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byrongamatosandClaude Opus 4.8 ae0857bd97 feat(v3): promote Audio Engine to a first-class sidebar item
Add the bundled desktop `audio_engine` plugin (native audio I/O, VST
hosting, amp modeling, pitch detection) as a dedicated v3 sidebar entry
in the HOME group, immediately below Settings, via the existing
PROMOTED_PLUGINS mechanism in static/v3/shell.js. Gated on the plugin
being installed (renderPromotedNav checks /api/plugins), so it shows
only in desktop builds. Adds a new `audio` waveform icon; the displayed
label comes from the plugin manifest nav.label ("Audio").

Test: tests/browser/audio-engine-nav.spec.ts (placement after Settings,
inside the HOME group, links to the plugin screen).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 00:58:48 +02:00
49 changed files with 106 additions and 6652 deletions
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@@ -27,9 +27,6 @@ plugins/achievements/__pycache__/
!plugins/highway_3d/
!plugins/highway_3d/**
plugins/highway_3d/__pycache__/
!plugins/folder_library/
!plugins/folder_library/**
plugins/folder_library/__pycache__/
!plugins/app_tour_library/
!plugins/app_tour_library/**
!plugins/app_tour_settings/
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@@ -8,11 +8,6 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
## [Unreleased]
### Added
- **Playlists get content-dependent covers + custom art.** Playlist cards were a tiny `🎵` emoji on an empty square. Now a playlist's cover reflects its contents: **empty → the icon**, **a few songs → the first song's album art**, **4+ songs → a 2×2 art mosaic**. You can also **upload a custom cover** (a "Cover" button in the playlist detail view → image picker; "Remove cover" reverts to the content view). `MetadataDB.list_playlists()` now returns each playlist's first few song `art_urls`; `GET /api/playlists` and `GET /api/playlists/{id}` add `cover_url` when a custom cover exists. New routes `POST` / `GET` / `DELETE /api/playlists/{id}/cover` store a small PNG thumbnail under `CONFIG_DIR/playlist_covers/` (PIL-converted, like song-art upload); the cover is removed with the playlist. Frontend: `playlistCoverHtml(p)` in `static/v3/playlists.js`. Tests: `tests/test_playlists_api.py` (art_urls + cover roundtrip / reject-non-image / delete-cleanup), `tests/js/v3_playlist_cover.test.js`.
- **v3 Songs: "Add to playlist" is now on each song's ⋮ "More" menu.** Previously a song could only be added to a playlist through select-mode (the checkbox → batch bar). The per-card overflow menu now has an **Add to playlist** row that targets that one song, reusing the same picker (choose a listed number or type a new name to create it). The select-mode batch flow and the single-song menu now share one extracted `addFilenamesToPlaylist(filenames)` helper in `static/v3/songs.js` (both grid and tree rows, since they share `openCardMenu`). Tests: `tests/js/v3_add_to_playlist_menu.test.js`.
- **Resume where you left off — leaving a song now snapshots your place so an exit is recoverable, not a restart-from-zero.** Exiting the player (`showScreen()` teardown, before audio unload) writes `{song, arrangement, position, speed}` to `localStorage` (`feedBack.resumeSession`), and a non-blocking **"Resume practice"** pill offers it back on the next non-player screen (and on the next app launch). Clicking Resume re-enters the song, restores the arrangement + playback speed, and seeks to the saved position via the existing `_audioSeek` funnel; `playSong()` gains a `{ resume: {position, speed} }` option that arms a `song:ready`-consumed restore instead of the normal autostart, so the two never fight over playback. The snapshot is deliberately conservative — ignored for a song you barely started (< 3s) or had basically finished (within 5s of the end), cleared on natural song-end and once consumed, and expired after 24h. The pill is self-contained (inline-styled, body-appended, works identically in the classic and v3 shells with no Tailwind rebuild), never blocks, and a dismiss forgets the current snapshot for the session. This pairs with the Escape focus fix: now that Escape reliably leaves regardless of focus, an *accidental* exit is one tap to undo. Public surface: `window.resumeLastSession()` / `window.feedBack.resumeLastSession`. (The broader nav-state work — returning to a song after wandering into Settings → Tone Builder — is a separate, larger track; this lands the player-session slice.) Tests: `tests/browser/resume-session.spec.ts` (snapshot guards, staleness, pill show/hide/dismiss, resume consumption).
- **Optional "Ask before leaving a song" confirm (Gameplay tab, default OFF).** A new client-only toggle (`confirmExitSong` in `localStorage`, in the v3 Gameplay settings + the Gameplay "Reset" set) for players who want a guard against an accidental exit. **Off by default — Escape leaves instantly, zero change for everyone else.** When on, a *user-initiated* exit (the player-scope Escape shortcut, or the player's ✕) opens a small true-modal confirm instead of leaving; auto-exit on song-end and a results screen's own Close are unaffected (they call `closeCurrentSong()` directly, which stays the unguarded actual-exit). The confirm honors the team's refined asks: **opening it pauses the song** (so it isn't running or being scored behind the prompt) and **Stay resumes exactly what was paused**; **Escape = Stay** — the dialog's capture-phase handler *dismisses* it (now consistent with every other modal and the generic `_confirmDialog`'s Esc=cancel), so a second Escape returns you to the (resumed) song rather than leaving; **Space/Enter (or click) Leave** by natively activating the default-focused "Leave" button ("just get me out"). Pause/resume run through the canonical `togglePlay()` path (HTML5 + `_juceMode`), guarded so a count-in, an already-paused song, or a teardown/seek/end behind the modal can't mis-resume. It's a real modal (`role="dialog" aria-modal="true"` / `.feedBack-modal`) with **Tab trapped inside it** and a **backdrop click that also Stays**, so the Escape/Space focus carve-outs treat it as a trap and don't fire player-back / play-pause behind it. The player Escape shortcut and the v3 ✕ route through a shared `window.requestExitSong()` gate (the ✕ also becomes origin-aware, matching Escape). Tests: `tests/browser/exit-confirm.spec.ts` (default-off instant exit, confirm-on opens + stays, second-Escape stays, backdrop stays, Stay/Leave, Enter-leaves); the audio pause/resume is verified manually on web + desktop (the mock song has no backing track).
- **Folder Library — a bundled core plugin (`plugins/folder_library/`) that browses the DLC library by its on-disk folder tree.** Surfaces top-level folders → subfolders → songs (root-level songs land in `(Unsorted)`), with in-app folder management (create / rename / delete nested folders), song moves via dialog or drag-and-drop, and sort/filter that mirrors the host library's filter state. Wired into both the classic (v2) library toolbar and the v3 Songs page as a third **Folders** view alongside grid/tree; the plugin's `screen.js` is loaded once by the host and reused (idempotent IIFEs). Supersedes the former standalone "Folder Organizer" community plugin (removed from the README list). Backend (`routes.py`) registers `/api/plugins/folder_library/{tree,folder/create,folder/rename,folder/delete,song/move}`; **all filesystem mutations are confined to `DLC_DIR` and validated against path traversal** (per-segment name validation plus a resolved-containment check on `song/move`), and folder deletion relocates every song — de-duplicating colliding names — so a name clash never destroys a song. A two-level cache keeps re-opening folders fast. Tests: `tests/plugins/folder_library/test_routes.py` (path-safety helpers + move-traversal and delete-no-data-loss end-to-end).
- **Full-screen (immersive) plugin screens — opt-in via `"fullscreen": true` in `plugin.json`.** DAW-style plugin UIs (e.g. a practice studio) need the whole viewport, not a scrolling content page below the topbar — embedded in the v3 shell they get cut off at the bottom with dead space up top. A plugin can now declare a top-level `"fullscreen": true`; `plugins/__init__.py` surfaces it as the `fullscreen` boolean on `/api/plugins` (mirroring the `settings_category` plumbing). When such a plugin's screen is active, `static/v3/shell.js` toggles `html.fb-immersive` from `syncActive()` (so it tracks every navigation incl. deep-link), and `static/v3/v3.css` hides the topbar, collapses the sidebar to a functional **icon rail** (kept reachable — Escape is bound only on player/settings scopes, so a fully-hidden sidebar would trap the user), and lets the active plugin screen fill `#v3-main`. Mirrors the existing `ss-follower-pre` chrome-hide pattern. Additive + opt-in: plugins without the flag are unaffected. Tests: `tests/test_plugins.py::test_fullscreen_flag_parsed_from_manifest`.
- **Achievements wall sync — background drain worker (epic PR3, client side).** The bundled `achievements` plugin gains a dead-letter sync worker that POSTs queued Feat unlocks (and removals) to the hosted **feedback-achievements** wall service (separate repo). Idle unless a wall URL is configured (`FEEDBACK_ACHIEVEMENTS_WALL_URL`); uses `requests` with the baked-in client-token header, mirroring `lib/lyrics_transcribe`'s outbound pattern (explicit timeout, no raise on non-2xx). **Dead-letter, never drop** (pure `engine.drain_decision`): network error / `429` / `5xx` → keep `pending` (retry); other `4xx``dead_letter` (diagnosable, replayable); `2xx` → delete on server ack. A row leaves the queue only on ack or a user opt-out. `remove-me` now enqueues a wall removal keyed by the reused `player_hash`. Verified by an end-to-end staging round-trip (earn a Feat → drains onto the wall with name + short hash → `remove-me` → wall empties) with **no IP** in tables or access logs. Tests: `tests/plugins/achievements/test_sync.py` (decision table + ack/retry/dead-letter retention + four-field payload on the wire). The hosted service itself (FastAPI + SQLite-on-disk, Feats-only, hidden-until-first-global-unlock, profanity filter, in-memory rate limit, Render blueprint, migration tool) lives in the new `feedback-achievements` repo.
- **Achievements wall — opt-in, privacy controls & data-minimization gate (epic PR2).** Sharing earned **Feats** on the (forthcoming) public wall is strictly opt-in. A new **onboarding step** (`static/v3/profile.js`, inserted after song-directory / before instrument paths — the wizard is now five steps) presents a plain-language card: it publishes only your display name and the Feats you earn, never songs/skills/scores, and is **off by default**. The bundled plugin's Settings panel (`plugins/achievements/settings.html`, mounted under the **System** tab via `settings.category`) carries the same toggle plus a **"Remove me from the wall"** button (`POST /api/plugins/achievements/remove-me` — wipes local synced state offline + enqueues a wall removal). Core adds `achievements_enabled` (bool, default `false`) to `_default_settings()` + the `/api/settings` validation block + `_RESETTABLE_SETTINGS_KEYS` in `server.py`, mirrored to `localStorage` in `app.js loadSettings()`. **Data-minimization contract (binding, code-enforced):** every outbound payload is built by a single explicit-dict serializer (`engine.build_wall_payload`, never `dict(row)`/`**model`) whose key-set is **exactly** `{display_name, player_hash, achievement_id, unlocked_at}` with `achievement_id` always a **Feat** id — a unit test asserts the four-field set and goes red on a fifth. Enqueue is doubly gated: it happens only when opted-in **and** a profile identity (name + the reused `player_hash`) exists; **competency unlocks never enqueue** (integration law). Tests: `tests/plugins/achievements/test_datamin.py` (key-set, opt-out/identity/competency gating) + `tests/test_settings_api.py` (flag persists/validates/resettable).
@@ -28,6 +23,16 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
(`renderPromotedNav` checks `/api/plugins`), so it appears only when the
editor is loaded. The displayed label comes from the plugin's manifest
`nav.label`.
- **"Audio Engine" promoted to a first-class v3 sidebar item.** The bundled
desktop audio plugin (`id: audio_engine` — native audio I/O, VST hosting,
amp modeling, pitch detection) now gets its own sidebar entry in the **HOME**
group, immediately below **Settings**, via the existing `PROMOTED_PLUGINS`
mechanism in `static/v3/shell.js` (new `audio` waveform icon), instead of
being reachable only through the generic Plugins gallery. Gated on the plugin
actually being installed (`renderPromotedNav` checks `/api/plugins`), so it
appears only in desktop builds where the plugin is bundled. The displayed
label comes from the plugin's manifest `nav.label` (`"Audio"`). Test:
`tests/browser/audio-engine-nav.spec.ts`.
- **Guitar Pro → notation importer (`lib/gp2notation.py`)** (feedBack#825 WS4b, epic #828). Piano/keys tracks imported from Guitar Pro (GPIF: `.gpx` GP6 / `.gp` GP7-8) now produce real Sloppak Notation Format data (sloppak-spec §5.3) alongside the `midi = string*24 + fret` guitar wire encoding. `gp2rs_gpx.convert_file` writes a `<stem>.notation.json` sidecar next to each keys arrangement XML (best-effort — a notation bug never breaks the RS-XML conversion), and `gp2notation.attach_notation_to_sloppak()` is the assembly-side helper that renames it into `notation_<id>.json` + adds the per-arrangement `notation:` manifest sub-key. Voice→staff routing salvages the logic from PR #703 (whose `stf` wire-field approach this supersedes): GP voice position 0 → `rh` staff (`G2`), positions ≥ 1 → `lh` (`F4`); a forced-LH track (the merged `Piano LH` partner from `_find_piano_pairs`, or a standalone track named `… LH`) routes everything to `lh` — preserving authored hand crossings instead of inferring hands from pitch. Emits measures with absolute `t` from the bar-indexed tempo map, change-only `ts`/`tempo`/`ks`, and `beat_groups` for compound/irregular meters (6/8 → `[3,3]`, 9/8 → `[3,3,3]`, 5/8 → `[2,3]`, 7/8 → `[2,2,3]` — cf. the feedBack#261 denominator pitfalls); beats carry `dur`/`dot`/`tu`/`rest` from GP rhythms and notes carry absolute `midi` (String+Fret resolves via the string template's concert pitches, Tone+Octave via `(octave+1)*12 + step`) with `tied` continuations kept as real beats (engraving needs the tied notehead — unlike the RS-XML walk, which drops them and extends sustain). Timing reuses the `gp2rs_gpx` machinery (bar-indexed tempo map, per-beat rhythm durations, `_note_midi`) so notation lines up with the RS XML the highway plays — with one deliberate divergence: double dots advance time ×1.75 (vs. the RS-XML walk's single-dot ×1.5 approximation) so a written `dot: 2` agrees with the emitted beat times; sharing the walk itself stays tracked in feedBack#618. Tests: `tests/test_gp2notation.py`.
- **Legacy keys → notation lifter (`scripts/lift_keys_notation.py`)** (feedBack#825 WS4c, epic #828). One-time batch converter that lifts existing **directory-form** piano/keys sloppaks from the legacy guitar wire encoding (`midi = s*24 + f`) into real Sloppak Notation Format files (sloppak-spec §5.3). Candidates are arrangements whose name matches `\b(keys|piano|keyboard|synth)\b` (case-insensitive); each gets a `notation_<id>.json` plus the per-arrangement `notation:` manifest sub-key. Measures derive from the song-level `beats` downbeats (`measure >= 0`; `song_timeline.json` preferred, first-arrangement fallback), with per-measure tempo from downbeat spacing (emitted only on a > 1 BPM change). Durations come from the wire sustain (`sus`, legacy `l` alias) when present, else the gap to the next onset in the same hand — quantized to the nearest plain/single-dotted `{1,2,4,8,16,32}` denominator at the local tempo, floored at a 32nd. Hands are split heuristically: onsets within 10 ms form a group; a group spanning > 12 semitones splits at its largest internal interval gap (low side → `lh`), otherwise the whole group goes by mean pitch vs middle C — single-staff output when everything lands on one hand. Idempotent (arrangements already carrying `notation:` are skipped; an orphan `notation_<id>.json` without the manifest key is refused, not overwritten) with `--dry-run` support; every payload is checked via `notation.validate_notation` before write. Honest caveat: the manifest is round-tripped through PyYAML (`safe_load` + `safe_dump(sort_keys=False)`) — key order survives, YAML comments/custom formatting do not (the script warns when comments are present). Zip-form `.sloppak` files are reported and skipped. Tests: `tests/test_lift_keys_notation.py`.
- **Notation schema v1 freeze — completeness batch** (feedBack#822, epic #828). Adds the low-hanging-fruit fields ahead of content production: top-level credits `rights`/`lyricist`/`arranger`; measure `pickup` (anacrusis); beat `arp` (arpeggiate), `ferm` (fermata), and **typed grace notes**`grace: "a"` (acciaccatura, MusicXML `grace/@slash=yes`) / `"p"` (appoggiatura); note `stem` (`"up"`/`"down"` force). Pedal is settled as the existing `spd`/`sph`/`spu` trio with a documented MusicXML `<pedal start|change|stop>` mapping — no separate `ped` field. A new "v1 non-features" spec subsection pins the accepted limitations (microtonal, figured bass, mid-measure key/time/clef changes, `ott`/`barline`/ornaments/`trem`/`glis`) as additive-v1.x territory. `lib/notation.py` gains the `GRACE_TYPES`, `STEM_DIRECTIONS`, and `DYNAMICS` vocabularies; the validator stays permissive by design.
@@ -40,13 +45,6 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- **v3 library: exact artist/album filters + scroll/page-depth restore** (feedBack#857). The v3 Songs toolbar gains Artist and Album dropdowns (Album populates from the selected artist and stays disabled until one is chosen), backed by new exact, case-insensitive (`COLLATE NOCASE`) `artist` / `album` query params threaded through `MetadataDB._build_where``query_page` / `query_artists` / `query_stats` and the `/api/library`, `/api/library/artists`, `/api/library/stats` endpoints (the free-text `q` search stays fuzzy and composes with the exact filters). The artist/album catalog is fetched independently of the active artist/album selection so the dropdowns always list the full set for the current provider/search. The toolbar is now sticky so filter controls stay reachable when browsing deep libraries, and returning from the player restores the previous scroll position **and** the loaded infinite-scroll page depth via a `sessionStorage` snapshot keyed by a filter/sort/view state hash (invalidated whenever those change, so a filter change still resets to the top). Tests: `tests/test_library_filters.py` (backend artist/album filters), `tests/js/v3_songs_scroll.test.js` (state-hash + snapshot helpers).
### Fixed
- **v3 Songs grid now refreshes after a Settings rescan / DLC-folder change — no app restart needed.** On a fresh install, pointing at a DLC folder in Settings and running a scan left the Songs section empty until a restart (the scan *did* populate the library — `_background_scan` re-reads `config.json` fresh — but the v3 grid never reloaded). The Settings **Rescan / Full Rescan** handlers only refreshed the classic (v2) library via `loadLibrary()`; the v3 grid (`static/v3/songs.js`) had no listener for a scan it didn't start itself (only its own upload path self-refreshed via `watchUploadScan`), so its cached, pre-DLC (empty) DOM/snapshot survived a sidebar return until a full reload. The rescan handlers now emit a **`library:changed`** event (`static/app.js`); the v3 grid listens and **reloads if it's the active screen, else marks itself dirty** so the next entry does a full re-fetch instead of restoring the stale snapshot (a `_libraryDirty` short-circuit ahead of every cached-DOM fast-path in `onV3SongsScreenEnter`). Tests: `tests/js/v3_library_refresh.test.js` (the emit + the reload/dirty wiring).
- **Edit Metadata modal: the Year is now editable.** You could set a year when authoring a pak but the Songs → Edit Metadata modal had no Year field, so it could never be changed afterward. The backend (`POST /api/song/<f>/meta`) already accepted and normalized `year` (writes it into the file via `songmeta`, survives a rescan) — only the UI omitted it. Added a **Year** input to `openEditModal()` (populated from the song's existing year) and included `year` in `saveEditModal()`'s POST body (`static/app.js`). Both the v3 card menu and the legacy edit button already pass the year through, so both surfaces get the field.
- **Edit Metadata modal no longer closes when a click-drag is released on the backdrop.** Selecting text inside a field and releasing the mouse past the modal's edge dismissed the form without warning (the `click` event's target resolved to the backdrop), discarding the edit. Backdrop dismissal now requires the **mousedown to have started on the backdrop** too — tracked per-modal and decided by a new pure `_editModalShouldClose(clickTarget, modalEl, downOnBackdrop)` helper (`static/app.js`). Cancel / ✕ still close on a normal click. Tests: `tests/js/edit_metadata_modal.test.js` (year in the POST body + the backdrop-close decision table).
- **Built-in diagnostic sloppak rebranded "Slopsmith" → "FeedBack" in the song name.** PR #586 renamed the file to `feedBack-diagnostic-basic-guitar.sloppak` but never regenerated the archive, so the manifest inside still carried `title: Slopsmith Diagnostic — Basic Guitar` / `artist: Slopsmith` (and the same heading in `DIAGNOSTIC.md`) — the stale name testers saw in the library/player and the onboarding calibration step, even though the build script, server, and docs all already say "FeedBack Diagnostic — Basic Guitar". Regenerated `docs/diagnostics/feedBack-diagnostic-basic-guitar.sloppak` from `docs/diagnostics/build_diagnostic_basic_guitar.py` so the committed artifact matches its source generator (title/artist/heading now "FeedBack"; chart, stem, and `diagnostic:` metadata unchanged). No code change — the rename in #586 just needed the rebuild.
- **v3 song/lesson accuracy badges now refresh on the first return from a song — no restart needed.** PR #574 added a `stats:recorded` → in-place badge repaint, but the repaint never matched a card. The event (like `song:loading`) carries the filename **`encodeURIComponent`'d** — exactly as `playCard` hands it to `playSong` (the highway WS `decodeURIComponent`s it back) — whereas library cards key on the **decoded** `localFilename` (`data-fn`), and `/api/stats/best` is server-canonicalized to that same decoded key (`server.py` `_canonical_song_filename`). So `repaintAccuracy`'s `data-fn !== key` check rejected every card and `state.accuracy[encoded]` was `undefined`, leaving the just-earned badge stale until a full `render()` (app restart / search / re-enter the screen) — which is why it "came back after a restart." `static/v3/songs.js` now decodes the `stats:recorded` filename back into the card / `state.accuracy` key space via a small `decFn` helper before marking dirty and repainting (idempotent for already-decoded names; falls back to the original on malformed input so a real filename containing a literal `%` is never corrupted), so both the immediate repaint and the `onV3SongsScreenEnter` deferred path land on the right card. Tests: `tests/js/v3_songs_score_badge_refresh.test.js`.
- **Escape now exits a song (and leaves Settings) even when a transport/rail control button holds keyboard focus.** Clicking a player control (Play / FF / RW / Restart) left that `<button>` focused, and `_shortcutDispatchBlocked()` in `static/app.js` treats any focused `INPUT/SELECT/TEXTAREA/BUTTON` as an "interactive control" and bails before the shortcut registry runs — so the player-scope `Escape → Back` shortcut never fired until the user clicked empty canvas to blur the control ("Escape in song not consistent"). Space already had a player-screen carve-out (#593) that let it fire through a focused control; Escape did not. Generalized that carve-out to Escape, scoped to the player **and** settings screens (both register an `Escape = Back` shortcut, and settings had the identical latent bug). The earlier guards are preserved and still win: text inputs are exempted first (Escape there clears/blurs the field), the Section Practice popover already claims Escape before the carve-out, and a true modal layered over the screen (`[role="dialog"][aria-modal="true"]` / `.feedBack-modal`) still traps Escape so it closes the modal rather than ejecting past it. Escape becomes a reliable, focus-independent "Back" — making it monotonic groundwork for an optional exit-confirm. Plugins that register a player-scope `Escape` shortcut benefit identically (they were broken the same way). Tests: `tests/browser/keyboard-shortcuts.spec.ts` (focused-button repro, text-input no-exit, no-escape-past-modal, Section Practice popover, settings twin-bug).
- **The v3 "Up Next" pill can now be turned off — new "Show 'Up Next'" gameplay toggle (default ON).** The v0.3.0 player chrome's persistent upcoming-section pill (`#v3-upnext`, drawn by `static/v3/player-chrome.js`'s `updateUpNext()`) shipped with no off switch, so it always showed during playback whenever a section was upcoming — overlapping the top-right FPS HUD and ignoring the 3D-highway "Show 'Up Next' section card" checkbox (a *different*, in-canvas widget that was demoted to default-off precisely because this pill is the canonical readout). Users reading the pill as the same setting saw "disabled in settings but still there." Adds a real core toggle following the `autoplayExit` idiom: a client-only `showUpNext` `localStorage` pref (absence = enabled), a **Show "Up Next"** switch in the Gameplay settings tab (`static/v3/index.html`), reader/writer + `loadSettings()` hydration + a read-only `window.feedBack.showUpNext` getter in `static/app.js`, and a gate at the top of `updateUpNext()` that hides the pill when off. Disabling mid-playback hides it immediately; re-enabling re-shows it on the next chrome tick (~6 Hz). Added to `RESET_MAP.gameplay.local` in `static/v3/settings.js` so the Gameplay "Reset" restores the default-on state. Default ON = zero change for existing users. No Tailwind rebuild (plain markup + existing classes).
