Files
yattee/Yattee/Views/Player/ExpandedPlayerWindowManager.swift
Arkadiusz Fal 76a709a921 Keep macOS player fullscreen when queue advances to different-aspect video
Aspect-driven window sizing (contentAspectRatio + setFrame) ran even while
the separate player window was in native fullscreen, making AppKit fit and
center the content inside the fullscreen space with black bars around it.

Defer the aspect lock and auto-resize while fullscreen by parking the ratio,
then replay it in windowDidExitFullScreen so the window is ratio-locked (and
auto-fitted when that setting is on) once back in windowed mode.
2026-08-03 23:34:06 +02:00

886 lines
39 KiB
Swift

//
// ExpandedPlayerWindowManager.swift
// Yattee
//
// Manages expanded player window on macOS.
// Uses a separate NSWindow for better control over presentation and floating behavior.
//
#if os(macOS)
import AppKit
import SwiftUI
/// Manages the expanded player window on macOS.
/// Supports both normal window and floating (always-on-top) modes.
@MainActor
final class ExpandedPlayerWindowManager: NSObject {
static let shared = ExpandedPlayerWindowManager()
private var playerWindow: NSWindow?
private weak var appEnvironment: AppEnvironment?
/// Main app window hosting the inline player overlay, the observers that
/// mirror its fullscreen transitions into the coordinator flag (Esc, green
/// button, menu, Mission Control all bypass the player's own button), the
/// toolbar visibility to restore when the overlay ends (the toolbar is
/// hidden while the overlay is up so it doesn't sit above the video), and
/// whether the window was already fullscreen before the overlay began (so
/// collapsing doesn't exit a fullscreen the user had independently).
private weak var overlayParent: NSWindow?
private var overlayFullScreenObservers: [NSObjectProtocol] = []
private var overlayToolbarWasVisible: Bool?
private var overlayWasFullScreenAtBegin = false
/// Window hosting ContentView, registered by `MainContentWindowReader`.
/// `beginInlineOverlay` must not guess via mainWindow/keyWindow: when the
/// separate-window setting is toggled during playback, the key window is
/// the Settings window (and the separate player window can be "main"), so
/// guessing hides/restores the toolbar on the wrong window.
private weak var mainContentWindow: NSWindow?
/// Registers the window hosting the app's main content view.
func registerMainContentWindow(_ window: NSWindow?) {
guard let window else { return }
mainContentWindow = window
}
/// Whether the window has performed its first size application since being
/// shown. The first resize after each open snaps (no animation) so the player
/// appears at its final fixed layout; later resizes (e.g. switching to a
/// different-aspect video while the window stays open) animate normally.
private var hasCompletedInitialSizing = false
/// Aspect ratio received while the window was in native fullscreen. Applying
/// `contentAspectRatio`/`setFrame` to a fullscreen window makes AppKit fit and
/// center the content inside the fullscreen space (black bars), so the ratio
/// is parked here and replayed in `windowDidExitFullScreen`.
private var pendingFullScreenAspectRatio: Double?
private var isPlayerWindowFullScreen: Bool {
playerWindow?.styleMask.contains(.fullScreen) ?? false
}
// Configuration
private static let minWidth: CGFloat = 640
private static let minHeight: CGFloat = 360
private static let maxScreenRatio: CGFloat = 0.7
private static let targetVideoHeight: CGFloat = 720
private static let defaultAspectRatio: Double = 16.0 / 9.0
private static let frameAutosaveName = "ExpandedPlayerWindow"
var isPresented: Bool {
playerWindow != nil
}
/// The live player window managed by this instance (nil after hide()).
/// A window that exists here but isn't visible is mid-presentation or
/// hidden for PiP both valid homes for the shared render view, unlike a
/// stale ordered-out window that is no longer tracked. Used by
/// MPVContainerNSView when picking a transfer target.
var currentPlayerWindow: NSWindow? {
playerWindow
}
private override init() {
super.init()
}
// MARK: - Public API
/// Shows the expanded player in a separate window.
