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In the separate player window the traffic-light buttons stayed visible while the controls overlay was hidden. Animate the standard window buttons' alpha in sync with controls visibility, QuickTime-style. Applies only to the dedicated player window (inline sheet and overlay fullscreen presentations keep their parent window's chrome). Buttons are handed back at full alpha when entering native fullscreen, when the controls unmount (PiP, debug overlay), and when the view re-parents to another window.
787 lines
31 KiB
Swift
787 lines
31 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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var onShowPlaylistSelector: (() -> 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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/// Change playback rate (used by the playback speed button).
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var onRateChanged: ((PlaybackRate) -> Void)? = nil
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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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/// Window hosting these controls; keyboard shortcuts only apply to events
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/// destined for this window (not e.g. the Settings window).
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@State private var hostWindow: NSWindow?
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/// The active player controls layout (macOS preset). `nil` until loaded, so
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/// the bars don't flash a wrong default before the preset arrives.
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@State private var layout: PlayerControlsLayout?
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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: - Control Bar Drag State
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/// Committed offset of the control bar from its default bottom-center
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/// position, as fractions of the container size so it survives window and
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/// aspect-ratio driven resizes. Mirrors SettingsManager; (0, 0) = docked.
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@State private var barOffsetFraction: CGSize = .zero
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/// Live drag translation in points; nil when not dragging.
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@State private var barDragTranslation: CGSize?
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/// Pixel offset captured at drag start so the drag composes with the committed offset.
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@State private var barDragBase: CGSize = .zero
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/// Measured size of the visible glass capsule (narrower than its 650pt layout frame).
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@State private var barSize = CGSize(width: 500, height: 90)
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/// Measured height of the top bar (including its gradient padding) so the
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/// dragged control bar can't overlap the top row of buttons.
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@State private var topBarHeight: CGFloat = 0
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private enum BarDrag {
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static let edgeMargin: CGFloat = 12
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static let snapDistance: CGFloat = 28
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static let bottomPadding: CGFloat = 20
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}
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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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// Ended/failed overlays take over the surface; controls stay hidden
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// regardless of hover or manual toggles.
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if playerState.playbackState == .ended || playerState.isFailed {
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return false
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}
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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 or loading
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return playerState.playbackState == .paused ||
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playerState.playbackState == .loading
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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 rendered from the active preset's top section (title/author,
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/// keep-on-top pin, close by default).
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private func topBar(layout: PlayerControlsLayout) -> some View {
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MacOSControlsSectionRenderer(
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section: layout.topSection,
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actions: controlsActions(layout: layout),
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globalSettings: layout.globalSettings,
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context: .overlay
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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: - Actions
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/// Consolidated actions for the section renderers.
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private func controlsActions(layout: PlayerControlsLayout) -> PlayerControlsActions {
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PlayerControlsActions(
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playerState: playerState,
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isWideScreenLayout: true,
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isFullscreen: isFullscreen,
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isWidescreenVideo: true,
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isPanelVisible: isDetailsPanelVisible,
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panelSide: .right,
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showVolumeControls: layout.globalSettings.volumeMode == .mpv,
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showDebugButton: true,
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showCloseButton: onClose != nil,
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currentVideo: playerState.currentVideo,
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availableCaptions: [],
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currentCaption: nil,
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availableStreams: [],
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currentStream: nil,
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currentAudioStream: nil,
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isAutoPlayNextEnabled: appEnvironment?.settingsManager.queueAutoPlayNext ?? true,
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yatteeServerURL: yatteeServerURL,
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deArrowBrandingProvider: appEnvironment?.deArrowBrandingProvider,
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onClose: onClose,
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onToggleDebug: { [self] in
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withAnimation(.easeInOut(duration: 0.2)) {
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playerState.showDebugOverlay.toggle()
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}
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},
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onTogglePiP: onTogglePiP,
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onToggleFullscreen: onToggleFullscreen,
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onToggleDetailsVisibility: onTitleTap,
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onToggleAutoPlayNext: { [weak appEnvironment] in
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appEnvironment?.settingsManager.queueAutoPlayNext.toggle()
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},
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onShowSettings: onShowSettings,
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onPlayNext: onPlayNext,
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onPlayPrevious: onPlayPrevious,
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onPlayPause: { [self] in
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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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onSeekForward: { seconds in await onSeekForward(seconds) },
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onSeekBackward: { seconds in await onSeekBackward(seconds) },
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onVolumeChanged: onVolumeChanged,
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onMuteToggled: onMuteToggled,
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onCancelHideTimer: { [self] in cancelHideTimer() },
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onResetHideTimer: { [self] in resetHideTimer() },
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onSliderAdjustmentChanged: { [self] adjusting in
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isInteracting = adjusting
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if adjusting {
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cancelHideTimer()
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} else {
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resetHideTimer()
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}
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},
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onRateChanged: onRateChanged,
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onShowPlaylistSelector: onShowPlaylistSelector,
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onShowQueue: onShowQueue,
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onControlsLockToggled: { [self] locked in
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playerState.isControlsLocked = locked
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}
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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 (from preset top section) + control bar at bottom center
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if let layout {
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VStack(spacing: 0) {
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topBar(layout: layout)
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.onGeometryChange(for: CGFloat.self) { $0.size.height } action: { topBarHeight = $0 }
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Spacer()
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MacOSControlBar(
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playerState: playerState,
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section: layout.bottomSection,
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globalSettings: layout.globalSettings,
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actions: controlsActions(layout: layout),
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onSeek: onSeek,
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showChapters: layout.progressBarSettings.showChapters,
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sponsorSegments: playerState.sponsorSegments,
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sponsorBlockSettings: layout.progressBarSettings.sponsorBlockSettings,
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playedColor: layout.progressBarSettings.playedColor.color,
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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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.onGeometryChange(for: CGSize.self) { $0.size } action: { barSize = $0 }
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// The player window is movable by background; without this,
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// AppKit claims drags on the glass capsule as window moves
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// and the reposition gesture never fires.