- **v3 list/tree view brought to parity with the grid: select mode, parts chips, and song actions — plus a stale-CSS Docker fix.** Re-lands a previously-reverted change. **Frontend (`static/v3/songs.js`):** entering select mode no longer collapses the tree — `loadTree()` now captures the expanded artist groups (`details[open]` keyed by `data-artist`) before the "Loading…" wipe and restores them on rebuild, so toggling select mode (which re-renders via `reload()`) keeps groups open and selection usable; tree rows gain a display-only checkbox + selection ring, the same fav / save-for-later / overflow-menu cluster as the grid card (always shown, all bound by `wireCards()`), and a capture-phase select guard mirroring the grid so clicking a row or arrangement chip in select mode selects instead of playing (`<summary>` headers sit outside `[data-fn]`, so native expand/collapse is untouched). **Docker fix (`static/tailwind.min.css`):** the committed Tailwind stylesheet was stale — `.sm\:flex` (and the other utilities behind #582's `hidden sm:flex` arrangement chips and the new action cluster) were never compiled in, so they rendered `display:none` on the Docker build (which serves the committed CSS as-is; Desktop rebuilds from source so it looked fine). Regenerated with the pinned `tailwindcss@3.4.19` via `scripts/build-tailwind.sh` so Docker matches Desktop and #582's chips render on every Docker deploy. Regression tests: `tests/browser/v3-tree-select.spec.ts`.
- **Space bar now plays/pauses on the player screen even when a sidebar nav link or rail button has focus.** When any `<button>` in the player rail (viz, audio, mixer, lyrics, plugins, advanced), a sidebar nav link, or a popover control held keyboard focus, pressing Space was swallowed by `_shortcutDispatchBlocked``_isInsideInteractiveControl` (which treats `BUTTON`/`A` as interactive), so the Space shortcut never reached the dispatcher and `togglePlay()` never ran. `_shortcutDispatchBlocked` (`static/app.js`) now extends the same carve-out already used for the Section Practice bar: while the player screen is active, Space is always routed through the shortcut system — the dispatcher calls `e.preventDefault()` before invoking the handler, so the focused element does not also activate. Text inputs (`_isTextInput`) remain exempted first, so typing space in a search/input field still works normally, and focus inside a true modal dialog (`role="dialog" aria-modal="true"` / `.feedBack-modal`) layered over the player is also exempted so Space reaches the modal's focused control (e.g. its Close button) instead of toggling playback behind it — non-modal player popovers/toasts (loop A/B, arrangement pin) stay covered. Regression tests in `tests/browser/keyboard-shortcuts.spec.ts` cover the focused-rail-button play/pause, the text-input exemption, and the modal-dialog exemption.
- **A song's accuracy badge now updates on its library card right after you play it — no restart needed.** The v3 library (`static/v3/songs.js`) loaded the best-accuracy map (`/api/stats/best`) once into `state.accuracy` at render time and only ever refreshed it on a full re-render; the play→return flow takes the screen-entry fast-path that restores the cached grid DOM without re-fetching, so a just-earned score stayed invisible until the next restart re-ran `render()`. The `stats-recorder` now emits a `stats:recorded` event (carrying `filename`/`arrangement`) once the scored `POST /api/stats` resolves on the server — the correct moment, since `song:stop` fires before the POST completes. `songs.js` listens: if the library is the active screen it re-fetches `/api/stats/best` and patches the affected card/row badge in place; otherwise it marks the filename dirty and `onV3SongsScreenEnter` applies it on return (a failed fetch keeps the entry dirty to retry). Badge markup was factored into a shared `accuracyBadge(filename, variant)` (grid pill + tree-row percentage, both tagged `.fb-acc-badge`) so the in-place `repaintAccuracy` can find and replace them without a full list re-render (scroll/pagination preserved). The old empty `song:stop` "refresh lazily next render" placeholder is replaced.
@@ -61,7 +59,6 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- **3D highway: section + tone HUD cards now default OFF.** The v0.3.0 player chrome carries a persistent "Up Next" pill, making the in-canvas section card redundant by default (it doubled the readout, feedBack feedback); the tone HUD follows the same less-is-more default. Both remain available in Settings → 3D Highway (visibility/position/size unchanged); users who previously toggled either explicitly keep their stored preference — only the untouched default flips. `plugins/highway_3d` v3.24.1.
- **Perf**: replace runtime Tailwind Play CDN with a prebuilt static stylesheet (`static/tailwind.min.css`). The Play CDN's runtime JIT scanned the DOM ~1.8x/sec on the main thread (~37 ms blocking spans), dropping ~26% of frames in long playback sessions with the 3D highway as default. Theme extensions (dark/accent/gold colors, Inter font) move to `tailwind.config.js`; regen via `bash scripts/build-tailwind.sh`. No runtime build step — the generated CSS is committed. Fixes feedBack-desktop#110.
- **Perf**: reduce per-frame allocations in the 2D highway chord + lyric render paths. `_ensureChordRenderCache` now also caches `sortedNotes` / `nonZeroNotes` / `nonZeroFrets` / `allMuted` / `hasMultipleNotes` (computed once per chord, invalidated on `src` / `_inverted` / `chordTemplates` change — the third key catches a stale `isOpen`-derived classification when the WS `chord_templates` message lands after the final `chords` chunk), so `drawChords` no longer re-sorts / re-filters / spreads min-max per visible chord per frame. The in-chord unison bend classification is folded inline (no `chordPositions.filter` × 2 per frame). `drawLyrics` memoizes `ctx.measureText` results in a two-level `Map<fontSize, Map<text, width>>` so cache hits don't allocate a composite string key. Lit-sustain shimmer in `drawSustains` swaps the 4 per-note-per-frame `Math.random()` calls for a 64-entry precomputed jitter LUT (xorshift32-seeded — the LUT contents are reload-stable and test-reproducible; rendered shimmer is deterministic per `createHighway()` instance, since the seed includes that instance's `_frameIdx`) indexed by `(frameIdx + n.s + ⌊n.t·60⌋)`, visually indistinguishable and allocation-free.
- **Perf**: the load-adaptive render scale (`_adaptRenderScale`, #654) no longer visibly hunts up/down on passages that hover near the frame budget (testers saw "quality going up and down" with the 3D highway). Downscaling stays prompt to protect the frame rate, but **upscaling is now lazy**: a smaller step (×1.06 vs ×1.1) on a longer cooldown (`_AUTO_UPSCALE_COOLDOWN_MS` 2500 ms vs the 600 ms adjust cooldown), reset on any downscale, and gated by a predictive guard — it only upscales when the projected cost *after* the step (≈ cost × step², since draw cost tracks the pixel count) still clears the high budget. The scale therefore settles just inside the 712 ms deadband instead of oscillating across it. No new public API; the `_autoScaleMin` "Min res" floor is unchanged.
### Removed
- **`c` library hotkey ("Convert to .sloppak") removed from core.** Core hardcoded a plugin-specific shortcut: a documentation-only `registerShortcut({ key: 'c', scope: 'library' })` no-op plus a `c → button.sloppak-convert-btn` entry in the library keydown handler that fired the Sloppak Converter plugin's button. Per the plugins-own-their-behavior principle, core no longer ships this hotkey — the convert button still works by click, and the Sloppak Converter plugin can register its own `c` shortcut via `window.registerShortcut()` if keyboard access is wanted. The `f` (favorite) and `e` (edit) library hotkeys, which drive core buttons, are unchanged. Help-modal/registry tests in `tests/browser/keyboard-shortcuts.spec.ts` updated to drop the `c` assertions.
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@@ -32,6 +32,7 @@
| [Update Manager](https://github.com/masc0t/slopsmith-update-manager) | Installs, updates, and uninstalls other plugins and the feedBack core itself | `git clone ...slopsmith-update-manager.git update_manager` |
| [Simplify Chords](https://github.com/bkranendonk/slopsmith-plugin-simplify-chords) | Changes complex chords on the note highway to simpler ones. Inspired by Ultimate Guitar's Simplify button. | `git clone ...slopsmith-plugin-simplify-chords.git simplify-chords` |
| [Key Bindings](https://github.com/jackipicco/slopsmith-plugin-key-bindings) | Highway key bindings for keyboard and TV remote | `git clone ...slopsmith-plugin-key-bindings.git key_bindings` |
| [Folder Organizer](https://github.com/Elit3d/slopsmith-plugin-folder-organizer) | Organize your sloppak DLC songs into a folder tree view, grouped by subfolder name | `git clone ...slopsmith-plugin-folder-organizer.git folder-organizer` |
| [Virtuoso](https://github.com/got-feedback/feedBack-plugin-virtuoso) | Practice studio for guitar & bass — scale, technique, and rhythm drills, timed workouts, and jam backing that teach skills you take off the screen. | `git clone ...feedBack-plugin-virtuoso.git virtuoso` |
| [Audio Preview](https://github.com/saleemk/slopsmith-plugin-audio-preview) | Quick audio previews from library cards with configurable start time, volume, and duration | `git clone ...slopsmith-plugin-audio-preview.git audio_preview` |
| [Song Mastery](https://github.com/jamesgaiser/slopsmith-plugin-song-mastery) | Auto-adjusts difficulty based on your rolling note accuracy and saves the slider position per song | `git clone ...slopsmith-plugin-song-mastery.git song_mastery` |
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# Host Theme Contract — design proposal
**Status:** proposal (charrette output, 2026-06-29) · **Owner area:** core v3 + plugin UI
**Trigger:** a plugin UI feature accidentally "carved itself into a single theme."
## 1. Problem
A results-card feature in the `note_detect` plugin (a glow-ring hero button + a
gradient-filled accuracy number) was built and visually verified against **only the
default skin** ("neon"). On the other skins it broke: on "esports" — a deliberately
glow-less, near-monochrome design language — the glow ring and the colour gradient
simply **vanished**. The colours adapted (everything used CSS custom-property tokens),
but the **visual devices themselves did not port**, because nothing in the system says
"this theme does / doesn't do glow rings."
### Root cause (three findings)
1. **Themes are design *languages*, not palettes.** neon = glow + animation + gradients;
esports = no-glow, square, near-monochrome amber; metal = brushed steel + hard bevels +
drop-shadows. Tokens made *colour* portable; they never made a *device* portable.
2. **Tokens are named by *device*, not *intent*.** e.g. `--nd-glow-*` holds a glow in neon
but a **hard drop-shadow** in metal — the metal skin is already repurposing a
device-named slot to express a different language. The cure is to finish that move:
name slots by intent, with "off" (`none`) a legal value.
3. **No "text-legible-on-accent" role.** White-on-accent was hardcoded in several places;
on esports' amber accent that's a contrast failure. And `--nd-accent2` was
**double-booked** (gradient-end *and* S-grade colour), so the hero gradient resolved
amber→near-white and washed out.
A process gap compounds it: **verification covered one skin**, so the regression was
invisible until a user switched themes. And this recurs ecosystem-wide — other plugins
ship their own independent skin systems too.
## 2. Current state (two disconnected systems)
| System | What it is | Limits |
| --- | --- | --- |
| **Host themes** (`static/v3/theme-core.js`, `html[data-fb-theme]`) | Cosmetic "shop" themes that recolour `fb-*` Tailwind tokens (surfaces/text/borders). | Apply-only & recolour-only. `--fbv-*` vars exist **only while a theme is equipped** (nothing to read in the default state). No read API, no capability signal, no normalized `theme:changed` event. Comment explicitly says it *leaves decorative accents (rings/shadows) at defaults***devices are an ownerless gap.** |
| **Plugin skins** (e.g. `note_detect` `data-nd-skin`) | Full per-plugin design languages (neon/esports/metal) as CSS-var blocks. | Each plugin reinvents the wheel; disconnected from host themes; a feature can't see both. |
## 3. Goals / non-goals
- **Goal:** a feature, authored once, renders correctly in **any** theme — including ones not
yet invented — and degrades **intentionally** (neon ring → esports border), never accidentally.
- **Goal:** the host owns a canonical contract so plugins consume instead of reinventing.
- **Non-goal:** forcing every plugin skin to become a host theme. Skins stay plugin-local but
**implement** the contract.
- **Non-goal:** backward-compat with pre-v3 hosts. Everything here is additive + feature-detected.
## 4. The contract — three layers
### Layer 1 — Semantic colour **roles** (always present)
The host writes default `--fb-*` role tokens on `:root` **unconditionally** (not only under
`[data-fb-theme]`), seeded from the canonical `fb` palette, so `var(--fb-accent, …)` always
resolves — themed or not. Roles:
`surface · card · border · text · text-dim · accent · accent-2 · good · warn · bad`
plus two **new keystones**:
- **`on-accent`** — foreground legible *on* an accent fill. (Rule: any role used as a fill
behind text gets a paired `on-*`.) Fixes white-on-amber.
- **`focus-ring`** — focus indicator independent of accent, so focus stays visible when
`accent ≈ surface`.
`accent-2` is demoted to "just a second hue" — **never** an assumed gradient end.
### Layer 2 — Capability **recipes** (intent-named slots; "off" is legal)
A theme declares its design *language* by filling intent-named slots. A feature applies the
slot bundle **unconditionally**; it never branches on "is this theme glowy?". Atomic slots
(renames-by-intent of today's tokens): `corner-radius`, `corner-clip`, `panel-shadow`,
`text-emph-shadow`, `panel-texture`, `motion-decorative` (reduced-motion-gated).
Two **composite recipes** carry the load:
- **EMPHASIS** — how this theme makes a primary action special:
`--emph-fill / --emph-border / --emph-halo / --emph-on`.
neon → halo (glow ring); esports → border (solid accent); metal → fill + drop-shadow.
None empty — each emphasises in its own language.
- **ACCENT-TEXT** — how this theme fills a big accent number: `--acc-text-fill`
(decoupled from `accent-2`). neon/metal → a gradient; esports → a solid accent.
> These generalize the interim per-skin tokens already shipped in `note_detect`
> (`--nd-hero-ring-idle/on`, `--nd-hero-border`, `--nd-acc-fill`).
### Layer 3 — JS read API + reconciliation
On the existing `window.feedBack` bus:
- `feedBack.theme.get()``{ id, tokens, isThemed }`
- `feedBack.theme.capabilities()``{ glow, gradients, motion }` (the device-affordance signal)
- `feedBack.theme.prefersReducedMotion()` → boolean (host wraps `matchMedia` once)
- `theme:changed` event → `{ id, tokens, capabilities }` (emitted at theme-core's existing
apply chokepoint; analogous to `note_detect`'s `notedetect:skin`)
**Reconciliation rule (ends the two-disconnected-systems problem) — depends on whether the
plugin has its own identity:**
- **A plugin *without* its own skin** should **derive surface/text/border from host tokens**
(`background: var(--fbv-card)`, etc.) and **own only its accent + its devices**, selecting the
device via the recipe. A host theme then pulls its chrome along — one truth for surfaces — and
it never imposes a device the active theme neutralizes. This is the common case.
- **A plugin *with* deliberate skins** (e.g. `note_detect`'s neon / esports / metal, which are
full design languages) **owns its surfaces** — deriving them from the host theme would *erase*
the skin's identity (metal's brushed steel becomes a flat host colour). Such a plugin adopts the
**role + recipe *pattern*** (per-skin device tokens, `on-accent`, `focus-ring`, "off" is legal)
and verifies across **its own** skin matrix, but does not blindly inherit host surfaces.
*(Decided 2026-06-29: keep note_detect's skins self-owned + their current button text — so the
fix is the per-skin device pattern + the verification gate, not surface-derivation.)*
## 5. Consumption pattern (the rule for feature authors)
> **A feature may reference a colour *role* or a recipe *slot*. It may never write a raw
> device — no literal glow `box-shadow`, no literal `linear-gradient`, no hex.** Devices live
> in slots; the theme owns the slots.
```css
.hero-cta {
background: var(--emph-fill);
border: var(--emph-border);
box-shadow: var(--emph-halo); /* neon→ring · esports→none · metal→drop-shadow */
color: var(--emph-on); /* never hardcoded #fff again */
border-radius: var(--corner-radius);
}
.accuracy-number {
color: var(--accent); /* legible solid fallback FIRST */
background: var(--acc-text-fill);
background-clip: text; -webkit-background-clip: text; -webkit-text-fill-color: transparent;
}
```
## 6. Accessibility (baked into the contract, not per-feature)
- **Reduced motion:** `motion-decorative` is the *only* place decorative animation is named;
one central rule sets it to `none` under `@media (prefers-reduced-motion: reduce)`, so no
theme can forget the gate.
- **Focus parity:** exactly one contract-level `:focus-visible { outline: 2px solid var(--focus-ring) }`;
themes recolour `focus-ring` but may not author their own focus styling.
- **On-accent contrast:** `on-accent` is required and **lintable** (`contrast(on-accent, accent) ≥ 4.5:1`,
3:1 large). Contrast is the theme's job, computed once — not re-judged per feature.
## 7. Verification gate (prevent recurrence)
- A committed **render-matrix** tool, driven off the runtime skin list, that renders the key
surfaces (hero CTA, accent number, **and the canvas share-image card**) across **every skin ×
key states** (rest / hover / focus / reduced-motion).
- The gate is **computed-style invariant assertions** (deterministic, CI-safe) — e.g. "emphasis
present and text legible in each theme" — **not** pixel-snapshot diffing (the animated ring +
fonts + AA make snapshots flaky); a contact-sheet montage is the human backstop.
- Triggered on the version bump that CSS changes already require; skins enumerated at runtime +
a guard test so the matrix can't silently go stale.
**Definition-of-done for any theme-touching UI change** (the few items that would have caught this):
expressed via tokens not hardcoded values · rendered across all skins · **a new visual *device*
stays legible when its slot resolves to `none`** · reduced-motion + focus parity · on-accent contrast.
## 8. Back-compat & rollout
All additive: new `--fb-*` runtime vars + a new `feedBack.theme` namespace + a new event with no
current listeners. Existing plugins (those reading `fb-*` utility classes, or shipping their own
skins) are untouched unless they opt in; two-arg `var(--fb-x, fallback)` + `window.feedBack?.theme?.get`
feature-detection means older hosts behave exactly as today.
**Workstream (sub-tasks):**
1. **Host minimal surface** — always-present default `--fb-*` tokens + `feedBack.theme.{get,capabilities,prefersReducedMotion}` + `theme:changed`. *(the smallest thing that would have prevented the incident)*
2. **note_detect refactor** — rename device tokens by intent (EMPHASIS + ACCENT-TEXT recipes), add `on-accent` + `focus-ring`, derive surfaces from host tokens.
3. **Verification gate** — commit the render-matrix + DoD checklist; add the canvas share-card surface.
4. **Ecosystem migration guide** — document the contract + the consumption rule for community plugin authors.
## 9. Cross-apply status (already done)
- `note_detect` results-card hero + accuracy number — fixed via per-skin device tokens
(the Layer-2 prototype) and verified across neon/esports/metal.
- The **canvas share-image card** — re-checked across all three skins: **theme-robust**
(reads per-skin colour tokens via computed style, draws skin-neutral solid devices). Minor
fidelity gap only: it uses flat `--nd-bg` and skips metal's brushed-steel *texture*.
## 10. Open questions
- Should plugin skins eventually become *selectable host themes* (one picker), or stay
plugin-local forever? (This proposal assumes plugin-local + contract-implementing.)
- Component-recipe **bundles** (per named component) are the richer end-state; intent-named
slots are the right seed. When/whether to graduate.
- Where the central reduced-motion + focus rules physically live (core base layer vs a shared
plugin import) and how the host injects role tokens into plugin roots.
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# Theming a plugin so it works in every theme
This is the how-to for plugin authors. It exists because of one recurring bug:
a plugin's UI is built and eyeballed against the **default** look, ships, and
then a user switches themes and the feature's *colours adapt but its visual
devices vanish* — a glow ring, a colour gradient — because the active theme
doesn't speak that visual language.
**The golden rule:** themes are different **design languages**, not palettes.
Reference **roles** and **recipe slots**; never hardcode a *device* (a literal
`box-shadow` glow, a literal `linear-gradient`, a hex colour). Then your feature
renders correctly in a theme nobody has invented yet — and **verify it across
the whole theme set before you merge.**
(Design + rationale: [host-theme-contract.md](host-theme-contract.md), got-feedback/feedBack#644.)
## What the host gives you
Always-present CSS role tokens on `:root` (resolve themed *or* un-themed):
`--fbv-bg / sidebar / card / cardMuted / primary / primaryHi / accent / text /
textDim / border / good / mid / low / gold`, plus **`--fbv-on-accent`** (a
foreground legible *on* an accent fill) and **`--fbv-focus-ring`**. Use as
`color: rgb(var(--fbv-text))`, `background: rgb(var(--fbv-card))`, etc.
A JS read surface on the event bus:
```js
const t = window.feedBack?.theme;
t?.get(); // { id, isThemed, tokens }
t?.capabilities(); // { glow, gradients, motion } — what devices this theme permits
t?.prefersReducedMotion(); // boolean (one central matchMedia)
window.feedBack.on('theme:changed', (e) => { /* e.detail = {id, tokens, capabilities} */ });
```
Feature-detect everything (`window.feedBack?.theme?.get`) and pass a fallback to
every `var(--fbv-x, <fallback>)` so you degrade cleanly on an older host.
## Pick your path
### Path A — you do NOT have your own skins (most plugins)
Look like the host. **Derive surfaces from host tokens** and **choose devices
from capabilities** instead of hardcoding them:
```js
const caps = window.feedBack?.theme?.capabilities?.() ?? { glow: true, motion: true };
heroEl.classList.toggle('use-glow', caps.glow && !window.feedBack.theme.prefersReducedMotion());
```
```css
.hero { background: rgb(var(--fbv-primary)); color: rgb(var(--fbv-on-accent, #fff)); }
.hero:focus-visible { outline: 2px solid rgb(var(--fbv-focus-ring)); outline-offset: 2px; }
.hero.use-glow { box-shadow: 0 0 16px -2px rgb(var(--fbv-primary)); } /* only where the theme allows it */
```
Re-read on `theme:changed` if you cache anything (e.g. a canvas palette).
### Path B — you HAVE your own deliberate skins (like the scoring UI)
Your skins are an identity (neon vs steel vs clean) — **own your surfaces**;
don't inherit host surfaces or you'll erase that identity. Adopt only the
**pattern**: make every visual *device* a **per-skin token whose "off" value is
legal**, so each skin authors its own version and a glow-less skin simply
doesn't glow. Example (the "make the hero special" device):
```css
/* base / neon */ :root { --hero-ring: .5; --hero-border: transparent; --acc-fill: linear-gradient(135deg, var(--accent), var(--accent2)); }
/* glow-less skin */ [data-skin="clean"] { --hero-ring: 0; --hero-border: var(--accent); --acc-fill: var(--accent); }
.hero { background: var(--acc-fill); border-color: var(--hero-border); }
.hero::after { opacity: var(--hero-ring); /* the glow ring; 0 = off */ }
```
Neon emphasises with the ring, the clean skin with a solid border — **neither is
empty of emphasis; each speaks its own language.** Same idea for an accent-filled
number (`--acc-fill` = a gradient in one skin, a solid in another so it doesn't
wash out to white). Add `on-accent` + `focus-ring` per skin too.
## Accessibility (part of the contract, not an afterthought)
- **Reduced motion:** gate decorative animation on `prefers-reduced-motion`
(CSS `@media`, or `theme.prefersReducedMotion()`); functional transitions are fine.
- **Focus:** always a visible `:focus-visible` outline using `focus-ring` — don't
bind focus only to `accent` (it can ≈ the surface in some themes).
- **On-accent contrast:** text on an accent fill uses `on-accent`; watch light
accents (a mid-amber needs dark text, not white).