/// - Parameters:
/// - appEnvironment: The app environment for state and services
/// - animated: Whether to animate the window appearance
func show(with appEnvironment: AppEnvironment, animated: Bool = true) {
// If window already exists (hidden for PiP), restore it instead of creating new one
if let existingWindow = playerWindow {
// Already on screen (e.g. "Play Now" while playing) just bring it
// forward; resetting alphaValue here would make the window blink.
if existingWindow.isVisible {
LoggingService.shared.debug("ExpandedPlayerWindowManager: show() - window already visible, bringing to front", category: .player)
existingWindow.makeKeyAndOrderFront(nil)
return
}
LoggingService.shared.debug("ExpandedPlayerWindowManager: show() - restoring existing window (was hidden for PiP)", category: .player)
if animated {
existingWindow.alphaValue = 0
existingWindow.makeKeyAndOrderFront(nil)
NSAnimationContext.runAnimationGroup { context in
context.duration = 0.25
context.timingFunction = CAMediaTimingFunction(name: .easeOut)
existingWindow.animator().alphaValue = 1
}
} else {
existingWindow.alphaValue = 1
existingWindow.makeKeyAndOrderFront(nil)
}
// Any forced draw requested while the window was ordered out was
// dropped (no drawable); the layer is pull-based, so repaint now
// that the window is on screen otherwise a paused video stays
// black until the next MPV frame (never, while paused).
(appEnvironment.playerService.currentBackend as? MPVBackend)?.resumeRendering()
return
}
self.appEnvironment = appEnvironment
// Mark expanding state for mini player coordination
appEnvironment.navigationCoordinator.isPlayerExpanding = true
// Whether the window should float above other windows (always on top).
let floating = appEnvironment.settingsManager.macPlayerFloating
// Host a lightweight two-phase root instead of ExpandedPlayerSheet directly.
// AppKit won't composite the window to screen until the hosted SwiftUI view
// finishes its first layout pass; ExpandedPlayerSheet is heavy (MPV setup,
// full controls, layout math), so building it inline leaves the alpha 01
// fade with nothing to draw and the window only pops in after the render.
// ExpandedPlayerWindowRoot paints black + spinner immediately, then defers
// building ExpandedPlayerSheet by one runloop so the window appears at once.
let playerView = ExpandedPlayerWindowRoot()
.appEnvironment(appEnvironment)
// Open at the real video aspect ratio when it's already known (e.g.
// expanding a video already playing in the mini bar) so the window appears
// at its final size with no snap-jump. Falls back to 16:9 when the ratio
// isn't decoded yet; the first-resize snap below removes any later grow.
let knownAspect = appEnvironment.playerService.state.videoAspectRatio ?? 0
let seedAspect = knownAspect > 0 ? knownAspect : Self.defaultAspectRatio
// Create hosting controller
let hostingController = NSHostingController(rootView: playerView)
// Don't let the hosting controller drive the window size from the SwiftUI
// content's fitting size. The lightweight loading root (just a spinner) has a
// tiny ideal size, which would otherwise shrink the window and then grow it
// when ExpandedPlayerSheet builds. Window sizing is owned by `initialSize`
// below and `resizeToFitAspectRatio` once the real video ratio is known.
hostingController.sizingOptions = []
// Calculate initial window size at the seeded aspect ratio
let initialSize = calculateInitialWindowSize(aspectRatio: seedAspect)
// Create window with appropriate style
let window = NSWindow(
contentRect: NSRect(origin: .zero, size: initialSize),
styleMask: [.titled, .closable, .miniaturizable, .resizable, .fullSizeContentView],
backing: .buffered,
defer: false
)
// Configure window appearance
window.titlebarAppearsTransparent = true
window.titleVisibility = .hidden
window.isMovableByWindowBackground = true
window.backgroundColor = NSColor.windowBackgroundColor
window.contentViewController = hostingController
// Lock manual resize to the video aspect ratio. Seeded with the real ratio
// when known (else 16:9); updated as soon as the real ratio is known.
