Yattee v2 rewrite

This commit is contained in:
Arkadiusz Fal
2026-02-08 18:31:16 +01:00
parent 20d0cfc0c7
commit 05f921d605
1043 changed files with 163875 additions and 68430 deletions

View File

@@ -0,0 +1,403 @@
//
// ExpandedPlayerWindowManager.swift
// Yattee
//
// Manages expanded player window on macOS.
// Uses a separate NSWindow for better control over presentation and floating behavior.
//
#if os(macOS)
import AppKit
import SwiftUI
/// Manages the expanded player window on macOS.
/// Supports both normal window and floating (always-on-top) modes.
@MainActor
final class ExpandedPlayerWindowManager: NSObject {
static let shared = ExpandedPlayerWindowManager()
private var playerWindow: NSWindow?
private weak var appEnvironment: AppEnvironment?
// Configuration
private let minWidth: CGFloat = 640
private let minHeight: CGFloat = 480
private let maxScreenRatio: CGFloat = 0.7
private let targetVideoHeight: CGFloat = 720
var isPresented: Bool {
playerWindow != nil
}
private override init() {
super.init()
}
// MARK: - Public API
/// Shows the expanded player in a separate window.
/// - Parameters:
/// - appEnvironment: The app environment for state and services
/// - animated: Whether to animate the window appearance
func show(with appEnvironment: AppEnvironment, animated: Bool = true) {
// If window already exists (hidden for PiP), restore it instead of creating new one
if let existingWindow = playerWindow {
LoggingService.shared.debug("ExpandedPlayerWindowManager: show() - restoring existing window (was hidden for PiP)", category: .player)
if animated {
existingWindow.alphaValue = 0
existingWindow.makeKeyAndOrderFront(nil)
NSAnimationContext.runAnimationGroup { context in
context.duration = 0.25
context.timingFunction = CAMediaTimingFunction(name: .easeOut)
existingWindow.animator().alphaValue = 1
}
} else {
existingWindow.alphaValue = 1
existingWindow.makeKeyAndOrderFront(nil)
}
return
}
self.appEnvironment = appEnvironment
// Mark expanding state for mini player coordination
appEnvironment.navigationCoordinator.isPlayerExpanding = true
// Get the current player mode for window configuration
let mode = appEnvironment.settingsManager.macPlayerMode
// Create the player view
let playerView = ExpandedPlayerSheet()
.appEnvironment(appEnvironment)
// Create hosting controller
let hostingController = NSHostingController(rootView: playerView)
// Calculate initial window size
let initialSize = calculateInitialWindowSize()
// Create window with appropriate style
let window = NSWindow(
contentRect: NSRect(origin: .zero, size: initialSize),
styleMask: [.titled, .closable, .miniaturizable, .resizable, .fullSizeContentView],
backing: .buffered,
defer: false
)
// Configure window appearance
window.titlebarAppearsTransparent = true
window.titleVisibility = .hidden
window.isMovableByWindowBackground = true
window.backgroundColor = NSColor.windowBackgroundColor
window.minSize = NSSize(width: minWidth, height: minHeight)
window.contentViewController = hostingController
// Set up window delegate for close handling
// Make ExpandedPlayerWindowManager itself the delegate to avoid lifecycle issues
window.delegate = self
// Configure window level based on mode
configureWindowLevel(window, floating: mode.isFloating)
// Center window on screen
window.center()
// Store reference
self.playerWindow = window
// Show window
if animated {
window.alphaValue = 0
window.makeKeyAndOrderFront(nil)
NSAnimationContext.runAnimationGroup({ context in
context.duration = 0.25
context.timingFunction = CAMediaTimingFunction(name: .easeOut)
window.animator().alphaValue = 1
}, completionHandler: {
Task { @MainActor in
appEnvironment.navigationCoordinator.isPlayerExpanding = false
}
})
} else {
window.makeKeyAndOrderFront(nil)
appEnvironment.navigationCoordinator.isPlayerExpanding = false
}
}
/// Hides and cleans up the player window.