## Before you merge — verify across the matrix
Render your UI in **every** theme/skin and look at them together. If you ship
your own skins, do this with a render-matrix in CI/local (reference: the scoring
UI's `npm run render-skins` + `theme-matrix-checklist.md`). The checklist that
catches this bug class:
- [ ] colours via tokens, no hardcoded hexes
- [ ] rendered in **all** themes/skins (not just the default)
- [ ] every new *device* is per-skin / capability-gated and **legible when its token is `none`**
- [ ] reduced-motion + visible focus in every theme
- [ ] text on accent stays legible everywhere
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# Folder Library — AI Agent Guide
A FeedBack (fee[dB]ack) plugin that adds a **Folders** nav screen showing your `.sloppak` / `.feedpak` DLC songs grouped by the folder tree on disk. Create, rename, and delete folders (including **nested subfolders**) directly in the UI, move songs by drag-and-drop, and browse with sort and metadata filters.
> The host app is **FeedBack** (formerly "Slopsmith"). The frontend talks to the host through `window.feedBack`; `window.slopsmith` is a back-compat alias the host still exposes (`window.slopsmith = window.feedBack` in `static/app.js`). New code should prefer `window.feedBack`.
> ⚠️ **Status — bundled core plugin.** This plugin began as a standalone plugin and is now a bundled core plugin. `screen.js` has been unified into a **single surface factory** driving two entry points: the v3 library Folder view (host chrome — host search `#v3-search`/`#lib-filter`, host filter params, renders into `#lib-folder-tree`) and the classic v2 standalone Folders nav-tab (its own `#fb-search` + toolbar, renders into `#fb-tree`). **Folder search works on both surfaces** — typing in the relevant search box re-renders the tree. **Loose-folder songs** (directories with audio + an arrangement XML) are recognised as songs via the host `loosefolder.is_loose_song` predicate, so they appear in the tree alongside `.sloppak`/`.feedpak` bundles. Folder management, nested subfolders, collapsible folders + expand/collapse-all, drag-and-drop, move-song, sort, filters, and the hover metadata badges are wired on both surfaces; verify against a running build before relying on any of it.
## File Structure
```
plugin.json Plugin manifest — id, name, nav entry, file declarations ("bundled": true core plugin)
routes.py FastAPI backend — recursive DLC scan, folder tree + filters, folder/song mutations, two-level cache
screen.html Plugin screen content — injected by the host into the plugin div automatically
screen.js Frontend logic — recursive folder tree, search, sort, filters, drag-and-drop, modals
README.md User-facing docs
```
## Architecture
This plugin follows the standard FeedBack plugin pattern (see the repo-root `CLAUDE.md` for the full plugin system reference).
- **Backend** (`routes.py`) — registers routes under `GET/POST /api/plugins/folder_library/`. Uses `context["get_dlc_dir"]()`, `context["extract_meta"]()`, and `context["log"]`. Scans `<dlc>/sloppak/` if it exists, otherwise `<dlc>/`. Recursively walks the tree and handles create/rename/delete folder and move-song operations on slash-separated folder paths.
- **Frontend** (`screen.js`) — plain vanilla JS in an IIFE. Fetches the tree from the backend on screen load, recursively renders collapsible folder sections (any depth) and song rows or cards (grid view). Uses `window.feedBack.on('screen:changed', ...)` (via the `window.slopsmith` alias) to trigger load when the user navigates here. Calls `window.playSong(filename)` on song click with the full relative path from the DLC root.
- **No dependencies** — no npm, no build step. Tailwind utility classes available globally from the host; the plugin uses only core-guaranteed utilities and inline styles, so it ships **no** `styles` manifest key.
## Critical Layout Lessons (Hard-Won)
These are non-obvious behaviours of the FeedBack desktop app (Electron) that took significant debugging to discover. They still apply unchanged.
### 1. Do NOT put an outer wrapper div in screen.html
The host automatically creates `<div id="plugin-folder_library" class="screen">` and injects `screen.html` content inside it. If you add your own outer div with `class="screen"`, you get a nested screen element which gets `display:none` applied, hiding all content.
**Wrong:**
```html
<div id="plugin-folder_library" class="screen">
<div>toolbar</div>
<div>content</div>
</div>
```
**Correct:**
```html
<!-- no outer wrapper — the host provides it -->
<div>toolbar</div>
<div>content</div>
```
### 2. The .screen CSS class sets display:none by default
`.screen { display: none }` and `.screen.active { display: block }`. There is no height set. The screen div gets its height purely from its content. Do not try to set height via CSS classes — use inline styles or JS if needed.
### 3. The host navbar is position:fixed with z-index:50
The navbar sits at `top:0, z-index:50`. Plugin toolbars must use `position:fixed; top:64px; z-index:40` to sit below the navbar. Use a solid `background-color` (not Tailwind bg classes — those may not apply correctly) to prevent content showing through.
### 4. Content must have padding-top to clear the fixed toolbar
Since the toolbar is `position:fixed`, it floats above the content. The content container needs enough `padding-top` (~120px) to ensure the first item isn't hidden behind the toolbar — the host navbar (64px) plus the plugin toolbar height (~56px). Adding more toolbar buttons increases this height, so if content is clipped, increase the padding further.
### 5. Electron blocks window.prompt() and window.confirm()
The desktop app is built on Electron, which throws `Error: prompt() is not supported`. Use a custom inline modal instead. See `_showModal()` in `screen.js` — it returns a Promise and supports both text input and confirm modes.
### 6. The nav plugin dropdown has z-index:50 and blocks clicks
When navigating to a plugin screen via the Plugins dropdown, the dropdown stays open and sits on top of the screen. Call `_closeDropdown()` on screen load to dismiss it. The dropdown element id is `plugin-dropdown`.
### 7. playSong() expects a relative path from the DLC root
`window.playSong()` expects the path relative to the DLC root with forward slashes, e.g. `sloppak/CH/Artist - Title.sloppak`. Not just the filename. The backend builds this in `_meta()` via `"/".join(p.relative_to(dlc).parts)` and returns it as each song's `filename`.
### 8. FastAPI POST routes need `from fastapi import Request`
Routes that receive a JSON body must import `Request` from fastapi explicitly and use `async def route(request: Request)` with `body = await request.json()`. Missing this import crashes the server on plugin load.
### 9. Plugin id must be consistent everywhere
The plugin id (`folder_library`) must match in:
- `plugin.json``"id"` and `"nav.screen"`
- `screen.js``PLUGIN_ID` constant and `API` constant (`/api/plugins/folder_library`)
- `routes.py``APIRouter(prefix="/api/plugins/folder_library")`
A mismatch in any of these causes silent failures (blank screen, 404 API calls).
### 10. Use inline styles for grid layout, not Tailwind
Tailwind's `grid` and `grid-cols-*` classes may not apply reliably inside the plugin div. Use `element.style.cssText` with explicit `display:grid; grid-template-columns:...` for the grid container.
## Key Conventions
- **IIFE + `'use strict'`** — all frontend code wrapped in `(function(){ 'use strict'; ... })();`
- **localStorage prefixes** — plugin keys are prefixed `fo:` (e.g. `fo:view`, `fo:sort`, `fo:filters`); host-library-synced filter state uses `fo:lib:`. Open-folder state is tracked by **folder path** (so nested folders each remember their own state).
- **Safe storage access** — all `localStorage` reads/writes wrapped in try/catch
- **Logging** — backend uses `context["log"]`, never `print()`
- **Sibling imports** — use `context["load_sibling"]("name")` not bare `import name` (none needed today; keep this in mind if you add helper modules)
## Song Formats
The plugin treats both `.sloppak` and `.feedpak` as songs (`_is_song()` in `routes.py`). `feedpak` is the published name for the same on-disk format the codebase still calls `sloppak` internally — see the repo-root `CLAUDE.md`. Both file form (`.sloppak`/`.feedpak` zip) and directory form (`*.sloppak/` folder) are recognized.
## Backend Routes
| Method | Path | Description |
|--------|------|-------------|
| GET | `/api/plugins/folder_library/tree` | Returns the folder tree. Accepts optional filter query params (below) applied server-side. |
| POST | `/api/plugins/folder_library/folder/create` | Body: `{name, parent?}` — creates a subfolder; `parent` (slash path) nests it inside an existing folder, omit/empty for top level |
| POST | `/api/plugins/folder_library/folder/rename` | Body: `{old, new}``old` is a slash path, `new` is a bare name; renames within the same parent |
| POST | `/api/plugins/folder_library/folder/delete` | Body: `{name}` (slash path) — moves all songs at any depth to the scan root, then removes the folder |
| POST | `/api/plugins/folder_library/song/move` | Body: `{filename, folder}` — moves a song to `folder` (slash path; empty = scan root / "Unsorted") |
### `/tree` filter query params
All optional, applied server-side over the cached full tree by `_apply_tree_filters()`. Comma-separated, case-insensitive:
- `arrangements_has`, `arrangements_lacks` — include/exclude by arrangement name
- `stems_has`, `stems_lacks` — include/exclude by stem name
- `has_lyrics``""` (any), `"1"`, or `"0"`
- `tunings` — comma-separated tuning names to include
The frontend forwards the host library's active filter params here (via `window.feedBackLibFilterParams()` when present, with `window.slopsmithLibFilterParams()` as a legacy fallback) so the Folders view can stay in sync with the main library filters, falling back to its own filter panel state otherwise.
### Path safety
`_safe_name()` rejects empty names, leading/trailing whitespace, the characters `\ / : * ? " < > |`, and `.`/`..`. `_safe_path()` applies `_safe_name()` to every slash-separated segment, so traversal (`..`) and absolute paths are rejected before any filesystem op. Always validate user-supplied folder paths through these before touching disk.
## Tree Shape
`/tree` returns:
```json
{
"folders": [
{
"name": "CH",
"path": "CH",
"songs": [ /* song objects */ ],
"children": [
{ "name": "Live", "path": "CH/Live", "songs": [], "children": [] }
]
}
],
"root_songs": [ /* songs sitting directly in the scan root shown as "Unsorted" */ ]
}
```
Folder nodes are **recursive**: each has `name`, `path` (slash-separated, relative to the scan root), `songs`, and `children`. The frontend renders any depth — `_findFolderByPath()`, `_countDeep()`, and `_countFoldersDeep()` walk the `children` arrays.
## Song Metadata Format
Each song object (built by `_meta()`):
```json
{
"filename": "sloppak/CH/Artist - Title.sloppak",
"title": "Title",
"artist": "Artist",
"album": "Album Name",
"duration": 213.5,
"year": 1993,
"tuning": "E Standard",
"added": 1748132400.0,
"arrangements": ["Lead", "Rhythm", "Bass"],
"stems": ["Drums", "Bass", "Vocals"],
"lyrics": true
}
```
- `filename` is the full relative path from the DLC root — pass it directly to `window.playSong()`.
- `added` is a Unix timestamp (float, seconds) from `stat().st_mtime` — convert with `new Date(added * 1000)`. Always recomputed fresh (it changes when a file moves), even on a metadata-cache hit.
- `arrangements` / `stems` are flat lists of **strings**, even though `extract_meta()` returns them as objects.
### extract_meta returns arrangements/stems as objects, not strings
`context["extract_meta"]()` returns arrangements as a list of objects `{index, name, notes}`, not plain strings; stems similarly. `_meta()` normalizes to `.name`:
```python
raw_arr = raw.get("arrangements") or []
m["arrangements"] = [
a["name"] if isinstance(a, dict) else str(a)
for a in raw_arr
if (isinstance(a, dict) and "name" in a) or isinstance(a, str)
]
```
`lyrics` is coerced to a bool from several possible keys (`lyrics`, `hasLyrics`, `has_lyrics`, …). If you add new metadata fields from `extract_meta`, check the raw shape before assuming it's a plain value.
## Two-Level Cache
`routes.py` keeps two caches inside `setup()`:
- **`_meta_cache`** — expensive `extract_meta()` results keyed by absolute POSIX path. **Never cleared.** When files move (rename/delete/move), the keys are rewritten in-place so the warm data survives the operation.
- **`_cache`** — the assembled tree structure (`folders` / `root_songs`). Cleared by `_invalidate()` on **every** mutation so the next `/tree` rebuilds it — but the rebuild is fast because `_meta_cache` is still warm.
`filename` and `added` are deliberately **not** stored in `_meta_cache` (they depend on the file's current location) — they're recomputed on every `_meta()` call and merged onto the cached copy. When you add a mutation route, mirror the existing key-rewrite logic (see `rename_folder`, `delete_folder`, `move_song`) so the metadata cache stays valid.
## Folder Scan Logic
`routes.py` scans recursively starting at `<dlc>/sloppak/` (or `<dlc>/` if no `sloppak` subdir exists):
- Files/dirs matching `.sloppak` or `.feedpak` → song entries (root-level ones go to `root_songs`, shown as "Unsorted")
- Subdirectories → recursive folder nodes with their own `songs` + `children`
- Dot-prefixed entries are skipped; empty folders are still included (shown with a 0 count)
To add more grouping options (by artist, album, etc.), build an alternative projection over the scanned songs rather than the on-disk tree.
## Library provider (future, not implemented)
This plugin surfaces folders as a dedicated **view** over the existing library;
it does not (yet) register itself as a selectable library **source/provider**.
If you want a "Folders" entry to appear in the host's main library-source
picker (mapping top-level folder → "artist", subfolder → "album"), implement a
provider exposing the source-aware contract (`query_page`, `query_artists`,
`query_stats`, `tuning_names`) and register it in `setup()` via
`context["register_library_provider"](...)`, unregistering on teardown. (An
earlier inert `FolderLibraryProvider` scaffold was removed — it was never wired
and only duplicated the scan logic; re-add it only alongside real registration
and tests.)
## View Modes (List / Grid)
The toolbar has a list/grid toggle. Current view is stored in `localStorage` under `fo:view` (`'list'` or `'grid'`).
- **List view** — `_songRow()`, rendered inside a `ml-5 space-y-0` div
- **Grid view** — `_songCard()`, rendered inside a CSS grid div (`auto-fill, minmax(150px,1fr)`)
- Both the folder and unsorted section renderers branch on `_view` to pick the right renderer and container
- Album art is fetched via `/api/song/<encoded-path>/art` where each path segment is individually `encodeURIComponent`-encoded. On error the `<img>` is hidden and a placeholder SVG is shown
- The collapse/expand toggle restores `display:grid` (not just `display:''`) when reopening a folder in grid mode — always check this when changing toggle logic
### Lazy folder rendering
Folders do **not** render their song list on initial load. The folder renderer sets a `_listPopulated` flag and only populates the list the first time a folder is opened, keeping the initial render fast with large libraries. When search is active all folders are forced open and populated immediately (search overrides lazy loading).
## Sort System
The toolbar has a sort select (`#fb-sort`) and a direction toggle (`#fb-sort-dir`). State is stored under `fo:sort` and `fo:sortDir`.
- `_sort``'default' | 'title' | 'artist' | 'duration' | 'year' | 'tuning' | 'added'`
- `_sortDir``'asc' | 'desc'`
- `_sortSongs(songs)` returns a sorted copy; direction is applied by reversing after sort. Returns the array unchanged when `_sort === 'default'`.
- The sort direction button is dimmed (`opacity: 0.35`) and non-interactive when sort is `'default'`.
## Filter System
Client-side filters are stored under `fo:filters` as a JSON object. (The server `/tree` endpoint can also filter — see Backend Routes — used to sync with the host library.)
### Filter state shape
```js
_filters = {
arrangements: { Lead: 'on', Bass: 'exclude', Rhythm: 'off' },
stems: { Drums: 'off' },
lyrics: 'off', // 'off' | 'on' | 'exclude'
tunings: ['E Standard', 'Eb Standard'],
}
```
Each arrangement/stem value is `'off' | 'on' | 'exclude'`.
### Include vs exclude logic
`_matchFilters(song)` uses **OR logic for includes, AND logic for excludes**:
- **Include (`'on'`)** — song passes if it has *at least one* selected arrangement/stem. More includes widens the result set.
- **Exclude (`'exclude'`)** — each excluded tag independently removes songs that have it. More excludes narrows the result set.
This matches standard multi-select filter UX (Spotify/library style).
### Data-driven filter panel
All filter sections are built from the actual library data — nothing is hardcoded:
- `_getArrangements()` — unique arrangement names sorted by frequency (most common first), then alphabetically
- `_getStems()` — same pattern for stem names
- `_getAvailableFilters()` — returns `{ arrangements, stems, lyrics, tuning }` booleans gating the lyrics/tuning sections
Non-standard arrangement names (e.g. `"Bonus"`) appear as pills automatically — no constants to update. The stems section only appears if at least one song has stems data.
### Split pill UI
`_makeSplitPill(label, state, onChange)` renders a two-zone pill:
- Left zone (label) — toggles `'off' ↔ 'on'` (include, blue)
- Right zone (`✕`) — toggles `'off' ↔ 'exclude'` (exclude, red)
The filter badge (`#fb-filter-badge`) shows the active filter count via `_activeFilterCount()`.
## Hover Badges
Each song row/card has two hidden hover-reveal layers, built once and toggled via CSS `max-height` + `opacity` transitions.
### `_badge(text, active, type)`
Renders a single metadata badge. Type controls the inactive colour:
| type | inactive border | inactive text |
|---|---|---|
| `'arrangement'` | amber `#92400e` | amber `#fcd34d` |
| `'stem'` | violet `#5b21b6` | violet `#c4b5fd` |
| `'lyrics'` | rose `#9f1239` | rose `#fda4af` |
| `'tuning'` | teal `#0f766e` | teal `#5eead4` |
Active state is always blue (`#1d4ed8` fill, `#3b82f6` border, white text) regardless of type.
### `_buildSongBadges(song)`
Builds the badge row (arrangements, stems, lyrics, tuning), deduplicating within each category. Clicking a badge toggles that filter on/off and re-renders. Returns `null` if the song has no filterable metadata.
### `_buildSongDateInfo(song)`
Builds a separate plain-text hover line showing `year · date added` (e.g. `1993 · 24 May 2026`), `#cbd5e1` text. Always shown on hover regardless of filter state.
### Reveal / hide
```js
_revealBadges(el) // max-height:120px, opacity:1, margin-top:4px
_hideBadges(el) // max-height:0, opacity:0, margin-top:0
```
Both badge layers (badges + date-info) are wired to the same `mouseenter`/`mouseleave` events on the row or card element.
## Drag-and-Drop
Drag-and-drop uses **pointer events** (mousedown/mousemove/mouseup), not the HTML5 DnD API. HTML5 DnD blocks wheel events and gives unreliable edge positions inside Electron — pointer events give full control.
- `_makeDraggable(el, song, folderName)` — attaches a `mousedown` listener. A drag goes "live" only after the pointer moves more than `_DRAG_THRESH` (5 px), preventing accidental drags on clicks.
- Once live, a ghost `div` follows the cursor. Auto-scroll activates when the pointer is within `_DRAG_ZONE` (150 px) of the viewport top/bottom.
- `_makeDropTarget(el, targetFolder)` — sets `data-dropFolder` so an element can receive drops. Both folder headers and song-list containers are drop targets — including **nested** folders (drop onto a subfolder header moves the song there).
- `_dragFindTarget(x, y)` — uses `document.elementsFromPoint` to find the topmost element with `data-dropFolder` under the cursor.
- **Esc to cancel** — `_onDragKeyDown` calls `_endPointerDrag()` on `Escape`, removing the ghost and clearing state without dropping.
- On a successful drop, `_executeDrop()` does an **optimistic UI update** (moves the song in the in-memory tree and re-renders) then calls `/song/move`. On API failure it reloads the full tree.
- A one-time `click` capture listener after mouseup suppresses the post-drag click so it doesn't trigger playback.
## Modal Behaviour
`_showModal(msg, withInput, defaultVal)` is the custom modal used for all prompts and confirms (Electron blocks `window.prompt()` / `window.confirm()`). It returns a Promise.
- `_confirm(msg)` — resolves `true` on OK, `null` on cancel
- `_prompt(msg, default)` — resolves the trimmed input string on OK, `null` on cancel
- **Esc cancels** — resolves with `null`, same as Cancel (applies to rename, delete, create folder/subfolder, move song)
- **Enter confirms** — submits, equivalent to OK
## Roadmap
Implemented since the original release: **nested subfolders** (recursive tree + create-inside-folder), drag-and-drop, sort, advanced filtering, server-side tree filtering synced to the host library, and the warm metadata cache.
Not yet implemented, in rough priority order:
- **Auto-play on hover** — with an on/off toggle saved to localStorage.
- **Bulk move** — multi-select songs and move them all at once.
- **Thumbnail performance** — faster loading and smoother scrolling with large libraries.
- **Adjustable thumbnail/row sizes** — user-resizable song cards and list rows.
- **Custom themes** — switchable colour schemes.
- **Favoriting songs** — likely a new backend route plus a `fo:favorites` localStorage key.
- **Editing song metadata** — edit title, artist, album etc. in-plugin; needs new backend write routes.
- **Folders as a library source** — register a library provider so a "Folders" entry appears in the host's main library-source picker (see "Library provider (future)" above).
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# Folder Library — FeedBack Plugin
![Core plugin](https://img.shields.io/badge/fee%5BdB%5Dack-core%20plugin-blue)
![Platform](https://img.shields.io/badge/platform-fee%5BdB%5Dack-darkblue)
A FeedBack (fee[dB]ack) plugin that organizes your `.sloppak` / `.feedpak` DLC songs into a folder tree, grouped by the folders on disk. Browse your whole library visually with album art, nest folders as deep as you like, switch between list and grid layouts, and manage folders without ever leaving the app.
---
## Screenshots
![Grid view](assets/grid-view.webp)
*Grid view — album art cards with title and artist*
![Grid search](assets/grid-search.png)
*Live search filters instantly across all folders*
![List view](assets/list-view.png)
*List view — compact rows with album art thumbnails and duration*
![New folder](assets/new-folder.png)
*Create and manage folders directly in the UI*
---
> **Status — migrating to core.** Folder Library is being reworked from a standalone plugin into a bundled core plugin, and several previously-shipped features are not currently wired up in core (see the Roadmap). The list below reflects what works today; if something here is wrong, it's because this rework is still in progress.
## Features
- **List & Grid views** — toggle between a compact list with thumbnails or a full album art card grid
- **Album art** — pulls art automatically for every song in both views
- **One-click playback** — click any song to start playing immediately
- **Sort options** — sort songs by title, artist, duration, year, tuning, or recently added with an asc/desc toggle
- **Advanced filters** — filter by arrangements, stems, lyrics, and tuning with include and exclude support
- **Folder management** — create, rename, and delete folders without leaving the plugin
- **Nested subfolders** — organize as deep as you want; create a subfolder inside any folder, expand/collapse a whole branch in one click
- **Collapsible folders** — expand/collapse individual folders, plus Expand All / Collapse All
- **Move songs** — reassign any song to a different folder on the fly; press `Esc` to cancel
- **Drag-and-drop** — drag songs between folders (including into nested folders) with smooth auto-scroll; press `Esc` to cancel
- **Fast with big libraries** — folder song lists render lazily and metadata is cached so reopening folders is instant
---
## Installation
Folder Library ships bundled with FeedBack as a core plugin (`"bundled": true`), so there's nothing to install — the **Folders** screen appears in the navbar under **Plugins** automatically.
---
## Usage
| Action | How |
|--------|-----|
| Switch to grid view | Click the grid icon in the toolbar |
| Switch to list view | Click the list icon in the toolbar |
| Play a song | Click any song row or card |
| Sort songs | Use the sort dropdown in the toolbar |
| Toggle sort direction | Click the arrow button next to the sort dropdown |
| Open filters | Click the filter icon in the toolbar |
| Filter by arrangement/stem | Open filters → click a pill to include; click `✕` to exclude |
| Clear all filters | Open filters → click "Clear all" |
| Create a folder | Click the folder+ icon in the toolbar |
| Create a subfolder | Hover a folder header → click the new-subfolder icon |
| Rename a folder | Hover the folder header → click the pencil icon |
| Delete a folder | Hover the folder header → click the trash icon (songs move up to Unsorted) |
| Move a song | Hover the song row → click the folder icon |
| Drag a song to a folder | Click and hold a song → drag to a folder header or body (nested folders work too) |
| Cancel a drag | Press `Esc` while holding a song |
| Cancel a move dialog | Press `Esc` in the move prompt |
| Expand / collapse a folder | Click the folder header |
| Expand / collapse all subfolders | Use the expand/collapse-children buttons on a folder with subfolders |
---
## Changelog
Folder Library started life as a standalone plugin with its own version line, but it's now a **bundled core plugin** that ships with FeedBack. Its changes are tracked alongside the app in the repo-root [CHANGELOG.md](../../CHANGELOG.md), and it versions with the app rather than on its own. The **Features** section above reflects what's in the current build.