Self.applyAspectRatioConstraint(seedAspect, to: window)
// Force the intended size. Assigning `contentViewController` above resizes
// the window to the hosting controller's fitting size and the lightweight
// loading root has a tiny fitting size, which produced a tiny window that
// only grew once `resizeToFitAspectRatio` fired after streams loaded. Set
// the content size back to `initialSize` so the window opens full-sized
// during the loading phase too.
window.setContentSize(initialSize)
// Set up window delegate for close handling
// Make ExpandedPlayerWindowManager itself the delegate to avoid lifecycle issues
window.delegate = self
// Configure window level based on the floating preference
configureWindowLevel(window, floating: floating)
// Center window on screen
window.center()
// With auto-resize off, the window must reopen exactly as the user last
// left it no fitting, no centering. Restore the persisted frame over
// the computed default (no-op when nothing was saved yet, e.g. first
// open). With auto-resize on, sizing is owned by resizeToFitAspectRatio.
if !appEnvironment.settingsManager.playerSheetAutoResize {
window.setFrameUsingName(Self.frameAutosaveName)
}
// Persist every later frame change (manual resize/move, auto-fit) so the
// next open with auto-resize off can restore it.
_ = window.setFrameAutosaveName(Self.frameAutosaveName)
// Store reference
self.playerWindow = window
// Fresh window: the next resize is the initial sizing and must snap
// (no animation) so the player appears at its final fixed layout.
hasCompletedInitialSizing = false
pendingFullScreenAspectRatio = nil
// Show window
if animated {
window.alphaValue = 0
window.makeKeyAndOrderFront(nil)
NSAnimationContext.runAnimationGroup({ context in
context.duration = 0.25
context.timingFunction = CAMediaTimingFunction(name: .easeOut)
window.animator().alphaValue = 1
}, completionHandler: {
Task { @MainActor in
appEnvironment.navigationCoordinator.isPlayerExpanding = false
}
})
} else {
window.makeKeyAndOrderFront(nil)
appEnvironment.navigationCoordinator.isPlayerExpanding = false
}
}
/// Hides and cleans up the player window.
/// - Parameters:
/// - animated: Whether to animate the dismissal
/// - completion: Called after the window is hidden
func hide(animated: Bool = true, completion: (() -> Void)? = nil) {
guard let window = playerWindow else {
// No window means inline overlay mode (or the window is already
// gone). The overlay's container may unmount without handing the
// shared render view to the mini capsule in the same pass - watch
// for the teardown to finish and re-home the view.
MPVContainerNSView.scheduleSharedViewAdoptionRetry()
completion?()
return
}
// Mark collapsing state for mini player coordination
appEnvironment?.navigationCoordinator.isPlayerCollapsing = true
// Check if PiP is active - if so, just hide the window without destroying content
// The AVSampleBufferDisplayLayer needs to stay alive while PiP is active
let mpvBackend = appEnvironment?.playerService.currentBackend as? MPVBackend
let isPiPActive = mpvBackend?.isPiPActive ?? false
LoggingService.shared.debug("ExpandedPlayerWindowManager: hide() called, isPiPActive=\(isPiPActive)", category: .player)
// Capture navigationCoordinator before closures to avoid Swift 6 concurrency warnings
let navigationCoordinator = appEnvironment?.navigationCoordinator
if isPiPActive {
// PiP is active - just hide the window, keep content alive
// Don't clear playerWindow reference so we can restore it later
let hideWindow: @Sendable () -> Void = {
Task { @MainActor in
navigationCoordinator?.isPlayerCollapsing = false
window.orderOut(nil)
completion?()
}
}
exitFullScreenIfNeeded(window) {
Task { @MainActor in
if animated {
NSAnimationContext.runAnimationGroup({ context in
context.duration = 0.2
context.timingFunction = CAMediaTimingFunction(name: .easeIn)
window.animator().alphaValue = 0
}, completionHandler: hideWindow)
} else {
hideWindow()
}
}
}
} else {
// PiP is not active - fully clean up the window
// Clear reference immediately to prevent re-entry
playerWindow = nil
let cleanup: @Sendable () -> Void = {
Task { @MainActor in
navigationCoordinator?.isPlayerCollapsing = false
window.delegate = nil
// Don't set contentViewController to nil or call close() - just order out
// This lets SwiftUI views deallocate naturally rather than being forcibly torn down
window.orderOut(nil)
// The mini capsule's claim on the shared render view was
// declined while this window was still visible during the
// fade-out, and nothing retries after orderOut - hand the
// view over now instead of leaving the capsule black until
// the render watchdog recovers it.
