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>
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@@ -8,50 +8,6 @@ import 'shader_presets.dart';
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/// A shader pick from the menu; a null quality keeps the saved one.
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typedef ShaderPick = (ShaderPreset, ShaderQuality?);
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/// Compact shader button for the video controls bar (normal and
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/// fullscreen). Opens a small menu: Off, the six Anime4K modes with
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/// HQ / Fast, Custom. The menu is a route, so it outlives the controls
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/// bar hiding under it; [onPick] runs on the caller's side.
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class ShaderControlButton extends StatelessWidget {
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final FocusNode focusNode;
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final ReadonlySignal<RenderMode> renderMode;
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final void Function(ShaderPreset preset, ShaderQuality? quality) onPick;
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final ValueChanged<bool>? onMenuOpen;
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const ShaderControlButton({
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super.key,
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required this.focusNode,
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required this.renderMode,
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required this.onPick,
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this.onMenuOpen,
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});
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@override
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Widget build(BuildContext context) {
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final s = AppSettings.instance;
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return SignalBuilder(builder: (context) {
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final preset = s.shaderPreset.value;
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final quality = s.shaderQuality.value;
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final short = shaderShortLabel(preset, quality) ?? 'Shaders';
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return Tooltip(
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message: 'Video shaders (Ctrl+1..6, Ctrl+0 off)',
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child: TextButton.icon(
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focusNode: focusNode,
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style: TextButton.styleFrom(
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foregroundColor:
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preset == ShaderPreset.off ? Colors.white : Colors.amberAccent,
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padding: const EdgeInsets.symmetric(horizontal: 8),
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tapTargetSize: MaterialTapTargetSize.shrinkWrap,
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),
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onPressed: () => showShaderMenu(context,
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renderMode: renderMode, onPick: onPick, onMenuOpen: onMenuOpen),
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icon: const Icon(Icons.auto_awesome, size: 16),
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label: Text(short, style: const TextStyle(fontSize: 12)),
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),
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);
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});
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}
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}
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/// "A HQ", "C+A Fast", "Custom"; null when shaders are off.
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String? shaderShortLabel(ShaderPreset preset, ShaderQuality quality) =>
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switch (preset) {
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@@ -61,7 +17,8 @@ String? shaderShortLabel(ShaderPreset preset, ShaderQuality quality) =>
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};
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/// The shader menu, anchored on [context]'s box (the button that opens
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/// it): Off, the six Anime4K modes with HQ / Fast, Custom.
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/// it; the controls' ⚙): Off, the six Anime4K modes with HQ / Fast,
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/// Custom. A route, so it outlives the controls hiding under it.
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Future<void> showShaderMenu(
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BuildContext context, {
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required ReadonlySignal<RenderMode> renderMode,
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