Files
yattee/Yattee/Views/Player/macOS/MacOSPlayerControlsView.swift
Arkadiusz Fal 30b2f67752 Auto-hide macOS player controls on mouse idle and hide pointer in fullscreen
The hide timer was gated on the pointer leaving the player view, which
never happens in fullscreen, so controls shown when pressing F stayed up
forever. Switch to idle-based hiding: mouse movement shows controls and
resets the 3s timer; controls fade after inactivity even while the
pointer rests over the video, unless it's on one of the control bars.
Entering fullscreen rebaselines hover tracking so the resize-driven
hover re-emission doesn't count as movement.

Also hide the mouse pointer (setHiddenUntilMouseMoves) when controls
hide in fullscreen, restoring it on exit or any mouse move.
2026-07-02 07:30:42 +02:00

846 lines
34 KiB
Swift

//
// MacOSPlayerControlsView.swift
// Yattee
//
// QuickTime-style player controls for macOS with hover-to-show behavior and keyboard shortcuts.
//
#if os(macOS)
import AppKit
import SwiftUI
/// QuickTime-style player controls overlay for macOS.
/// Shows condensed control bar on hover, hides when mouse leaves.
struct MacOSPlayerControlsView: View {
@Environment(\.appEnvironment) private var appEnvironment
@Bindable var playerState: PlayerState
// MARK: - Callbacks
let onPlayPause: () -> Void
let onSeek: (TimeInterval) async -> Void
let onSeekForward: (TimeInterval) async -> Void
let onSeekBackward: (TimeInterval) async -> Void
var onToggleFullscreen: (() -> Void)? = nil
var isFullscreen: Bool = false
var onClose: (() -> Void)? = nil
var onTogglePiP: (() -> Void)? = nil
var onPlayNext: (() async -> Void)? = nil
var onPlayPrevious: (() async -> Void)? = nil
var onVolumeChanged: ((Float) -> Void)? = nil
var onMuteToggled: (() -> Void)? = nil
var onShowSettings: (() -> Void)? = nil
var onShowQueue: (() -> Void)? = nil
var onShowPlaylistSelector: (() -> Void)? = nil
/// Tapping the avatar / title / author in the top bar toggles the video details panel.
var onTitleTap: (() -> Void)? = nil
/// Whether the floating video details panel is currently visible. When it opens,
/// the controls hide immediately instead of waiting for the auto-hide timer.
var isDetailsPanelVisible: Bool = false
/// Change playback rate (used by the playback speed button).
var onRateChanged: ((PlaybackRate) -> Void)? = nil
// MARK: - State
@State private var isHovering = false
@State private var hideTimer: Timer?
@State private var isInteracting = false
@State private var showControls: Bool?
@State private var keyboardMonitor: Any?
/// Last pointer location from `.onContinuousHover`, used to tell real mouse
/// movement apart from re-emitted hover events (e.g. after the view resizes
/// when entering fullscreen).
@State private var lastHoverLocation: CGPoint?
/// Pointer rests on the top bar / bottom control bar the idle timer must
/// not hide the controls out from under it. Two flags because moving
/// between the bars fires one bar's exit and the other's entry in
/// unspecified order.
@State private var isHoveringTopBar = false
@State private var isHoveringBottomBar = false
/// Window hosting these controls; keyboard shortcuts only apply to events
/// destined for this window (not e.g. the Settings window).
@State private var hostWindow: NSWindow?
/// The active player controls layout (macOS preset). `nil` until loaded, so
/// the bars don't flash a wrong default before the preset arrives.
@State private var layout: PlayerControlsLayout?
/// Extra top inset for the top bar so its content drops below the window's
/// traffic-light buttons in the separate/floating window presentation, while
/// keeping the avatar/title aligned to the leading edge.
/// Stays 0 when there is no overlap (inline sheet, side panel, fullscreen).
@State private var trafficLightInset: CGFloat = 0
// MARK: - Control Bar Drag State
/// Committed offset of the control bar from its default bottom-center
/// position, as fractions of the container size so it survives window and
/// aspect-ratio driven resizes. Mirrors SettingsManager; (0, 0) = docked.