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.background(WindowDragBlockingView())
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.frame(width: 650)
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.padding(.bottom, BarDrag.bottomPadding)
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.offset(barOffset(in: geometry.size))
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.gesture(barDragGesture(in: geometry.size))
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.animation(
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.spring(response: 0.3, dampingFraction: 0.75),
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value: barOffset(in: geometry.size) == .zero
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)
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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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}
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.frame(width: geometry.size.width, height: geometry.size.height)
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}
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.background(
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HostWindowReader(window: $hostWindow)
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.allowsHitTesting(false)
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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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// Mouse activity clears a hide override (e.g. left by the
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// auto-hide timer after the pointer exited the window) so
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// hovering shows controls again. Not while the details panel
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// is open — that state keeps controls hidden on purpose.
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if showControls == false && !isDetailsPanelVisible {
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showControls = nil
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}
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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: shouldShowControls) { _, visible in
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setTrafficLightsVisible(visible)
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}
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.onChange(of: hostWindow) { oldWindow, _ in
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// Restore the old window's chrome when re-parented (sheet <->
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// floating window), then sync the new window to the current state.
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if let oldWindow { applyTrafficLightAlpha(1, to: oldWindow, animated: false) }
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setTrafficLightsVisible(shouldShowControls, animated: false)
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}
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.onReceive(NotificationCenter.default.publisher(for: NSWindow.willEnterFullScreenNotification)) { note in
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// In fullscreen the system owns titlebar visibility (hover at the
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// top edge reveals it) — hand the buttons back at full alpha.
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if let window = note.object as? NSWindow, window === hostWindow {
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applyTrafficLightAlpha(1, to: window, animated: false)
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}
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}
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.onReceive(NotificationCenter.default.publisher(for: NSWindow.didExitFullScreenNotification)) { note in
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if let window = note.object as? NSWindow, window === hostWindow {
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setTrafficLightsVisible(shouldShowControls, animated: false)
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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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// A new load resets any manual show/hide override (e.g. hidden
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// after ended/failed) so controls are visible while loading.
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if newState == .loading {
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showControls = nil
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}
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// Ended/failed hide via shouldShowControls; just stop the timer.
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if newState == .ended || playerState.isFailed {
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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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if let settings = appEnvironment?.settingsManager {
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barOffsetFraction = CGSize(
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width: settings.macControlsBarOffsetX,
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height: settings.macControlsBarOffsetY
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)
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}
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}
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.onDisappear {
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removeKeyboardMonitor()
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// The controls unmount while the window stays up (PiP, debug
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// overlay) — don't leave the window without its close button.
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if let hostWindow { applyTrafficLightAlpha(1, to: hostWindow, animated: false) }
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}
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.task {
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await loadLayout()
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}
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.onReceive(NotificationCenter.default.publisher(for: .playerControlsActivePresetDidChange)) { _ in
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Task { await loadLayout() }
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}
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.onReceive(NotificationCenter.default.publisher(for: .playerControlsPresetsDidChange)) { _ in
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Task { await loadLayout() }
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}
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}
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// MARK: - Control Bar Drag
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/// Display offset of the control bar for the current container size:
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/// live drag translation when dragging, otherwise the committed fraction,
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/// clamped so the capsule stays visible, with magnetic snap to default.