if MPVContainerNSView.recoverSharedPlayerViewIfNeeded() {
mpvBackend?.resumeRendering()
}
completion?()
}
}
exitFullScreenIfNeeded(window) {
Task { @MainActor in
if animated {
NSAnimationContext.runAnimationGroup({ context in
context.duration = 0.2
context.timingFunction = CAMediaTimingFunction(name: .easeIn)
window.animator().alphaValue = 0
}, completionHandler: cleanup)
} else {
cleanup()
}
}
}
}
}
/// Runs `completion` once `window` is out of native fullscreen. Ordering
/// out a fullscreen window skips the exit transition and strands its (now
/// empty, black) fullscreen space on screen, so every dismissal path must
/// leave fullscreen before hiding the window.
private func exitFullScreenIfNeeded(_ window: NSWindow, completion: @escaping @Sendable () -> Void) {
guard window.styleMask.contains(.fullScreen) else {
completion()
return
}
let waiter = FullScreenExitWaiter()
waiter.observer = NotificationCenter.default.addObserver(
forName: NSWindow.didExitFullScreenNotification,
object: window,
queue: .main
) { _ in
waiter.finish(completion)
}
// Fallback: if AppKit refuses the exit (e.g. mid-transition), don't
// leave the window stranded on screen forever.
DispatchQueue.main.asyncAfter(deadline: .now() + 2.0) {
waiter.finish(completion)
}
window.toggleFullScreen(nil)
}
/// Updates the window level based on floating preference.
/// Call this when the user changes the player mode setting.
func updateWindowLevel(floating: Bool) {
guard let window = playerWindow else { return }
// Don't touch level/collectionBehavior mid-fullscreen; the setting is
// re-read in windowDidExitFullScreen.
guard !window.styleMask.contains(.fullScreen) else { return }
configureWindowLevel(window, floating: floating)
}
/// Toggles native fullscreen on the player window.
func toggleFullScreen() {
guard let window = playerWindow else {
// Inline overlay presentation: the player already fills the main
// window, so fullscreen is just the window's native toggle. The
// fullscreen observers keep the coordinator flag in sync.
overlayParent?.toggleFullScreen(nil)
return
}
// A floating (pinned) window carries .fullScreenAuxiliary, which AppKit
// refuses to make a primary fullscreen window. Switch to the primary
// config for the transition; windowDidExitFullScreen restores floating.
if !window.styleMask.contains(.fullScreen) {
configureWindowLevel(window, floating: false)
}
window.toggleFullScreen(nil)
}
// MARK: - Inline Overlay Presentation
/// Called when the inline player overlay mounts in the main window
/// (separate-window mode off, player expanded). Hides the main window's
/// toolbar for the overlay's lifetime and starts mirroring the window's
/// fullscreen state into `isMacInlinePlayerFullScreen`.
func beginInlineOverlay() {
guard overlayParent == nil else { return }
guard let parent = mainContentWindow ?? NSApp.mainWindow ?? NSApp.keyWindow else {
LoggingService.shared.debug(
"ExpandedPlayerWindowManager: beginInlineOverlay found no main window",
category: .player
)
return
}
LoggingService.shared.debug("ExpandedPlayerWindowManager: beginning inline overlay", category: .player)
overlayParent = parent
overlayToolbarWasVisible = parent.toolbar?.isVisible
parent.toolbar?.isVisible = false
overlayWasFullScreenAtBegin = parent.styleMask.contains(.fullScreen)
let coordinator = AppEnvironment.shared.navigationCoordinator
coordinator.isMacInlinePlayerFullScreen = overlayWasFullScreenAtBegin
observeOverlayFullScreenTransitions(of: parent)
// The overlay's render container may mount while the mini capsule is
// still tearing down, leaving the shared render view parked with no
// later lifecycle event to re-trigger adoption retry until it lands.
