fix(player): reliable Escape "Back" + resumable, optionally-confirmed song exit (#619)

* fix(player): make Escape a reliable Back; resumable + optionally-confirmed song exit

Escape didn't always leave a song: clicking a transport control (play/FF/RW/
restart) left that <button> focused, and _shortcutDispatchBlocked() bails the
shortcut dispatcher for any focused INPUT/SELECT/TEXTAREA/BUTTON — so the
player-scope Escape=Back shortcut never fired until the user clicked empty
canvas to blur the control. Space already had a player-screen carve-out (#593);
Escape did not. That asymmetry was the bug.

Phase 1 — focus fix: generalize the Space carve-out in _shortcutDispatchBlocked
to Escape, on the player AND settings screens (both register Escape=Back;
settings had the identical latent bug). The earlier guards still win: text
inputs are exempted first, the Section Practice popover already claims Escape,
and a true modal (role=dialog aria-modal=true / .feedBack-modal) still traps it.
Plugins' player-scope Escape shortcuts are fixed identically.

Phase 2 — resume: leaving the player snapshots {song, arrangement, position,
speed} to localStorage; a non-blocking "Resume practice" pill offers it back on
the next non-player screen / next launch. playSong() gains a {resume} option
that restores speed + seeks to the saved position on song:ready instead of the
normal autostart. Conservative (ignores <3s / near-end), cleared on natural
song-end and once consumed, expires after 24h.

Phase 3 — opt-in "Ask before leaving a song" (Gameplay tab, default OFF). A
true-modal confirm with monotonic Escape (the second Escape leaves) and
Space/Enter = Leave. The player Escape shortcut and the v3 close button route
through window.requestExitSong(); auto-exit on song-end and a results screen's
own Close stay unguarded.

Design rationale: a multi-seat design charrette (engagement, learning-design,
operability, codebase-reality) — leaving a song should be reliable and
recoverable, not gated; the confirm is opt-in only.

Tests: tests/browser/{keyboard-shortcuts,resume-session,exit-confirm}.spec.ts.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

* test(browser): suppress first-run onboarding in keyboard/resume/exit specs

The first-run onboarding overlay (#v3-onboarding) is a modal that intercepts
pointer/keyboard events; on a fresh profile it covers the player and breaks any
test that presses Escape or clicks. Stub GET /api/profile to an onboarded
profile in each beforeEach so the app behaves like a returning user (the state
these tests assume).

Also tighten the Section Practice Escape test to assert the guarantee the fix
actually provides — Escape does not exit the song while the popover is open (the
line-447 guard wins over the carve-out) — rather than asserting the popover's
own close handler fires, which isn't wired for a synthetic bar.

Verified locally against a worktree server (Chromium): all 16 new specs pass
(5 Escape + 6 resume + 5 exit-confirm) plus the existing #593 Space tests.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

* fix(player): exit-confirm — Escape cancels back to song, pause on open/resume on stay

Refinements from tester feedback on the exit-confirm (default stays OFF):

- Escape on the open prompt now = Stay (dismiss + return to the song), matching
  every other modal and the generic _confirmDialog (Esc=cancel). A second
  Escape therefore returns to the song instead of leaving it. Leaving stays the
  explicit, default-focused "Leave" button, so Space/Enter/click = "just get me
  out" (the OP's "Space always hits leave").
- Opening the prompt PAUSES the song (via the canonical togglePlay path, HTML5
  + _juceMode) so it isn't running/being scored behind the modal; Stay resumes
  exactly what we paused. Guards: cancel any count-in on open; resume only if we
  paused (wasPlaying), only if still the same live song on the player
  (_audioSeekGen unchanged), and never auto-resume a song the user had paused.
- Trap Tab inside the dialog; backdrop click was already Stay.