---
## Roadmap
- [ ] Auto play song on hover (with an on/off toggle)
- [ ] Bulk move — select multiple songs and move them at once
- [ ] Thumbnail performance — faster loading and smoother scrolling with large song libraries
- [ ] Adjustable thumbnail and row sizes — resize song cards and list rows to suit your preference
- [ ] Custom themes — switch between colour schemes to match your style
- [ ] Favoriting songs
- [ ] Editing song metadata
---
## Contributing
Pull requests are welcome. For major changes please open an issue first to discuss what you'd like to change.
1. Fork the repo
2. Create a feature branch (`git checkout -b feature/your-feature`)
3. Commit your changes
4. Push to the branch and open a pull request
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{
"id": "folder_library",
"name": "Folder Library",
"version": "1.8.0",
"bundled": true,
"nav": { "label": "Folders", "screen": "plugin-folder_library" },
"screen": "screen.html",
"script": "screen.js",
"routes": "routes.py"
}
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"""
Folder Library plugin — routes.py
Surfaces the DLC folder structure as a navigable tree and provides in-app
folder management (create / rename / delete) and song moves. Every filesystem
mutation is confined to DLC_DIR and validated against path traversal.
"""
from pathlib import Path
from fastapi import APIRouter, Request
from fastapi.responses import JSONResponse
import shutil
import re
# ── Pure, testable helpers ─────────────────────────────────────────────────
_UNSAFE_NAME_RE = re.compile(r'[\\/:*?"<>|]')
def _safe_name(name: str) -> bool:
"""A single path segment is safe: no separators, no traversal dot-names,
no surrounding whitespace, no characters illegal across filesystems."""
if not name or name.strip() != name:
return False
if _UNSAFE_NAME_RE.search(name):
return False
if name in (".", ".."):
return False
return True
def _safe_path(path_str: str) -> bool:
"""A slash-separated path is safe iff every segment is a safe name."""
if not path_str:
return False
return all(_safe_name(p) for p in path_str.split("/"))
def _is_within(root: Path, candidate: Path) -> bool:
"""True iff ``candidate`` resolves to a location inside ``root`` (after
normalising ``..`` and symlinks). Containment backstop for file moves so a
crafted filename can't escape DLC_DIR even past the segment validator."""
try:
candidate.resolve().relative_to(root.resolve())
return True
except (ValueError, OSError):
return False
def _path_to_dir(root: Path, folder_path: str) -> Path:
"""Resolve a slash-separated folder path relative to ``root``."""
result = root
for part in folder_path.split("/"):
result = result / part
return result
def _load_is_loose_song():
"""The host's authoritative loose-folder predicate (lib/loosefolder.py),
imported lazily so the plugin still loads if it's ever unavailable. A
loose-folder song is a directory carrying audio + an arrangement XML rather
than a ``.sloppak`` bundle, so the plain suffix check below misses it."""
try:
from loosefolder import is_loose_song
return is_loose_song
except Exception:
return None
_IS_LOOSE_SONG = _load_is_loose_song()
def _is_song(p: Path) -> bool:
"""A song carrier is a ``.sloppak`` / ``.feedpak`` file or directory-form
bundle (extension on the leaf name), or a host-recognised loose-folder song
directory — so loose-folder charts surface in the tree like any other song
instead of being walked into as if they were ordinary folders."""
if p.suffix.lower() in (".sloppak", ".feedpak"):
return True
if _IS_LOOSE_SONG is not None and p.is_dir():
try:
return bool(_IS_LOOSE_SONG(p))
except Exception:
return False
return False
def setup(app, context):
log = context["log"]
router = APIRouter(prefix="/api/plugins/folder_library")
# ── Two-level cache ────────────────────────────────────────────────
# _meta_cache — expensive extract_meta() results keyed by abs path
# (as_posix() string). Never cleared; keys are updated
# in-place when files are moved so the data stays valid.
# _cache — tree structure ("folders" / "root_songs"). Cleared on
# every mutation so the next /tree request rebuilds it —
# but that rebuild is now fast because _meta_cache is warm.
_cache = {} # "tree" → JSONResponse-ready dict
_meta_cache = {} # abs_posix_path → extracted meta (no filename/added)
def _invalidate():
"""Clear the tree structure cache only. _meta_cache is preserved."""
_cache.clear()
def _dlc_root() -> Path | None:
try:
return Path(context["get_dlc_dir"]())
except Exception:
return None
def _scan_root(dlc: Path) -> Path:
sloppak = dlc / "sloppak"
return sloppak if sloppak.exists() else dlc
def _meta(p: Path, dlc: Path) -> dict:
# filename and added are always computed fresh — they change when files move.
try:
filename = "/".join(p.relative_to(dlc).parts)
except ValueError:
filename = p.name
added = None
try:
added = p.stat().st_mtime
except Exception:
pass
# Return cached extracted metadata if available.
cache_key = p.as_posix()
if cache_key in _meta_cache:
m = dict(_meta_cache[cache_key]) # shallow copy
m["filename"] = filename
m["added"] = added
return m
# Cache miss — run the expensive extract.
m = {"title": None, "artist": None, "album": None, "duration": None,
"year": None, "tuning": None, "arrangements": [], "stems": [], "lyrics": False}
try:
raw = context["extract_meta"](p)
if raw:
m["title"] = raw.get("title") or raw.get("name")
m["artist"] = raw.get("artist") or raw.get("artistName")
m["album"] = raw.get("album") or raw.get("albumName")
m["duration"] = raw.get("duration")
m["year"] = raw.get("year")
m["tuning"] = raw.get("tuning")
# arrangements — objects with a "name" key e.g. [{name:"Lead",...}, ...]
raw_arr = raw.get("arrangements") or []
if isinstance(raw_arr, (list, tuple)):
m["arrangements"] = [
a["name"] if isinstance(a, dict) else str(a)
for a in raw_arr
if (isinstance(a, dict) and "name" in a) or isinstance(a, str)
]
# stems — may also be objects with a "name" key, same as arrangements
raw_stems = raw.get("stems") or []
for _key in ("stems", "stem_types", "available_stems", "stemTypes"):
_v = raw.get(_key)
if _v:
raw_stems = _v
break
if isinstance(raw_stems, (list, tuple)):
m["stems"] = [
a["name"] if isinstance(a, dict) else str(a)
for a in raw_stems
if (isinstance(a, dict) and "name" in a) or isinstance(a, str)
]
# lyrics — try common key variants
for _key in ("lyrics", "hasLyrics", "has_lyrics", "lyric", "hasLyric"):
_val = raw.get(_key)
if _val is not None:
if isinstance(_val, str):
m["lyrics"] = _val.lower() not in ("", "false", "no", "0")
else:
m["lyrics"] = bool(_val)
break
except Exception as exc:
log.debug("meta failed for %s: %s", p.name, exc)
if not m["title"]:
m["title"] = p.stem
_meta_cache[cache_key] = m # store without filename/added
result = dict(m)
result["filename"] = filename
result["added"] = added
return result
def _scan_dir(path: Path, root: Path, dlc: Path) -> dict:
"""Recursively scan a directory and return a folder node."""
songs = []
children = []
try:
for entry in sorted(path.iterdir(), key=lambda p: p.name.lower()):
if entry.name.startswith("."):
continue
if _is_song(entry):
songs.append(_meta(entry, dlc))
elif entry.is_dir():
children.append(_scan_dir(entry, root, dlc))
except PermissionError:
log.warning("permission denied: %s", path)
try:
rel = path.relative_to(root)
folder_path = "/".join(rel.parts)
except ValueError:
folder_path = path.name
return {
"name": path.name,
"path": folder_path,
"songs": songs,
"children": children,
}
def _apply_tree_filters(tree, arrangements_has="", arrangements_lacks="",
stems_has="", stems_lacks="", has_lyrics="", tunings=""):
"""Filter a cached tree dict by arrangement/stem/lyrics/tuning params.
The cache always holds the full unfiltered tree; this is applied per-request."""
def _split(s):
return [x.strip().lower() for x in s.split(",") if x.strip()] if s else []
arr_has = _split(arrangements_has)
arr_lacks = _split(arrangements_lacks)
st_has = _split(stems_has)
st_lacks = _split(stems_lacks)
tun_set = set(_split(tunings))
lyr = None if has_lyrics == "" else (has_lyrics == "1")
if not any([arr_has, arr_lacks, st_has, st_lacks, tun_set, lyr is not None]):
return tree # no filters active — return as-is
def _song_ok(s):
arrs = [a.lower() for a in (s.get("arrangements") or [])]
stms = [x.lower() for x in (s.get("stems") or [])]
if arr_has and not any(a in arrs for a in arr_has): return False
if arr_lacks and any(a in arrs for a in arr_lacks): return False
if st_has and not any(x in stms for x in st_has): return False
if st_lacks and any(x in stms for x in st_lacks): return False
if lyr is not None and bool(s.get("lyrics")) != lyr: return False
if tun_set and (s.get("tuning") or "").lower() not in tun_set: return False
return True
def _filter_node(node):
return {
"name": node["name"],
"path": node["path"],
"songs": [s for s in node["songs"] if _song_ok(s)],
"children": [_filter_node(c) for c in node.get("children", [])],
}
return {
"folders": [_filter_node(f) for f in tree["folders"]],
"root_songs": [s for s in tree["root_songs"] if _song_ok(s)],
}
@router.get("/tree")
def get_tree(
arrangements_has: str = "",
arrangements_lacks: str = "",
stems_has: str = "",
stems_lacks: str = "",
has_lyrics: str = "",
tunings: str = "",
):
if "tree" not in _cache:
dlc = _dlc_root()
if not dlc or not dlc.exists():
return JSONResponse({"folders": [], "root_songs": [],
"error": "DLC directory not found"})
root = _scan_root(dlc)
log.info("folder_library: scanning %s", root)
folders = []
root_songs = []
try:
for entry in sorted(root.iterdir(), key=lambda p: p.name.lower()):
if entry.name.startswith("."):
continue
if _is_song(entry):
root_songs.append(_meta(entry, dlc))
elif entry.is_dir():
folders.append(_scan_dir(entry, root, dlc))
except PermissionError:
return JSONResponse({"folders": [], "root_songs": [],
"error": "Permission denied"})
_cache["tree"] = {"folders": folders, "root_songs": root_songs}
result = _apply_tree_filters(
_cache["tree"], arrangements_has, arrangements_lacks,
stems_has, stems_lacks, has_lyrics, tunings,
)
return JSONResponse(result)
@router.post("/folder/create")
async def create_folder(request: Request):
body = await request.json()
name = (body.get("name") or "").strip()
parent = (body.get("parent") or "").strip()
if not _safe_name(name):
return JSONResponse({"error": "Invalid folder name"}, status_code=400)
if parent and not _safe_path(parent):
return JSONResponse({"error": "Invalid parent path"}, status_code=400)
dlc = _dlc_root()
if not dlc:
return JSONResponse({"error": "DLC dir not found"}, status_code=500)
root = _scan_root(dlc)
parent_dir = _path_to_dir(root, parent) if parent else root
if parent and not parent_dir.exists():
return JSONResponse({"error": "Parent folder not found"}, status_code=404)
target = parent_dir / name
if target.exists():
return JSONResponse({"error": "Folder already exists"}, status_code=400)
try:
target.mkdir(parents=False)
_invalidate()
return JSONResponse({"ok": True})
except Exception as e:
return JSONResponse({"error": str(e)}, status_code=500)
@router.post("/folder/rename")
async def rename_folder(request: Request):
body = await request.json()
old = (body.get("old") or "").strip()
new = (body.get("new") or "").strip()
if not _safe_path(old) or not _safe_name(new):
return JSONResponse({"error": "Invalid folder name"}, status_code=400)
dlc = _dlc_root()
if not dlc:
return JSONResponse({"error": "DLC dir not found"}, status_code=500)
root = _scan_root(dlc)
src = _path_to_dir(root, old)
dst = src.parent / new # rename within the same parent
if not src.exists():
return JSONResponse({"error": "Folder not found"}, status_code=404)
if dst.exists():
return JSONResponse({"error": "Name already taken"}, status_code=400)
try:
# Pre-compute meta cache key updates (keys change because the
# folder path changes — all files under src get a new prefix).
old_prefix = src.as_posix() + "/"
new_prefix = dst.as_posix() + "/"
meta_updates = {
key: new_prefix + key[len(old_prefix):]
for key in list(_meta_cache)
if key.startswith(old_prefix)
}
src.rename(dst)
_invalidate()
for old_key, new_key in meta_updates.items():
if old_key in _meta_cache:
_meta_cache[new_key] = _meta_cache.pop(old_key)
return JSONResponse({"ok": True})
except Exception as e:
return JSONResponse({"error": str(e)}, status_code=500)
@router.post("/folder/delete")
async def delete_folder(request: Request):
body = await request.json()
name = (body.get("name") or "").strip()
if not _safe_path(name):
return JSONResponse({"error": "Invalid folder path"}, status_code=400)
dlc = _dlc_root()
if not dlc:
return JSONResponse({"error": "DLC dir not found"}, status_code=500)
root = _scan_root(dlc)
target = _path_to_dir(root, name)
if not target.exists():
return JSONResponse({"error": "Folder not found"}, status_code=404)
try:
# Relocate every song (at any depth) up to the scan root BEFORE
# removing the folder. Colliding filenames are de-duplicated so a
# name clash never leaves a song behind to be destroyed by rmtree
# (the folder is advertised as "moves its songs to Unsorted").
for song_path in sorted(target.rglob("*")):
if not song_path.exists():
continue # a parent song-dir was already relocated
if not _is_song(song_path):
continue
old_key = song_path.as_posix()
dest = root / song_path.name
if dest.exists():
stem, suffix = song_path.stem, song_path.suffix
n = 1
while dest.exists():
dest = root / f"{stem} ({n}){suffix}"
n += 1
song_path.rename(dest)
if old_key in _meta_cache:
_meta_cache[dest.as_posix()] = _meta_cache.pop(old_key)
shutil.rmtree(target)
_invalidate()
return JSONResponse({"ok": True})
except Exception as e:
return JSONResponse({"error": str(e)}, status_code=500)
@router.post("/song/move")
async def move_song(request: Request):
body = await request.json()
filename = (body.get("filename") or "").strip()
dest_folder = (body.get("folder") or "").strip()
# Validate the source path like the folder ops, AND confirm it resolves
# inside DLC_DIR — without this a filename such as "../../etc/passwd"
# would be renamed (moved) into the served library and become readable.
if not filename or not _safe_path(filename):
return JSONResponse({"error": "Invalid filename"}, status_code=400)
dlc = _dlc_root()
if not dlc:
return JSONResponse({"error": "DLC dir not found"}, status_code=500)
src = dlc / Path(*filename.split("/"))
if not _is_within(dlc, src):
return JSONResponse({"error": "Invalid filename"}, status_code=400)
if not src.exists():
return JSONResponse({"error": "Song not found"}, status_code=404)
root = _scan_root(dlc)
if dest_folder:
if not _safe_path(dest_folder):
return JSONResponse({"error": "Invalid folder path"}, status_code=400)
dst_dir = _path_to_dir(root, dest_folder)
if not dst_dir.exists():
return JSONResponse({"error": "Destination folder not found"}, status_code=404)
else:
dst_dir = root
dst = dst_dir / src.name
if dst.exists():
return JSONResponse({"error": "File already exists at destination"}, status_code=400)
try:
old_key = src.as_posix()
src.rename(dst)
if old_key in _meta_cache:
_meta_cache[dst.as_posix()] = _meta_cache.pop(old_key)
_invalidate()
return JSONResponse({"ok": True})
except Exception as e:
return JSONResponse({"error": str(e)}, status_code=500)
app.include_router(router)
log.info("folder_library routes registered")
-159
View File
@@ -1,159 +0,0 @@
<!-- Folder Browser — screen.html
Slopsmith injects this into a div#plugin-folder_library.screen automatically.
Do NOT add an outer wrapper div with class="screen". -->
<!-- ── toolbar ──────────────────────────────────────────────────────── -->
<div class="flex items-center gap-2 px-4 py-3 border-b border-dark-400 flex-wrap"
style="position:fixed; top:64px; left:0; right:0; z-index:40; background-color:#0f1117; border-bottom: 1px solid #1f2937;">
<h2 class="text-base font-semibold text-white mr-1">Folders</h2>
<!-- search -->
<div class="relative flex-1 min-w-40 max-w-xs">
<svg class="absolute left-2.5 top-1/2 -translate-y-1/2 w-3.5 h-3.5 text-gray-500 pointer-events-none"
viewBox="0 0 20 20" fill="currentColor">
<path fill-rule="evenodd"
d="M8 4a4 4 0 100 8 4 4 0 000-8zM2 8a6 6 0 1110.89 3.476l4.817 4.817a1 1 0 01-1.414 1.414l-4.816-4.816A6 6 0 012 8z"
clip-rule="evenodd"/>
</svg>
<input id="fb-search" type="text" placeholder="Search songs…"
class="w-full pl-8 pr-3 py-1.5 rounded bg-dark-500 border border-dark-400
text-sm text-gray-200 placeholder-gray-500
focus:outline-none focus:border-blue-500 focus:ring-1 focus:ring-blue-500"/>
</div>
<!-- new folder -->
<button id="fb-new-folder" title="New parent folder"
class="p-1.5 rounded text-gray-400 hover:text-white hover:bg-dark-400 transition-colors">
<svg viewBox="0 0 20 20" fill="currentColor" class="w-4 h-4">
<path d="M2 6a2 2 0 012-2h5l2 2h5a2 2 0 012 2v6a2 2 0 01-2 2H4a2 2 0 01-2-2V6z"/>
<path fill-rule="evenodd" d="M10 9a1 1 0 011 1v1h1a1 1 0 110 2h-1v1a1 1 0 11-2 0v-1H8a1 1 0 110-2h1v-1a1 1 0 011-1z" clip-rule="evenodd"/>
</svg>
</button>
<!-- expand all -->
<button id="fb-expand-all" title="Expand all"
class="p-1.5 rounded text-gray-400 hover:text-white hover:bg-dark-400 transition-colors">
<svg viewBox="0 0 20 20" fill="none" stroke="currentColor" stroke-width="1.8"
stroke-linecap="round" class="w-4 h-4">
<path d="M5 8l5 5 5-5"/>
<path d="M5 4l5 5 5-5" opacity=".4"/>
</svg>
</button>
<!-- collapse all -->
<button id="fb-collapse-all" title="Collapse all"
class="p-1.5 rounded text-gray-400 hover:text-white hover:bg-dark-400 transition-colors">
<svg viewBox="0 0 20 20" fill="none" stroke="currentColor" stroke-width="1.8"
stroke-linecap="round" class="w-4 h-4">
<path d="M5 12l5-5 5 5"/>
<path d="M5 16l5-5 5 5" opacity=".4"/>
</svg>
</button>
<!-- sort -->
<select id="fb-sort" title="Sort songs within folders"
style="padding:4px 8px; border-radius:6px; border:1px solid #374151;
background:#1f2937; color:#d1d5db; font-size:12px; cursor:pointer; outline:none;">
<option value="default">Default</option>
<option value="title">Title</option>
<option value="artist">Artist</option>
<option value="duration">Duration</option>
<option value="year">Year</option>
<option value="tuning">Tuning</option>
<option value="added">Recently Added</option>
</select>
<!-- sort direction -->
<button id="fb-sort-dir" title="Ascending"
class="p-1.5 rounded text-gray-400 hover:text-white hover:bg-dark-400 transition-colors">
<svg id="fb-sort-dir-icon" viewBox="0 0 20 20" fill="none" stroke="currentColor"
stroke-width="1.8" stroke-linecap="round" class="w-4 h-4">
<path d="M5 12l5-5 5 5"/>
</svg>
</button>
<!-- view toggle -->
<button id="fb-view-list" title="List view"
class="p-1.5 rounded text-gray-400 hover:text-white hover:bg-dark-400 transition-colors">
<svg viewBox="0 0 20 20" fill="currentColor" class="w-4 h-4">
<path fill-rule="evenodd"
d="M3 4a1 1 0 000 2h14a1 1 0 100-2H3zm0 4a1 1 0 000 2h14a1 1 0 100-2H3zm0 4a1 1 0 000 2h14a1 1 0 100-2H3z"
clip-rule="evenodd"/>
</svg>
</button>
<button id="fb-view-grid" title="Grid view"
class="p-1.5 rounded text-gray-400 hover:text-white hover:bg-dark-400 transition-colors">
<svg viewBox="0 0 20 20" fill="currentColor" class="w-4 h-4">
<path d="M5 3a2 2 0 00-2 2v2a2 2 0 002 2h2a2 2 0 002-2V5a2 2 0 00-2-2H5zM5 11a2 2 0 00-2 2v2a2 2 0 002 2h2a2 2 0 002-2v-2a2 2 0 00-2-2H5zM11 5a2 2 0 012-2h2a2 2 0 012 2v2a2 2 0 01-2 2h-2a2 2 0 01-2-2V5zM11 13a2 2 0 012-2h2a2 2 0 012 2v2a2 2 0 01-2 2h-2a2 2 0 01-2-2v-2z"/>
</svg>
</button>
<!-- filters -->
<button id="fb-filter" title="Filters"
class="p-1.5 rounded text-gray-400 hover:text-white hover:bg-dark-400 transition-colors"
style="position:relative;">
<svg viewBox="0 0 20 20" fill="currentColor" class="w-4 h-4">
<path fill-rule="evenodd"
d="M3 3a1 1 0 011-1h12a1 1 0 011 1v3a1 1 0 01-.293.707L12 11.414V15a1 1 0 01-.293.707l-2 2A1 1 0 018 17v-5.586L3.293 6.707A1 1 0 013 6V3z"
clip-rule="evenodd"/>
</svg>
<span id="fb-filter-badge"
style="display:none; position:absolute; top:-2px; right:-2px; min-width:14px; height:14px;
padding:0 3px; border-radius:7px; background:#3b82f6; color:#fff;
font-size:9px; font-weight:700; line-height:14px; text-align:center;
box-sizing:border-box;"></span>
</button>
<!-- reload -->
<button id="fb-reload" title="Reload"
class="p-1.5 rounded text-gray-400 hover:text-white hover:bg-dark-400 transition-colors">
<svg viewBox="0 0 20 20" fill="currentColor" class="w-4 h-4">
<path fill-rule="evenodd"
d="M4 2a1 1 0 011 1v2.101a7.002 7.002 0 0111.601 2.566 1 1 0 11-1.885.666A5.002 5.002 0 005.999 7H9a1 1 0 010 2H4a1 1 0 01-1-1V3a1 1 0 011-1zm.008 9.057a1 1 0 011.276.61A5.002 5.002 0 0014.001 13H11a1 1 0 110-2h5a1 1 0 011 1v5a1 1 0 11-2 0v-2.101a7.002 7.002 0 01-11.601-2.566 1 1 0 01.61-1.276z"
clip-rule="evenodd"/>
</svg>
</button>
<span id="fb-status" class="text-xs text-gray-500 ml-1"></span>
</div>
<!-- ── tree ─────────────────────────────────────────────────────────── -->
<div id="fb-tree" class="px-2 py-2" style="padding-top: 120px;"></div>
<!-- ── filter backdrop ───────────────────────────────────────────────── -->
<div id="fb-filter-backdrop"
style="display:none; position:fixed; inset:0; z-index:44;"></div>
<!-- ── filter panel ──────────────────────────────────────────────────── -->
<div id="fb-filter-panel"
style="display:none; position:fixed; top:64px; right:0; bottom:0; width:300px;
z-index:45; background:#0f1117; border-left:1px solid #1f2937;
flex-direction:column; overflow:hidden;"></div>
<!-- ── custom modal ──────────────────────────────────────────────────── -->
<div id="fb-modal" style="display:none; position:fixed; inset:0; z-index:9999;
background:rgba(0,0,0,0.6); align-items:center; justify-content:center;">
<div style="background:#1e2130; border:1px solid #374151; border-radius:8px;
padding:24px; width:360px; max-width:90vw; box-shadow:0 20px 60px rgba(0,0,0,0.5);">
<p id="fb-modal-msg" style="color:#e5e7eb; font-size:14px; margin:0 0 16px 0;
white-space:pre-wrap; line-height:1.5;"></p>
<input id="fb-modal-input" type="text"
style="display:none; width:100%; box-sizing:border-box; padding:8px 12px;
background:#111827; border:1px solid #374151; border-radius:6px;
color:#e5e7eb; font-size:14px; outline:none; margin-bottom:16px;"
placeholder=""/>
<div style="display:flex; gap:8px; justify-content:flex-end;">
<button id="fb-modal-cancel"
style="padding:6px 16px; border-radius:6px; border:1px solid #374151;
background:transparent; color:#9ca3af; font-size:13px; cursor:pointer;">
Cancel
</button>
<button id="fb-modal-ok"
style="padding:6px 16px; border-radius:6px; border:none;
background:#3b82f6; color:#fff; font-size:13px; cursor:pointer; font-weight:500;">
OK
</button>
</div>
</div>
</div>
File diff suppressed because it is too large Load Diff
+1 -1
View File
@@ -1,7 +1,7 @@
{
"id": "highway_3d",
"name": "3D Highway",
"version": "3.30.0",
"version": "3.27.0",
"type": "visualization",
"bundled": true,
"script": "screen.js",
+5 -171
View File
@@ -1768,7 +1768,7 @@
return _bgBandsCache;
}
const BG_DEFAULTS = { style: 'particles', intensity: 0.5, reactive: true, palette: 'default', bgTheme: 'default', hwTheme: 'default', showFretOnNote: true, fretNumberGhostScope: 'chords', cameraSmoothing: 0.5, zoomSmoothing: 0.5, tiltSmoothing: 0.5, cameraLockLow: false, cameraLockZoom: 0.5, cameraMode: 'lookahead', nutHeadstockVisible: true, tuningLabelsVisible: true, nutColor: '#f5f3f0', headstockColor: '#d4b48a', textSize: 0.5, vibrancy: 0.85, glow: 0.25, customImageDataUrl: '', customImageName: '', customVideoName: '', chordDiagramVisible: true, chordDiagramSize: 0.5, chordDiagramPosition: 'tl', fretColumnMarkerCadence: 1, projectionVisible: true, inlayLabelsVisible: false, sectionLabelsOnHighway: false, sectionHudVisible: false, sectionHudPosition: 'tr', sectionHudSize: 0.5, toneHudVisible: false, toneHudPosition: 'tl', toneHudSize: 0.5, fpsVisible: false, fretDividersVisible: true, slideArrowApproachVisible: true, slideArrowNeckVisible: true, slideArrowChainPreviewVisible: true, hitFx: 0.7, sparks: true, cinematic: true, verdictMarks: true, timingFx: true, streakFx: true, bloom: true };
const BG_DEFAULTS = { style: 'particles', intensity: 0.5, reactive: true, palette: 'default', bgTheme: 'default', hwTheme: 'default', showFretOnNote: true, fretNumberGhostScope: 'chords', cameraSmoothing: 0.5, zoomSmoothing: 0.5, tiltSmoothing: 0.5, cameraLockLow: false, cameraLockZoom: 0.5, cameraMode: 'lookahead', nutHeadstockVisible: true, tuningLabelsVisible: true, nutColor: '#f5f3f0', headstockColor: '#d4b48a', textSize: 0.5, vibrancy: 0.85, glow: 0.25, customImageDataUrl: '', customImageName: '', customVideoName: '', chordDiagramVisible: true, chordDiagramSize: 0.5, chordDiagramPosition: 'tl', fretColumnMarkerCadence: 1, projectionVisible: true, inlayLabelsVisible: false, sectionLabelsOnHighway: false, sectionHudVisible: false, sectionHudPosition: 'tr', sectionHudSize: 0.5, toneHudVisible: false, toneHudPosition: 'tl', toneHudSize: 0.5, fpsVisible: false, fretDividersVisible: true, slideArrowApproachVisible: true, slideArrowNeckVisible: true, slideArrowChainPreviewVisible: true };
// User-selectable, persistable bg styles — must mirror settings.html's
// VALID_STYLES. 'venue' is deliberately NOT here: it is an internal effective
// style reached only via _venueSceneOverride (the viz-picker Venue flow), so
@@ -2115,7 +2115,7 @@
// means (fall back to default rather than silently flipping to
// false). Add new boolean keys to BG_DEFAULTS and they pick this
// up via the dispatch below.