@State private var barOffsetFraction: CGSize = .zero
/// Live drag translation in points; nil when not dragging.
@State private var barDragTranslation: CGSize?
/// Pixel offset captured at drag start so the drag composes with the committed offset.
@State private var barDragBase: CGSize = .zero
/// Measured size of the visible glass capsule (narrower than its 650pt layout frame).
@State private var barSize = CGSize(width: 500, height: 90)
/// Measured height of the top bar (including its gradient padding) so the
/// dragged control bar can't overlap the top row of buttons.
@State private var topBarHeight: CGFloat = 0
private enum BarDrag {
static let edgeMargin: CGFloat = 12
static let snapDistance: CGFloat = 28
static let bottomPadding: CGFloat = 20
}
// MARK: - Computed Properties
/// Controls visibility - show when hovering, interacting, or paused
private var shouldShowControls: Bool {
// Ended/failed overlays take over the surface; controls stay hidden
// regardless of hover or manual toggles.
if playerState.playbackState == .ended || playerState.isFailed {
return false
}
if let showControls {
return showControls
}
// Show if hovering, interacting (scrubbing, adjusting volume), or paused
if isHovering || isInteracting {
return true
}
// Show when paused or loading
return playerState.playbackState == .paused ||
playerState.playbackState == .loading
}
/// Whether the hosting window is in native fullscreen. The `isFullscreen`
/// parameter covers the sheet-overlay flow, but its key-window half isn't
/// reactive check the tracked host window directly as well.
private var isInNativeFullscreen: Bool {
isFullscreen || hostWindow?.styleMask.contains(.fullScreen) == true
}
/// Yattee Server URL used by `ChannelAvatarView` for avatar fallback.
private var yatteeServerURL: URL? {
appEnvironment?.instancesManager.yatteeServerInstances.first { $0.isEnabled }?.url
}
// MARK: - Top Bar
/// Top row rendered from the active preset's top section (title/author,
/// keep-on-top pin, close by default).
private func topBar(layout: PlayerControlsLayout) -> some View {
MacOSControlsSectionRenderer(
section: layout.topSection,
actions: controlsActions(layout: layout),
globalSettings: layout.globalSettings,
context: .overlay
)
.padding(.horizontal, 20)
.padding(.top, 16 + trafficLightInset)
.padding(.bottom, 24)
.frame(maxWidth: .infinity, alignment: .leading)
.background(
LinearGradient(
colors: [.black.opacity(0.55), .clear],
startPoint: .top, endPoint: .bottom
)
.allowsHitTesting(false)
)
.background(
TrafficLightInsetReader(inset: $trafficLightInset)
.allowsHitTesting(false)
)
}
// MARK: - Actions
/// Consolidated actions for the section renderers.
private func controlsActions(layout: PlayerControlsLayout) -> PlayerControlsActions {
PlayerControlsActions(
playerState: playerState,
isWideScreenLayout: true,
isFullscreen: isFullscreen,
isWidescreenVideo: true,
isPanelVisible: isDetailsPanelVisible,
panelSide: .right,
showVolumeControls: layout.globalSettings.volumeMode == .mpv,
showDebugButton: true,
showCloseButton: onClose != nil,
currentVideo: playerState.currentVideo,
availableCaptions: [],
currentCaption: nil,
availableStreams: [],
currentStream: nil,
currentAudioStream: nil,
isAutoPlayNextEnabled: appEnvironment?.settingsManager.queueAutoPlayNext ?? true,
yatteeServerURL: yatteeServerURL,
deArrowBrandingProvider: appEnvironment?.deArrowBrandingProvider,
onClose: onClose,
onToggleDebug: { [self] in
withAnimation(.easeInOut(duration: 0.2)) {
playerState.showDebugOverlay.toggle()
}
},
onTogglePiP: onTogglePiP,
onToggleFullscreen: onToggleFullscreen,
onToggleDetailsVisibility: onTitleTap,