Specs: exit-confirm.spec.ts updated — the monotonic "second Escape leaves" test
becomes "second Escape stays", plus a backdrop-click-stays test. The audio
pause/resume itself is verified manually on web + desktop (the mock song has no
backing track); these specs lock the navigation + keyboard semantics.

NOTE: the pause/resume adds a new pause→resume cycle on the desktop JUCE
transport (known play/pause-desync path) — smoke-test on the desktop build
before merge.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

* fix(player): accurate exit-confirm copy + keep resume snapshot on failed load

Two review follow-ups on the Escape/resume/confirm work:

- Settings copy said "a second Escape (or Space/Enter) still leaves",
  but Escape dismisses the confirm (Stay) like every other modal — only
  Space/Enter/Leave exit. Corrected the Gameplay-tab description so it
  matches the implementation (and the committed exit-confirm specs).

- resumeLastSession() cleared the snapshot BEFORE awaiting playSong(), so
  a transient load/connect failure permanently lost the Resume pill with
  no retry. Clear only after the load resolves; on failure keep the
  snapshot (and drop the pending in-memory resume) so the pill re-offers
  it on the next non-player screen.

All 16 Escape/resume/exit-confirm Playwright specs still pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
This commit is contained in:
ChrisBeWithYou
2026-06-28 12:32:33 +02:00
committed by GitHub
co-authored by Claude Opus 4.8 byrongamatos
parent 290783b80b
commit fef870047b
7 changed files with 842 additions and 5 deletions
+362 -3
View File
@@ -460,6 +460,25 @@ function _shortcutDispatchBlocked(e) {
e.target.closest('[role="dialog"][aria-modal="true"], .feedBack-modal'))) {
return false;
}
// Escape is the universal "back" action and must fire like Space above even
// when a transport/rail control <button> holds keyboard focus after a click
// — otherwise a focused control swallows Esc and the user can't leave the
// song until they click empty canvas (feedBack — "Escape in song not
// consistent"). It applies on the player (exit the song) AND settings
// (return to the previous screen), both of which register an Escape=Back
// shortcut. The earlier guards still win: text inputs are exempted at the
// top (Esc there clears/blurs the field), and the Section Practice popover
// already claimed Esc above. A true modal layered over the screen still
// traps Esc — the modal-overlay check keeps Esc closing the modal rather
// than ejecting past it to the screen behind.
if (e.key === 'Escape') {
const ctx = _getCurrentContext();
if ((ctx.isPlayer || ctx.isSettings) &&
!(e.target && e.target.closest &&
e.target.closest('[role="dialog"][aria-modal="true"], .feedBack-modal'))) {
return false;
}
}
return _isInsideInteractiveControl(e.target);
}
@@ -1033,6 +1052,11 @@ async function showScreen(id) {
const audio = document.getElementById('audio');
const stopTime = _audioTime();
const hadPlayableSong = !!audio.src || !!window._juceAudioUrl || isPlaying;
// Snapshot where we were so leaving the player — especially by accident
// — is recoverable instead of dumping the user back at bar 1 next time.
// Must run BEFORE highway.stop()/audio unload, while getSongInfo() and
// the position (stopTime) are still live.
if (hadPlayableSong) _snapshotResumeSession(stopTime);
highway.stop();
// Cancel any queued seeks, in-flight shim closures, AND active
// count-in timers before stopping playback so none of these paths
@@ -3394,6 +3418,8 @@ async function loadSettings() {
if (autoplayExitEl) autoplayExitEl.checked = _autoplayExitEnabled();
const showUpNextEl = document.getElementById('setting-show-upnext');