const _BG_BOOL_KEYS = new Set(['reactive', 'showFretOnNote', 'cameraLockLow', 'inlayLabelsVisible', 'sectionLabelsOnHighway', 'sectionHudVisible', 'nutHeadstockVisible', 'tuningLabelsVisible', 'projectionVisible', 'chordDiagramVisible', 'fpsVisible', 'toneHudVisible', 'fretDividersVisible', 'slideArrowApproachVisible', 'slideArrowNeckVisible', 'slideArrowChainPreviewVisible', 'sparks', 'cinematic', 'verdictMarks', 'timingFx', 'streakFx', 'bloom']);
const _BG_BOOL_KEYS = new Set(['reactive', 'showFretOnNote', 'cameraLockLow', 'inlayLabelsVisible', 'sectionLabelsOnHighway', 'sectionHudVisible', 'nutHeadstockVisible', 'tuningLabelsVisible', 'projectionVisible', 'chordDiagramVisible', 'fpsVisible', 'toneHudVisible', 'fretDividersVisible', 'slideArrowApproachVisible', 'slideArrowNeckVisible', 'slideArrowChainPreviewVisible']);
function _bgCoerceBool(val, fallback) {
if (val === 'true' || val === '1') return true;
if (val === 'false' || val === '0') return false;
@@ -2125,7 +2125,7 @@
// hysteresis; zoomSmoothing the zoom dead zone; tiltSmoothing the
// vertical-tilt deadband + correction strength. All three slider-
// shaped settings share the same parse + clamp behaviour.
const _BG_FLOAT_KEYS = new Set(['intensity', 'cameraSmoothing', 'zoomSmoothing', 'tiltSmoothing', 'cameraLockZoom', 'textSize', 'vibrancy', 'glow', 'chordDiagramSize', 'sectionHudSize', 'toneHudSize', 'hitFx']);
const _BG_FLOAT_KEYS = new Set(['intensity', 'cameraSmoothing', 'zoomSmoothing', 'tiltSmoothing', 'cameraLockZoom', 'textSize', 'vibrancy', 'glow', 'chordDiagramSize', 'sectionHudSize', 'toneHudSize']);
function _bgCoerce(key, val) {
if (_BG_FLOAT_KEYS.has(key)) {
const n = parseFloat(val);
@@ -2259,13 +2259,6 @@
window.h3dBgSetTextSize = (v) => _bgWriteGlobal('textSize', v);
window.h3dBgSetVibrancy = (v) => _bgWriteGlobal('vibrancy', v);
window.h3dBgSetGlow = (v) => _bgWriteGlobal('glow', v);
window.h3dBgSetHitFx = (v) => _bgWriteGlobal('hitFx', v);
window.h3dBgSetSparks = (v) => _bgWriteGlobal('sparks', !!v);
window.h3dBgSetCinematic = (v) => _bgWriteGlobal('cinematic', !!v);
window.h3dBgSetVerdictMarks = (v) => _bgWriteGlobal('verdictMarks', !!v);
window.h3dBgSetTimingFx = (v) => _bgWriteGlobal('timingFx', !!v);
window.h3dBgSetStreakFx = (v) => _bgWriteGlobal('streakFx', !!v);
window.h3dBgSetBloom = (v) => _bgWriteGlobal('bloom', !!v);
window.h3dBgSetToneHudVisible = (v) => _bgWriteGlobal('toneHudVisible', !!v);
window.h3dBgSetToneHudPosition = (v) => _bgWriteGlobal('toneHudPosition', v);
window.h3dBgSetToneHudSize = (v) => _bgWriteGlobal('toneHudSize', v);
@@ -3559,19 +3552,6 @@
// linear blend every frame.
let vibrancy = BG_DEFAULTS.vibrancy;
let glowMul = BG_DEFAULTS.glow;
let _hitFx = BG_DEFAULTS.hitFx;
let _sparks = BG_DEFAULTS.sparks;
let _cinematic = BG_DEFAULTS.cinematic;
let _verdictMarks = BG_DEFAULTS.verdictMarks;
let _timingFx = BG_DEFAULTS.timingFx;
let _streakFx = BG_DEFAULTS.streakFx;
let _bloom = BG_DEFAULTS.bloom;
let _composer = null, _bloomPass = null, _bloomLoad = null, _bloomW = 0, _bloomH = 0;
let _sparkPts = null, _sparkPos = null, _sparkCol = null, _sparkVel = null, _sparkLife = null;
const _SPARK_N = 256;
const _sparkSeen = new Map(); // note-key -> expiry; one burst per hit
let _juiceLastT = 0; // frame-dt clock for the juice layer
let _streakHits = 0, _streakHeat = 0; // #7 consecutive-hit escalation
let fpsVisible = BG_DEFAULTS.fpsVisible;
let fretDividersVisible = BG_DEFAULTS.fretDividersVisible;
let chordDiagramVisible = BG_DEFAULTS.chordDiagramVisible;
@@ -5932,23 +5912,10 @@
dirLight = new T.DirectionalLight(0xffffff, 0.8);
dirLight.position.set(40 * K, 120 * K, 80 * K);
scene.add(dirLight);
_applyCinematic();
fretG = new T.Group(); scene.add(fretG);
tuningLblG = new T.Group(); scene.add(tuningLblG);
noteG = new T.Group(); scene.add(noteG);
// Hit sparks (#3): a pooled additive Points cloud; a small burst fires at a
// gem on a verified hit (spawned in the verdict block, advanced in the render loop).
_sparkPos = new Float32Array(_SPARK_N * 3); _sparkCol = new Float32Array(_SPARK_N * 3);
_sparkVel = new Float32Array(_SPARK_N * 3); _sparkLife = new Float32Array(_SPARK_N);
{
const sg = new T.BufferGeometry();
sg.setAttribute('position', new T.BufferAttribute(_sparkPos, 3).setUsage(T.DynamicDrawUsage));
sg.setAttribute('color', new T.BufferAttribute(_sparkCol, 3).setUsage(T.DynamicDrawUsage));
const sm = new T.PointsMaterial({ size: 1.0 * K, vertexColors: true, transparent: true, opacity: 0.8, depthWrite: false, blending: T.AdditiveBlending, sizeAttenuation: true });
_sparkPts = new T.Points(sg, sm); _sparkPts.frustumCulled = false; _sparkPts.renderOrder = 8;
scene.add(_sparkPts);
}
beatG = new T.Group(); scene.add(beatG);
lblG = new T.Group(); scene.add(lblG);
@@ -6167,13 +6134,6 @@
transparent: true, opacity: 1.0, depthWrite: false,
}));
mHitBrightArrays = mHitBright.map(m => [m, m, m, m, mEdgeTransparent, mEdgeTransparent]);
// Readability (#2 / charrette): the note gems + their outlines punch THROUGH
// the distance fog so upcoming notes stay legible as they render in at the
// horizon. The board, lane, sustains and background scenery keep their
// atmospheric fog — only the note-defining materials are exempted, so the
// highway still reads as deep while the notes never dissolve into the haze.
[mWhiteOutline, mMissOutline].forEach(m => { if (m) m.fog = false; });
[mStr, mGlow, mStrHitOutline, mHitBright].forEach(arr => arr && arr.forEach(m => { if (m) m.fog = false; }));
// Outline materials render at a lower renderOrder than the body.
// The body is rendered on top with opacity:1 on hit/miss, which
// fully covers the outline center — only the fringe that extends
@@ -7231,7 +7191,7 @@
color: '#66c7ff',
});
}
return { s: note.s, f: note.f, noteTime: d.noteTime, labels, timingState: d.timingState || null };
return { s: note.s, f: note.f, noteTime: d.noteTime, labels };
};
const _ndPushMark = (arr, d) => {
const mark = _ndNormalizeMark(d);
@@ -7387,14 +7347,6 @@
textSize = _bgReadSetting(panelKey, 'textSize');
vibrancy = _bgReadSetting(panelKey, 'vibrancy');
glowMul = _bgReadSetting(panelKey, 'glow');
_hitFx = _bgReadSetting(panelKey, 'hitFx');
_sparks = _bgReadSetting(panelKey, 'sparks');
_cinematic = _bgReadSetting(panelKey, 'cinematic');
_verdictMarks = _bgReadSetting(panelKey, 'verdictMarks');
_timingFx = _bgReadSetting(panelKey, 'timingFx');
_streakFx = _bgReadSetting(panelKey, 'streakFx');
_bloom = _bgReadSetting(panelKey, 'bloom');
_applyCinematic();
fpsVisible = _bgReadSetting(panelKey, 'fpsVisible');
fretDividersVisible = _bgReadSetting(panelKey, 'fretDividersVisible');
chordDiagramVisible = _bgReadSetting(panelKey, 'chordDiagramVisible');
@@ -7833,85 +7785,6 @@
: d;
return parseInt(s.slice(1), 16);
}
// Cinematic lighting (#2): darken ambient so emissive gems have a dark
// surround to pop against; strengthen the key light for modelling.
// Toggle via the 'cinematic' setting so it's directly comparable.
function _applyCinematic() {
if (!ambLight || !dirLight) return;
ambLight.intensity = _cinematic ? 0.45 : 0.85;
dirLight.intensity = _cinematic ? 1.15 : 0.8;
}
// #5 early/late: tint the hit feedback by timing — on-time green, early cyan,
// late amber. Falls back to green when timing is unknown (pure-provider path).
function _timingHex(ts) {
if (!_timingFx || !ts || ts === 'OK') return 0x22ff88;
if (ts === 'EARLY') return 0x35d6ff;
if (ts === 'LATE') return 0xffb84d;
return 0x22ff88;
}
function _sparkBurst(x, y, z, hex, count) {
if (!_sparkPts || count <= 0) return;
const r = ((hex >> 16) & 255) / 255, g = ((hex >> 8) & 255) / 255, b = (hex & 255) / 255;
let made = 0;
for (let i = 0; i < _SPARK_N && made < count; i++) {
if (_sparkLife[i] > 0) continue;
const j = i * 3, ang = Math.random() * Math.PI * 2, sp = (5 + Math.random() * 12) * K;
_sparkPos[j] = x; _sparkPos[j + 1] = y; _sparkPos[j + 2] = z;
_sparkVel[j] = Math.cos(ang) * sp; _sparkVel[j + 1] = (12 + Math.random() * 24) * K; _sparkVel[j + 2] = Math.sin(ang) * sp * 0.55;
_sparkCol[j] = r; _sparkCol[j + 1] = g; _sparkCol[j + 2] = b;
_sparkLife[i] = 0.30 + Math.random() * 0.16; made++;
}
}
function _sparkUpdate(dt) {
if (!_sparkPts) return;
const grav = 55 * K; let any = false;
for (let i = 0; i < _SPARK_N; i++) {
if (_sparkLife[i] <= 0) continue;
const j = i * 3;
_sparkLife[i] -= dt;
if (_sparkLife[i] <= 0) { _sparkCol[j] = _sparkCol[j + 1] = _sparkCol[j + 2] = 0; continue; }
any = true;
_sparkVel[j + 1] -= grav * dt;
_sparkPos[j] += _sparkVel[j] * dt; _sparkPos[j + 1] += _sparkVel[j + 1] * dt; _sparkPos[j + 2] += _sparkVel[j + 2] * dt;
const fade = 1 - Math.min(1, dt * 3.2);
_sparkCol[j] *= fade; _sparkCol[j + 1] *= fade; _sparkCol[j + 2] *= fade;
}
_sparkPts.geometry.attributes.position.needsUpdate = true;
_sparkPts.geometry.attributes.color.needsUpdate = true;
_sparkPts.visible = any;
}
// #4 Bloom: lazy-load the vendored postprocessing addons and build an
// EffectComposer (RenderPass -> UnrealBloomPass -> OutputPass/ACES). Returns
// the composer once ready, or null (caller falls back to a direct render).
function _bloomEnsure() {
if (_composer) return _composer;
if (_bloomLoad || !ren || !scene || !cam) return null;
const A = '/static/vendor/three/addons/';
_bloomLoad = Promise.all([
import(A + 'postprocessing/EffectComposer.js'),
import(A + 'postprocessing/RenderPass.js'),
import(A + 'postprocessing/UnrealBloomPass.js'),
import(A + 'postprocessing/OutputPass.js'),
]).then(([EC, RP, UB, OP]) => {
try {
const sz = canvasSize(highwayCanvas) || { w: 1280, h: 720 };
const w = Math.max(2, sz.w | 0), h = Math.max(2, sz.h | 0);
// Multisampled (WebGL2 MSAA) HalfFloat target so anti-aliasing
// survives the bloom path — EffectComposer's default target has no
// `samples`, which is why bloom-on looked jagged (worst on non-Retina
// DPR1 displays that have no supersampling cushion).
const _bloomRT = new T.WebGLRenderTarget(w, h, { type: T.HalfFloatType, samples: 4 });
const comp = new EC.EffectComposer(ren, _bloomRT);
comp.addPass(new RP.RenderPass(scene, cam));
_bloomPass = new UB.UnrealBloomPass(new T.Vector2(w, h), 0.65, 0.5, 0.82); // strength, radius, threshold (high → only emissive blooms)
comp.addPass(_bloomPass);
comp.addPass(new OP.OutputPass());
comp.setSize(w, h);
_bloomW = w; _bloomH = h; _composer = comp;
} catch (e) { console.warn('[3D-Hwy] bloom init failed', e); _composer = null; }
}).catch((e) => console.warn('[3D-Hwy] bloom modules failed', e));
return null;
}
function buildBoard() {
// Dispose before clearing (traverse: nut/headstock may live in a Group).
while (fretG.children.length) {
@@ -12712,7 +12585,6 @@
// blocks, so _showHit can be a const and _ndGood is available for the
// sustain trail (which renders even when skipBody=true for slide targets).
let _ndGood = false; // true when provider confirms hit/active
let _hitPunch = 1; // #3 per-gem scale-punch on a fresh hit
let _ndState = null; // 'hit'|'active'|'miss'|null; null → fall back to proximity heuristic
let _ndCs = null; // raw provider response — truthy when provider returned a verdict
let _ndCsIsObj = false; // typeof _ndCs === 'object'
@@ -12888,27 +12760,12 @@
// hit/active → green outline (mHitBright[s]) + green lateral faces;
// miss → magenta-red outline (mMissOutline) + dark lateral faces; front/back stay transparent.
if (_ndCs) {
const _vAlpha = (_ndCsIsObj && typeof _ndCs.alpha === 'number') ? _ndCs.alpha : 1;
if (_ndState === 'miss') {
_ndOutline = mMissOutline;
_ndFaceMat = mMissEdgeArrays;
_streakHits = 0; // #7 break the streak (heat eases down)
if (_verdictMarks) _ndLabels.push({ x, y: y + NH * 1.7, z: noteZ + 0.02, labels: [{ text: '✗', color: '#ff5a7a' }] }); // #6
} else if (_ndGood) {
_ndOutline = mHitBright[s] ?? mGlow[s];
_ndFaceMat = mHitBrightArrays[s] ?? null;
_hitPunch = 1 + 0.22 * _hitFx * _vAlpha; // #3 scale-punch (biggest at strike, eases)
if (_verdictMarks) { const _tc = _timingHex(_ndMatchedMark && _ndMatchedMark.timingState); _ndLabels.push({ x, y: y + NH * 1.7, z: noteZ + 0.02, labels: [{ text: '✓', color: '#' + _tc.toString(16).padStart(6, '0') }] }); } // #6 + #5
if (_sparks && _hitFx > 0 && _vAlpha > 0.5) {
const _spk = s + '|' + n.f + '|' + n.t.toFixed(2);
if (!(_sparkSeen.get(_spk) > now)) {
_sparkSeen.set(_spk, now + 1.0);
if (_sparkSeen.size > 600) _sparkSeen.clear();
_streakHits++;
const _heatMul = _streakFx ? (1 + 0.85 * _streakHeat) : 1; // #7 escalate
_sparkBurst(x, y, noteZ, _timingHex(_ndMatchedMark && _ndMatchedMark.timingState), Math.round((4 + 7 * _hitFx) * _heatMul));
}
}
}
}
@@ -13021,7 +12878,6 @@
} else {
core.scale.set(rimXY, rimXY, 2.5 * rimZ);
}
if (_hitPunch !== 1) core.scale.multiplyScalar(_hitPunch); // #3 hit scale-punch
// Fret digits on fretted (n.f > 0) flying notes deliberately
// omitted: the showFretOnNote setting and its UI helper text
// promise digits on the fretboard ghost only, never on the
@@ -14156,8 +14012,6 @@
for (const g of _ownedSharedGeos) g?.dispose?.();
_ownedSharedGeos.length = 0;
txtCache = {};
if (_sparkPts) { try { _sparkPts.geometry.dispose(); _sparkPts.material.dispose(); } catch (e) {} _sparkPts = null; }
if (_composer) { try { _composer.dispose(); if (_bloomPass && _bloomPass.dispose) _bloomPass.dispose(); } catch (e) {} _composer = null; _bloomPass = null; }
if (ren) { ren.dispose(); ren = null; }
scene = cam = noteG = beatG = lblG = fretG = tuningLblG = null;
ambLight = dirLight = null;
@@ -14483,27 +14337,7 @@
}
bcCtrl.render();
}
{
const _jNow = performance.now();
const _jdt = _juiceLastT === 0 ? 1 / 60 : Math.min(0.05, (_jNow - _juiceLastT) / 1000);
_juiceLastT = _jNow;
_sparkUpdate(_jdt);
_streakHeat += (Math.min(1, _streakHits / 16) - _streakHeat) * 0.08; // #7 ease heat
}
{
const comp = (_bloom && !_ssActive()) ? _bloomEnsure() : null;
if (comp) {
const bsz = canvasSize(highwayCanvas);
if (bsz && bsz.w > 0 && bsz.h > 0 && (bsz.w !== _bloomW || bsz.h !== _bloomH)) {
comp.setSize(bsz.w | 0, bsz.h | 0); _bloomW = bsz.w | 0; _bloomH = bsz.h | 0;
}
if (ren.toneMapping !== T.ACESFilmicToneMapping) ren.toneMapping = T.ACESFilmicToneMapping;
pbBeg(6); comp.render(); pbEnd(6);
} else {
if (ren.toneMapping !== T.NoToneMapping) ren.toneMapping = T.NoToneMapping;
pbBeg(6); ren.render(scene, cam); pbEnd(6);
}
}
pbBeg(6); ren.render(scene, cam); pbEnd(6);
if (lyricsCtx && lyricsCanvas) {
lyricsCtx.clearRect(0, 0, lyricsCanvas.width, lyricsCanvas.height);
// Capture the actual lyrics-banner bottom so overlay cards
-103
View File
@@ -577,80 +577,6 @@
<span>Glowy</span>
</div>
</div>
<div class="mt-4">
<label for="h3d-hitfx" class="text-xs font-medium text-gray-400 mb-1 block">
Hit feedback intensity: <span id="h3d-hitfx-label">0.70</span>
</label>
<input type="range" id="h3d-hitfx" min="0" max="1" step="0.05" value="0.70"
oninput="document.getElementById('h3d-hitfx-label').textContent = parseFloat(this.value).toFixed(2); window.h3dBgSetHitFx && window.h3dBgSetHitFx(this.value)"
onchange="window.h3dBgSetHitFx && window.h3dBgSetHitFx(this.value)"
class="w-full accent-accent">
<p class="text-[10px] text-gray-500 mt-1">
How much "juice" a nailed note gets — the strike-line flash and the
spark burst at the hit line. <em>0</em> = colour verdict only (no sparks).