MPVContainerNSView.scheduleSharedViewAdoptionRetry()
}
/// Called when the inline player overlay unmounts (collapse, close, or
/// switch to separate-window mode). Restores the main window's toolbar and,
/// if fullscreen was entered for the video, exits it.
func endInlineOverlay() {
guard let parent = overlayParent else { return }
LoggingService.shared.debug("ExpandedPlayerWindowManager: ending inline overlay", category: .player)
for observer in overlayFullScreenObservers {
NotificationCenter.default.removeObserver(observer)
}
overlayFullScreenObservers = []
// Leave the window fullscreen if the user was fullscreen before the
// overlay began; only exit a fullscreen entered for the video.
if parent.styleMask.contains(.fullScreen), !overlayWasFullScreenAtBegin {
parent.toggleFullScreen(nil)
}
if let wasVisible = overlayToolbarWasVisible {
parent.toolbar?.isVisible = wasVisible
}
AppEnvironment.shared.navigationCoordinator.isMacInlinePlayerFullScreen = false
overlayToolbarWasVisible = nil
overlayWasFullScreenAtBegin = false
overlayParent = nil
}
/// Mirrors the parent window's fullscreen transitions into the coordinator
/// flag so the player controls stay in sync with exits the player's button
/// doesn't see (Esc, hover-revealed green button, Window menu, Mission
/// Control).
private func observeOverlayFullScreenTransitions(of parent: NSWindow) {
for observer in overlayFullScreenObservers {
NotificationCenter.default.removeObserver(observer)
}
let center = NotificationCenter.default
overlayFullScreenObservers = [
center.addObserver(
forName: NSWindow.didEnterFullScreenNotification,
object: parent,
queue: .main
) { _ in
Task { @MainActor in
AppEnvironment.shared.navigationCoordinator.isMacInlinePlayerFullScreen = true
}
},
center.addObserver(
forName: NSWindow.didExitFullScreenNotification,
object: parent,
queue: .main
) { _ in
Task { @MainActor in
AppEnvironment.shared.navigationCoordinator.isMacInlinePlayerFullScreen = false
}
},
]
}
/// Restores a window that was hidden for PiP mode.
/// Call this when returning from PiP to show the player window again.
func restoreFromPiP(animated: Bool = true) {
guard let window = playerWindow else {
LoggingService.shared.debug("ExpandedPlayerWindowManager: restoreFromPiP - no window to restore", category: .player)
return
}
LoggingService.shared.debug("ExpandedPlayerWindowManager: restoreFromPiP called", category: .player)
if animated {
window.alphaValue = 0
window.makeKeyAndOrderFront(nil)
NSAnimationContext.runAnimationGroup { context in
context.duration = 0.25
context.timingFunction = CAMediaTimingFunction(name: .easeOut)
window.animator().alphaValue = 1
}
} else {
window.alphaValue = 1
window.makeKeyAndOrderFront(nil)
}
}
/// Cleans up a window that was hidden for PiP when PiP ends without restoring.
/// Call this when PiP is closed via the X button (not restore).
func cleanupAfterPiP() {
guard let window = playerWindow else { return }
LoggingService.shared.debug("ExpandedPlayerWindowManager: cleanupAfterPiP called", category: .player)
// Clear our reference immediately to prevent further use
playerWindow = nil
window.delegate = nil
// Don't forcefully destroy the contentViewController or close the window immediately.
// This causes crashes because AVKit's PiP implementation adds internal views to the
// window hierarchy (via NSHostingController), and forcefully tearing down the view
// hierarchy while AVKit still has references causes use-after-free crashes.
//
// Instead, just order the window out and let it deallocate naturally when all
// references are released.
window.orderOut(nil)
LoggingService.shared.debug("ExpandedPlayerWindowManager: window ordered out", category: .player)
}
/// Resizes the player window to fit the given video aspect ratio.
/// - Parameters:
/// - aspectRatio: Video width / height ratio
/// - animated: Whether to animate the resize
func resizeToFitAspectRatio(_ aspectRatio: Double, animated: Bool = true) {
guard let window = playerWindow else { return }
guard aspectRatio > 0 else { return }
// In native fullscreen the video must keep the whole screen; constraining
// or reframing the window here would letterbox the content inside the
// fullscreen space. Park the ratio and replay it on fullscreen exit.
if isPlayerWindowFullScreen {
pendingFullScreenAspectRatio = aspectRatio
LoggingService.shared.debug(
"resizeToFitAspectRatio deferred while fullscreen aspect=\(aspectRatio)",
category: .player
)
return
}
// Always update the aspect-ratio lock, even if we end up not resizing here.