if (showUpNextEl) showUpNextEl.checked = _showUpNextEnabled();
const confirmExitEl = document.getElementById('setting-confirm-exit');
if (confirmExitEl) confirmExitEl.checked = _exitConfirmEnabled();
// Restore master-difficulty slider from persisted value (defaults
// to 100 when the key is absent — no behaviour change for users
// who've never touched the slider).
@@ -5971,6 +5997,201 @@ window.feedBack.on('song:ready', () => {
}
});
// ── Resume last session ────────────────────────────────────────────────────
// Leaving a song snapshots where you were — song, arrangement, position, and
// speed — so an exit (especially an accidental one, now that Escape reliably
// leaves regardless of focus) is recoverable instead of restarting from bar 1.
// The snapshot is offered back through a non-blocking "Resume" pill; it never
// gates, blocks, or auto-acts. Cleared on natural song-end and once consumed.
// (This is the player-session slice; the broader nav/state-resume work — e.g.
// returning to a song after wandering into Settings → Tone Builder — is a
// separate, larger track.)
const _RESUME_KEY = 'feedBack.resumeSession';
const _RESUME_MAX_AGE_MS = 24 * 60 * 60 * 1000; // a day-old snapshot is stale
const _RESUME_MIN_POSITION_S = 3; // ignore barely-started songs
const _RESUME_END_GUARD_S = 5; // ignore basically-finished songs
let _pendingResume = null; // {position, speed}, consumed at song:ready
let _resumePillDismissed = false; // per-session: user waved off the current snapshot
function _curPlaybackSpeed() {
try {
return window._juceMode
? ((window.jucePlayer && window.jucePlayer._speed) || 1)
: (document.getElementById('audio')?.playbackRate || 1);
} catch (_) { return 1; }
}
// Snapshot the live session. Called from showScreen()'s teardown before
// highway.stop()/audio unload, while getSongInfo() + position are still valid.
function _snapshotResumeSession(position) {
try {
if (!currentFilename) return;
const si = (window.highway && typeof highway.getSongInfo === 'function')
? (highway.getSongInfo() || {}) : {};
const dur = Number(si.duration) || 0;
const pos = Number(position) || 0;
// Only worth resuming a song you were genuinely mid-way through — not a
// glance at the first seconds, and not one that already basically ended.
if (pos < _RESUME_MIN_POSITION_S) { _clearResumeSession(); return; }
if (dur && pos > dur - _RESUME_END_GUARD_S) { _clearResumeSession(); return; }
const snap = {
f: currentFilename,
a: (typeof si.arrangement_index === 'number' && si.arrangement_index >= 0)
? si.arrangement_index : undefined,
t: pos,
sp: _curPlaybackSpeed(),
title: si.title || '',
artist: si.artist || '',
ts: Date.now(),
};
localStorage.setItem(_RESUME_KEY, JSON.stringify(snap));
// A fresh snapshot earns one offer — undo any earlier dismissal.
_resumePillDismissed = false;
} catch (_) { /* storage unavailable — resume is best-effort */ }
}
function _readResumeSession() {
try {
const raw = localStorage.getItem(_RESUME_KEY);
if (!raw) return null;
const snap = JSON.parse(raw);
if (!snap || !snap.f || !(Number(snap.t) > 0)) return null;
if (!snap.ts || Date.now() - snap.ts > _RESUME_MAX_AGE_MS) { _clearResumeSession(); return null; }
return snap;
} catch (_) { return null; }
}
function _clearResumeSession() {
try { localStorage.removeItem(_RESUME_KEY); } catch (_) {}
}
// Re-enter the snapshotted song and restore arrangement + position + speed.
async function resumeLastSession() {
const snap = _readResumeSession();
if (!snap) { _hideResumePill(); return false; }
_hideResumePill();
try {
await playSong(snap.f, snap.a, {
resume: { position: Number(snap.t) || 0, speed: Number(snap.sp) || 1 },