</p>
</div>
<div class="mt-3 flex items-start justify-between gap-3">
<label for="h3d-sparks" class="text-xs font-medium text-gray-400">
Hit sparks
<span class="block text-[10px] text-gray-500 font-normal">The particle burst that pops off a note the instant it's detected as a hit. Turn off for a calmer highway — the strike-line flash and colour verdict stay.</span>
</label>
<input type="checkbox" id="h3d-sparks" checked
onchange="window.h3dBgSetSparks && window.h3dBgSetSparks(this.checked)"
class="accent-accent mt-0.5">
</div>
<div class="mt-3 flex items-start justify-between gap-3">
<label for="h3d-cinematic" class="text-xs font-medium text-gray-400">
Cinematic lighting
<span class="block text-[10px] text-gray-500 font-normal">Darker stage so the glowing notes pop against it. Turn off for the brighter, flatter look.</span>
</label>
<input type="checkbox" id="h3d-cinematic" checked
onchange="window.h3dBgSetCinematic && window.h3dBgSetCinematic(this.checked)"
class="accent-accent mt-0.5">
</div>
<div class="mt-3 flex items-start justify-between gap-3">
<label for="h3d-streakfx" class="text-xs font-medium text-gray-400">
Streak feedback
<span class="block text-[10px] text-gray-500 font-normal">A clean run quietly "heats up" — bigger sparks the longer you stay accurate. Eases back on a miss.</span>
</label>
<input type="checkbox" id="h3d-streakfx" checked
onchange="window.h3dBgSetStreakFx && window.h3dBgSetStreakFx(this.checked)"
class="accent-accent mt-0.5">
</div>
<div class="mt-3 flex items-start justify-between gap-3">
<label for="h3d-verdictmarks" class="text-xs font-medium text-gray-400">
Accessible verdict marks (✓ / ✗)
<span class="block text-[10px] text-gray-500 font-normal">Adds a shape mark to each hit/miss so the result doesn't rely on the green/red colour pair alone.</span>
</label>
<input type="checkbox" id="h3d-verdictmarks" checked
onchange="window.h3dBgSetVerdictMarks && window.h3dBgSetVerdictMarks(this.checked)"
class="accent-accent mt-0.5">
</div>
<div class="mt-3 flex items-start justify-between gap-3">
<label for="h3d-bloom" class="text-xs font-medium text-gray-400">
Glow bloom
<span class="block text-[10px] text-gray-500 font-normal">Real light-bleed around the glowing notes and hit flash (higher fidelity). Turns itself off in split-screen. If your machine struggles, turn this off first.</span>
</label>
<input type="checkbox" id="h3d-bloom" checked
onchange="window.h3dBgSetBloom && window.h3dBgSetBloom(this.checked)"
class="accent-accent mt-0.5">
</div>
<div class="mt-3 flex items-start justify-between gap-3">
<label for="h3d-timingfx" class="text-xs font-medium text-gray-400">
Timing feedback
<span class="block text-[10px] text-gray-500 font-normal">Colours a hit by your timing — on-time green, a touch <span style="color:#35d6ff">early (cyan)</span> or <span style="color:#ffb84d">late (amber)</span> — so you can feel where you sit in the beat.</span>
</label>
<input type="checkbox" id="h3d-timingfx" checked
onchange="window.h3dBgSetTimingFx && window.h3dBgSetTimingFx(this.checked)"
class="accent-accent mt-0.5">
</div>
</div>
</details>
</div>
@@ -1373,35 +1299,6 @@
if (thsi) thsi.value = String(toneHudSize);
if (thslbl) thslbl.textContent = toneHudSize.toFixed(2);
// Hit-feedback "juice" controls — hydrate from saved state so the
// panel reflects persistence on reopen (the renderer already reads
// these via _bgReadSetting; without this the controls always showed
// their default markup, misrepresenting a saved non-default). Reads
// h3d_bg_* directly; defaults mirror BG_DEFAULTS (all bools on,
// hitFx 0.70) and the _bgCoerceBool 'true'/'1' vs 'false'/'0' rules.
try {
const _bgBool = (k, def) => {
const v = localStorage.getItem('h3d_bg_' + k);
return v == null ? def : !(v === 'false' || v === '0');
};
const _setChk = (id, on) => { const el = document.getElementById(id); if (el) el.checked = on; };
_setChk('h3d-sparks', _bgBool('sparks', true));
_setChk('h3d-cinematic', _bgBool('cinematic', true));
_setChk('h3d-streakfx', _bgBool('streakFx', true));
_setChk('h3d-verdictmarks', _bgBool('verdictMarks', true));
_setChk('h3d-bloom', _bgBool('bloom', true));
_setChk('h3d-timingfx', _bgBool('timingFx', true));
const _hf = document.getElementById('h3d-hitfx');
if (_hf) {
let v = parseFloat(localStorage.getItem('h3d_bg_hitFx'));
if (!isFinite(v)) v = 0.70;
v = Math.max(0, Math.min(1, v));
_hf.value = String(v);
const _hfl = document.getElementById('h3d-hitfx-label');
if (_hfl) _hfl.textContent = v.toFixed(2);
}
} catch (_) { /* storage blocked — controls keep their default markup */ }
// (3D Highway palette picker removed — string colors are now set
// via the core "Highway String Colors" UI above, which drives both
// the 2D and 3D highways. The bg-settings 'palette' key still exists
+5 -114
View File
@@ -220,8 +220,6 @@ _DEMO_BLOCKED: list[tuple[str, re.Pattern]] = [
("POST", re.compile(r"^/api/playlists/[^/]+/songs$")),
("DELETE", re.compile(r"^/api/playlists/[^/]+/songs/.+$")),
("POST", re.compile(r"^/api/playlists/[^/]+/reorder$")),
("POST", re.compile(r"^/api/playlists/[^/]+/cover$")),
("DELETE", re.compile(r"^/api/playlists/[^/]+/cover$")),
("POST", re.compile(r"^/api/saved/toggle$")),
# Progression (spec 010) write endpoints — demo mode stays read-only.
("POST", re.compile(r"^/api/progression/paths$")),
@@ -1325,30 +1323,14 @@ class MetadataDB:
return None
def list_playlists(self) -> list[dict]:
from urllib.parse import quote
rows = self.conn.execute(
"SELECT id, name, system_key, created_at, updated_at FROM playlists "
"ORDER BY (system_key IS NULL), name COLLATE NOCASE"
).fetchall()
out = []
for r in rows:
pid = r[0]
# First few still-present songs (in order) → art URLs, for a
# content-dependent playlist cover (single art / 2x2 mosaic). The
# JOIN drops dead songs, matching get_playlist's visibility.
arts = self.conn.execute(
"SELECT ps.filename FROM playlist_songs ps "
"JOIN songs s ON s.filename = ps.filename "
"WHERE ps.playlist_id = ? ORDER BY ps.position LIMIT 4",
(pid,),
).fetchall()
out.append({
"id": pid, "name": r[1], "system_key": r[2],
"created_at": r[3], "updated_at": r[4],
"count": self._playlist_count(pid),
"art_urls": [f"/api/song/{quote(a[0])}/art" for a in arts],
})
return out
return [{
"id": r[0], "name": r[1], "system_key": r[2],
"created_at": r[3], "updated_at": r[4], "count": self._playlist_count(r[0]),
} for r in rows]
def create_playlist(self, name: str, system_key: str | None = None) -> dict:
with self._lock:
@@ -5167,35 +5149,9 @@ def api_song_stats(filename: str):
# ── Playlists / Saved for Later / Continue-Playing (fee[dB]ack v0.3.0) ────────
def _playlist_cover_path(pid) -> Path | None:
"""Filesystem path of a playlist's optional custom cover image (PNG),
stored under CONFIG_DIR. Returns None for a non-integer id."""
try:
pid = int(pid)
except (TypeError, ValueError):
return None
return CONFIG_DIR / "playlist_covers" / f"{pid}.png"
def _playlist_cover_url(pid) -> str | None:
cover = _playlist_cover_path(pid)
if not cover or not cover.exists():
return None
try:
# Nanosecond mtime so a same-second replace/remove/re-upload still
# changes the cache-bust token (int seconds could collide → stale image).
mt = cover.stat().st_mtime_ns
except OSError:
mt = 0
return f"/api/playlists/{pid}/cover?v={mt}"
@app.get("/api/playlists")
def api_list_playlists():
lists = meta_db.list_playlists()
for pl in lists:
pl["cover_url"] = _playlist_cover_url(pl["id"])
return lists
return meta_db.list_playlists()
@app.post("/api/playlists")
@@ -5211,7 +5167,6 @@ def api_get_playlist(pid: int):
pl = meta_db.get_playlist(pid)
if pl is None:
return JSONResponse({"error": "not found"}, status_code=404)
pl["cover_url"] = _playlist_cover_url(pid)
return pl
@@ -5238,12 +5193,6 @@ def api_delete_playlist(pid: int):
return JSONResponse({"error": "System playlists cannot be deleted."}, status_code=400)
if not meta_db.delete_playlist(pid): # vanished under us (concurrent delete)
return JSONResponse({"error": "not found"}, status_code=404)
cover = _playlist_cover_path(pid) # drop any custom cover with the playlist
if cover and cover.exists():
try:
cover.unlink()
except OSError:
pass
return {"ok": True}
@@ -5290,64 +5239,6 @@ def api_reorder_playlist(pid: int, data: dict):
return meta_db.get_playlist(pid)
@app.post("/api/playlists/{pid}/cover")
async def api_set_playlist_cover(pid: int, data: dict):
"""Set a playlist's custom cover from a base64 / data-URL image (PNG/JPG).
Overrides the content-dependent (song-art) cover. Stored as a small PNG
thumbnail under CONFIG_DIR/playlist_covers/."""
if meta_db.get_playlist(pid) is None:
return JSONResponse({"error": "not found"}, status_code=404)
import base64
import io
b64 = data.get("image", "")
# Guard the type before the `","` membership test — a non-string image
# (e.g. {"image": 123} / null) would otherwise raise TypeError → 500.
# Mirrors the avatar/song-art upload guard.
if not isinstance(b64, str) or not b64:
return JSONResponse({"error": "No image data"}, status_code=400)
if "," in b64:
b64 = b64.split(",", 1)[1]
if not b64:
return JSONResponse({"error": "No image data"}, status_code=400)
try:
img_data = base64.b64decode(b64)
except Exception:
return JSONResponse({"error": "Invalid base64"}, status_code=400)
cover = _playlist_cover_path(pid)
cover.parent.mkdir(parents=True, exist_ok=True)
try:
from PIL import Image
img = Image.open(io.BytesIO(img_data)).convert("RGB")
img.thumbnail((640, 640)) # covers stay small
tmp = cover.with_suffix(".png.tmp")
img.save(str(tmp), "PNG")
tmp.replace(cover)
except Exception as e:
return JSONResponse({"error": f"Invalid image: {e}"}, status_code=400)
return {"ok": True, "cover_url": _playlist_cover_url(pid)}
@app.get("/api/playlists/{pid}/cover")
def api_get_playlist_cover(pid: int):
cover = _playlist_cover_path(pid)
if not cover or not cover.exists():
return JSONResponse({"error": "not found"}, status_code=404)
# no-cache (revalidate) like song art, so a replaced cover is never served
# stale — pairs with the mtime-ns cache-bust token on the URL.
return FileResponse(str(cover), media_type="image/png", headers=_ART_CACHE_HEADERS)
@app.delete("/api/playlists/{pid}/cover")
def api_delete_playlist_cover(pid: int):
cover = _playlist_cover_path(pid)
if cover and cover.exists():
try:
cover.unlink()
except OSError:
pass
return {"ok": True}
@app.post("/api/saved/toggle")
def api_toggle_saved(data: dict):
"""Add/remove a song on the reserved Saved-for-Later playlist."""
+13 -486
View File
@@ -460,25 +460,6 @@ 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);
}
@@ -1052,11 +1033,6 @@ 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
@@ -1106,7 +1082,7 @@ const _LIB_VIEW_KEY = 'feedBack.libView';
const _LIB_SORT_KEY = 'feedBack.libSort';
const _LIB_FORMAT_KEY = 'feedBack.libFormat';
const _LIB_PROVIDER_KEY = 'feedBack.libProvider';
const _LIB_VIEW_VALUES = new Set(['grid', 'tree', 'folder']);
const _LIB_VIEW_VALUES = new Set(['grid', 'tree']);
const _LIB_SORT_VALUES = new Set([
'artist', 'artist-desc', 'title', 'title-desc',
'recent', 'year-desc', 'year', 'tuning',
@@ -1784,20 +1760,8 @@ function setLibView(view) {
document.getElementById('lib-tree').classList.toggle('hidden', view !== 'tree');
document.querySelectorAll('.lib-grid-ctrl').forEach(el => el.classList.toggle('hidden', view !== 'grid'));
document.querySelectorAll('.lib-tree-ctrl').forEach(el => el.classList.toggle('hidden', view !== 'tree'));
document.querySelectorAll('.lib-nontree-ctrl').forEach(el => el.classList.toggle('hidden', view === 'tree'));
document.getElementById('view-grid-btn').className = `px-3 py-2.5 text-sm transition ${view === 'grid' ? 'text-accent-light' : 'text-gray-600 hover:text-gray-400'}`;
document.getElementById('view-tree-btn').className = `px-3 py-2.5 text-sm transition ${view === 'tree' ? 'text-accent-light' : 'text-gray-600 hover:text-gray-400'}`;
// Folder view
const folderTreeEl = document.getElementById('lib-folder-tree');
if (folderTreeEl) folderTreeEl.classList.toggle('hidden', view !== 'folder');
const folderCtrlEl = document.getElementById('lib-folder-controls');
if (folderCtrlEl) folderCtrlEl.classList.toggle('hidden', view !== 'folder');
// The folder-view toolbar button only exists in the classic (v2) markup;
// setLibView also runs at v3 startup where it's absent, so guard it (the
// grid/tree buttons above predate this and exist on both paths).
const folderBtnEl = document.getElementById('view-folder-btn');
if (folderBtnEl) folderBtnEl.className = `px-3 py-2.5 text-sm transition ${view === 'folder' ? 'text-accent-light' : 'text-gray-600 hover:text-gray-400'}`;
if (libView === 'folder' && view !== 'folder') window.folderLibrary?.unload?.();
if (view !== 'grid') stopInfiniteScroll();
_libEpoch++;
// View toggle changes which container `_libNavItems` resolves
@@ -1810,32 +1774,11 @@ function setLibView(view) {
async function loadLibrary(page) {
if (libView === 'grid') {
await loadGridPage(page !== undefined ? page : currentPage);
} else if (libView === 'tree') {
} else {
await loadTreeView();
} else if (libView === 'folder') {
if (window.folderLibrary) await window.folderLibrary.load();
}
// v3 Songs page manages its own view state independently of libView — if
// lib-folder-tree is visible, the folder library must also react to filter changes.
if (libView !== 'folder' && window.folderLibrary) {
const treeEl = document.getElementById('lib-folder-tree');
if (treeEl && !treeEl.classList.contains('hidden')) {
await window.folderLibrary.load();
}
}
}
// ── Folder Library: filter bridge ─────────────────────────────────────────
// Serialises the active lib filter state as URL params so the plugin can pass
// them to /api/plugins/folder_library/tree — the same pattern grid and tree
// views use when sending filter params to their own backend endpoints.
window.feedBackLibFilterParams = function() {
var p = new URLSearchParams();
_applyLibFiltersToParams(p);
return p.toString();
};
async function _fetchJsonOrThrow(url) {
const resp = await fetch(url);
const raw = await resp.text();
@@ -3416,10 +3359,6 @@ async function loadSettings() {
if (leftyEl) leftyEl.checked = highway.getLefty();
const autoplayExitEl = document.getElementById('setting-autoplay-exit');
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).
@@ -4543,9 +4482,6 @@ async function rescanLibrary() {
_treeStats = null;
_tuningNames = null; // re-fetch on next drawer open
loadLibrary();
// Tell the v3 Songs grid the library changed so it reloads instead of
// keeping a cached (e.g. pre-DLC, empty) grid until an app restart.
if (window.feedBack) window.feedBack.emit('library:changed', { reason: 'rescan' });
}
}, 1000);
}
@@ -4574,9 +4510,6 @@ async function fullRescanLibrary() {
_treeStats = null;
_tuningNames = null; // re-fetch on next drawer open
loadLibrary();
// Tell the v3 Songs grid the library changed so it reloads instead of
// keeping a cached (e.g. pre-DLC, empty) grid until an app restart.
if (window.feedBack) window.feedBack.emit('library:changed', { reason: 'rescan' });
}
}, 1000);
}
@@ -5918,32 +5851,6 @@ Object.defineProperty(window.feedBack, 'autoplayExit', {
get: _autoplayExitEnabled, configurable: true,
});
// ── "Up Next" pill (global option, default ON) ────────────────────────
// Gates the v3 player chrome's persistent upcoming-section pill
// (#v3-upnext, driven by player-chrome.js's updateUpNext). Client-only
// localStorage pref (`showUpNext`); absence of the key means enabled.
// player-chrome.js reads window.feedBack.showUpNext each tick and hides
// the pill when off.
function _showUpNextEnabled() {
try { return localStorage.getItem('showUpNext') !== '0'; } catch (_) { return true; }
}
// Settings checkbox setter (onchange="setShowUpNext(this.checked)").
window.setShowUpNext = function (on) {
try { localStorage.setItem('showUpNext', on ? '1' : '0'); } catch (_) { /* private mode */ }
const el = document.getElementById('setting-show-upnext');
if (el && el.checked !== !!on) el.checked = !!on;
// Reflect immediately when disabling mid-playback; the chrome's rAF
// loop (~6 Hz) re-shows it when re-enabled and a section is upcoming.
if (!on) {
const pill = document.getElementById('v3-upnext');
if (pill) pill.classList.add('hidden');
}
};
// Read-only view for the player chrome (and any plugin) to gate the pill.
Object.defineProperty(window.feedBack, 'showUpNext', {
get: _showUpNextEnabled, configurable: true,
});
// "Countdown before song" (Gameplay tab). Mirrored to localStorage by
// loadSettings so the song-start path can read it synchronously here — no
// async /api/settings fetch on the play hot path. Defaults off.
@@ -6003,201 +5910,6 @@ 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
@@ -6351,17 +6063,8 @@ 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. 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;
}
// song is no longer relevant.
_pendingAutostart = true;
_clearAutoExit();
// Remember which screen the player was launched from so Esc /
// navigation back from the player (and auto-exit) returns the user
@@ -6567,14 +6270,6 @@ async function togglePlay() {
} catch (err) {
if (sessionGen !== _audioSeekGen) return;
if (attempt !== _playAttemptGen) return;
// An engine reroute (HTML5 -> JUCE) deliberately pauses the <audio>
// element mid-migration, which rejects this in-flight play() with an
// AbortError even though playback continues on the JUCE transport.
// The reroute owns isPlaying / the button while it runs (same guard
// the <audio> 'play'/'pause' listeners use); resetting here would
// leave the button showing Play while the song keeps playing — the
// "two clicks to pause on the first song after a fresh load" bug.
if (window._juceRerouteInProgress) return;
console.error('[app] audio.play() rejected:', err);
isPlaying = false;
setPlayButtonState(false);
@@ -6633,135 +6328,6 @@ 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;
@@ -9432,10 +8998,6 @@ async function startCountIn(opts = {}) {
setPlayButtonState(true);
}).catch((err) => {
if (gen !== _countInGen) return;
// An engine reroute's deliberate pause aborts this play()
// while playback continues on JUCE — don't reset the
// button (mirrors the togglePlay guard).
if (window._juceRerouteInProgress) return;
// Same rationale as togglePlay: don't claim playback
// started if the Promise rejected.
console.error('[app] audio.play() rejected after count-in:', err);
@@ -10017,7 +9579,7 @@ registerShortcut({
key: 'Escape',
description: 'Back to library',
scope: 'player',
handler: () => requestExitSong()
handler: () => showScreen(_playerOriginScreen || 'home')
});
registerShortcut({
@@ -10129,14 +9691,9 @@ function openEditModal(songData, openerEl) {
<input type="text" id="edit-album" value="${_escAttr(songData.al)}"
class="w-full bg-dark-600 border border-gray-700 rounded-lg px-3 py-2 text-sm text-gray-200 outline-none focus:border-accent/50">
</div>
<div>
<label class="text-xs text-gray-400 mb-1 block">Year</label>
<input type="text" inputmode="numeric" id="edit-year" value="${_escAttr(songData.y)}" placeholder="e.g. 2024"
class="w-full bg-dark-600 border border-gray-700 rounded-lg px-3 py-2 text-sm text-gray-200 outline-none focus:border-accent/50">
</div>
</div>
<div class="flex gap-3 mt-5">
<button data-edit-save
<button onclick="saveEditModal('${encodeURIComponent(songData.f)}')"
class="flex-1 bg-accent hover:bg-accent-light px-4 py-2 rounded-xl text-sm font-semibold text-white transition">Save</button>
<button data-edit-close
class="px-4 py-2 bg-dark-600 hover:bg-dark-500 rounded-xl text-sm text-gray-300 transition">Cancel</button>
@@ -10172,16 +9729,6 @@ function openEditModal(songData, openerEl) {
document.getElementById('edit-art-file').click();
});
// Save — wired in JS (not an inline onclick) so the filename never has to
// survive embedding in a single-quoted attribute string. encodeURIComponent
// does NOT escape `'`, so a filename like `Bob's Song.sloppak` used to break
// the inline `saveEditModal('…')` handler and silently fail the save. The
// raw filename lives in the closure; encode it here for saveEditModal.
const saveBtn = modal.querySelector('[data-edit-save]');
if (saveBtn) {
saveBtn.addEventListener('click', () => saveEditModal(encodeURIComponent(songData.f)));
}
const deleteBtn = modal.querySelector('[data-delete-filename]');
if (deleteBtn) {
deleteBtn.addEventListener('click', () => {
@@ -10190,34 +9737,17 @@ function openEditModal(songData, openerEl) {
}
// Close on backdrop click or Cancel button; restore focus to opener.
// Backdrop dismissal requires the gesture's mousedown to have STARTED on
// the backdrop — not just the click/mouseup to land there. Otherwise a
// click-drag that begins inside a field (e.g. selecting text) and is
// released past the modal edge resolves its `click` target to the backdrop
// and silently discards the edit. Cancel / ✕ (data-edit-close) always close.
let _downOnBackdrop = false;
modal.addEventListener('mousedown', (e) => { _downOnBackdrop = (e.target === modal); });
modal.addEventListener('click', (e) => {
if (!_editModalShouldClose(e.target, modal, _downOnBackdrop)) return;
const opener = modal._opener;
modal.remove();
const focusTarget = (opener && document.body.contains(opener)) ? opener
: (_lastLibSelected && document.body.contains(_lastLibSelected) ? _lastLibSelected : null);
if (focusTarget) focusTarget.focus({ preventScroll: true });
if (e.target === modal || e.target.closest('[data-edit-close]')) {
const opener = modal._opener;
modal.remove();
const focusTarget = (opener && document.body.contains(opener)) ? opener
: (_lastLibSelected && document.body.contains(_lastLibSelected) ? _lastLibSelected : null);
if (focusTarget) focusTarget.focus({ preventScroll: true });
}
});
}
// Whether a click on the edit-metadata modal should dismiss it. The Cancel / ✕
// control (data-edit-close) always dismisses. A backdrop dismissal needs BOTH
// the click target to be the backdrop element itself AND the gesture to have
// started there (downOnBackdrop) — so a click-drag begun inside a field and
// released on the backdrop does not discard the form. Pure + top-level so it's
// unit-testable in isolation.
function _editModalShouldClose(clickTarget, modalEl, downOnBackdrop) {
if (clickTarget && clickTarget.closest && clickTarget.closest('[data-edit-close]')) return true;
return clickTarget === modalEl && downOnBackdrop === true;
}
function previewEditArt(input) {
if (!input.files || !input.files[0]) return;
const reader = new FileReader();
@@ -10238,9 +9768,6 @@ async function saveEditModal(encodedFilename) {
title: document.getElementById('edit-title').value.trim(),
artist: document.getElementById('edit-artist').value.trim(),
album: document.getElementById('edit-album').value.trim(),
// Year is normalised server-side (non-numeric/empty → ""), so a
// blank or cleared field round-trips safely.
year: document.getElementById('edit-year').value.trim(),
}),
});
+2 -21
View File
@@ -248,7 +248,6 @@ function createHighway() {
let _frameMsEMA = 0; // smoothed frame interval (for the HUD)
let _lastFramePerf = 0;
let _lastAutoAdjustAt = 0;
let _lastUpscaleAt = 0; // separate, longer clock for UPscaling (lazy)
let _perfHud = null;
let _hudOn = false; // cached highwayPerfHud flag (re-read ~2x/sec, not per-frame)
let _hudFlagAt = 0;
@@ -267,11 +266,6 @@ function createHighway() {
return Number.isFinite(v) ? Math.max(_AUTO_SCALE_MIN, Math.min(1, v)) : _AUTO_SCALE_MIN;
})();
const _AUTO_ADJUST_COOLDOWN_MS = 600;
// Upscaling is deliberately LAZY (longer cooldown than the downscale path) so
// the resolution doesn't visibly hunt up/down on passages that hover near the
// budget — testers saw "quality going up and down" as parts got busier (#618
// charrette). Downscale stays prompt to protect the frame rate.
const _AUTO_UPSCALE_COOLDOWN_MS = 2500;
let _inverted = localStorage.getItem('invertHighway') === 'true';
let _lefty = localStorage.getItem('lefty') === '1';
let _lastChordOnFretLine = null; // chord object currently shown on fret line
@@ -1297,22 +1291,9 @@ function createHighway() {
const eff = _effectiveRenderScale();
let next = _autoScale;
if (_drawMsEMA > _DRAW_BUDGET_HI_MS && eff > _autoScaleMin) {
// Over budget — downscale promptly to protect the frame rate, and reset
// the upscale clock so we don't immediately bounce back up.
next = _autoScale * 0.85;
_lastUpscaleAt = nowP;
} else if (_drawMsEMA < _DRAW_BUDGET_LO_MS && eff < 1
&& nowP - _lastUpscaleAt >= _AUTO_UPSCALE_COOLDOWN_MS) {
// Headroom — upscale LAZILY: a smaller step on a longer cooldown, and
// only when the projected cost AFTER the step (cost scales ~with the
// pixel count, i.e. step²) still clears the high budget. That predictive
// guard is what stops the up→over-budget→down ping-pong testers saw: the
// scale settles just inside the deadband instead of oscillating across it.
const step = 1.06;
if (_drawMsEMA * step * step < _DRAW_BUDGET_HI_MS) {
next = _autoScale * step;
_lastUpscaleAt = nowP;
}
} else if (_drawMsEMA < _DRAW_BUDGET_LO_MS && eff < 1) {
next = _autoScale * 1.1;
}
// Clamp so _renderScale * _autoScale stays within [_autoScaleMin, 1].