Self.applyAspectRatioConstraint(aspectRatio, to: window)
// Get screen bounds
guard let screen = window.screen ?? NSScreen.main else { return }
let screenFrame = screen.visibleFrame
// Calculate target size
let targetSize = calculateWindowSize(for: aspectRatio, screenFrame: screenFrame)
// Calculate new frame centered on current position
let currentFrame = window.frame
let newOrigin = NSPoint(
x: currentFrame.midX - targetSize.width / 2,
y: currentFrame.midY - targetSize.height / 2
)
let newFrame = NSRect(origin: newOrigin, size: targetSize)
// Ensure frame stays on screen
let adjustedFrame = constrainToScreen(newFrame, screen: screen)
// The first resize after each open snaps regardless of the requested
// animation, so the player appears at its final fixed layout instead of
// animating (the video/controls track the window's live size). Later
// resizes e.g. switching to a different-aspect video while the window
// stays open honor `animated`.
let effectiveAnimated = animated && hasCompletedInitialSizing
hasCompletedInitialSizing = true
LoggingService.shared.debug(
"resizeToFitAspectRatio aspect=\(aspectRatio) requested=\(animated) effective=\(effectiveAnimated) from=\(window.frame.size) to=\(adjustedFrame.size)",
category: .player
)
// Apply the new frame
window.setFrame(adjustedFrame, display: true, animate: effectiveAnimated)
}
/// Locks the window's resize behavior to the given aspect ratio without
/// changing the current frame. Use this when the auto-resize setting is
/// disabled but we still want manual resizing to be ratio-locked.
func lockAspectRatio(_ aspectRatio: Double) {
guard let window = playerWindow else { return }
guard aspectRatio > 0 else { return }
if isPlayerWindowFullScreen {
pendingFullScreenAspectRatio = aspectRatio
return
}
Self.applyAspectRatioConstraint(aspectRatio, to: window)
}
// MARK: - Private Helpers
/// Sets `contentAspectRatio` and a ratio-consistent minimum content size on
/// the window so that interactive resize couples width and height
/// proportionally and can't shrink below a usable minimum.
static func applyAspectRatioConstraint(_ aspectRatio: Double, to window: NSWindow) {
guard aspectRatio > 0 else { return }
// contentAspectRatio is expressed as a ratio; using (aspectRatio, 1) keeps it exact.
window.contentAspectRatio = NSSize(width: aspectRatio, height: 1)
// Derive a minimum size that lies on the same ratio so the lower bound
// doesn't force the window off-ratio (which would re-introduce bars).
// Anchor on minHeight and scale width by aspect.
let derivedMinWidth = max(Self.minHeight * CGFloat(aspectRatio), 320)
let minContentSize = NSSize(width: derivedMinWidth, height: Self.minHeight)
// Best-effort minimum. NSHostingController resets these to zero at runtime,
// so the real resize floor is enforced in the window delegate's
// `windowWillResize(_:to:)`; these are kept for any code path that reads
// the window's stored minimum before the reset happens.
window.contentMinSize = minContentSize
window.minSize = minContentSize
}
private func configureWindowLevel(_ window: NSWindow, floating: Bool) {
if floating {
window.level = .floating
window.collectionBehavior = [.canJoinAllSpaces, .fullScreenAuxiliary]
} else {
window.level = .normal
window.collectionBehavior = [.managed, .fullScreenPrimary]
}
}
/// Initial window size for a given aspect ratio. Delegates to the shared
/// `fittedPlayerSize` so the opening size and the later aspect-fitted size use
/// identical math (no mismatch no grow when the two are compared).
private func calculateInitialWindowSize(aspectRatio: Double) -> NSSize {
let ratio = aspectRatio > 0 ? aspectRatio : Self.defaultAspectRatio
guard let screen = NSScreen.main else {
return Self.fittedPlayerSize(
for: ratio,
screenFrame: NSRect(x: 0, y: 0, width: 1280, height: 720)
)
}
return Self.fittedPlayerSize(for: ratio, screenFrame: screen.visibleFrame)
}
private func calculateWindowSize(for aspectRatio: Double, screenFrame: NSRect) -> NSSize {
Self.fittedPlayerSize(for: aspectRatio, screenFrame: screenFrame)
}
/// Sizing math for the standalone-window path.
