The capsule's claim on the shared render view is declined during the
player window's fade-out (the window is still visible, so the steal
guard refuses), and nothing retried after orderOut - the capsule stayed
black until the render watchdog recovered the view ~10 seconds later.
Call recoverSharedPlayerViewIfNeeded() in hide()'s cleanup right after
ordering the window out, so the view moves to the capsule as soon as
the collapse finishes. The PiP path is untouched - there the view must
stay in the hidden window.
Closing the player window via its close button left isPlayerCollapsing
stuck true (windowShouldClose has no animation completion to clear it),
so the mini capsule preview kept mounting its render container and
grabbed the shared render view on the next expand - the video rendered
into the 44x26 thumbnail while the player window stayed black.
- Clear isPlayerCollapsing on the next runloop in windowShouldClose
- Give containers in the tracked player window priority to claim the
shared view (even from a visible owner), and refuse steals from the
visible player window by outside containers
- Prefer the largest container in the player window during recovery so
thumbnail-sized surfaces are never picked
- Add a watchdog misplaced-view check in MPVBackend that re-attaches
the render view when it lives outside the visible player window
- Include container bounds and tracked-window flag in attach/decline
logs
In separate-window mode, hide() keeps the ordered-out window's SwiftUI
hierarchy alive (nilling contentViewController crashes AVKit), and its
updateNSView unconditionally re-attached the shared MPVOGLView -
stealing it into a window CoreAnimation never composites. The layer's
silent skip-render fallback then consumed every frame flag, so video
stayed black (climbing vo drops) until app restart.
- Decline stealing the shared view from a visible container into a
non-visible one; owner-initiated transfers bypass the guard
- Only transfer to containers in visible windows or the window still
tracked by ExpandedPlayerWindowManager; park the view otherwise and
reclaim it when a container gains a window
- Log skip-render frame consumption (rate-limited) and track render
health counters (draws/skips/dropped draws)
- Add a watchdog to the playback stats task that detects a stalled
video output and re-attaches the view to a visible container
- Don't mount player layouts during zero-size layout passes
The expanded player window hidden for PiP is reused on restore, so its
MPVContainerNSView kept a stale weak reference to the shared render view
that the mini player preview had taken during PiP. On restore the mini
preview released the view as an orphan and the reused container skipped
re-attaching it because its guard only compared view identity.
- Skip re-attach in setPlayerView only when the view is still actually
our subview, matching the iOS container's stolen-view handling
- Transfer the shared render view to another living container on unmount
instead of orphaning it, since SwiftUI is not guaranteed to re-run
updateNSView on a hidden window's content after restore
- Force a repaint when restoring the window hidden for PiP; forced draws
requested while ordered out are dropped and the layer is pull-based
A pinned window carries .fullScreenAuxiliary, which AppKit refuses to
make a primary fullscreen window, so toggleFullScreen was a silent
no-op. Drop the floating config before entering fullscreen and restore
it in windowDidExitFullScreen, keeping the pin setting intact.
Closing the separate player window via Cmd+W (or the traffic-light
button) stopped the player but left the queue populated, so the next
video tap showed the Play Now/Play Next/Add to Queue prompt. Clear the
queue in windowShouldClose to match the close button behavior.
The separate player window's show() restore branch reset alphaValue to 0
and faded back in even when the window was already on screen, so every
Play Now while playing made the window flash. Only run the fade when the
window was actually hidden (PiP restore); otherwise just bring it forward.
Replace the three-way macOS Player Mode picker (Separate Window /
Floating Window / Inline) with a single 'Play in a separate window'
toggle in Playback settings, and move the always-on-top choice to a
pin button in the player's top bar (window mode only).
Floating was really a transient window property (NSWindow.level), not
a peer of the window/inline structural choice — so it belongs on a live
control, not in Settings. The pin state persists across sessions.
- Replace MacPlayerMode enum with macPlayerSeparateWindow /
macPlayerFloating bool settings
- Branch runtime presentation and window level off the two bools
- Add pin.fill/pin toggle to MacOSPlayerControlsView top bar
- Update localization; drop obsolete playerMode strings and enum tests
The expanded player window opened at a seeded 16:9 size and was then
resized with an animated setFrame once the real aspect ratio / video
change landed. Because the video and controls are laid out from the
window's live size, they visibly grew/repositioned as the window
animated.
Force the first resize after each open to snap (no animation) so the
player appears at its final fixed layout, and seed the initial window
size and aspect constraint from the real video aspect ratio when it is
already known (e.g. expanding from the mini bar) to avoid even a jump.
Later resizes (switching to a different-aspect video while the window
stays open) still animate.
In floating/window mode, interactive resize is aspect-locked via the
window's contentAspectRatio, so no black bars appear. The inline sheet
had no such lock, allowing free resize with pan bars on the sides.
Make applyAspectRatioConstraint static so the sheet path can reuse the
exact same lock the standalone window uses, and apply it to the sheet's
backing NSWindow from SheetWindowResizer whenever the video ratio is
known. Like the standalone window, the resize lock always follows the
real video ratio (independent of the playerSheetAutoResize size setting).
In sheet (inline) mode the expanded player kept a fixed size and never
reacted to the video's aspect ratio, unlike window/floating mode. Drive
the sheet's backing NSWindow size from the video aspect ratio, reusing
the same sizing math as the standalone window.
- Extract shared sizing into ExpandedPlayerWindowManager.fittedPlayerSize
and add fittedSheetSize for the sheet path.
- Add SheetWindowResizer (NSViewRepresentable) + .sheetWindowSize modifier
that resizes the hosting sheet window, since .presentationSizing(.fitted)
only fits once at presentation.
- Let the sheet content fill the window and paint the window background
black so animated resizes stay gap-free with no white bars.
On macOS the expanded player window built ExpandedPlayerSheet directly in
a fresh NSHostingController on every open. AppKit doesn't composite the
window until that heavy view finishes its first layout pass, so the click
felt like it waited for data to load before anything appeared.
Host a lightweight two-phase root (black + spinner) that composites
immediately, then defer building ExpandedPlayerSheet by one runloop so the
window shows at once and fades in with visible loading — matching iOS.
Because assigning contentViewController resizes the window to the hosting
controller's fitting size (tiny for the placeholder), force the content
size back to the seeded 16:9 initialSize so the window opens full-sized
during the loading phase too.