Files
yattee/Yattee/Views/Player/MPVRenderViewRepresentable.swift
2026-02-08 18:33:56 +01:00

218 lines
7.9 KiB
Swift

//
// MPVRenderViewRepresentable.swift
// Yattee
//
// SwiftUI representable wrapper for MPVRenderView.
//
import SwiftUI
#if os(iOS) || os(tvOS)
import UIKit
/// UIViewRepresentable wrapper for MPVRenderView on iOS/tvOS.
/// Uses a container view to properly swap the player view when backend changes.
struct MPVRenderViewRepresentable: UIViewRepresentable {
let backend: MPVBackend
/// Optional player state to update PiP availability
var playerState: PlayerState?
func makeUIView(context: Context) -> UIView {
// Create a container that will hold the actual player view
let container = MPVContainerView()
container.backgroundColor = .black
MPVLogging.log("MPVRenderViewRepresentable.makeUIView: creating container",
details: "hasPlayerView:\(backend.playerView != nil)")
// Add the backend's player view
if let playerView = backend.playerView {
container.setPlayerView(playerView)
}
return container
}
func updateUIView(_ uiView: UIView, context: Context) {
MPVLogging.log("MPVRenderViewRepresentable.updateUIView",
details: "hasPlayerView:\(backend.playerView != nil)")
// Swap the player view if backend changed
if let container = uiView as? MPVContainerView,
let playerView = backend.playerView {
container.setPlayerView(playerView)
}
#if os(iOS)
// Set up PiP - backend handles window availability check internally
// and will complete setup via onDidMoveToWindow if needed
backend.setupPiPIfNeeded(in: uiView, playerState: playerState)
#endif
}
}
/// Container view that properly manages player view swapping
private class MPVContainerView: UIView {
private weak var currentPlayerView: UIView?
private let containerID = UUID()
// Track all living containers to enable view transfer on deinit
private static var livingContainers = NSHashTable<MPVContainerView>.weakObjects()
override init(frame: CGRect) {
super.init(frame: frame)
MPVContainerView.livingContainers.add(self)
}
required init?(coder: NSCoder) {
super.init(coder: coder)
MPVContainerView.livingContainers.add(self)
}
deinit {
MPVLogging.log("MPVContainerView deinit",
details: "id:\(containerID.uuidString.prefix(8)) hasPlayerView:\(currentPlayerView != nil)")
// If we have the player view, transfer it to another living container
if let playerView = currentPlayerView {
// Find another container that's still alive and in the view hierarchy
for container in MPVContainerView.livingContainers.allObjects {
if container !== self && container.window != nil {
MPVLogging.log("MPVContainerView deinit: transferring player view to surviving container",
details: "from:\(containerID.uuidString.prefix(8)) to:\(container.containerID.uuidString.prefix(8))")
container.setPlayerView(playerView)
return
}
}
MPVLogging.warn("MPVContainerView deinit: no surviving container to transfer player view to!")
}
}
func setPlayerView(_ playerView: UIView) {
// Skip only if same view AND actually our subview
// (weak ref can point to a view that's been stolen by another container)
if playerView === currentPlayerView && playerView.superview === self {
MPVLogging.log("MPVContainerView.setPlayerView: same view, skipping")
return
}
// Check if player view is in another container
let isInAnotherContainer = playerView.superview is MPVContainerView && playerView.superview !== self
MPVLogging.log("MPVContainerView.setPlayerView: adding view",
details: "container:\(containerID.uuidString.prefix(8)) wasInOtherContainer:\(isInAnotherContainer) new:\(ObjectIdentifier(playerView))")
// Remove old view if present (different from the one we're adding)
if let oldView = currentPlayerView, oldView !== playerView {
MPVLogging.log("MPVContainerView: removing old view from superview")
oldView.removeFromSuperview()
}
// Add new view - this automatically removes it from its current superview
playerView.translatesAutoresizingMaskIntoConstraints = false
addSubview(playerView)
NSLayoutConstraint.activate([
playerView.topAnchor.constraint(equalTo: topAnchor),
playerView.bottomAnchor.constraint(equalTo: bottomAnchor),
playerView.leadingAnchor.constraint(equalTo: leadingAnchor),
playerView.trailingAnchor.constraint(equalTo: trailingAnchor)
])
currentPlayerView = playerView
}
}
#elseif os(macOS)
import AppKit
/// NSViewRepresentable wrapper for MPVRenderView on macOS.
/// Uses a container view to properly swap the player view when backend changes.
struct MPVRenderViewRepresentable: NSViewRepresentable {
let backend: MPVBackend
/// Optional player state to update PiP availability
var playerState: PlayerState?
func makeNSView(context: Context) -> NSView {
// Create a container that will hold the actual player view
let container = MPVContainerNSView()
container.wantsLayer = true
container.layer?.backgroundColor = NSColor.black.cgColor
// Add the backend's player view
if let playerView = backend.playerView {
container.setPlayerView(playerView)
}
// Set up callback for when view is added to window
// Use weak backend reference to avoid retaining during window destruction
container.onDidMoveToWindow = { [weak container, weak backend] in
guard let container, let backend else { return }
backend.setupPiPIfNeeded(in: container, playerState: playerState)
}
return container
}
func updateNSView(_ nsView: NSView, context: Context) {
// Swap the player view if backend changed
if let container = nsView as? MPVContainerNSView,
let playerView = backend.playerView {
container.setPlayerView(playerView)
}
// Try to set up PiP (will succeed when window is available)
backend.setupPiPIfNeeded(in: nsView, playerState: playerState)
}
}
/// Container view that properly manages player view swapping on macOS
private class MPVContainerNSView: NSView {
private weak var currentPlayerView: NSView?
/// Callback when view is added to a window
var onDidMoveToWindow: (() -> Void)?
override func viewDidMoveToWindow() {
super.viewDidMoveToWindow()
// Notify when we're added to a window (not removed)
if window != nil {
onDidMoveToWindow?()
}
}
override func viewWillMove(toSuperview newSuperview: NSView?) {
super.viewWillMove(toSuperview: newSuperview)
// When being removed from superview, detach player view first
// This ensures proper cleanup order during window destruction
if newSuperview == nil {
currentPlayerView?.removeFromSuperview()
currentPlayerView = nil
onDidMoveToWindow = nil
}
}
func setPlayerView(_ playerView: NSView) {
// Skip if same view
guard playerView !== currentPlayerView else { return }
// Remove old view if present
currentPlayerView?.removeFromSuperview()
// Add new view
playerView.translatesAutoresizingMaskIntoConstraints = false
addSubview(playerView)
NSLayoutConstraint.activate([
playerView.topAnchor.constraint(equalTo: topAnchor),
playerView.bottomAnchor.constraint(equalTo: bottomAnchor),
playerView.leadingAnchor.constraint(equalTo: leadingAnchor),
playerView.trailingAnchor.constraint(equalTo: trailingAnchor)
])
currentPlayerView = playerView
}
}
#endif