/// Anchors on `targetVideoHeight`, derives width from the aspect ratio, then
/// clamps to `maxScreenRatio` of the screen and the minimum size.
static func fittedPlayerSize(for aspectRatio: Double, screenFrame: NSRect) -> NSSize {
let maxWidth = screenFrame.width * maxScreenRatio
let maxHeight = screenFrame.height * maxScreenRatio
var width: CGFloat
var height: CGFloat
// Start with target video height and calculate width from aspect ratio
height = targetVideoHeight
width = height * aspectRatio
// Scale down if too wide for screen
if width > maxWidth {
width = maxWidth
height = width / aspectRatio
}
// Scale down if too tall for screen
if height > maxHeight {
height = maxHeight
width = height * aspectRatio
}
// Apply minimum constraints
width = max(width, minWidth)
height = max(height, minHeight)
return NSSize(width: width, height: height)
}
private func constrainToScreen(_ frame: NSRect, screen: NSScreen) -> NSRect {
let screenFrame = screen.visibleFrame
var adjustedFrame = frame
// Ensure width/height don't exceed screen
adjustedFrame.size.width = min(adjustedFrame.size.width, screenFrame.width)
adjustedFrame.size.height = min(adjustedFrame.size.height, screenFrame.height)
// Adjust origin to keep on screen
if adjustedFrame.minX < screenFrame.minX {
adjustedFrame.origin.x = screenFrame.minX
}
if adjustedFrame.maxX > screenFrame.maxX {
adjustedFrame.origin.x = screenFrame.maxX - adjustedFrame.width
}
if adjustedFrame.minY < screenFrame.minY {
adjustedFrame.origin.y = screenFrame.minY
}
if adjustedFrame.maxY > screenFrame.maxY {
adjustedFrame.origin.y = screenFrame.maxY - adjustedFrame.height
}
return adjustedFrame
}
}
/// One-shot gate shared by the fullscreen-exit notification and its timeout
/// fallback: whichever fires first runs the completion, the other is a no-op.
/// Both fire on the main thread.
private final class FullScreenExitWaiter: @unchecked Sendable {
var observer: NSObjectProtocol?
private var completed = false
func finish(_ completion: @Sendable () -> Void) {
guard !completed else { return }
completed = true
if let observer {
NotificationCenter.default.removeObserver(observer)
self.observer = nil
}
completion()
}
}
// MARK: - NSWindowDelegate
extension ExpandedPlayerWindowManager: NSWindowDelegate {
/// Clamp interactive resize to a usable minimum size.
///
/// Once `contentAspectRatio` is set, AppKit's aspect-ratio resize handler
/// takes over and stops enforcing `minSize`/`contentMinSize` during live
/// drags; NSHostingController also zeroes those stored minimums at runtime.
/// So the floor is computed here from constants and applied to the proposed
/// (already aspect-correct) frame, growing any under-sized proposal back up
/// while preserving its ratio.
nonisolated func windowWillResize(_: NSWindow, to frameSize: NSSize) -> NSSize {
MainActor.assumeIsolated {
// Enforce the floor from constants here rather than from
// `window.minSize`/`contentMinSize`: NSHostingController resets those
// to zero at runtime (even with `sizingOptions = []`), so the window's
// stored minimum can't be trusted. AppKit already applies
// `contentAspectRatio` to `frameSize`, so we only need to grow an
// under-sized proposal back up to the minimum while preserving its
// (already correct) aspect ratio.
let aspect = frameSize.height > 0
? frameSize.width / frameSize.height
: CGFloat(Self.defaultAspectRatio)
var height = max(frameSize.height, Self.minHeight)
var width = height * aspect
// Guard the width floor too (for narrow/portrait videos where the
// height minimum alone would leave the window too thin), then rederive
// height so the result stays on the proposed aspect ratio.