onToggleAutoPlayNext: { [weak appEnvironment] in
appEnvironment?.settingsManager.queueAutoPlayNext.toggle()
},
onShowSettings: onShowSettings,
onPlayNext: onPlayNext,
onPlayPrevious: onPlayPrevious,
onPlayPause: { [self] in
let wasPaused = playerState.playbackState == .paused
onPlayPause()
showControls = true
if wasPaused {
resetHideTimer()
}
},
onSeekForward: { seconds in await onSeekForward(seconds) },
onSeekBackward: { seconds in await onSeekBackward(seconds) },
onVolumeChanged: onVolumeChanged,
onMuteToggled: onMuteToggled,
onCancelHideTimer: { [self] in cancelHideTimer() },
onResetHideTimer: { [self] in resetHideTimer() },
onSliderAdjustmentChanged: { [self] adjusting in
isInteracting = adjusting
if adjusting {
cancelHideTimer()
} else {
resetHideTimer()
}
},
onRateChanged: onRateChanged,
onShowPlaylistSelector: onShowPlaylistSelector,
onShowQueue: onShowQueue,
onControlsLockToggled: { [self] locked in
playerState.isControlsLocked = locked
}
)
}
// MARK: - Body
var body: some View {
GeometryReader { geometry in
ZStack {
// Invisible layer for tap/click to toggle controls
Color.clear
.contentShape(Rectangle())
.onTapGesture {
toggleControlsVisibility()
}
.allowsHitTesting(playerState.playbackState != .ended && !playerState.isFailed)
// Top bar (from preset top section) + control bar at bottom center
if let layout {
VStack(spacing: 0) {
topBar(layout: layout)
.onGeometryChange(for: CGFloat.self) { $0.size.height } action: { topBarHeight = $0 }
.onHover { hovering in
isHoveringTopBar = hovering
if !hovering { startHideTimer() }
}
Spacer()
MacOSControlBar(
playerState: playerState,
section: layout.bottomSection,
globalSettings: layout.globalSettings,
actions: controlsActions(layout: layout),
onSeek: onSeek,
showChapters: layout.progressBarSettings.showChapters,
sponsorSegments: playerState.sponsorSegments,
sponsorBlockSettings: layout.progressBarSettings.sponsorBlockSettings,
playedColor: layout.progressBarSettings.playedColor.color,
onInteractionStarted: {
isInteracting = true
cancelHideTimer()
},
onInteractionEnded: {
isInteracting = false
resetHideTimer()
}
)
.onGeometryChange(for: CGSize.self) { $0.size } action: { barSize = $0 }
.onHover { hovering in
isHoveringBottomBar = hovering
if !hovering { startHideTimer() }
}
// The player window is movable by background; without this,
// AppKit claims drags on the glass capsule as window moves
// and the reposition gesture never fires.
.background(WindowDragBlockingView())
.frame(width: 650)
.padding(.bottom, BarDrag.bottomPadding)
.offset(barOffset(in: geometry.size))
.gesture(barDragGesture(in: geometry.size))
.animation(
.spring(response: 0.3, dampingFraction: 0.75),
value: barOffset(in: geometry.size) == .zero
)
}
.opacity(shouldShowControls ? 1 : 0)
.allowsHitTesting(shouldShowControls)
}
}
.frame(width: geometry.size.width, height: geometry.size.height)
}
.background(
HostWindowReader(window: $hostWindow)
.allowsHitTesting(false)
)
.animation(.easeInOut(duration: 0.2), value: shouldShowControls)
.onContinuousHover { phase in
switch phase {
case .active(let location):
isHovering = true
// Only genuine movement counts: the first event after a gap
// (pointer entry, fullscreen resize re-emission) is a baseline,
// so entering fullscreen doesn't itself pop the controls up.
let moved = lastHoverLocation.map {
hypot($0.x - location.x, $0.y - location.y) > 1
} ?? false
lastHoverLocation = location
guard moved else { break }
// Mouse movement clears a hide override (left by the idle
// timer or a manual toggle) so controls show again. Not while
// the details panel is open that state keeps controls
// hidden on purpose.
