mirror of
https://github.com/yattee/yattee.git
synced 2026-07-20 14:22:02 +00:00
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
489 lines
17 KiB
Swift
489 lines
17 KiB
Swift
//
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// MacOSPlayerControlsView.swift
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// Yattee
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//
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// QuickTime-style player controls for macOS with hover-to-show behavior and keyboard shortcuts.
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//
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#if os(macOS)
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import AppKit
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import SwiftUI
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/// QuickTime-style player controls overlay for macOS.
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/// Shows condensed control bar on hover, hides when mouse leaves.
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struct MacOSPlayerControlsView: View {
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@Environment(\.appEnvironment) private var appEnvironment
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@Bindable var playerState: PlayerState
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// MARK: - Callbacks
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let onPlayPause: () -> Void
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let onSeek: (TimeInterval) async -> Void
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let onSeekForward: (TimeInterval) async -> Void
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let onSeekBackward: (TimeInterval) async -> Void
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var onToggleFullscreen: (() -> Void)? = nil
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var isFullscreen: Bool = false
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var onClose: (() -> Void)? = nil
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var onTogglePiP: (() -> Void)? = nil
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var onPlayNext: (() async -> Void)? = nil
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var onPlayPrevious: (() async -> Void)? = nil
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var onVolumeChanged: ((Float) -> Void)? = nil
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var onMuteToggled: (() -> Void)? = nil
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var onShowSettings: (() -> Void)? = nil
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var onShowQueue: (() -> Void)? = nil
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/// Tapping the avatar / title / author in the top bar toggles the video details panel.
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var onTitleTap: (() -> Void)? = nil
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/// Whether the floating video details panel is currently visible. When it opens,
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/// the controls hide immediately instead of waiting for the auto-hide timer.
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var isDetailsPanelVisible: Bool = false
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// MARK: - State
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@State private var isHovering = false
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@State private var hideTimer: Timer?
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@State private var isInteracting = false
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@State private var showControls: Bool?
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@State private var keyboardMonitor: Any?
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/// Extra top inset for the top bar so its content drops below the window's
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/// traffic-light buttons in the separate/floating window presentation, while
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/// keeping the avatar/title aligned to the leading edge.
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/// Stays 0 when there is no overlap (inline sheet, side panel, fullscreen).
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@State private var trafficLightInset: CGFloat = 0
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// MARK: - Computed Properties
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/// Controls visibility - show when hovering, interacting, or paused
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private var shouldShowControls: Bool {
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if let showControls {
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return showControls
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}
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// Show if hovering, interacting (scrubbing, adjusting volume), or paused
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if isHovering || isInteracting {
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return true
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}
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// Show when paused, loading, or failed
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return playerState.playbackState == .paused ||
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playerState.playbackState == .loading ||
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playerState.playbackState == .ended ||
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playerState.isFailed
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}
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/// Yattee Server URL used by `ChannelAvatarView` for avatar fallback.
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private var yatteeServerURL: URL? {
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appEnvironment?.instancesManager.yatteeServerInstances.first { $0.isEnabled }?.url
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}
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// MARK: - Top Bar
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/// Top row showing channel avatar, video title, author name, and a close button.
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/// Mirrors the tvOS `topBar`, scaled down for macOS.
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private var topBar: some View {
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HStack(alignment: .center, spacing: 12) {
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if let video = playerState.currentVideo {
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Button {
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onTitleTap?()
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} label: {
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HStack(alignment: .center, spacing: 12) {
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ChannelAvatarView(
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author: video.author,
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size: 36,
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yatteeServerURL: yatteeServerURL,
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source: video.id.source
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)
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VStack(alignment: .leading, spacing: 2) {
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Text(video.title)
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.font(.headline)
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.lineLimit(1)
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.foregroundStyle(.white)
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Text(video.author.name)
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.font(.subheadline)
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.foregroundStyle(.white.opacity(0.7))
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.lineLimit(1)
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}
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}
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.contentShape(Rectangle())
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}
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.buttonStyle(.plain)
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.disabled(onTitleTap == nil)
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.help(Text("player.controls.info"))
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}
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Spacer(minLength: 12)
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// Floating (always-on-top) toggle — only meaningful for the separate
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// window presentation, so hidden in the inline sheet and in fullscreen.
