Player overlay as one piece, Up next always warm and on every source, Jellyfin never unmarks a watched episode

- Overlay: one layout for both designs (top bar with Up next as one of
  its buttons; one action band above the controls for the status pill,
  skips, next episode and end cards), one glass recipe (AppGlass) and
  one pill (FloatingPill); hovering any of them, or the open queue,
  holds the controls up.
- Up next: the first item (or the first continuation episode) is kept
  resolved on the app that puts it up, refreshed before it expires;
  Schedule and drop/paste can queue too.
- Jellyfin: WatchSession (core) counts real watched coverage; an
  episode is watched at 80 % or at its ending after half; a played one
  is re-marked after Playing (10.11 unmarks on open) and never gets a
  position; a peek leaves the old resume point; part-way resume points
  stay under 85 %.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
foxyzandClaude Opus 5.5 committed 2026-10-11 07:53:42 +03:00
1 parent 6b10cae4e6
commit 771b961b32
27 files changed
+1396 -558

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@@ -2,16 +2,92 @@ import 'dart:async';
import 'package:flutter/material.dart';
/// What keeps the player's controls up besides the mouse on them: the
/// mouse on a floating element over the picture (a pill, a card, the
/// status pill: [ControlsHoldRegion]) or an open popover. While anything
/// holds, the controls stay up; on release they hide on their usual
/// countdown. Both designs follow it ([ControlsHoverProbe] with
/// media_kit's controls, `UoscControls`).
class ControlsHold extends ChangeNotifier {
final _by = <Object>{};
bool _told = false;
bool _queued = false;
bool _disposed = false;
bool get held => _told;
/// [who] holds ([on]) or lets go. Listeners hear it in a microtask, never
/// during a build or a dispose.
void set(Object who, bool on) {
if (on ? !_by.add(who) : !_by.remove(who)) return;
if (_queued) return;
_queued = true;
scheduleMicrotask(() {
_queued = false;
if (_disposed) return;
final now = _by.isNotEmpty;
if (now == _told) return;
_told = now;
notifyListeners();
});
}
@override
void dispose() {
_disposed = true;
super.dispose();
}
}
/// The mouse on [child] counts as the mouse on the controls: it holds
/// [hold] while it is there.
class ControlsHoldRegion extends StatefulWidget {
final ControlsHold? hold;
final Widget child;
const ControlsHoldRegion({super.key, required this.hold, required this.child});
@override
State<ControlsHoldRegion> createState() => _ControlsHoldRegionState();
}
class _ControlsHoldRegionState extends State<ControlsHoldRegion> {
@override
void didUpdateWidget(ControlsHoldRegion oldWidget) {
super.didUpdateWidget(oldWidget);
if (oldWidget.hold != widget.hold) oldWidget.hold?.set(this, false);
}
@override
void dispose() {
widget.hold?.set(this, false);
super.dispose();
}
@override
Widget build(BuildContext context) {
final hold = widget.hold;
if (hold == null) return widget.child;
return MouseRegion(
onEnter: (_) => hold.set(this, true),
onExit: (_) => hold.set(this, false),
child: widget.child,
);
}
}
/// Follows whether media_kit's desktop controls around [child] are up,
/// by the same rule they use: up on mount and on any mouse movement,
/// down [hideAfter] later or when the mouse leaves. media_kit does not
/// expose its visibility; this lets the player draw a progress line while
/// they are down. Never takes input.
/// they are down. With [hold] held it keeps them (and itself) up. Never
/// takes input.
class ControlsHoverProbe extends StatefulWidget {
final ValueNotifier<bool> shown;
final Duration hideAfter;
final ControlsHold? hold;
final Widget child;
const ControlsHoverProbe({super.key, required this.shown, required this.hideAfter, required this.child});
const ControlsHoverProbe(
{super.key, required this.shown, required this.hideAfter, this.hold, required this.child});
@override
State<ControlsHoverProbe> createState() => _ControlsHoverProbeState();
@@ -19,22 +95,67 @@ class ControlsHoverProbe extends StatefulWidget {
class _ControlsHoverProbeState extends State<ControlsHoverProbe> {
Timer? _timer;
// While held: media_kit's own countdown is restarted before it ends.
Timer? _keep;
bool get _held => widget.hold?.held ?? false;
@override
void initState() {
super.initState();
widget.hold?.addListener(_holdChanged);
// Not during this build: the line listening to [shown] may be built.
WidgetsBinding.instance.addPostFrameCallback((_) {
if (mounted) _wake();
});
}
@override
void didUpdateWidget(ControlsHoverProbe oldWidget) {
super.didUpdateWidget(oldWidget);
if (oldWidget.hold != widget.hold) {
oldWidget.hold?.removeListener(_holdChanged);
widget.hold?.addListener(_holdChanged);
_holdChanged();
}
}
@override
void dispose() {
widget.hold?.removeListener(_holdChanged);
_timer?.cancel();
_keep?.cancel();
super.dispose();
}
void _holdChanged() {
if (!mounted) return;
_keep?.cancel();
_keep = null;
if (_held) {
_keep = Timer.periodic(widget.hideAfter * 0.5, (_) => _pokeControls());
}
_pokeControls();
_wake();
}
/// media_kit's controls state is private: a guarded dynamic call to its
/// hover handler, as a mouse movement on it would make.
void _pokeControls() {
if (!mounted) return;
void visit(Element e) {
if (e is StatefulElement && e.state.runtimeType.toString() == '_MaterialDesktopVideoControlsState') {
try {
(e.state as dynamic).onHover();
} catch (_) {}
return;
}
e.visitChildElements(visit);
}
context.visitChildElements(visit);
}
void _wake() {
widget.shown.value = true;
_timer?.cancel();
@@ -43,7 +164,8 @@ class _ControlsHoverProbeState extends State<ControlsHoverProbe> {
void _hide() {
_timer?.cancel();
if (mounted) widget.shown.value = false;
if (!mounted || _held) return;
widget.shown.value = false;
}
@override
@@ -52,7 +174,9 @@ class _ControlsHoverProbeState extends State<ControlsHoverProbe> {
hitTestBehavior: HitTestBehavior.translucent,
onEnter: (_) => _wake(),
onHover: (_) => _wake(),
onExit: (_) => _hide(),
// Held (the mouse went onto a pill or the popover): media_kit's
// controls just hid on their own exit; bring them straight back.
onExit: (_) => _held ? _pokeControls() : _hide(),
child: widget.child,
);
}