if showControls == false && !isDetailsPanelVisible {
showControls = nil
}
resetHideTimer()
case .ended:
isHovering = false
lastHoverLocation = nil
startHideTimer()
}
}
.onChange(of: isFullscreen) { _, _ in
// The fullscreen transition resizes the view and re-emits hover
// with jumped coordinates rebaseline so that doesn't read as
// mouse movement.
lastHoverLocation = nil
}
.onChange(of: isDetailsPanelVisible) { _, isVisible in
if isVisible {
// Hide controls immediately when the details panel opens.
showControls = false
cancelHideTimer()
} else {
// Restore default hover/paused-driven visibility when it closes.
showControls = nil
}
}
.onChange(of: shouldShowControls) { _, visible in
setTrafficLightsVisible(visible)
// Hidden bars stop hit-testing, so their `onHover(false)` may
// never arrive clear the flags or they'd stay stuck true and
// block every future idle-hide.
if !visible {
isHoveringTopBar = false
isHoveringBottomBar = false
}
}
.onChange(of: hostWindow) { oldWindow, _ in
// Restore the old window's chrome when re-parented (sheet <->
// floating window), then sync the new window to the current state.
if let oldWindow { applyTrafficLightAlpha(1, to: oldWindow, animated: false) }
setTrafficLightsVisible(shouldShowControls, animated: false)
}
.onReceive(NotificationCenter.default.publisher(for: NSWindow.willEnterFullScreenNotification)) { note in
// In fullscreen the system owns titlebar visibility (hover at the
// top edge reveals it) hand the buttons back at full alpha.
if let window = note.object as? NSWindow, window === hostWindow {
applyTrafficLightAlpha(1, to: window, animated: false)
}
}
.onReceive(NotificationCenter.default.publisher(for: NSWindow.didExitFullScreenNotification)) { note in
if let window = note.object as? NSWindow, window === hostWindow {
setTrafficLightsVisible(shouldShowControls, animated: false)
// Pointer hiding is a fullscreen-only behavior; make sure it's
// back even before the next mouse move.
NSCursor.setHiddenUntilMouseMoves(false)
}
}
.onChange(of: playerState.playbackState) { oldState, newState in
// When playback starts, start hide timer
if newState == .playing && shouldShowControls {
startHideTimer()
}
// A new load resets any manual show/hide override (e.g. hidden
// after ended/failed) so controls are visible while loading.
if newState == .loading {
showControls = nil
}
// Ended/failed hide via shouldShowControls; just stop the timer.
if newState == .ended || playerState.isFailed {
cancelHideTimer()
}
}
.onAppear {
setupKeyboardMonitor()
if let settings = appEnvironment?.settingsManager {
barOffsetFraction = CGSize(
width: settings.macControlsBarOffsetX,
height: settings.macControlsBarOffsetY
)
}
}
.onDisappear {
removeKeyboardMonitor()
// The controls unmount while the window stays up (PiP, debug
// overlay) don't leave the window without its close button.
if let hostWindow { applyTrafficLightAlpha(1, to: hostWindow, animated: false) }
}
.task {
await loadLayout()
}
.onReceive(NotificationCenter.default.publisher(for: .playerControlsActivePresetDidChange)) { _ in
Task { await loadLayout() }
}
.onReceive(NotificationCenter.default.publisher(for: .playerControlsPresetsDidChange)) { _ in
Task { await loadLayout() }
}
}
// MARK: - Control Bar Drag
/// Display offset of the control bar for the current container size:
/// live drag translation when dragging, otherwise the committed fraction,
/// clamped so the capsule stays visible, with magnetic snap to default.
private func barOffset(in container: CGSize) -> CGSize {
let raw: CGSize
if let drag = barDragTranslation {
raw = CGSize(
width: barDragBase.width + drag.width,
height: barDragBase.height + drag.height
)
} else {
raw = CGSize(
width: barOffsetFraction.width * container.width,
height: barOffsetFraction.height * container.height
)
}
let clamped = clampBarOffset(raw, in: container)
if hypot(clamped.width, clamped.height) < BarDrag.snapDistance {
return .zero
}
return clamped
}
/// Clamps an offset so the visible capsule (measured `barSize`, not the
/// wider layout frame) keeps at least `edgeMargin` from every container edge
/// and never overlaps the top bar's button row.
