - // Save current card - card := anki.Card{ - Bulgarian: a.currentWord, - AudioFile: a.currentAudioFile, - ImageFiles: a.currentImages, - Translation: a.currentTranslation, + // Check if we have a complete word to save + if a.currentWord != "" && a.currentAudioFile != "" && len(a.currentImages) > 0 { + // Save current card + card := anki.Card{ + Bulgarian: a.currentWord, + AudioFile: a.currentAudioFile, + ImageFiles: a.currentImages, + Translation: a.currentTranslation, + } + + a.mu.Lock() + a.savedCards = append(a.savedCards, card) + count := len(a.savedCards) + a.mu.Unlock() + + // Save translation file for future navigation + if a.currentTranslation != "" { + filename := sanitizeFilename(a.currentWord) + translationFile := filepath.Join(a.config.OutputDir, fmt.Sprintf("%s_translation.txt", filename)) + content := fmt.Sprintf("%s = %s\n", a.currentWord, a.currentTranslation) + os.WriteFile(translationFile, []byte(content), 0644) + } + + // Rescan existing words to include the new one + a.scanExistingWords() + + a.updateStatus(fmt.Sprintf("Card saved! Total cards: %d", count)) } + // Clear current job ID to allow navigation back to this word a.mu.Lock() - a.savedCards = append(a.savedCards, card) - count := len(a.savedCards) + currentJobID := a.currentJobID + a.currentJobID = 0 a.mu.Unlock() - // Save translation file for future navigation - if a.currentTranslation != "" { - filename := sanitizeFilename(a.currentWord) - translationFile := filepath.Join(a.config.OutputDir, fmt.Sprintf("%s_translation.txt", filename)) - content := fmt.Sprintf("%s = %s\n", a.currentWord, a.currentTranslation) - os.WriteFile(translationFile, []byte(content), 0644) + // If there was a job in progress, it will continue in the background + if currentJobID != 0 { + a.updateStatus("Previous word continues processing in background") } - // Rescan existing words to include the new one - a.scanExistingWords() - // Clear UI for next word a.clearUI() - a.updateStatus(fmt.Sprintf("Card saved! Total cards: %d", count)) a.wordInput.SetText("") a.wordInput.FocusGained() // Focus input for next word + + // Hide progress bar if it was showing + a.hideProgress() + + // Re-enable submit button + a.submitButton.Enable() } // onRegenerateImage regenerates only the image @@ -365,9 +414,12 @@ func (a *Application) onRegenerateImage() { // Clear the current image immediately a.imageDisplay.Clear() + a.incrementProcessing() // Image processing starts + a.wg.Add(1) go func() { defer a.wg.Done() + defer a.decrementProcessing() // Image processing ends images, err := a.generateImages(a.currentWord) if err != nil { @@ -393,9 +445,12 @@ func (a *Application) onRegenerateAudio() { a.setActionButtonsEnabled(false) a.showProgress("Regenerating audio...") + a.incrementProcessing() // Audio processing starts + a.wg.Add(1) go func() { defer a.wg.Done() + defer a.decrementProcessing() // Audio processing ends audioFile, err := a.generateAudio(a.currentWord) if err != nil { @@ -504,7 +559,8 @@ func (a *Application) setActionButtonsEnabled(enabled bool) { a.regenerateAllBtn.Enable() a.deleteButton.Enable() } else { - a.keepButton.Disable() + // Keep "New Word" button enabled to allow starting a new word during processing + // a.keepButton.Disable() // Don't disable this a.regenerateImageBtn.Disable() a.regenerateAudioBtn.Disable() a.regenerateAllBtn.Disable() @@ -514,7 +570,7 @@ func (a *Application) setActionButtonsEnabled(enabled bool) { func (a *Application) showProgress(message string) { a.progressBar.Show() - a.progressBar.SetValue(0.5) // Indeterminate progress + a.progressBar.SetValue(0.1) // Start at 10% a.statusLabel.SetText(message) } @@ -536,4 +592,266 @@ func (a *Application) clearUI() { a.audioPlayer.Clear() a.translationText.SetText("") a.setActionButtonsEnabled(false) -}