let minWidthFloor = max(Self.minHeight * aspect, 320)
if width < minWidthFloor {
width = minWidthFloor
height = aspect > 0 ? width / aspect : height
}
return NSSize(width: width, height: height)
}
}
nonisolated func windowShouldClose(_ sender: NSWindow) -> Bool {
// Handle close ourselves to avoid deallocation race conditions
MainActor.assumeIsolated {
// Clear reference first so hide() becomes a no-op
playerWindow = nil
// Clear queue so closing the window fully ends the session,
// matching the close button behavior
appEnvironment?.queueManager.clearQueue()
// Stop player BEFORE cleaning up window to avoid crash
// The player must be stopped while views still exist to ensure
// proper cleanup of render resources
appEnvironment?.playerService.stop()
// Update navigation state
// Set collapsing first so mini player shows video immediately
let navigationCoordinator = appEnvironment?.navigationCoordinator
navigationCoordinator?.isPlayerCollapsing = true
navigationCoordinator?.isPlayerExpanded = false
// Clean up window, leaving native fullscreen first (orderOut on a
// fullscreen window strands its black fullscreen space on screen)
exitFullScreenIfNeeded(sender) {
Task { @MainActor in
sender.delegate = nil
sender.contentViewController = nil
sender.orderOut(nil)
// Unlike hide(), this path has no animation completion to reset the
// flag. Left stuck true, the mini capsule mounts its video container
// forever and hijacks the shared render view on the next expand
// (player window stays black while the capsule renders the video).
navigationCoordinator?.isPlayerCollapsing = false
}
}
}
// Return false - we've already hidden the window with orderOut
return false
}
nonisolated func windowDidExitFullScreen(_ notification: Notification) {
MainActor.assumeIsolated {
guard let window = playerWindow else { return }
// Restore the pinned (floating) config that toggleFullScreen
// dropped so the window could enter primary fullscreen.
let floating = appEnvironment?.settingsManager.macPlayerFloating ?? false
configureWindowLevel(window, floating: floating)
// Replay the aspect ratio that arrived while fullscreen (queue
// advanced to a different-aspect video): restore the manual-resize
// ratio lock, and auto-fit the window if that setting is on
// exactly what the aspect-change handler would have done windowed.
if let ratio = pendingFullScreenAspectRatio {
pendingFullScreenAspectRatio = nil
Self.applyAspectRatioConstraint(ratio, to: window)
if appEnvironment?.settingsManager.playerSheetAutoResize == true {
resizeToFitAspectRatio(ratio, animated: false)
}
}
}
}
}
// MARK: - Two-Phase Window Root
/// Root view hosted in the expanded player window.
///
/// Shows a cheap black background + spinner on the first frame so the window
/// composites and fades in immediately, then defers building the heavy
/// `ExpandedPlayerSheet` by one runloop after the window is already on screen.
/// This is the macOS equivalent of the instant loading feedback iOS shows while
/// its player window renders, and removes the perceptible "dead gap" between the
/// click and the window appearing.
private struct ExpandedPlayerWindowRoot: View {
@State private var showFullPlayer = false
var body: some View {
ZStack {
// Fills the window and matches the player's black background so the
// swap to ExpandedPlayerSheet is seamless.
Color.black
if showFullPlayer {
ExpandedPlayerSheet()
} else {
ProgressView()
.controlSize(.large)
.tint(.white)
}
}
.ignoresSafeArea()
.onAppear {
// Defer so the cheap branch composites first, then build the real
// player while the window is already visible.
DispatchQueue.main.async { showFullPlayer = true }
}
}
}
// MARK: - Main Content Window Reader
/// Invisible background view that registers ContentView's hosting window with
/// `ExpandedPlayerWindowManager`, so the inline overlay always targets the real
/// main content window (mainWindow/keyWindow point elsewhere when e.g. the
/// Settings window has focus).
struct MainContentWindowReader: NSViewRepresentable {
func makeNSView(context _: Context) -> ReaderView {
ReaderView()
}
func updateNSView(_: ReaderView, context _: Context) {}
final class ReaderView: NSView {
override func viewDidMoveToWindow() {
super.viewDidMoveToWindow()
guard let window else { return }
Task { @MainActor in
ExpandedPlayerWindowManager.shared.registerMainContentWindow(window)
}
}
}
}
#endif