Player controls: one model, two skins (Standard, Minimal); conventional layout; controls settings

PlayerControlsModel holds the controls' state and actions once; the
Standard skin (our own, no more media_kit controls or private-state
reach-ins) and Minimal (the former uosc design, made the app's own and
credited) only draw it. One layout spec for both: play first, then
previous/next, volume, time; subtitles, audio, settings, chat,
fullscreen last; everything else in the settings menu. Settings ->
Player -> Controls: time display, size, hide delay, optional buttons.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
foxyzandClaude Opus 5.5 committed 2026-10-15 17:03:15 +03:00
1 parent 959eed38a4
commit fd8064611a
40 files changed
+3820 -3975

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@@ -6,8 +6,7 @@ import 'package:flutter/material.dart';
/// 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`).
/// countdown. Both skins follow it (through `ControlsFrame`).
class ControlsHold extends ChangeNotifier {
final _by = <Object>{};
bool _told = false;
@@ -74,109 +73,3 @@ class _ControlsHoldRegionState extends State<ControlsHoldRegion> {
);
}
}
/// 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. 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, this.hold, required this.child});
@override
State<ControlsHoverProbe> createState() => _ControlsHoverProbeState();
}
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();
_timer = Timer(widget.hideAfter, _hide);
}
void _hide() {
_timer?.cancel();
if (!mounted || _held) return;
widget.shown.value = false;
}
@override
Widget build(BuildContext context) => MouseRegion(
opaque: false,
hitTestBehavior: HitTestBehavior.translucent,
onEnter: (_) => _wake(),
onHover: (_) => _wake(),
// 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,
);
}