private func clampBarOffset(_ offset: CGSize, in container: CGSize) -> CGSize {
let maxDX = max(0, (container.width - barSize.width) / 2 - BarDrag.edgeMargin)
let topInset = max(topBarHeight, BarDrag.edgeMargin)
let travelUp = max(0, container.height - BarDrag.bottomPadding - barSize.height - topInset)
let travelDown = max(0, BarDrag.bottomPadding - BarDrag.edgeMargin)
return CGSize(
width: min(max(offset.width, -maxDX), maxDX),
height: min(max(offset.height, -travelUp), travelDown)
)
}
private func barDragGesture(in container: CGSize) -> some Gesture {
DragGesture(minimumDistance: 4, coordinateSpace: .global)
.onChanged { value in
guard !playerState.isControlsLocked else { return }
if barDragTranslation == nil {
barDragBase = barOffset(in: container)
isInteracting = true
cancelHideTimer()
}
barDragTranslation = value.translation
}
.onEnded { value in
guard barDragTranslation != nil else { return }
let final = clampBarOffset(
CGSize(
width: barDragBase.width + value.translation.width,
height: barDragBase.height + value.translation.height
),
in: container
)
let docked = hypot(final.width, final.height) < BarDrag.snapDistance
let committed = docked ? .zero : final
barOffsetFraction = CGSize(
width: committed.width / max(1, container.width),
height: committed.height / max(1, container.height)
)
barDragTranslation = nil
isInteracting = false
resetHideTimer()
if let settings = appEnvironment?.settingsManager {
settings.macControlsBarOffsetX = barOffsetFraction.width
settings.macControlsBarOffsetY = barOffsetFraction.height
}
}
}
// MARK: - Traffic Lights
/// Fades the hosting window's traffic-light buttons together with the
/// controls overlay, QuickTime-style. Only applies to the dedicated
/// separate player window the inline sheet's parent window keeps its own
/// chrome and never in fullscreen, where the system owns the titlebar.
private func setTrafficLightsVisible(_ visible: Bool, animated: Bool = true) {
guard let window = hostWindow,
window === ExpandedPlayerWindowManager.shared.currentPlayerWindow,
!window.styleMask.contains(.fullScreen) else { return }
applyTrafficLightAlpha(visible ? 1 : 0, to: window, animated: animated)
}
private func applyTrafficLightAlpha(_ alpha: CGFloat, to window: NSWindow, animated: Bool) {
let buttons: [NSWindow.ButtonType] = [.closeButton, .miniaturizeButton, .zoomButton]
let views = buttons.compactMap { window.standardWindowButton($0) }
guard !views.isEmpty else { return }
if animated {
NSAnimationContext.runAnimationGroup { context in
context.duration = 0.2
context.timingFunction = CAMediaTimingFunction(name: .easeInEaseOut)
views.forEach { $0.animator().alphaValue = alpha }
}
} else {
views.forEach { $0.alphaValue = alpha }
}
}
// MARK: - Layout Loading
private func loadLayout() async {
guard let service = appEnvironment?.playerControlsLayoutService else { return }
layout = await service.activeLayout()
}
// MARK: - Keyboard Shortcuts
private func setupKeyboardMonitor() {
keyboardMonitor = NSEvent.addLocalMonitorForEvents(matching: .keyDown) { [self] event in
// Only handle keys destined for the window hosting the player;
// pass through events for other windows (e.g. Settings).
guard let window = event.window, window === hostWindow else { return event }
// Let text fields receive typing (the field editor is an NSText).
if window.firstResponder is NSText { return event }
// When controls are locked, ignore playback keys (space/arrows/mute) and
// only keep fullscreen (F) and exit-fullscreen (Esc) working.
if playerState.isControlsLocked {
switch event.keyCode {
case 3: // F
onToggleFullscreen?()
return nil
case 53: // Escape
if isFullscreen {
onToggleFullscreen?()
return nil
}
return event
default:
return event // Pass through space/arrows/M while locked
}
}
// Let -based key equivalents reach the menu bar (Playback menu shortcuts
// like / seek and previous video) instead of consuming them here.