// Cap `lo` at 1: when the floor exceeds the manual ceiling (e.g. quality
+1 -7
View File
@@ -103,13 +103,10 @@
<button id="view-tree-btn" onclick="setLibView('tree')" class="px-3 py-2.5 text-sm transition" title="Artist/Album view">
<svg class="w-4 h-4" fill="currentColor" viewBox="0 0 16 16"><rect x="1" y="1" width="14" height="3" rx="1"/><rect x="3" y="6" width="12" height="3" rx="1"/><rect x="3" y="11" width="12" height="3" rx="1"/></svg>
</button>
<button id="view-folder-btn" onclick="setLibView('folder')" class="px-3 py-2.5 text-sm transition" title="Folder view">
<svg class="w-4 h-4" fill="currentColor" viewBox="0 0 16 16"><path d="M1 3.5A1.5 1.5 0 012.5 2h3.086a1.5 1.5 0 011.06.44l.915.914H13.5A1.5 1.5 0 0115 4.914V12.5a1.5 1.5 0 01-1.5 1.5h-11A1.5 1.5 0 011 12.5v-9z"/></svg>
</button>
</div>
<!-- Grid controls -->
<select id="lib-sort" onchange="sortLibrary()"
class="lib-nontree-ctrl bg-dark-700 border border-gray-800 rounded-xl px-3 py-2.5 text-sm text-gray-300 outline-none">
class="lib-grid-ctrl bg-dark-700 border border-gray-800 rounded-xl px-3 py-2.5 text-sm text-gray-300 outline-none">
<option value="artist">Artist A-Z</option>
<option value="artist-desc">Artist Z-A</option>
<option value="title">Title A-Z</option>
@@ -150,9 +147,6 @@
<div id="lib-tree" class="space-y-2 hidden">
<!-- Tree populated by JS -->
</div>
<div id="lib-folder-tree" class="space-y-1 hidden">
<!-- Folder tree populated by JS when Folders source is active -->
</div>
</section>
<!-- ══ Filters drawer (feedBack#129/#69/#22) ═════════════════════ -->
+1 -29
View File
@@ -505,34 +505,6 @@
</label>
</div>
</div>
<!-- "Up Next" pill -->
<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="M13 5l7 7-7 7M5 5l7 7-7 7"/></svg></span>
<div class="fb-srow-main">
<div class="fb-srow-title">Show &ldquo;Up Next&rdquo;</div>
<div class="fb-srow-desc">Display the upcoming-section pill in the top-right of the player during playback.</div>
</div>
<div class="fb-srow-control">
<label class="fb-switch">
<input type="checkbox" id="setting-show-upnext" checked onchange="setShowUpNext(this.checked)">
<span class="fb-switch-track"></span>
</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>
@@ -1013,7 +985,7 @@
<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="requestExitSong()" class="v3-pop-close" title="Close player">✕ Close player</button>
<button onclick="showScreen('home')" class="v3-pop-close" title="Close player">✕ Close player</button>
</div>
</div>
-2
View File
@@ -172,8 +172,6 @@
function updateUpNext() {
const pill = $('v3-upnext');
if (!pill) return;
// Gated by the core "Show 'Up Next'" pref (Gameplay tab, default ON).
if (window.feedBack && window.feedBack.showUpNext === false) { pill.classList.add('hidden'); return; }
const hw = window.highway;
const secs = (hw && typeof hw.getSections === 'function') ? hw.getSections() : null;
const t = (hw && typeof hw.getTime === 'function') ? hw.getTime() : null;
+5 -42
View File
@@ -28,22 +28,6 @@
} catch (e) { return null; }
}
// Content-dependent playlist cover: a custom uploaded cover wins; otherwise
// the playlist's own song art — the icon when empty, one cover for a few
// songs, a 2×2 mosaic at 4+. `art_urls` / `cover_url` come from /api/playlists.
function playlistCoverHtml(p) {
const box = 'w-full aspect-square rounded-lg overflow-hidden bg-fb-bg/50 mb-3';
const img = (u, cls) => '<img src="' + esc(u) + '" alt="" class="' + cls + '" onerror="this.style.visibility=\'hidden\'">';
if (p.cover_url) return '<div class="' + box + '">' + img(p.cover_url, 'w-full h-full object-cover') + '</div>';
const arts = Array.isArray(p.art_urls) ? p.art_urls : [];
if (!arts.length) {
return '<div class="' + box + ' flex items-center justify-center text-5xl text-fb-textDim">' + (p.system_key ? '🔖' : '🎵') + '</div>';
}
if (arts.length < 4) return '<div class="' + box + '">' + img(arts[0], 'w-full h-full object-cover') + '</div>';
return '<div class="' + box + ' grid grid-cols-2 grid-rows-2 gap-px">' +
arts.slice(0, 4).map((u) => img(u, 'w-full h-full object-cover')).join('') + '</div>';
}
function songRow(s, opts) {
opts = opts || {};
const handle = opts.draggable
@@ -112,14 +96,15 @@
(lists.length
? '<div class="grid grid-cols-2 sm:grid-cols-3 lg:grid-cols-4 gap-4">' + lists.map((p) =>
'<button data-pl="' + p.id + '" class="text-left bg-fb-card/80 backdrop-blur rounded-xl p-4 border border-fb-border/50 hover:border-fb-primary/40 transition">' +
playlistCoverHtml(p) +
'<div class="w-full aspect-square rounded-lg bg-fb-bg/50 mb-3 flex items-center justify-center text-fb-textDim">' +
(p.system_key ? '🔖' : '🎵') + '</div>' +
'<div class="text-sm font-medium text-fb-text truncate">' + esc(p.name) + '</div>' +
'<div class="text-xs text-fb-textDim">' + p.count + ' song' + (p.count === 1 ? '' : 's') + '</div>' +
'</button>').join('') + '</div>'
: '<p class="text-fb-textDim">No playlists yet. Create one to group songs.</p>') +
'</div>';
root.querySelector('#v3-pl-new')?.addEventListener('click', async () => {
const name = ((await window.uiPrompt({ title: 'New Playlist', label: 'Playlist name', okLabel: 'Create', placeholder: 'My Playlist' })) || '').trim();
const name = (window.prompt('Playlist name?') || '').trim();
if (!name) return;
await jsend('POST', '/api/playlists', { name });
renderPlaylists();
@@ -141,11 +126,8 @@
'<h2 class="text-3xl font-bold text-fb-text truncate">' + esc(pl.name) + '</h2>' +
(isSystem ? '' :
'<div class="flex gap-2 shrink-0">' +
'<button id="v3-pl-cover" class="text-sm text-fb-textDim hover:text-fb-text px-2">Cover</button>' +
(pl.cover_url ? '<button id="v3-pl-cover-rm" class="text-sm text-fb-textDim hover:text-fb-accent px-2">Remove cover</button>' : '') +
'<button id="v3-pl-rename" class="text-sm text-fb-textDim hover:text-fb-text px-2">Rename</button>' +
'<button id="v3-pl-delete" class="text-sm text-fb-textDim hover:text-fb-accent px-2">Delete</button>' +
'<input type="file" id="v3-pl-cover-file" accept="image/*" class="hidden"></div>') +
'<button id="v3-pl-delete" class="text-sm text-fb-textDim hover:text-fb-accent px-2">Delete</button></div>') +
'</div>' +
(pl.songs.length
? '<ul id="v3-pl-songs" class="space-y-1">' + pl.songs.map((s) => songRow(s, { draggable: !isSystem })).join('') + '</ul>'
@@ -155,7 +137,7 @@
const listEl = root.querySelector('#v3-pl-songs');
if (listEl) wireSongRows(listEl, pid, () => renderPlaylistDetail(pid));
root.querySelector('#v3-pl-rename')?.addEventListener('click', async () => {
const name = ((await window.uiPrompt({ title: 'Rename Playlist', label: 'Playlist name', value: pl.name, okLabel: 'Rename' })) || '').trim();
const name = (window.prompt('Rename playlist', pl.name) || '').trim();
if (!name) return;
await jsend('PATCH', '/api/playlists/' + pid, { name });
renderPlaylistDetail(pid);
@@ -165,25 +147,6 @@
await fetch('/api/playlists/' + pid, { method: 'DELETE' });
renderPlaylists();
});
// Custom cover: pick an image → upload as a data URL → the playlist card
// shows it (overriding the song-art cover). Re-render the detail so the
// Remove-cover button appears; the grid picks up the new cover on return.
const coverFile = root.querySelector('#v3-pl-cover-file');
root.querySelector('#v3-pl-cover')?.addEventListener('click', () => coverFile && coverFile.click());
coverFile?.addEventListener('change', () => {
const f = coverFile.files && coverFile.files[0];
if (!f) return;
const reader = new FileReader();
reader.onload = async (e) => {
await jsend('POST', '/api/playlists/' + pid + '/cover', { image: e.target.result });
renderPlaylistDetail(pid);
};
reader.readAsDataURL(f);
});
root.querySelector('#v3-pl-cover-rm')?.addEventListener('click', async () => {
await fetch('/api/playlists/' + pid + '/cover', { method: 'DELETE' });
renderPlaylistDetail(pid);
});
}
// ── #v3-saved ─────────────────────────────────────────────────────────--
+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', 'confirmExitSong', 'arrangementNamingMode', 'countdownBeforeSong'],
local: ['lefty', 'autoplayExit', '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.
+2 -1
View File
@@ -50,7 +50,7 @@
{ key: 'virtuoso', screen: 'plugin-virtuoso', label: 'Virtuoso - Practice', group: null, icon: 'target' },
{ key: 'rig_builder', screen: 'plugin-rig_builder', label: 'Rig Builder', group: null, icon: 'amp' },
{ key: 'editor', screen: 'plugin-editor', label: 'Song Editor', group: null, icon: 'edit' },
{ key: 'audio_engine', screen: 'plugin-audio_engine', label: 'Audio', group: null, icon: 'amp' },
{ key: 'audio_engine', screen: 'plugin-audio_engine', label: 'Audio', group: null, icon: 'audio' },
// Not in the sidebar groups, but routable (profile badge → here).
{ key: 'profile', screen: 'v3-profile', label: 'Profile', group: null, icon: 'user' },
];
@@ -84,6 +84,7 @@
amp: 'M4 5h16a1 1 0 011 1v12a1 1 0 01-1 1H4a1 1 0 01-1-1V6a1 1 0 011-1zm11 4a3 3 0 100 6 3 3 0 000-6zM6.5 8.5h.01M9 8.5h.01',
target: 'M12 3a9 9 0 100 18 9 9 0 000-18zm0 4a5 5 0 100 10 5 5 0 000-10zm0 4a1 1 0 100 2 1 1 0 000-2z',
edit: 'M11 4H4a2 2 0 00-2 2v14a2 2 0 002 2h14a2 2 0 002-2v-7M18.5 2.5a2.1 2.1 0 013 3L12 15l-4 1 1-4 9.5-9.5z',
audio: 'M11 5L6 9H3v6h3l5 4V5zM15.5 8.5a5 5 0 010 7M19 6a9 9 0 010 12',
};
function iconSvg(name) {
const d = ICONS[name] || ICONS.disc;
+11 -122
View File
@@ -15,20 +15,6 @@
const esc = (s) => String(s == null ? '' : s).replace(/[&<>"']/g, (c) => (
{ '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;', "'": '&#39;' }[c]));
const enc = encodeURIComponent;
// Inverse of `enc` for matching a played song's filename back to a library
// card. The `stats:recorded` event (like `song:loading`) carries the
// filename exactly as it was handed to `playSong` — i.e. encodeURIComponent'd
// (see `playCard`, and the highway WS which decodeURIComponent's it). But
// cards key on the DECODED library filename (`cardKey` → `localFilename`),
// and `/api/stats/best` is server-canonicalized to that same decoded key, so
// an encoded filename matches no card and the post-play badge repaint silently
// no-ops. Decode to land in the card/`state.accuracy` key space. Idempotent
// for already-decoded names (no '%'); on malformed input falls back to the
// original so a real filename containing a literal '%' is never corrupted.
function decFn(fn) {
if (typeof fn !== 'string' || fn.indexOf('%') === -1) return fn || '';
try { return decodeURIComponent(fn); } catch (_) { return fn; }
}
const SORTS = [
['artist', 'Artist AZ'], ['artist-desc', 'Artist ZA'],
@@ -230,8 +216,6 @@
const treeBtn = document.getElementById('v3-songs-tree-btn');
if (gridBtn) gridBtn.className = 'px-3 py-2 text-sm ' + (state.view === 'grid' ? 'bg-fb-primary text-white' : 'text-fb-textDim');
if (treeBtn) treeBtn.className = 'px-3 py-2 text-sm ' + (state.view === 'tree' ? 'bg-fb-primary text-white' : 'text-fb-textDim');
const folderBtn = document.getElementById('v3-songs-folder-btn');
if (folderBtn) folderBtn.className = 'px-3 py-2 text-sm ' + (state.view === 'folder' ? 'bg-fb-primary text-white' : 'text-fb-textDim');
updateFilterBadge();
}
@@ -338,12 +322,6 @@
// tracks filenames scored while the library was off-screen, applied on enter.
const _dirtyScores = new Set();
// Set when a library scan / DLC-folder change happened while this screen was
// off (or showing a stale, e.g. pre-DLC empty, grid). The grid's cached DOM /
// snapshot would otherwise survive a sidebar return, so we force a full
// re-fetch on the next entry. (feedBack — "No DLC until restart".)
let _libraryDirty = false;
function repaintAccuracy(key) {
const apply = (el, variant) => {
if (el.getAttribute('data-fn') !== key) return;
@@ -495,7 +473,6 @@
menu.className = 'v3-card-menu absolute top-10 right-2 z-30 min-w-[10rem] bg-fb-card border border-fb-border/60 rounded-lg shadow-xl py-1 text-sm';
const rows = [
{ id: '__play', label: 'Play', run: () => { _saveLibraryScrollSnapshot(); window.playSong && window.playSong(enc(song.filename)); } },
{ id: '__playlist', label: 'Add to playlist' },
...items.map((a) => ({ id: a.id, label: a.label, destructive: a.destructive, enabled: a.enabled, plugin: a.pluginId })),
];
menu.innerHTML = rows.map((r) =>
@@ -515,7 +492,6 @@
const id = b.getAttribute('data-act');
closeMenu();
if (id === '__play') { playCard(song); return; }
if (id === '__playlist') { await addFilenamesToPlaylist([song.filename]); return; }
if (reg) await reg.run(id, song, { source: 'v3-songs' });
}));
setTimeout(() => document.addEventListener('click', closer), 0);
@@ -614,42 +590,21 @@
finishBatch();
}
// Prompt for a target playlist (pick a listed number, or type a new name to
// create it) and add the given song filenames to it. Shared by the
// select-mode batch bar and the per-card ⋮ menu's single-song add. Returns
// the playlist id (or null if cancelled).
async function addFilenamesToPlaylist(filenames) {
const fns = Array.from(filenames || []);
if (!fns.length) return null;
async function batchAddToPlaylist() {
const lists = (await jget('/api/playlists')) || [];
const choices = lists.filter((p) => !p.system_key);
const labels = choices.map((p, i) => (i + 1) + '. ' + p.name).join(' ');
const ans = ((await window.uiPrompt({
title: 'Add ' + fns.length + ' song' + (fns.length === 1 ? '' : 's') + ' to a playlist',
label: (labels ? labels + '' : '') + 'Type a number above, or a new playlist name:',
okLabel: 'Add',
placeholder: 'Number or new playlist name',
})) || '').trim();
if (!ans) return null;
const labels = choices.map((p, i) => (i + 1) + '. ' + p.name).join('\n');
const ans = (window.prompt('Add ' + state.selected.size + ' song(s) to which playlist?\n' + labels + '\n\nEnter a number, or a new playlist name:', '') || '').trim();
if (!ans) return;
let pid = null;
const num = parseInt(ans, 10);
if (!isNaN(num) && choices[num - 1]) pid = choices[num - 1].id;
else { const created = await jsend('POST', '/api/playlists', { name: ans }); pid = created && created.id; }
if (!pid) return null;
for (const fn of fns) {
if (!pid) return;
for (const fn of state.selected) {
try { await fetch('/api/playlists/' + pid + '/songs', { method: 'POST', headers: { 'Content-Type': 'application/json' }, body: JSON.stringify({ filename: fn }) }); } catch (e) { /* */ }
}
if (window.v3Playlists) { try { window.v3Playlists.refresh(); } catch (e) { /* */ } }
return pid;
}
async function batchAddToPlaylist() {
const pid = await addFilenamesToPlaylist(state.selected);
// Only tear down the multi-select when the add actually happened. A
// cancelled or failed picker returns null — preserve the selection (and
// skip the reload) so the user can retry, matching the pre-refactor
// behaviour where !ans / !pid returned early before finishBatch().
if (pid) finishBatch();
finishBatch();
}
function finishBatch() {
@@ -888,24 +843,6 @@
function closeDrawer() { document.getElementById('v3-songs-drawer')?.classList.add('translate-x-full'); document.getElementById('v3-songs-overlay')?.classList.add('hidden'); updateFilterBadge(); }
function updateFilterBadge() { const b = document.getElementById('v3-songs-filter-count'); if (b) { const n = activeFilterCount(); b.textContent = n; b.classList.toggle('hidden', n === 0); } }
// The host loads the Folder Library plugin's screen.js at startup (defining
// window.folderLibrary). If it isn't present yet, inject it once; the
// plugin's IIFEs are idempotent so a redundant evaluation is a no-op. The
// promise is memoised so concurrent folder-view switches don't double-inject.
let _flLoadPromise = null;
function _ensureFolderLibrary() {
if (window.folderLibrary) return Promise.resolve();
if (_flLoadPromise) return _flLoadPromise;
_flLoadPromise = new Promise((resolve, reject) => {
const s = document.createElement('script');
s.src = '/api/plugins/folder_library/screen.js';
s.onload = () => resolve();
s.onerror = () => { _flLoadPromise = null; reject(new Error('Failed to load Folder Library')); };
document.head.appendChild(s);
});
return _flLoadPromise;
}
function reload() {
_clearLibraryScrollSnapshot();
// Record the state this fetch reflects so a later sidebar return can
@@ -916,15 +853,9 @@
// Keep a handle on the load so callers (notably the scroll restore on
// screen re-entry) can await page-0 actually landing before paging
// deeper. The visibility/scroll resets below stay synchronous.
const loaded = state.view === 'grid' ? loadGrid(true) : loadTree();
document.getElementById('v3-songs-grid')?.classList.toggle('hidden', state.view !== 'grid');
document.getElementById('v3-songs-tree')?.classList.toggle('hidden', state.view !== 'tree');
document.getElementById('lib-folder-tree')?.classList.toggle('hidden', state.view !== 'folder');
{ const _fc = document.getElementById('lib-folder-controls'); if (_fc) _fc.style.display = state.view === 'folder' ? 'flex' : 'none'; }
if (state.view === 'folder') {
_applyMainScrollTop(0);
return _ensureFolderLibrary().then(() => window.folderLibrary?.load());
}
const loaded = state.view === 'grid' ? loadGrid(true) : loadTree();
_applyMainScrollTop(0);
return loaded;
}
@@ -973,7 +904,7 @@
(providers.length > 1 ? '<select id="v3-songs-provider" class="' + ctrl + '">' + provOpts + '</select>' : '') +
'<select id="v3-songs-artist" class="' + ctrl + ' max-w-[11rem]" aria-label="Artist">' + artistSelectHtml() + '</select>' +
'<select id="v3-songs-album" class="' + ctrl + ' max-w-[11rem]" aria-label="Album"' + (state.artist ? '' : ' disabled') + '>' + albumSelectHtml() + '</select>' +
'<div class="flex rounded-md overflow-hidden border border-gray-700"><button id="v3-songs-grid-btn" class="px-3 py-2 text-sm">▦</button><button id="v3-songs-tree-btn" class="px-3 py-2 text-sm">≣</button><button id="v3-songs-folder-btn" class="px-3 py-2 text-sm" style="display:inline-flex;align-items:center;justify-content:center;box-sizing:border-box;width:2.25rem"><svg fill="currentColor" viewBox="0 0 16 16" style="width:12px;height:12px;flex-shrink:0"><path d="M1 3.5A1.5 1.5 0 012.5 2h3.086a1.5 1.5 0 011.06.44l.915.914H13.5A1.5 1.5 0 0115 4.914V12.5a1.5 1.5 0 01-1.5 1.5h-11A1.5 1.5 0 011 12.5v-9z"/></svg></button></div>' +
'<div class="flex rounded-md overflow-hidden border border-gray-700"><button id="v3-songs-grid-btn" class="px-3 py-2 text-sm">▦</button><button id="v3-songs-tree-btn" class="px-3 py-2 text-sm">≣</button></div>' +
'<select id="v3-songs-sort" class="' + ctrl + '">' + opt(SORTS, state.sort) + '</select>' +
'<select id="v3-songs-format" class="' + ctrl + '">' + opt(FORMATS, state.format) + '</select>' +
'<button id="v3-songs-filters" class="relative ' + ctrl + ' flex items-center gap-2">Filters<span id="v3-songs-filter-count" class="hidden bg-fb-primary text-white text-xs rounded-full px-1.5">0</span></button>' +
@@ -982,8 +913,6 @@
'</div></div></div>' +
'<div id="v3-songs-grid" class="grid grid-cols-2 sm:grid-cols-3 lg:grid-cols-4 xl:grid-cols-6 gap-4"></div>' +
'<div id="v3-songs-tree" class="hidden"></div>' +
'<div id="lib-folder-controls" style="display:none"></div>' +
'<div id="lib-folder-tree" class="space-y-1 hidden"></div>' +
'<div id="v3-songs-sentinel" class="h-8"></div>' +
// Filter drawer + overlay
'<div id="v3-songs-overlay" class="fixed inset-0 bg-black/50 z-40 hidden"></div>' +
@@ -1050,17 +979,14 @@
e.stopImmediatePropagation();
toggleSelect(card.getAttribute('data-fn'), card);
}, true);
const setView = async (v) => {
const setView = (v) => {
state.view = v;
byId('v3-songs-grid-btn').className = 'px-3 py-2 text-sm ' + (v === 'grid' ? 'bg-fb-primary text-white' : 'text-fb-textDim');
byId('v3-songs-tree-btn').className = 'px-3 py-2 text-sm ' + (v === 'tree' ? 'bg-fb-primary text-white' : 'text-fb-textDim');
byId('v3-songs-folder-btn').className = 'px-3 py-2 text-sm ' + (v === 'folder' ? 'bg-fb-primary text-white' : 'text-fb-textDim');
if (v === 'folder') await _ensureFolderLibrary();
return reload();
};
byId('v3-songs-grid-btn').addEventListener('click', () => setView('grid'));
byId('v3-songs-tree-btn').addEventListener('click', () => setView('tree'));
byId('v3-songs-folder-btn').addEventListener('click', () => setView('folder'));
// Await the initial load so a caller awaiting render() (the scroll
// restore on screen re-entry) sees a populated grid + real state.total
// before it tries to page deeper.
