Files
sync_replay_project/apps/desktop/lib/src/controls/controls_probe.dart
T
foxyzandClaude Opus 5.5 fd8064611a 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>
2026-10-15 17:03:15 +03:00

76 lines
2.0 KiB
Dart

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 skins follow it (through `ControlsFrame`).
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,
);
}
}