if event.modifierFlags.contains(.command) { return event }
let isShiftHeld = event.modifierFlags.contains(.shift)
// Handle keyboard shortcuts
switch event.keyCode {
case 49: // Space
onPlayPause()
return nil // Consume event
case 123: // Left arrow
let seconds = TimeInterval(
isShiftHeld
? layout?.centerSettings.secondarySeekBackwardSeconds ?? 30
: layout?.centerSettings.seekBackwardSeconds ?? 10
)
Task { await onSeekBackward(seconds) }
return nil
case 124: // Right arrow
let seconds = TimeInterval(
isShiftHeld
? layout?.centerSettings.secondarySeekForwardSeconds ?? 30
: layout?.centerSettings.seekForwardSeconds ?? 10
)
Task { await onSeekForward(seconds) }
return nil
case 126: // Up arrow
// In system volume mode MPV volume is pinned at 1.0; don't fight it.
guard layout?.globalSettings.volumeMode != .system else { return event }
let newVolume = min(1.0, playerState.volume + 0.1)
playerState.volume = newVolume
onVolumeChanged?(newVolume)
return nil
case 125: // Down arrow
guard layout?.globalSettings.volumeMode != .system else { return event }
let newVolume = max(0, playerState.volume - 0.1)
playerState.volume = newVolume
onVolumeChanged?(newVolume)
return nil
case 46: // M key
guard layout?.globalSettings.volumeMode != .system else { return event }
onMuteToggled?()
return nil
case 3: // F key
onToggleFullscreen?()
return nil
case 53: // Escape
if isFullscreen {
onToggleFullscreen?()
return nil
}
return event // Pass through if not fullscreen
default:
return event // Pass through unhandled keys
}
}
}
private func removeKeyboardMonitor() {
if let monitor = keyboardMonitor {
NSEvent.removeMonitor(monitor)
keyboardMonitor = nil
}
}
// MARK: - Timer Management
private func toggleControlsVisibility() {
showControls = !shouldShowControls
if shouldShowControls {
startHideTimer()
} else if isInNativeFullscreen {
NSCursor.setHiddenUntilMouseMoves(true)
}
}
private func startHideTimer() {
cancelHideTimer()
hideTimer = Timer.scheduledTimer(withTimeInterval: 3.0, repeats: false) { _ in
Task { @MainActor in
// Idle-based hide: the pointer resting over the video doesn't
// keep controls up (it never leaves the view in fullscreen)
// only resting on one of the bars does.
if playerState.playbackState == .playing && !isInteracting
&& !isHoveringTopBar && !isHoveringBottomBar {
showControls = false
if isInNativeFullscreen {
NSCursor.setHiddenUntilMouseMoves(true)
}
}
}
}
}
private func resetHideTimer() {
startHideTimer()
}
private func cancelHideTimer() {
hideTimer?.invalidate()
hideTimer = nil
}
}
// MARK: - Window Drag Blocking View
/// Blocks `isMovableByWindowBackground` window-dragging within its bounds so
/// drags on the control bar reach the SwiftUI reposition gesture instead of
/// moving the player window. Doesn't handle any events itself unhandled
/// mouse events continue up the responder chain to the hosting view.
private struct WindowDragBlockingView: NSViewRepresentable {
final class BlockingNSView: NSView {
override var mouseDownCanMoveWindow: Bool { false }
}
func makeNSView(context: Context) -> BlockingNSView { BlockingNSView() }
func updateNSView(_ nsView: BlockingNSView, context: Context) {}
}
// MARK: - Host Window Reader
/// Reports the `NSWindow` hosting this view so the keyboard monitor can ignore
/// events destined for other windows. Tracks re-parenting (mini bar <-> sheet
/// <-> floating window) via `viewDidMoveToWindow`.
private struct HostWindowReader: NSViewRepresentable {
@Binding var window: NSWindow?