});
} catch (err) {
// A transient load/connect failure must not strand the user: keep the
// snapshot so the pill can re-offer it on the next non-player screen,
// rather than consuming the only copy before the song actually loaded.
console.warn('[app] resume failed to load; keeping snapshot:', err);
_pendingResume = null;
return false;
}
_clearResumeSession(); // consumed only after a successful load
return true;
}
window.resumeLastSession = resumeLastSession;
if (window.feedBack) window.feedBack.resumeLastSession = resumeLastSession;
// Consume a pending resume once the chart is ready: restore speed, seek to the
// saved position, then (if autoplay is on) start from there. playSong() does
// NOT arm autostart for a resume load, so the two never fight over playback.
window.feedBack.on('song:ready', () => {
const pend = _pendingResume;
if (!pend) return;
_pendingResume = null;
try {
if (pend.speed && pend.speed > 0) {
const slider = document.getElementById('speed-slider');
if (slider) slider.value = String(Math.round(pend.speed * 100));
setSpeed(pend.speed);
}
} catch (_) { /* speed restore is best-effort */ }
Promise.resolve(_audioSeek(Math.max(0, Number(pend.position) || 0), 'resume'))
.then(() => { if (_autoplayExitEnabled() && !isPlaying) return togglePlay(); })
.catch((err) => console.warn('[app] resume failed:', err));
});
// A song that finishes on its own has nothing to resume — and we never want to
// offer "resume" for a song the user just completed.
window.feedBack.on('song:ended', _clearResumeSession);
// ── Resume pill (non-blocking "continue where you left off") ────────────────
// Self-contained, inline-styled, body-appended so it works identically in the
// classic (v2) and v3 shells with no Tailwind rebuild. It only ever appears off
// the player screen, never blocks, and a dismiss forgets the current snapshot
// for the session.
function _hideResumePill() {
const el = document.getElementById('fb-resume-pill');
if (el) el.remove();
}
function _maybeShowResumePill() {
const active = document.querySelector('.screen.active');
if (active && active.id === 'player') { _hideResumePill(); return; }
if (_resumePillDismissed) return;
const snap = _readResumeSession();
if (!snap) { _hideResumePill(); return; }
if (document.getElementById('fb-resume-pill')) return; // already shown
const label = (snap.title || decodeURIComponent(snap.f || 'your last song')).toString();
const pill = document.createElement('div');
pill.id = 'fb-resume-pill';
pill.setAttribute('role', 'status');
pill.style.cssText = [
'position:fixed', 'left:16px', 'bottom:16px', 'z-index:120',
'display:flex', 'align-items:center', 'gap:10px',
'max-width:min(90vw,360px)', 'padding:10px 12px',
'background:rgba(17,24,39,0.96)', 'color:#e5e7eb',
'border:1px solid rgba(148,163,184,0.25)', 'border-radius:10px',
'box-shadow:0 6px 24px rgba(0,0,0,0.4)',
'font:13px/1.3 system-ui,-apple-system,"Segoe UI",Roboto,sans-serif',
].join(';');
const text = document.createElement('div');
text.style.cssText = 'flex:1;min-width:0';
const t1 = document.createElement('div');
t1.textContent = 'Resume practice';
t1.style.cssText = 'font-weight:600;color:#fff';
const t2 = document.createElement('div');
t2.textContent = label;
t2.style.cssText = 'opacity:0.7;white-space:nowrap;overflow:hidden;text-overflow:ellipsis';
text.appendChild(t1); text.appendChild(t2);
const resumeBtn = document.createElement('button');
resumeBtn.type = 'button';
resumeBtn.textContent = 'Resume ▸';
resumeBtn.style.cssText = 'flex:none;padding:6px 10px;border:0;border-radius:7px;background:#4080e0;color:#fff;font-weight:600;cursor:pointer';
resumeBtn.addEventListener('click', () => { resumeLastSession(); });