/// - Parameters:
/// - animated: Whether to animate the dismissal
/// - completion: Called after the window is hidden
func hide(animated: Bool = true, completion: (() -> Void)? = nil) {
guard let window = playerWindow else {
completion?()
return
}
// Mark collapsing state for mini player coordination
appEnvironment?.navigationCoordinator.isPlayerCollapsing = true
// Check if PiP is active - if so, just hide the window without destroying content
// The AVSampleBufferDisplayLayer needs to stay alive while PiP is active
let isPiPActive = (appEnvironment?.playerService.currentBackend as? MPVBackend)?.isPiPActive ?? false
LoggingService.shared.debug("ExpandedPlayerWindowManager: hide() called, isPiPActive=\(isPiPActive)", category: .player)
// Capture navigationCoordinator before closures to avoid Swift 6 concurrency warnings
let navigationCoordinator = appEnvironment?.navigationCoordinator
if isPiPActive {
// PiP is active - just hide the window, keep content alive
// Don't clear playerWindow reference so we can restore it later
let hideWindow: @Sendable () -> Void = {
Task { @MainActor in
navigationCoordinator?.isPlayerCollapsing = false
window.orderOut(nil)
completion?()
}
}
if animated {
NSAnimationContext.runAnimationGroup({ context in
context.duration = 0.2
context.timingFunction = CAMediaTimingFunction(name: .easeIn)
window.animator().alphaValue = 0
}, completionHandler: hideWindow)
} else {
hideWindow()
}
} else {
// PiP is not active - fully clean up the window
// Clear reference immediately to prevent re-entry
playerWindow = nil
let cleanup: @Sendable () -> Void = {
Task { @MainActor in
navigationCoordinator?.isPlayerCollapsing = false
window.delegate = nil
// Don't set contentViewController to nil or call close() - just order out
// This lets SwiftUI views deallocate naturally rather than being forcibly torn down
window.orderOut(nil)
completion?()
}
}
if animated {
NSAnimationContext.runAnimationGroup({ context in
context.duration = 0.2
context.timingFunction = CAMediaTimingFunction(name: .easeIn)
window.animator().alphaValue = 0
}, completionHandler: cleanup)
} else {
cleanup()
}
}
}
/// Updates the window level based on floating preference.
/// Call this when the user changes the player mode setting.
func updateWindowLevel(floating: Bool) {
guard let window = playerWindow else { return }
configureWindowLevel(window, floating: floating)
}
/// Restores a window that was hidden for PiP mode.
/// Call this when returning from PiP to show the player window again.
func restoreFromPiP(animated: Bool = true) {
guard let window = playerWindow else {
LoggingService.shared.debug("ExpandedPlayerWindowManager: restoreFromPiP - no window to restore", category: .player)
return
}
LoggingService.shared.debug("ExpandedPlayerWindowManager: restoreFromPiP called", category: .player)
if animated {
window.alphaValue = 0
window.makeKeyAndOrderFront(nil)
NSAnimationContext.runAnimationGroup { context in
context.duration = 0.25
context.timingFunction = CAMediaTimingFunction(name: .easeOut)
window.animator().alphaValue = 1
}
} else {
window.alphaValue = 1
window.makeKeyAndOrderFront(nil)
}
}
/// Cleans up a window that was hidden for PiP when PiP ends without restoring.
/// Call this when PiP is closed via the X button (not restore).
func cleanupAfterPiP() {
guard let window = playerWindow else { return }
LoggingService.shared.debug("ExpandedPlayerWindowManager: cleanupAfterPiP called", category: .player)
// Clear our reference immediately to prevent further use
playerWindow = nil
window.delegate = nil
// Don't forcefully destroy the contentViewController or close the window immediately.
// This causes crashes because AVKit's PiP implementation adds internal views to the
// window hierarchy (via NSHostingController), and forcefully tearing down the view
// hierarchy while AVKit still has references causes use-after-free crashes.
//
// Instead, just order the window out and let it deallocate naturally when all
// references are released.
window.orderOut(nil)
LoggingService.shared.debug("ExpandedPlayerWindowManager: window ordered out", category: .player)
}
/// Resizes the player window to fit the given video aspect ratio.