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if let settings = appEnvironment?.settingsManager,
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settings.macPlayerSeparateWindow, !isFullscreen {
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Button {
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settings.macPlayerFloating.toggle()
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} label: {
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Image(systemName: settings.macPlayerFloating ? "pin.fill" : "pin")
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.font(.system(size: 15, weight: .semibold))
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.foregroundStyle(.white)
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.frame(width: 30, height: 30)
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.background(.ultraThinMaterial, in: Circle())
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}
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.buttonStyle(.plain)
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.help(Text("player.controls.keepOnTop"))
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.accessibilityLabel(Text("player.controls.keepOnTop"))
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}
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if onClose != nil {
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Button {
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onClose?()
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} label: {
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Image(systemName: "xmark")
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.font(.system(size: 15, weight: .semibold))
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.foregroundStyle(.white)
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.frame(width: 30, height: 30)
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.background(.ultraThinMaterial, in: Circle())
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}
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.buttonStyle(.plain)
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.accessibilityLabel(Text("player.controls.close"))
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}
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}
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.padding(.horizontal, 20)
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.padding(.top, 16 + trafficLightInset)
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.padding(.bottom, 24)
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.frame(maxWidth: .infinity, alignment: .leading)
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.background(
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LinearGradient(
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colors: [.black.opacity(0.55), .clear],
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startPoint: .top, endPoint: .bottom
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)
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.allowsHitTesting(false)
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)
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.background(
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TrafficLightInsetReader(inset: $trafficLightInset)
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.allowsHitTesting(false)
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)
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}
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// MARK: - Body
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var body: some View {
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GeometryReader { geometry in
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ZStack {
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// Invisible layer for tap/click to toggle controls
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Color.clear
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.contentShape(Rectangle())
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.onTapGesture {
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toggleControlsVisibility()
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}
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.allowsHitTesting(playerState.playbackState != .ended && !playerState.isFailed)
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// Top bar (title/author/avatar/close) + control bar at bottom center
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VStack(spacing: 0) {
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topBar
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Spacer()
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MacOSControlBar(
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playerState: playerState,
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onPlayPause: {
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let wasPaused = playerState.playbackState == .paused
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onPlayPause()
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showControls = true
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if wasPaused {
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resetHideTimer()
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}
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},
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onSeek: onSeek,
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onSeekForward: onSeekForward,
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onSeekBackward: onSeekBackward,
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onToggleFullscreen: onToggleFullscreen,
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isFullscreen: isFullscreen,
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onTogglePiP: onTogglePiP,
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onPlayNext: onPlayNext,
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onPlayPrevious: onPlayPrevious,
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onVolumeChanged: onVolumeChanged,
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onMuteToggled: onMuteToggled,
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onShowSettings: onShowSettings,
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onShowQueue: onShowQueue,
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sponsorSegments: playerState.sponsorSegments,
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onInteractionStarted: {
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isInteracting = true
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cancelHideTimer()
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},
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onInteractionEnded: {
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isInteracting = false
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resetHideTimer()
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}
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)
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.frame(width: 650)
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.padding(.bottom, 20)
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}
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.opacity(shouldShowControls ? 1 : 0)
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.allowsHitTesting(shouldShowControls)
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}
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.frame(width: geometry.size.width, height: geometry.size.height)
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}
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.animation(.easeInOut(duration: 0.2), value: shouldShowControls)
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.onContinuousHover { phase in
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switch phase {
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case .active:
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isHovering = true
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resetHideTimer()
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case .ended:
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isHovering = false
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startHideTimer()
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}
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}
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.onChange(of: isDetailsPanelVisible) { _, isVisible in
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if isVisible {
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// Hide controls immediately when the details panel opens.
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showControls = false
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cancelHideTimer()
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} else {
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// Restore default hover/paused-driven visibility when it closes.
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showControls = nil
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}
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}
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.onChange(of: playerState.playbackState) { oldState, newState in
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// When playback starts, start hide timer
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if newState == .playing && shouldShowControls {
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startHideTimer()
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}
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// Hide controls when video ends (ended overlay takes over)
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if newState == .ended {
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showControls = false
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cancelHideTimer()
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}
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// Hide controls when video fails
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if case .failed = newState {
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showControls = false
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cancelHideTimer()
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}
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}
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.onAppear {
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setupKeyboardMonitor()
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}
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.onDisappear {
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removeKeyboardMonitor()
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}
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}
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// MARK: - Keyboard Shortcuts
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private func setupKeyboardMonitor() {
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keyboardMonitor = NSEvent.addLocalMonitorForEvents(matching: .keyDown) { [self] event in
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// Only handle events when the player window is key (active)
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guard NSApp.keyWindow != nil else { return event }
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// Handle keyboard shortcuts
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switch event.keyCode {
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case 49: // Space
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onPlayPause()
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return nil // Consume event
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case 123: // Left arrow
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Task { await onSeek(max(0, playerState.currentTime - 5)) }
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return nil
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case 124: // Right arrow
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Task { await onSeek(min(playerState.duration, playerState.currentTime + 5)) }
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return nil
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case 126: // Up arrow
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let newVolume = min(1.0, playerState.volume + 0.1)
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playerState.volume = newVolume
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onVolumeChanged?(newVolume)
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return nil
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case 125: // Down arrow
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let newVolume = max(0, playerState.volume - 0.1)
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playerState.volume = newVolume
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onVolumeChanged?(newVolume)
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return nil
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case 46: // M key
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onMuteToggled?()
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return nil
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case 3: // F key
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onToggleFullscreen?()
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return nil
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case 53: // Escape
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if isFullscreen {
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onToggleFullscreen?()
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return nil
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}
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return event // Pass through if not fullscreen
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default:
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return event // Pass through unhandled keys
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}
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}
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}
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private func removeKeyboardMonitor() {
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if let monitor = keyboardMonitor {
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NSEvent.removeMonitor(monitor)
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keyboardMonitor = nil
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}
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}
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// MARK: - Timer Management
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private func toggleControlsVisibility() {
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showControls = !shouldShowControls
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if shouldShowControls {
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startHideTimer()
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}
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}
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private func startHideTimer() {
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cancelHideTimer()
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hideTimer = Timer.scheduledTimer(withTimeInterval: 3.0, repeats: false) { _ in
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Task { @MainActor in
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if playerState.playbackState == .playing && !isInteracting && !isHovering {
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showControls = false
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}
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}
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}
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}
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private func resetHideTimer() {
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startHideTimer()
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}
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private func cancelHideTimer() {
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hideTimer?.invalidate()
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hideTimer = nil
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}
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}
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// MARK: - Traffic Light Inset Reader
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/// Reports how far the top bar's leading content must be pushed to clear the
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/// hosting window's traffic-light buttons (close/minimize/zoom).