const dismissBtn = document.createElement('button');
dismissBtn.type = 'button';
dismissBtn.setAttribute('aria-label', 'Dismiss');
dismissBtn.textContent = '✕';
dismissBtn.style.cssText = 'flex:none;padding:4px 6px;border:0;border-radius:7px;background:transparent;color:#9ca3af;cursor:pointer;font-size:14px';
dismissBtn.addEventListener('click', () => { _resumePillDismissed = true; _hideResumePill(); });
pill.appendChild(text);
pill.appendChild(resumeBtn);
pill.appendChild(dismissBtn);
(document.body || document.documentElement).appendChild(pill);
}
if (window.feedBack) window.feedBack._maybeShowResumePill = _maybeShowResumePill;
// Exposed for tests/debugging (mirrors window._panels / _getCurrentContext).
window._snapshotResumeSession = _snapshotResumeSession;
window._readResumeSession = _readResumeSession;
window._clearResumeSession = _clearResumeSession;
// Drive the pill off screen transitions (hide over the player, offer it
// elsewhere) plus a one-shot check on first load for a prior-session snapshot.
window.feedBack.on('screen:changed', (ev) => {
const id = (ev && ev.detail && ev.detail.id) || (ev && ev.id);
if (id === 'player') _hideResumePill();
else _maybeShowResumePill();
});
if (document.readyState === 'loading') {
document.addEventListener('DOMContentLoaded',
() => { try { _maybeShowResumePill(); } catch (_) {} }, { once: true });
} else {
try { _maybeShowResumePill(); } catch (_) {}
}
// Editor → Highway handoff (Editor ⇄ 3D Highway region round-trip). The
// editor's "Loop in 3D" button stashes a pending loop + return context, then
// calls playSong(). Once the chart is ready (playSong's own clearLoop() has
@@ -6124,8 +6345,17 @@ async function playSong(filename, arrangement, options) {
currentFilename = filename;
// A fresh load arms autoplay; a pending auto-exit from the previous
// song is no longer relevant.
_pendingAutostart = true;
// song is no longer relevant. A *resume* load (options.resume) instead
// arms _pendingResume — consumed at song:ready to restore speed + seek to
// the saved position, then start — so autostart and resume don't both try
// to begin playback from different positions.
if (options && options.resume && Number(options.resume.position) > 0) {
_pendingResume = options.resume;
_pendingAutostart = false;
} else {
_pendingResume = null;
_pendingAutostart = true;
}
_clearAutoExit();
// Remember which screen the player was launched from so Esc /
// navigation back from the player (and auto-exit) returns the user
@@ -6397,6 +6627,135 @@ function closeCurrentSong() {
window.closeCurrentSong = closeCurrentSong;
if (window.feedBack) window.feedBack.closeCurrentSong = closeCurrentSong;
// ── "Ask before leaving a song" (Gameplay tab, default OFF) ────────────────
// Client-only localStorage pref (`confirmExitSong`); absence = OFF. When ON, a
// *user-initiated* exit (Escape, or the player ✕) opens a small confirm instead
// of leaving immediately. Auto-exit on song-end and a results screen's own
// Close never prompt — they call closeCurrentSong() directly, which stays the
// unguarded actual-exit.
function _exitConfirmEnabled() {
try { return localStorage.getItem('confirmExitSong') === '1'; } catch (_) { return false; }
}
// Settings checkbox setter (onchange="setConfirmExitSong(this.checked)").
window.setConfirmExitSong = function (on) {
try { localStorage.setItem('confirmExitSong', on ? '1' : '0'); } catch (_) { /* private mode */ }
const el = document.getElementById('setting-confirm-exit');
if (el && el.checked !== !!on) el.checked = !!on;
};
let _exitConfirmOpen = false; // guard against stacking confirm modals