/// - Parameters:
/// - aspectRatio: Video width / height ratio
/// - animated: Whether to animate the resize
func resizeToFitAspectRatio(_ aspectRatio: Double, animated: Bool = true) {
guard let window = playerWindow else { return }
guard aspectRatio > 0 else { return }
// Get screen bounds
guard let screen = window.screen ?? NSScreen.main else { return }
let screenFrame = screen.visibleFrame
// Calculate target size
let targetSize = calculateWindowSize(for: aspectRatio, screenFrame: screenFrame)
// Calculate new frame centered on current position
let currentFrame = window.frame
let newOrigin = NSPoint(
x: currentFrame.midX - targetSize.width / 2,
y: currentFrame.midY - targetSize.height / 2
)
let newFrame = NSRect(origin: newOrigin, size: targetSize)
// Ensure frame stays on screen
let adjustedFrame = constrainToScreen(newFrame, screen: screen)
// Apply the new frame
window.setFrame(adjustedFrame, display: true, animate: animated)
}
// MARK: - Private Helpers
private func configureWindowLevel(_ window: NSWindow, floating: Bool) {
if floating {
window.level = .floating
window.collectionBehavior = [.canJoinAllSpaces, .fullScreenAuxiliary]
} else {
window.level = .normal
window.collectionBehavior = [.managed, .fullScreenPrimary]
}
}
private func calculateInitialWindowSize() -> NSSize {
guard let screen = NSScreen.main else {
return NSSize(width: 1280, height: 720)
}
let screenFrame = screen.visibleFrame
let maxWidth = screenFrame.width * maxScreenRatio
let maxHeight = screenFrame.height * maxScreenRatio
// Start with 16:9 aspect ratio at target height
var width: CGFloat = targetVideoHeight * 16 / 9
var height: CGFloat = targetVideoHeight
// Scale down if needed
if width > maxWidth {
width = maxWidth
height = width * 9 / 16
}
if height > maxHeight {
height = maxHeight
width = height * 16 / 9
}
return NSSize(width: max(width, minWidth), height: max(height, minHeight))
}
private func calculateWindowSize(for aspectRatio: Double, screenFrame: NSRect) -> NSSize {
let maxWidth = screenFrame.width * maxScreenRatio
let maxHeight = screenFrame.height * maxScreenRatio
var width: CGFloat
var height: CGFloat
// Start with target video height and calculate width from aspect ratio
height = targetVideoHeight
width = height * aspectRatio
// Scale down if too wide for screen
if width > maxWidth {
width = maxWidth
height = width / aspectRatio
}
// Scale down if too tall for screen
if height > maxHeight {
height = maxHeight
width = height * aspectRatio
}
// Apply minimum constraints
width = max(width, minWidth)
height = max(height, minHeight)
return NSSize(width: width, height: height)
}
private func constrainToScreen(_ frame: NSRect, screen: NSScreen) -> NSRect {
let screenFrame = screen.visibleFrame
var adjustedFrame = frame
// Ensure width/height don't exceed screen
adjustedFrame.size.width = min(adjustedFrame.size.width, screenFrame.width)
adjustedFrame.size.height = min(adjustedFrame.size.height, screenFrame.height)
// Adjust origin to keep on screen
if adjustedFrame.minX < screenFrame.minX {
adjustedFrame.origin.x = screenFrame.minX
}
if adjustedFrame.maxX > screenFrame.maxX {
adjustedFrame.origin.x = screenFrame.maxX - adjustedFrame.width
}
if adjustedFrame.minY < screenFrame.minY {
adjustedFrame.origin.y = screenFrame.minY
}
if adjustedFrame.maxY > screenFrame.maxY {
adjustedFrame.origin.y = screenFrame.maxY - adjustedFrame.height
}
return adjustedFrame
}
}
// MARK: - NSWindowDelegate
extension ExpandedPlayerWindowManager: NSWindowDelegate {
nonisolated func windowShouldClose(_ sender: NSWindow) -> Bool {
// Handle close ourselves to avoid deallocation race conditions
MainActor.assumeIsolated {
// Clear reference first so hide() becomes a no-op
playerWindow = nil
// Stop player BEFORE cleaning up window to avoid crash
// The player must be stopped while views still exist to ensure
// proper cleanup of render resources
appEnvironment?.playerService.stop()
// Clean up window
sender.delegate = nil
sender.contentViewController = nil
sender.orderOut(nil)
// Update navigation state
// Set collapsing first so mini player shows video immediately
appEnvironment?.navigationCoordinator.isPlayerCollapsing = true
appEnvironment?.navigationCoordinator.isPlayerExpanded = false
}
// Return false - we've already hidden the window with orderOut
return false
}
}
#endif