\ No newline at end of file +} + +// processNextInQueue processes the next word in the queue +func (a *Application) processNextInQueue() { + // Check if we're already processing + if a.currentJobID != 0 { + return + } + + // Get next job from queue + job := a.queue.ProcessNextJob() + if job == nil { + return + } + + // Set current job + a.mu.Lock() + a.currentJobID = job.ID + a.currentWord = job.Word + a.mu.Unlock() + + // Clear UI for new word + fyne.Do(func() { + a.clearUI() + a.showProgress("Processing: " + job.Word) + a.updateQueueStatus() // Update to show item moved from queued to processing + }) + + // Process in background + a.wg.Add(1) + go func() { + defer a.wg.Done() + a.processWordJob(job) + }() +} + +// processWordJob processes a single word job +func (a *Application) processWordJob(job *WordJob) { + // Translate word + fyne.Do(func() { + a.updateStatus(fmt.Sprintf("Translating '%s'...", job.Word)) + }) + + translation, err := a.translateWord(job.Word) + if err != nil { + a.queue.FailJob(job.ID, fmt.Errorf("translation failed: %w", err)) + a.finishCurrentJob() + return + } + + // Update UI with translation immediately if this is still the current job + a.mu.Lock() + if a.currentJobID == job.ID { + a.currentTranslation = translation + fyne.Do(func() { + a.translationText.SetText(fmt.Sprintf("%s = %s", job.Word, translation)) + }) + } + a.mu.Unlock() + + // Generate audio + fyne.Do(func() { + a.updateStatus(fmt.Sprintf("Generating audio for '%s'...", job.Word)) + a.progressBar.SetValue(0.4) + a.incrementProcessing() // Audio processing starts + }) + + audioFile, err := a.generateAudio(job.Word) + a.decrementProcessing() // Audio processing ends + + if err != nil { + a.queue.FailJob(job.ID, fmt.Errorf("audio generation failed: %w", err)) + a.finishCurrentJob() + return + } + + // Update UI with audio immediately if this is still the current job + a.mu.Lock() + if a.currentJobID == job.ID { + a.currentAudioFile = audioFile + fyne.Do(func() { + a.audioPlayer.SetAudioFile(audioFile) + // Enable audio-related actions + a.regenerateAudioBtn.Enable() + }) + } + a.mu.Unlock() + + // Generate images + fyne.Do(func() { + a.updateStatus(fmt.Sprintf("Downloading images for '%s'...", job.Word)) + a.progressBar.SetValue(0.7) + a.incrementProcessing() // Image processing starts + }) + + imageFiles, err := a.generateImages(job.Word) + a.decrementProcessing() // Image processing ends + + if err != nil { + a.queue.FailJob(job.ID, fmt.Errorf("image download failed: %w", err)) + a.finishCurrentJob() + return + } + + // Mark job as completed + fyne.Do(func() { + a.progressBar.SetValue(0.95) + a.updateStatus(fmt.Sprintf("Finalizing '%s'...", job.Word)) + }) + + a.queue.CompleteJob(job.ID, translation, audioFile, imageFiles) + + // Update UI with results if this is still the current job + a.mu.Lock() + if a.currentJobID == job.ID { + a.currentTranslation = translation + a.currentAudioFile = audioFile + a.currentImages = imageFiles + + fyne.Do(func() { + a.translationText.SetText(fmt.Sprintf("%s = %s", job.Word, translation)) + a.imageDisplay.SetImages(imageFiles) + a.audioPlayer.SetAudioFile(audioFile) + a.hideProgress() + a.setActionButtonsEnabled(true) + a.updateStatus(fmt.Sprintf("Completed: %s", job.Word)) + }) + } + a.mu.Unlock() + + // Finish this job + a.finishCurrentJob() + + // Update queue status + fyne.Do(func() { + a.updateQueueStatus() + }) +} + +// finishCurrentJob clears the current job and processes next in queue +func (a *Application) finishCurrentJob() { + a.mu.Lock() + a.currentJobID = 0 + a.mu.Unlock() + + // Process next in queue + fyne.Do(func() { + a.processNextInQueue() + }) +} + +// onQueueStatusUpdate handles queue status updates +func (a *Application) onQueueStatusUpdate(job *WordJob) { + fyne.Do(func() { + a.updateQueueStatus() + }) +} + +// onJobComplete handles job completion +func (a *Application) onJobComplete(job *WordJob) { + fyne.Do(func() { + a.updateQueueStatus() + + // If this was the current job and it failed, show error + if job.ID == a.currentJobID && job.Status == StatusFailed { + a.showError(job.Error) + a.hideProgress() + a.finishCurrentJob() + } + + // Update navigation to include the newly completed word + if job.Status == StatusCompleted { + a.updateNavigation() + + // Check if the completed job is for the currently displayed word + // Only update UI if the current word is still empty (waiting for this job) + if job.Word == a.currentWord && job.ID != a.currentJobID { + // Check if the UI is still empty/waiting for content + hasContent := a.currentAudioFile != "" || len(a.currentImages) > 0 + + if !hasContent { + // Update the UI with the completed results since it's still waiting + // Update each component individually to show progress + if job.Translation != "" && a.currentTranslation == "" { + a.currentTranslation = job.Translation + a.translationText.SetText(fmt.Sprintf("%s = %s", job.Word, job.Translation)) + } + if job.AudioFile != "" && a.currentAudioFile == "" { + a.currentAudioFile = job.AudioFile + a.audioPlayer.SetAudioFile(job.AudioFile) + a.regenerateAudioBtn.Enable() + } + if len(job.ImageFiles) > 0 && len(a.currentImages) == 0 { + a.currentImages = job.ImageFiles + a.imageDisplay.SetImages(job.ImageFiles) + a.regenerateImageBtn.Enable() + } + + // Enable all action buttons since we now have complete content + a.setActionButtonsEnabled(true) + a.updateStatus(fmt.Sprintf("Processing completed: %s", job.Word)) + } else { + // Word already has content, just show notification + a.updateStatus(fmt.Sprintf("Background processing completed: %s", job.Word)) + } + } else if job.ID != a.currentJobID { + // Show a subtle notification for other background completions + a.updateStatus(fmt.Sprintf("Background processing completed: %s", job.Word)) + } + } + }) +} + +// updateQueueStatus updates the queue status label +func (a *Application) updateQueueStatus() { + a.mu.Lock() + processing := a.processingCount + a.mu.Unlock() + + // Count total cards from various sources + // 1. Saved cards from the session + savedCount := len(a.savedCards) + + // 2. Existing words from disk + existingCount := len(a.existingWords) + + // 3. Completed jobs from queue + completedJobs := a.queue.GetCompletedJobs() + queueCompleted := len(completedJobs) + + totalCards := savedCount + existingCount + queueCompleted + + status := fmt.Sprintf("Processing: %d | Total cards: %d", processing, totalCards) + + a.queueStatusLabel.SetText(status) +} + +// incrementProcessing increments the processing count and updates the status +func (a *Application) incrementProcessing() { + a.mu.Lock() + a.processingCount++ + a.mu.Unlock() + + // Update UI on main thread + fyne.Do(func() { + a.updateQueueStatus() + }) +} + +// decrementProcessing decrements the processing count and updates the status +func (a *Application) decrementProcessing() { + a.mu.Lock() + if a.processingCount > 0 { + a.processingCount-- + } + a.mu.Unlock() + + // Update UI on main thread + fyne.Do(func() { + a.updateQueueStatus() + }) +} + diff --git a/internal/gui/navigation.go b/internal/gui/navigation.go index f8931ba..f24dcc1 100644 --- a/internal/gui/navigation.go +++ b/internal/gui/navigation.go @@ -9,6 +9,8 @@ import ( "fyne.io/fyne/v2" "fyne.io/fyne/v2/dialog" + + "codeberg.org/snonux/totalrecall/internal/anki" ) // scanExistingWords scans the output directory for existing words @@ -62,53 +64,100 @@ func (a *Application) scanExistingWords() { // updateNavigation updates the navigation button states func (a *Application) updateNavigation() { - if len(a.existingWords) > 0 { + // Get all available words (existing + completed from queue) + allWords := a.getAllAvailableWords() + + if len(allWords) > 1 { + // Enable both buttons when there's more than one word (allows circular navigation) a.prevWordBtn.Enable() a.nextWordBtn.Enable() // Find current word index a.currentWordIndex = -1 - for i, word := range a.existingWords { + for i, word := range allWords { if word == a.currentWord { a.currentWordIndex = i break } } - - // Disable at boundaries - if a.currentWordIndex <= 0 { - a.prevWordBtn.Disable() - } - if a.currentWordIndex >= len(a.existingWords)-1 || a.currentWordIndex == -1 { - a.nextWordBtn.Disable() - } + } else if len(allWords) == 1 { + // With only one word, disable navigation + a.prevWordBtn.Disable() + a.nextWordBtn.Disable() } else { + // No words at all a.prevWordBtn.Disable() a.nextWordBtn.Disable() } } +// getAllAvailableWords returns all words (from disk and completed queue jobs) +func (a *Application) getAllAvailableWords() []string { + // Start with existing words from disk + words := make([]string, len(a.existingWords)) + copy(words, a.existingWords) + + // Add completed jobs from queue + completedJobs := a.queue.GetCompletedJobs() + for _, job := range completedJobs { + // Check if this word is already in the list + found := false + for _, w := range words { + if w == job.Word { + found = true + break + } + } + if !found { + words = append(words, job.Word) + } + } + + // Sort the combined list + sort.Strings(words) + return words +} + // onPrevWord loads the previous word func (a *Application) onPrevWord() { - if a.currentWordIndex > 0 { - a.loadWordByIndex(a.currentWordIndex - 1) + allWords := a.getAllAvailableWords() + if len(allWords) == 0 { + return } + + newIndex := a.currentWordIndex - 1 + // Wrap around to the end if at beginning + if newIndex < 0 { + newIndex = len(allWords) - 1 + } + + a.loadWordByIndex(newIndex) } // onNextWord loads the next word func (a *Application) onNextWord() { - if a.currentWordIndex < len(a.existingWords)-1 && a.currentWordIndex >= 0 { - a.loadWordByIndex(a.currentWordIndex + 1) + allWords := a.getAllAvailableWords() + if len(allWords) == 0 { + return } + + newIndex := a.currentWordIndex + 1 + // Wrap around to the beginning if at end + if newIndex >= len(allWords) { + newIndex = 0 + } + + a.loadWordByIndex(newIndex) } -// loadWordByIndex loads a word by its index in existingWords +// loadWordByIndex loads a word by its index in the combined word list func (a *Application) loadWordByIndex(index int) { - if index < 0 || index >= len(a.existingWords) { + allWords := a.getAllAvailableWords() + if index < 0 || index >= len(allWords) { return } - word := a.existingWords[index] + word := allWords[index] a.currentWord = word a.currentWordIndex = index @@ -118,8 +167,38 @@ func (a *Application) loadWordByIndex(index int) { // Clear UI a.clearUI() - // Load existing files - a.loadExistingFiles(word) + // Check if this word is from a completed queue job + var fromQueue bool + completedJobs := a.queue.GetCompletedJobs() + for _, job := range completedJobs { + if job.Word == word && job.Status == StatusCompleted { + // Load from queue job + a.currentTranslation = job.Translation + a.currentAudioFile = job.AudioFile + a.currentImages = job.ImageFiles + + fyne.Do(func() { + if job.Translation != "" { + a.translationText.SetText(fmt.Sprintf("%s = %s", word, job.Translation)) + } + if job.AudioFile != "" { + a.audioPlayer.SetAudioFile(job.AudioFile) + } + if len(job.ImageFiles) > 0 { + a.imageDisplay.SetImages(job.ImageFiles) + } + a.updateStatus(fmt.Sprintf("Loaded from queue: %s", word)) + }) + + fromQueue = true + break + } + } + + // If not from queue, load existing files from disk + if !fromQueue { + a.loadExistingFiles(word) + } // Update navigation a.updateNavigation() @@ -243,12 +322,28 @@ func (a *Application) deleteCurrentWord() { } a.existingWords = newWords + // Also remove from saved cards if present + a.mu.Lock() + newSavedCards := make([]anki.Card, 0, len(a.savedCards)) + for _, card := range a.savedCards { + if card.Bulgarian != a.currentWord { + newSavedCards = append(newSavedCards, card) + } + } + a.savedCards = newSavedCards + a.mu.Unlock() + + // Also remove from completed queue jobs + a.queue.RemoveCompletedJobByWord(a.currentWord) + // Clear UI a.clearUI() // Update status fyne.Do(func() { a.updateStatus(fmt.Sprintf("Deleted %d files for '%s'", deletedCount, a.currentWord)) + // Update queue status to reflect the reduced card count + a.updateQueueStatus() }) // Clear current word diff --git a/internal/gui/queue.go b/internal/gui/queue.go new file mode 100644 index 0000000..7b1c5de --- /dev/null +++ b/internal/gui/queue.go @@ -0,0 +1,278 @@ +package gui + +import ( + "context" + "fmt" + "sync" + "time" +) + +// WordJob represents a single word processing job +type WordJob struct { + ID int + Word string + Translation string + AudioFile string + ImageFiles []string + Status JobStatus + Error error + StartedAt time.Time + CompletedAt time.Time +} + +// JobStatus represents the current state of a job +type JobStatus int + +const ( + StatusQueued JobStatus = iota + StatusProcessing + StatusCompleted + StatusFailed +) + +func (s JobStatus) String() string { + switch s { + case StatusQueued: + return "Queued" + case StatusProcessing: + return "Processing" + case StatusCompleted: + return "Completed" + case StatusFailed: + return "Failed" + default: + return "Unknown" + } +} + +// WordQueue manages the queue of words to be processed +type WordQueue struct { + jobs chan *WordJob + results map[int]*WordJob + processing map[int]*WordJob + completed []*WordJob + + nextID int + mu sync.RWMutex + + // Callbacks for UI updates + onStatusUpdate func(job *WordJob) + onJobComplete func(job *WordJob) + + ctx context.Context + cancel context.CancelFunc + wg sync.WaitGroup +} + +// NewWordQueue creates a new word processing queue +func NewWordQueue(ctx context.Context) *WordQueue { + queueCtx, cancel := context.WithCancel(ctx) + + q := &WordQueue{ + jobs: make(chan *WordJob, 100), + results: make(map[int]*WordJob), + processing: make(map[int]*WordJob), + completed: make([]*WordJob, 0), + nextID: 1, + ctx: queueCtx, + cancel: cancel, + } + + // Don't start a worker - the GUI will pull jobs + + return q +} + +// SetCallbacks sets the callback functions for UI updates +func (q *WordQueue) SetCallbacks(onStatusUpdate func(*WordJob), onJobComplete func(*WordJob)) { + q.mu.Lock() + defer q.mu.Unlock() + q.onStatusUpdate = onStatusUpdate + q.onJobComplete = onJobComplete +} + +// AddWord adds a word to the processing queue +func (q *WordQueue) AddWord(word string) *WordJob { + q.mu.Lock() + job := &WordJob{ + ID: q.nextID, + Word: word, + Status: StatusQueued, + } + q.nextID++ + q.results[job.ID] = job + q.mu.Unlock() + + // Try to add to queue + select { + case q.jobs <- job: + q.updateJobStatus(job, StatusQueued) + return job + case <-q.ctx.Done(): + job.Status = StatusFailed + job.Error = fmt.Errorf("queue is shutting down") + return job + } +} + +// GetJob returns a job by ID +func (q *WordQueue) GetJob(id int) *WordJob { + q.mu.RLock() + defer q.mu.RUnlock() + return q.results[id] +} + +// GetQueueStatus returns the current queue statistics +func (q *WordQueue) GetQueueStatus() (queued, processing, completed, failed int) { + q.mu.RLock() + defer q.mu.RUnlock() + + // Count based on job statuses for accuracy + for _, job := range q.results { + switch job.Status { + case StatusQueued: + queued++ + case StatusProcessing: + processing++ + case StatusCompleted: + completed++ + case StatusFailed: + failed++ + } + } + + return +} + +// GetActiveJobs returns all jobs that are currently queued or processing +func (q *WordQueue) GetActiveJobs() []*WordJob { + q.mu.RLock() + defer q.mu.RUnlock() + + var jobs []*WordJob + + // Add processing jobs + for _, job := range q.processing { + jobs = append(jobs, job) + } + + // Add queued jobs from channel (non-blocking) + queuedJobs := make([]*WordJob, 0) + for { + select { + case job := <-q.jobs: + queuedJobs = append(queuedJobs, job) + default: + // Re-add jobs back to queue + for _, job := range queuedJobs { + q.jobs <- job + } + jobs = append(jobs, queuedJobs...) + return jobs + } + } +} + +// GetCompletedJobs returns all completed jobs +func (q *WordQueue) GetCompletedJobs() []*WordJob { + q.mu.RLock() + defer q.mu.RUnlock() + return append([]*WordJob{}, q.completed...) +} + +// Stop gracefully shuts down the queue +func (q *WordQueue) Stop() { + q.cancel() + close(q.jobs) +} + +// CompleteJob marks a job as completed with results +func (q *WordQueue) CompleteJob(jobID int, translation, audioFile string, imageFiles []string) { + q.mu.Lock() + defer q.mu.Unlock() + + if job, exists := q.results[jobID]; exists { + job.Status = StatusCompleted + job.Translation = translation + job.AudioFile = audioFile + job.ImageFiles = imageFiles + job.CompletedAt = time.Now() + + delete(q.processing, jobID) + q.completed = append(q.completed, job) + + if q.onJobComplete != nil { + q.onJobComplete(job) + } + } +} + +// FailJob marks a job as failed with an error +func (q *WordQueue) FailJob(jobID int, err error) { + q.mu.Lock() + defer q.mu.Unlock() + + if job, exists := q.results[jobID]; exists { + job.Status = StatusFailed + job.Error = err + job.CompletedAt = time.Now() + + delete(q.processing, jobID) + + if q.onJobComplete != nil { + q.onJobComplete(job) + } + } +} + +// updateJobStatus updates the status of a job and calls the callback +func (q *WordQueue) updateJobStatus(job *WordJob, status JobStatus) { + job.Status = status + if q.onStatusUpdate != nil { + q.onStatusUpdate(job) + } +} + +// ProcessNextJob should be called by the GUI to process the next job in queue +func (q *WordQueue) ProcessNextJob() *WordJob { + select { + case job := <-q.jobs: + q.mu.Lock() + q.processing[job.ID] = job + job.Status = StatusProcessing + job.StartedAt = time.Now() + q.mu.Unlock() + + // Call the status update callback + if q.onStatusUpdate != nil { + q.onStatusUpdate(job) + } + + return job + + default: + return nil + } +} + +// RemoveCompletedJobByWord removes a completed job for a specific word +func (q *WordQueue) RemoveCompletedJobByWord(word string) { + q.mu.Lock() + defer q.mu.Unlock() + + // Remove from completed jobs list + newCompleted := make([]*WordJob, 0, len(q.completed)) + for _, job := range q.completed { + if job.Word != word { + newCompleted = append(newCompleted, job) + } + } + q.completed = newCompleted + + // Also remove from results map + for id, job := range q.results { + if job.Word == word && job.Status == StatusCompleted { + delete(q.results, id) + } + } +}
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