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private func barOffset(in container: CGSize) -> CGSize {
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let raw: CGSize
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if let drag = barDragTranslation {
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raw = CGSize(
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width: barDragBase.width + drag.width,
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height: barDragBase.height + drag.height
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)
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} else {
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raw = CGSize(
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width: barOffsetFraction.width * container.width,
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height: barOffsetFraction.height * container.height
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)
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}
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let clamped = clampBarOffset(raw, in: container)
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if hypot(clamped.width, clamped.height) < BarDrag.snapDistance {
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return .zero
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}
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return clamped
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}
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/// Clamps an offset so the visible capsule (measured `barSize`, not the
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/// wider layout frame) keeps at least `edgeMargin` from every container edge
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/// and never overlaps the top bar's button row.
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private func clampBarOffset(_ offset: CGSize, in container: CGSize) -> CGSize {
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let maxDX = max(0, (container.width - barSize.width) / 2 - BarDrag.edgeMargin)
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let topInset = max(topBarHeight, BarDrag.edgeMargin)
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let travelUp = max(0, container.height - BarDrag.bottomPadding - barSize.height - topInset)
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let travelDown = max(0, BarDrag.bottomPadding - BarDrag.edgeMargin)
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return CGSize(
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width: min(max(offset.width, -maxDX), maxDX),
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height: min(max(offset.height, -travelUp), travelDown)
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)
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}
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private func barDragGesture(in container: CGSize) -> some Gesture {
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DragGesture(minimumDistance: 4, coordinateSpace: .global)
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.onChanged { value in
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guard !playerState.isControlsLocked else { return }
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if barDragTranslation == nil {
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barDragBase = barOffset(in: container)
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isInteracting = true
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cancelHideTimer()
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}
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barDragTranslation = value.translation
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}
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.onEnded { value in
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guard barDragTranslation != nil else { return }
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let final = clampBarOffset(
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CGSize(
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width: barDragBase.width + value.translation.width,
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height: barDragBase.height + value.translation.height
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),
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in: container
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)
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let docked = hypot(final.width, final.height) < BarDrag.snapDistance
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let committed = docked ? .zero : final
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barOffsetFraction = CGSize(
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width: committed.width / max(1, container.width),
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height: committed.height / max(1, container.height)
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)
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barDragTranslation = nil
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isInteracting = false
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resetHideTimer()
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if let settings = appEnvironment?.settingsManager {
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settings.macControlsBarOffsetX = barOffsetFraction.width
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settings.macControlsBarOffsetY = barOffsetFraction.height
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}
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}
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}
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// MARK: - Traffic Lights
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/// Fades the hosting window's traffic-light buttons together with the
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/// controls overlay, QuickTime-style. Only applies to the dedicated
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/// separate player window — the inline sheet's parent window keeps its own
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/// chrome — and never in fullscreen, where the system owns the titlebar.
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private func setTrafficLightsVisible(_ visible: Bool, animated: Bool = true) {
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guard let window = hostWindow,
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window === ExpandedPlayerWindowManager.shared.currentPlayerWindow,
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!window.styleMask.contains(.fullScreen) else { return }
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applyTrafficLightAlpha(visible ? 1 : 0, to: window, animated: animated)
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}
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private func applyTrafficLightAlpha(_ alpha: CGFloat, to window: NSWindow, animated: Bool) {
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let buttons: [NSWindow.ButtonType] = [.closeButton, .miniaturizeButton, .zoomButton]
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let views = buttons.compactMap { window.standardWindowButton($0) }
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guard !views.isEmpty else { return }
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if animated {
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NSAnimationContext.runAnimationGroup { context in
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context.duration = 0.2
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context.timingFunction = CAMediaTimingFunction(name: .easeInEaseOut)
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views.forEach { $0.animator().alphaValue = alpha }
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}
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} else {
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views.forEach { $0.alphaValue = alpha }
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}
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}
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// MARK: - Layout Loading
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private func loadLayout() async {
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guard let service = appEnvironment?.playerControlsLayoutService else { return }
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layout = await service.activeLayout()
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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 keys destined for the window hosting the player;
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// pass through events for other windows (e.g. Settings).
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guard let window = event.window, window === hostWindow else { return event }
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// Let text fields receive typing (the field editor is an NSText).
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if window.firstResponder is NSText { return event }
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// When controls are locked, ignore playback keys (space/arrows/mute) and
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// only keep fullscreen (F) and exit-fullscreen (Esc) working.
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if playerState.isControlsLocked {
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switch event.keyCode {
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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()
|
|
}
|
|
}
|
|
|
|
private func startHideTimer() {
|
|
cancelHideTimer()
|
|
hideTimer = Timer.scheduledTimer(withTimeInterval: 3.0, repeats: false) { _ in
|
|
Task { @MainActor in
|
|
if playerState.playbackState == .playing && !isInteracting && !isHovering {
|
|
showControls = false
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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
|