func makeNSView(context: Context) -> ReaderView {
let view = ReaderView()
view.onWindowChange = { newWindow in
if window !== newWindow { window = newWindow }
}
return view
}
func updateNSView(_ nsView: ReaderView, context: Context) {
nsView.onWindowChange = { newWindow in
if window !== newWindow { window = newWindow }
}
}
final class ReaderView: NSView {
var onWindowChange: ((NSWindow?) -> Void)?
override func viewDidMoveToWindow() {
super.viewDidMoveToWindow()
let window = window
DispatchQueue.main.async { [weak self] in
self?.onWindowChange?(window)
}
}
}
}
// MARK: - Traffic Light Inset Reader
/// Reports how far the top bar's leading content must be pushed to clear the
/// hosting window's traffic-light buttons (close/minimize/zoom).
///
/// Returns 0 whenever the buttons don't actually overlap this view e.g. in
/// fullscreen (buttons hidden), or when the controls render inside the inline
/// sheet / side panel where the top bar sits below the window's titlebar.
private struct TrafficLightInsetReader: NSViewRepresentable {
@Binding var inset: CGFloat
func makeNSView(context: Context) -> ReaderView {
let view = ReaderView()
view.onUpdate = { newInset in
if inset != newInset { inset = newInset }
}
return view
}
func updateNSView(_ nsView: ReaderView, context: Context) {
nsView.onUpdate = { newInset in
if inset != newInset { inset = newInset }
}
DispatchQueue.main.async { nsView.recompute() }
}
final class ReaderView: NSView {
var onUpdate: ((CGFloat) -> Void)?
private var observers: [NSObjectProtocol] = []
override func viewDidMoveToWindow() {
super.viewDidMoveToWindow()
removeObservers()
postsFrameChangedNotifications = true
guard let window else {
onUpdate?(0)
return
}
let center = NotificationCenter.default
let names: [NSNotification.Name] = [
NSWindow.didEnterFullScreenNotification,
NSWindow.didExitFullScreenNotification,
NSWindow.didResizeNotification,
NSWindow.didBecomeKeyNotification
]
for name in names {
observers.append(center.addObserver(forName: name, object: window, queue: .main) { [weak self] _ in
self?.recompute()
})
}
observers.append(center.addObserver(forName: NSView.frameDidChangeNotification, object: self, queue: .main) { [weak self] _ in
self?.recompute()
})
recompute()
}
func recompute() {
guard let window,
!window.styleMask.contains(.fullScreen) else {
onUpdate?(0)
return
}
let buttons = [
window.standardWindowButton(.closeButton),
window.standardWindowButton(.miniaturizeButton),
window.standardWindowButton(.zoomButton)
].compactMap { $0 }.filter { !$0.isHidden && $0.superview != nil }
guard !buttons.isEmpty else {
onUpdate?(0)
return
}
// Union of the traffic lights and this view, both in window base coords.
let buttonsRect = buttons
.map { $0.convert($0.bounds, to: nil) }
.reduce(NSRect.null) { $0.union($1) }
let selfRect = convert(bounds, to: nil)
// Only inset when the buttons actually sit over this view.
guard selfRect.intersects(buttonsRect) else {
onUpdate?(0)
return
}
// Window base coords have a bottom-left origin (Y grows upward), so the
// buttons' bottom edge is `buttonsRect.minY` and this view's top edge is
// `selfRect.maxY`. Drop the content from its top edge down to just below
// the buttons, keeping it aligned to the leading edge.
let overlap = selfRect.maxY - buttonsRect.minY
onUpdate?(max(0, overlap + 8))
}
private func removeObservers() {
for observer in observers {
NotificationCenter.default.removeObserver(observer)
}
observers.removeAll()
}
deinit {
removeObservers()
}
}
}
// MARK: - Preview
#Preview {
ZStack {
Color.black
MacOSPlayerControlsView(
playerState: PlayerState(),
onPlayPause: {},
onSeek: { _ in },
onSeekForward: { _ in },
onSeekBackward: { _ in }
)
}
.aspectRatio(16/9, contentMode: .fit)
.frame(width: 800, height: 450)
}
#endif