// User-initiated request to leave the player. Honors the confirm toggle; the
// actual exit is always closeCurrentSong() (origin-aware teardown).
function requestExitSong() {
if (!_exitConfirmEnabled()) { closeCurrentSong(); return; }
if (_exitConfirmOpen) return; // already asking
_openExitConfirm();
}
window.requestExitSong = requestExitSong;
if (window.feedBack) window.feedBack.requestExitSong = requestExitSong;
// A *true* modal (role="dialog" aria-modal="true" + .feedBack-modal) so the
// Escape/Space carve-outs classify it as a focus trap — they won't fire
// player-back / play-pause while it's up. Opening it PAUSES the song so it
// isn't running (or being scored) behind the prompt; Stay resumes exactly what
// we paused. Escape matches every other modal (and the generic _confirmDialog):
// it *dismisses* the prompt → Stay → drops you back into the (resumed) song —
// so a second Escape does NOT leave. Leaving is the explicit, default-focused
// "Leave" button, so Space/Enter (or click) is the keyboard "just get me out".
function _openExitConfirm() {
_exitConfirmOpen = true;
// Freeze the song while the user decides: cancel any pending count-in (so it
// can't start playback behind the modal) and pause if we're playing. Stay
// resumes only what we paused (wasPlaying), and only if the same song is
// still live on the player — guarding a teardown/seek/end behind the prompt.
_cancelCountIn();
const _resumeGen = _audioSeekGen;
const _wasPlaying = isPlaying;
if (_wasPlaying) Promise.resolve(togglePlay()).catch(() => {});
const overlay = document.createElement('div');
overlay.id = 'fb-exit-confirm';
overlay.className = 'feedBack-modal';
overlay.setAttribute('role', 'dialog');
overlay.setAttribute('aria-modal', 'true');
overlay.setAttribute('aria-label', 'Leave this song?');
overlay.style.cssText = [
'position:fixed', 'inset:0', 'z-index:200', 'display:flex',
'align-items:center', 'justify-content:center',
'background:rgba(0,0,0,0.6)',
'font:14px/1.4 system-ui,-apple-system,"Segoe UI",Roboto,sans-serif',
].join(';');
const card = document.createElement('div');
card.style.cssText = [
'max-width:min(92vw,360px)', 'padding:18px 18px 14px',
'background:#111827', 'color:#e5e7eb',
'border:1px solid rgba(148,163,184,0.25)', 'border-radius:12px',
'box-shadow:0 12px 40px rgba(0,0,0,0.5)', 'text-align:left',
].join(';');
const h = document.createElement('div');
h.textContent = 'Leave this song?';
h.style.cssText = 'font-size:16px;font-weight:700;color:#fff;margin-bottom:6px';
const p = document.createElement('div');
p.textContent = 'You can pick up where you left off from the Resume pill.';
p.style.cssText = 'opacity:0.75;margin-bottom:16px';
const row = document.createElement('div');
row.style.cssText = 'display:flex;gap:8px;justify-content:flex-end';
const stayBtn = document.createElement('button');
stayBtn.type = 'button';
stayBtn.textContent = 'Stay';
stayBtn.style.cssText = 'padding:8px 14px;border:1px solid rgba(148,163,184,0.3);border-radius:8px;background:transparent;color:#e5e7eb;cursor:pointer';
const leaveBtn = document.createElement('button');
leaveBtn.type = 'button';
leaveBtn.textContent = 'Leave';
leaveBtn.style.cssText = 'padding:8px 14px;border:0;border-radius:8px;background:#4080e0;color:#fff;font-weight:600;cursor:pointer';
let settled = false;
function close(leave) {
if (settled) return;
settled = true;
_exitConfirmOpen = false;
document.removeEventListener('keydown', onKey, true);
overlay.remove();
if (leave) { closeCurrentSong(); return; }
// Stay → resume exactly what we paused, but only if the session is still
// the same live song on the player (not torn down / ended / seeked away
// behind the modal). If the user was already paused, leave them paused.