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///
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/// Returns 0 whenever the buttons don't actually overlap this view — e.g. in
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/// fullscreen (buttons hidden), or when the controls render inside the inline
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/// sheet / side panel where the top bar sits below the window's titlebar.
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private struct TrafficLightInsetReader: NSViewRepresentable {
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@Binding var inset: CGFloat
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func makeNSView(context: Context) -> ReaderView {
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let view = ReaderView()
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view.onUpdate = { newInset in
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if inset != newInset { inset = newInset }
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}
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return view
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}
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func updateNSView(_ nsView: ReaderView, context: Context) {
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nsView.onUpdate = { newInset in
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if inset != newInset { inset = newInset }
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}
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DispatchQueue.main.async { nsView.recompute() }
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}
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final class ReaderView: NSView {
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var onUpdate: ((CGFloat) -> Void)?
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private var observers: [NSObjectProtocol] = []
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override func viewDidMoveToWindow() {
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super.viewDidMoveToWindow()
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removeObservers()
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postsFrameChangedNotifications = true
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guard let window else {
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onUpdate?(0)
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return
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}
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let center = NotificationCenter.default
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let names: [NSNotification.Name] = [
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NSWindow.didEnterFullScreenNotification,
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NSWindow.didExitFullScreenNotification,
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NSWindow.didResizeNotification,
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NSWindow.didBecomeKeyNotification
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]
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for name in names {
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observers.append(center.addObserver(forName: name, object: window, queue: .main) { [weak self] _ in
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self?.recompute()
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})
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}
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observers.append(center.addObserver(forName: NSView.frameDidChangeNotification, object: self, queue: .main) { [weak self] _ in
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self?.recompute()
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})
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recompute()
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}
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func recompute() {
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guard let window,
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!window.styleMask.contains(.fullScreen) else {
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onUpdate?(0)
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return
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}
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let buttons = [
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window.standardWindowButton(.closeButton),
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window.standardWindowButton(.miniaturizeButton),
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window.standardWindowButton(.zoomButton)
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].compactMap { $0 }.filter { !$0.isHidden && $0.superview != nil }
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guard !buttons.isEmpty else {
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onUpdate?(0)
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return
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}
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// Union of the traffic lights and this view, both in window base coords.
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let buttonsRect = buttons
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.map { $0.convert($0.bounds, to: nil) }
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.reduce(NSRect.null) { $0.union($1) }
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let selfRect = convert(bounds, to: nil)
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// Only inset when the buttons actually sit over this view.
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guard selfRect.intersects(buttonsRect) else {
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onUpdate?(0)
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return
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}
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// Window base coords have a bottom-left origin (Y grows upward), so the
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// buttons' bottom edge is `buttonsRect.minY` and this view's top edge is
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// `selfRect.maxY`. Drop the content from its top edge down to just below
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// the buttons, keeping it aligned to the leading edge.
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let overlap = selfRect.maxY - buttonsRect.minY
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onUpdate?(max(0, overlap + 8))
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}
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private func removeObservers() {
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for observer in observers {
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NotificationCenter.default.removeObserver(observer)
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}
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observers.removeAll()
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}
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deinit {
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removeObservers()
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}
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}
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}
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// MARK: - Preview
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#Preview {
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ZStack {
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Color.black
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MacOSPlayerControlsView(
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playerState: PlayerState(),
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onPlayPause: {},
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onSeek: { _ in },
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onSeekForward: { _ in },
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onSeekBackward: { _ in }
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)
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}
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.aspectRatio(16/9, contentMode: .fit)
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.frame(width: 800, height: 450)
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}
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#endif
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