if (_wasPlaying && !isPlaying &&
_audioSeekGen === _resumeGen &&
document.querySelector('.screen.active')?.id === 'player') {
Promise.resolve(togglePlay()).catch(() => {});
}
}
// Capture-phase so this dialog owns Escape and it can't fall through to the
// player-scope back shortcut. Escape = Stay (dismiss the prompt and resume
// the song) — consistent with every other modal, so a second Escape does
// NOT leave. Space/Enter stay on native activation of the focused button
// (Leave by default), so the keyboard "leave" is Space/Enter.
function onKey(e) {
if (e.key === 'Escape') { e.preventDefault(); e.stopImmediatePropagation(); close(false); }
}
document.addEventListener('keydown', onKey, true);
leaveBtn.addEventListener('click', () => close(true));
stayBtn.addEventListener('click', () => close(false));
overlay.addEventListener('mousedown', (e) => { if (e.target === overlay) close(false); });
row.appendChild(stayBtn);
row.appendChild(leaveBtn);
card.appendChild(h);
card.appendChild(p);
card.appendChild(row);
overlay.appendChild(card);
(document.body || document.documentElement).appendChild(overlay);
// Trap Tab within the dialog (Stay ↔ Leave) so focus can't fall back to the
// player controls underneath while it's open.
_trapFocusInModal(overlay);
// Default focus on "Leave" so Space/Enter leaves immediately.
leaveBtn.focus();
}
window._openExitConfirm = _openExitConfirm; // exposed for tests/debugging
const SPEED_PRESET_PCTS = [100, 90, 80, 75, 70, 60, 50];
const SPEED_SNAP_THRESHOLD = 0.02;
let _speedPresetsWired = false;
@@ -9652,7 +10011,7 @@ registerShortcut({
key: 'Escape',
description: 'Back to library',
scope: 'player',
handler: () => showScreen(_playerOriginScreen || 'home')
handler: () => requestExitSong()
});
registerShortcut({
+15 -1
View File
@@ -519,6 +519,20 @@
</label>
</div>
</div>
<!-- Ask before leaving a song -->
<div class="fb-srow">
<span class="fb-srow-icon"><svg fill="none" stroke="currentColor" viewBox="0 0 24 24"><path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M17 16l4-4m0 0l-4-4m4 4H7m6 4v1a3 3 0 01-3 3H6a3 3 0 01-3-3V7a3 3 0 013-3h4a3 3 0 013 3v1"/></svg></span>
<div class="fb-srow-main">
<div class="fb-srow-title">Ask before leaving a song</div>
<div class="fb-srow-desc">Confirm before Escape (or the player&rsquo;s ✕) exits a song. Off by default &mdash; Escape leaves instantly. With it on, a confirm appears; Space, Enter, or &ldquo;Leave&rdquo; exits, while Escape dismisses it.</div>
</div>
<div class="fb-srow-control">
<label class="fb-switch">
<input type="checkbox" id="setting-confirm-exit" onchange="setConfirmExitSong(this.checked)">
<span class="fb-switch-track"></span>
</label>
</div>
</div>
</div>
</div>
@@ -999,7 +1013,7 @@
<button onclick="returnToEditorFromHighway()" id="btn-return-editor" class="v3-pop-btn hidden" title="Return to the editor where you left off">↩ Editor</button>
</span>
</div>
<button onclick="showScreen('home')" class="v3-pop-close" title="Close player">✕ Close player</button>
<button onclick="requestExitSong()" class="v3-pop-close" title="Close player">✕ Close player</button>
</div>
</div>
+1 -1
View File
@@ -29,7 +29,7 @@
gameplay: {
server: ['master_difficulty', 'av_offset_ms', 'miss_penalty',
'fail_behavior', 'countdown_before_song', 'default_arrangement'],
local: ['lefty', 'autoplayExit', 'showUpNext', 'arrangementNamingMode', 'countdownBeforeSong'],
local: ['lefty', 'autoplayExit', 'showUpNext', 'confirmExitSong', 'arrangementNamingMode', 'countdownBeforeSong'],
after: function () {
// Left-handed is held on the highway object, not re-derived
// from localStorage on load — flip it back to the default.