@@ -1073,10 +999,6 @@
}
async function onV3SongsScreenEnter() {
// A library scan / DLC-folder change marked the grid stale — re-fetch
// from scratch instead of restoring a cached (possibly empty, pre-DLC)
// snapshot. Must win over every fast-path below.
if (_libraryDirty) { _libraryDirty = false; await reload(); return; }
// Pull in any scores recorded while the library was off-screen (the usual
// play→return flow) before the fast-paths below restore the cached DOM,
// so the just-played song's badge is current. The full render() path
@@ -1120,8 +1042,6 @@
if (state.renderedHash !== _libraryStateHash()) { reload(); return; }
document.getElementById('v3-songs-grid')?.classList.toggle('hidden', state.view !== 'grid');
document.getElementById('v3-songs-tree')?.classList.toggle('hidden', state.view !== 'tree');
document.getElementById('lib-folder-tree')?.classList.toggle('hidden', state.view !== 'folder');
{ const _fc = document.getElementById('lib-folder-controls'); if (_fc) _fc.style.display = state.view === 'folder' ? 'flex' : 'none'; }
return;
}
@@ -1173,20 +1093,6 @@
reload: reload,
search: search,
setQuery: (q) => { state.q = q || ''; },
getSort: () => state.sort,
getArtist: () => state.artist,
getAlbum: () => state.album,
filterParams: () => {
const f = state.filters;
const p = new URLSearchParams();
if (f.arr_has.length) p.set('arrangements_has', f.arr_has.join(','));
if (f.arr_lacks.length) p.set('arrangements_lacks', f.arr_lacks.join(','));
if (f.stem_has.length) p.set('stems_has', f.stem_has.join(','));
if (f.stem_lacks.length) p.set('stems_lacks', f.stem_lacks.join(','));
if (f.lyrics) p.set('has_lyrics', f.lyrics);
if (f.tunings.length) p.set('tunings', f.tunings.join(','));
return p.toString();
},
_scrollHelpers: {
SCROLL_STATE_KEY,
buildLibraryStateHash,
@@ -1215,13 +1121,7 @@
// If the library is visible right now, repaint immediately; otherwise
// mark it dirty and onV3SongsScreenEnter applies it on return.
sm.on('stats:recorded', (e) => {
// Decode to the library-card key space — the event carries the
// encodeURIComponent'd filename, but cards (data-fn) and
// state.accuracy key on the decoded library filename. Without this
// the repaint below (and applyScoreRefresh's repaintAccuracy) match
// no card, so a just-earned score stays invisible until a full
// render() (restart / search / re-enter), which is this bug.
const fn = decFn(e && e.detail && e.detail.filename);
const fn = e && e.detail && e.detail.filename;
if (!fn) return;
_dirtyScores.add(fn);
// Only repaint now if the library is the active screen; otherwise
@@ -1230,16 +1130,5 @@
const active = document.querySelector('.screen.active');
if (active && active.id === 'v3-songs') applyScoreRefresh();
});
// A library scan (rescan / full rescan from Settings, or a DLC-folder
// change) can add or remove songs while this grid is cached — the
// Settings rescan only refreshed the classic library, so the v3 grid
// stayed on its pre-scan (e.g. empty, pre-DLC) state until an app
// restart. Reload now if we're showing; otherwise mark dirty so the next
// entry re-fetches instead of restoring the stale snapshot.
sm.on('library:changed', () => {
const active = document.querySelector('.screen.active');
if (active && active.id === 'v3-songs') { _libraryDirty = false; reload(); }
else _libraryDirty = true;
});
}
})();
-7
View File
@@ -425,13 +425,6 @@ html[data-scoreboard="off"] #v3-live-performance-hud { display: none !important;
width: 96px;
pointer-events: auto;
}
/* The Section Map plugin pins a ~20px clickable bar to the very top of #player
(#section-map, z-index:5). The rail catcher above is full-height at z-index:30,
so its top-left corner swallows clicks on the section map's first section. When
the bar is present, drop the catcher below it so the top strip stays clickable;
the rail still reveals from anywhere below the bar. Mirrors the core
`#section-map ~ #player-hud` special-case in static/style.css. */
#section-map ~ #v3-railzone::before { top: 20px; }
.v3-rail {
position: relative;
@@ -1,231 +0,0 @@
import {
Clock,
HalfFloatType,
NoBlending,
Vector2,
WebGLRenderTarget
} from '../../three.module.min.js';
import { CopyShader } from '../shaders/CopyShader.js';
import { ShaderPass } from './ShaderPass.js';
import { MaskPass } from './MaskPass.js';
import { ClearMaskPass } from './MaskPass.js';
class EffectComposer {
constructor( renderer, renderTarget ) {
this.renderer = renderer;
this._pixelRatio = renderer.getPixelRatio();
if ( renderTarget === undefined ) {
const size = renderer.getSize( new Vector2() );
this._width = size.width;
this._height = size.height;
renderTarget = new WebGLRenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, { type: HalfFloatType } );
renderTarget.texture.name = 'EffectComposer.rt1';
} else {
this._width = renderTarget.width;
this._height = renderTarget.height;
}
this.renderTarget1 = renderTarget;
this.renderTarget2 = renderTarget.clone();
this.renderTarget2.texture.name = 'EffectComposer.rt2';
this.writeBuffer = this.renderTarget1;
this.readBuffer = this.renderTarget2;
this.renderToScreen = true;
this.passes = [];
this.copyPass = new ShaderPass( CopyShader );
this.copyPass.material.blending = NoBlending;
this.clock = new Clock();
}
swapBuffers() {
const tmp = this.readBuffer;
this.readBuffer = this.writeBuffer;
this.writeBuffer = tmp;
}
addPass( pass ) {
this.passes.push( pass );
pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
}
insertPass( pass, index ) {
this.passes.splice( index, 0, pass );
pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
}
removePass( pass ) {
const index = this.passes.indexOf( pass );
if ( index !== - 1 ) {
this.passes.splice( index, 1 );
}
}
isLastEnabledPass( passIndex ) {
for ( let i = passIndex + 1; i < this.passes.length; i ++ ) {
if ( this.passes[ i ].enabled ) {
return false;
}
}
return true;
}
render( deltaTime ) {
// deltaTime value is in seconds
if ( deltaTime === undefined ) {
deltaTime = this.clock.getDelta();
}
const currentRenderTarget = this.renderer.getRenderTarget();
let maskActive = false;
for ( let i = 0, il = this.passes.length; i < il; i ++ ) {
const pass = this.passes[ i ];
if ( pass.enabled === false ) continue;
pass.renderToScreen = ( this.renderToScreen && this.isLastEnabledPass( i ) );
pass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive );
if ( pass.needsSwap ) {
if ( maskActive ) {
const context = this.renderer.getContext();
const stencil = this.renderer.state.buffers.stencil;
//context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
stencil.setFunc( context.NOTEQUAL, 1, 0xffffffff );
this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime );
//context.stencilFunc( context.EQUAL, 1, 0xffffffff );
stencil.setFunc( context.EQUAL, 1, 0xffffffff );
}
this.swapBuffers();
}
if ( MaskPass !== undefined ) {
if ( pass instanceof MaskPass ) {
maskActive = true;
} else if ( pass instanceof ClearMaskPass ) {
maskActive = false;
}
}
}
this.renderer.setRenderTarget( currentRenderTarget );
}
reset( renderTarget ) {
if ( renderTarget === undefined ) {
const size = this.renderer.getSize( new Vector2() );
this._pixelRatio = this.renderer.getPixelRatio();
this._width = size.width;
this._height = size.height;
renderTarget = this.renderTarget1.clone();
renderTarget.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
}
this.renderTarget1.dispose();
this.renderTarget2.dispose();
this.renderTarget1 = renderTarget;
this.renderTarget2 = renderTarget.clone();
this.writeBuffer = this.renderTarget1;
this.readBuffer = this.renderTarget2;
}
setSize( width, height ) {
this._width = width;
this._height = height;
const effectiveWidth = this._width * this._pixelRatio;
const effectiveHeight = this._height * this._pixelRatio;
this.renderTarget1.setSize( effectiveWidth, effectiveHeight );
this.renderTarget2.setSize( effectiveWidth, effectiveHeight );
for ( let i = 0; i < this.passes.length; i ++ ) {
this.passes[ i ].setSize( effectiveWidth, effectiveHeight );
}
}
setPixelRatio( pixelRatio ) {
this._pixelRatio = pixelRatio;
this.setSize( this._width, this._height );
}
dispose() {
this.renderTarget1.dispose();
this.renderTarget2.dispose();
this.copyPass.dispose();
}
}
export { EffectComposer };
-104
View File
@@ -1,104 +0,0 @@
import { Pass } from './Pass.js';
class MaskPass extends Pass {
constructor( scene, camera ) {
super();
this.scene = scene;
this.camera = camera;
this.clear = true;
this.needsSwap = false;
this.inverse = false;
}
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
const context = renderer.getContext();
const state = renderer.state;
// don't update color or depth
state.buffers.color.setMask( false );
state.buffers.depth.setMask( false );
// lock buffers
state.buffers.color.setLocked( true );
state.buffers.depth.setLocked( true );
// set up stencil
let writeValue, clearValue;
if ( this.inverse ) {
writeValue = 0;
clearValue = 1;
} else {
writeValue = 1;
clearValue = 0;
}
state.buffers.stencil.setTest( true );
state.buffers.stencil.setOp( context.REPLACE, context.REPLACE, context.REPLACE );
state.buffers.stencil.setFunc( context.ALWAYS, writeValue, 0xffffffff );
state.buffers.stencil.setClear( clearValue );
state.buffers.stencil.setLocked( true );
// draw into the stencil buffer
renderer.setRenderTarget( readBuffer );
if ( this.clear ) renderer.clear();
renderer.render( this.scene, this.camera );
renderer.setRenderTarget( writeBuffer );
if ( this.clear ) renderer.clear();
renderer.render( this.scene, this.camera );
// unlock color and depth buffer and make them writable for subsequent rendering/clearing
state.buffers.color.setLocked( false );
state.buffers.depth.setLocked( false );
state.buffers.color.setMask( true );
state.buffers.depth.setMask( true );
// only render where stencil is set to 1
state.buffers.stencil.setLocked( false );
state.buffers.stencil.setFunc( context.EQUAL, 1, 0xffffffff ); // draw if == 1
state.buffers.stencil.setOp( context.KEEP, context.KEEP, context.KEEP );
state.buffers.stencil.setLocked( true );
}
}
class ClearMaskPass extends Pass {
constructor() {
super();
this.needsSwap = false;
}
render( renderer /*, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
renderer.state.buffers.stencil.setLocked( false );
renderer.state.buffers.stencil.setTest( false );
}
}
export { MaskPass, ClearMaskPass };
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import {
ColorManagement,
RawShaderMaterial,
UniformsUtils,
LinearToneMapping,
ReinhardToneMapping,
CineonToneMapping,
AgXToneMapping,
ACESFilmicToneMapping,
NeutralToneMapping,
SRGBTransfer
} from '../../three.module.min.js';
import { Pass, FullScreenQuad } from './Pass.js';
import { OutputShader } from '../shaders/OutputShader.js';
class OutputPass extends Pass {
constructor() {
super();
//
const shader = OutputShader;
this.uniforms = UniformsUtils.clone( shader.uniforms );
this.material = new RawShaderMaterial( {
name: shader.name,
uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
} );
this.fsQuad = new FullScreenQuad( this.material );
// internal cache
this._outputColorSpace = null;
this._toneMapping = null;
}
render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive */ ) {
this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
this.uniforms[ 'toneMappingExposure' ].value = renderer.toneMappingExposure;
// rebuild defines if required
if ( this._outputColorSpace !== renderer.outputColorSpace || this._toneMapping !== renderer.toneMapping ) {
this._outputColorSpace = renderer.outputColorSpace;
this._toneMapping = renderer.toneMapping;
this.material.defines = {};
if ( ColorManagement.getTransfer( this._outputColorSpace ) === SRGBTransfer ) this.material.defines.SRGB_TRANSFER = '';
if ( this._toneMapping === LinearToneMapping ) this.material.defines.LINEAR_TONE_MAPPING = '';
else if ( this._toneMapping === ReinhardToneMapping ) this.material.defines.REINHARD_TONE_MAPPING = '';
else if ( this._toneMapping === CineonToneMapping ) this.material.defines.CINEON_TONE_MAPPING = '';
else if ( this._toneMapping === ACESFilmicToneMapping ) this.material.defines.ACES_FILMIC_TONE_MAPPING = '';
else if ( this._toneMapping === AgXToneMapping ) this.material.defines.AGX_TONE_MAPPING = '';
else if ( this._toneMapping === NeutralToneMapping ) this.material.defines.NEUTRAL_TONE_MAPPING = '';
this.material.needsUpdate = true;
}
//
if ( this.renderToScreen === true ) {
renderer.setRenderTarget( null );
this.fsQuad.render( renderer );
} else {
renderer.setRenderTarget( writeBuffer );
if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
this.fsQuad.render( renderer );
}
}
dispose() {
this.material.dispose();
this.fsQuad.dispose();
}
}
export { OutputPass };
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import {
BufferGeometry,
Float32BufferAttribute,
OrthographicCamera,
Mesh
} from '../../three.module.min.js';
class Pass {
constructor() {
this.isPass = true;
// if set to true, the pass is processed by the composer
this.enabled = true;
// if set to true, the pass indicates to swap read and write buffer after rendering
this.needsSwap = true;
// if set to true, the pass clears its buffer before rendering
this.clear = false;
// if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.
this.renderToScreen = false;
}
setSize( /* width, height */ ) {}
render( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
}
dispose() {}
}
// Helper for passes that need to fill the viewport with a single quad.
const _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
// https://github.com/mrdoob/three.js/pull/21358
class FullscreenTriangleGeometry extends BufferGeometry {
constructor() {
super();
this.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );
}
}
const _geometry = new FullscreenTriangleGeometry();
class FullScreenQuad {
constructor( material ) {
this._mesh = new Mesh( _geometry, material );
}
dispose() {
this._mesh.geometry.dispose();
}
render( renderer ) {
renderer.render( this._mesh, _camera );
}
get material() {
return this._mesh.material;
}
set material( value ) {
this._mesh.material = value;
}
}
export { Pass, FullScreenQuad };
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import {
Color
} from '../../three.module.min.js';
import { Pass } from './Pass.js';
class RenderPass extends Pass {
constructor( scene, camera, overrideMaterial = null, clearColor = null, clearAlpha = null ) {
super();
this.scene = scene;
this.camera = camera;
this.overrideMaterial = overrideMaterial;
this.clearColor = clearColor;
this.clearAlpha = clearAlpha;
this.clear = true;
this.clearDepth = false;
this.needsSwap = false;
this._oldClearColor = new Color();
}
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
const oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
let oldClearAlpha, oldOverrideMaterial;
if ( this.overrideMaterial !== null ) {
oldOverrideMaterial = this.scene.overrideMaterial;
this.scene.overrideMaterial = this.overrideMaterial;
}
if ( this.clearColor !== null ) {
renderer.getClearColor( this._oldClearColor );
renderer.setClearColor( this.clearColor, renderer.getClearAlpha() );
}
if ( this.clearAlpha !== null ) {
oldClearAlpha = renderer.getClearAlpha();
renderer.setClearAlpha( this.clearAlpha );
}
if ( this.clearDepth == true ) {
renderer.clearDepth();
}
renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
if ( this.clear === true ) {
// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
}
renderer.render( this.scene, this.camera );
// restore
if ( this.clearColor !== null ) {
renderer.setClearColor( this._oldClearColor );
}
if ( this.clearAlpha !== null ) {
renderer.setClearAlpha( oldClearAlpha );
}
if ( this.overrideMaterial !== null ) {
this.scene.overrideMaterial = oldOverrideMaterial;
}
renderer.autoClear = oldAutoClear;
}
}
export { RenderPass };
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import {
ShaderMaterial,
UniformsUtils
} from '../../three.module.min.js';
import { Pass, FullScreenQuad } from './Pass.js';
class ShaderPass extends Pass {
constructor( shader, textureID ) {
super();
this.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse';
if ( shader instanceof ShaderMaterial ) {
this.uniforms = shader.uniforms;
this.material = shader;
} else if ( shader ) {
this.uniforms = UniformsUtils.clone( shader.uniforms );
this.material = new ShaderMaterial( {
name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
defines: Object.assign( {}, shader.defines ),
uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
} );
}
this.fsQuad = new FullScreenQuad( this.material );
}
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
if ( this.uniforms[ this.textureID ] ) {
this.uniforms[ this.textureID ].value = readBuffer.texture;
}
this.fsQuad.material = this.material;
if ( this.renderToScreen ) {
renderer.setRenderTarget( null );
this.fsQuad.render( renderer );
} else {
renderer.setRenderTarget( writeBuffer );
// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
this.fsQuad.render( renderer );
}
}
dispose() {
this.material.dispose();
this.fsQuad.dispose();
}
}
export { ShaderPass };
@@ -1,415 +0,0 @@
import {
AdditiveBlending,
Color,
HalfFloatType,
MeshBasicMaterial,
ShaderMaterial,
UniformsUtils,
Vector2,
Vector3,
WebGLRenderTarget
} from '../../three.module.min.js';
import { Pass, FullScreenQuad } from './Pass.js';
import { CopyShader } from '../shaders/CopyShader.js';
import { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader.js';
/**
* UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a
* mip map chain of bloom textures and blurs them with different radii. Because
* of the weighted combination of mips, and because larger blurs are done on
* higher mips, this effect provides good quality and performance.
*
* Reference:
* - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
*/
class UnrealBloomPass extends Pass {
constructor( resolution, strength, radius, threshold ) {
super();
this.strength = ( strength !== undefined ) ? strength : 1;
this.radius = radius;
this.threshold = threshold;
this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
// create color only once here, reuse it later inside the render function
this.clearColor = new Color( 0, 0, 0 );
// render targets
this.renderTargetsHorizontal = [];
this.renderTargetsVertical = [];
this.nMips = 5;
let resx = Math.round( this.resolution.x / 2 );
let resy = Math.round( this.resolution.y / 2 );
this.renderTargetBright = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
this.renderTargetBright.texture.name = 'UnrealBloomPass.bright';
this.renderTargetBright.texture.generateMipmaps = false;
for ( let i = 0; i < this.nMips; i ++ ) {
const renderTargetHorizontal = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
renderTargetHorizontal.texture.name = 'UnrealBloomPass.h' + i;
renderTargetHorizontal.texture.generateMipmaps = false;
this.renderTargetsHorizontal.push( renderTargetHorizontal );
const renderTargetVertical = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
renderTargetVertical.texture.generateMipmaps = false;
this.renderTargetsVertical.push( renderTargetVertical );
resx = Math.round( resx / 2 );
resy = Math.round( resy / 2 );
}
// luminosity high pass material
const highPassShader = LuminosityHighPassShader;
this.highPassUniforms = UniformsUtils.clone( highPassShader.uniforms );
this.highPassUniforms[ 'luminosityThreshold' ].value = threshold;
this.highPassUniforms[ 'smoothWidth' ].value = 0.01;
this.materialHighPassFilter = new ShaderMaterial( {
uniforms: this.highPassUniforms,
vertexShader: highPassShader.vertexShader,
fragmentShader: highPassShader.fragmentShader
} );
// gaussian blur materials
this.separableBlurMaterials = [];
const kernelSizeArray = [ 3, 5, 7, 9, 11 ];
resx = Math.round( this.resolution.x / 2 );
resy = Math.round( this.resolution.y / 2 );
for ( let i = 0; i < this.nMips; i ++ ) {
this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) );
this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
resx = Math.round( resx / 2 );
resy = Math.round( resy / 2 );
}
// composite material
this.compositeMaterial = this.getCompositeMaterial( this.nMips );
this.compositeMaterial.uniforms[ 'blurTexture1' ].value = this.renderTargetsVertical[ 0 ].texture;
this.compositeMaterial.uniforms[ 'blurTexture2' ].value = this.renderTargetsVertical[ 1 ].texture;
this.compositeMaterial.uniforms[ 'blurTexture3' ].value = this.renderTargetsVertical[ 2 ].texture;
this.compositeMaterial.uniforms[ 'blurTexture4' ].value = this.renderTargetsVertical[ 3 ].texture;
this.compositeMaterial.uniforms[ 'blurTexture5' ].value = this.renderTargetsVertical[ 4 ].texture;
this.compositeMaterial.uniforms[ 'bloomStrength' ].value = strength;
this.compositeMaterial.uniforms[ 'bloomRadius' ].value = 0.1;
const bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ];
this.compositeMaterial.uniforms[ 'bloomFactors' ].value = bloomFactors;
this.bloomTintColors = [ new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ) ];
this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
// blend material
const copyShader = CopyShader;
this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
this.blendMaterial = new ShaderMaterial( {
uniforms: this.copyUniforms,
vertexShader: copyShader.vertexShader,
fragmentShader: copyShader.fragmentShader,
blending: AdditiveBlending,
depthTest: false,
depthWrite: false,
transparent: true
} );
this.enabled = true;
this.needsSwap = false;
this._oldClearColor = new Color();
this.oldClearAlpha = 1;
this.basic = new MeshBasicMaterial();
this.fsQuad = new FullScreenQuad( null );
}
dispose() {
for ( let i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
this.renderTargetsHorizontal[ i ].dispose();
}
for ( let i = 0; i < this.renderTargetsVertical.length; i ++ ) {
this.renderTargetsVertical[ i ].dispose();
}
this.renderTargetBright.dispose();
//
for ( let i = 0; i < this.separableBlurMaterials.length; i ++ ) {
this.separableBlurMaterials[ i ].dispose();
}
this.compositeMaterial.dispose();
this.blendMaterial.dispose();
this.basic.dispose();
//
this.fsQuad.dispose();
}
setSize( width, height ) {
let resx = Math.round( width / 2 );
let resy = Math.round( height / 2 );
this.renderTargetBright.setSize( resx, resy );
for ( let i = 0; i < this.nMips; i ++ ) {
this.renderTargetsHorizontal[ i ].setSize( resx, resy );
this.renderTargetsVertical[ i ].setSize( resx, resy );
this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
resx = Math.round( resx / 2 );
resy = Math.round( resy / 2 );
}
}
render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
renderer.getClearColor( this._oldClearColor );
this.oldClearAlpha = renderer.getClearAlpha();
const oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
renderer.setClearColor( this.clearColor, 0 );
if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
// Render input to screen
if ( this.renderToScreen ) {
this.fsQuad.material = this.basic;
this.basic.map = readBuffer.texture;
renderer.setRenderTarget( null );
renderer.clear();
this.fsQuad.render( renderer );
}
// 1. Extract Bright Areas
this.highPassUniforms[ 'tDiffuse' ].value = readBuffer.texture;
this.highPassUniforms[ 'luminosityThreshold' ].value = this.threshold;
this.fsQuad.material = this.materialHighPassFilter;
renderer.setRenderTarget( this.renderTargetBright );
renderer.clear();
this.fsQuad.render( renderer );
// 2. Blur All the mips progressively
let inputRenderTarget = this.renderTargetBright;
for ( let i = 0; i < this.nMips; i ++ ) {
this.fsQuad.material = this.separableBlurMaterials[ i ];
this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = inputRenderTarget.texture;
this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionX;
renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] );
renderer.clear();
this.fsQuad.render( renderer );
this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = this.renderTargetsHorizontal[ i ].texture;
this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionY;
renderer.setRenderTarget( this.renderTargetsVertical[ i ] );
renderer.clear();
this.fsQuad.render( renderer );
inputRenderTarget = this.renderTargetsVertical[ i ];
}
// Composite All the mips
this.fsQuad.material = this.compositeMaterial;
this.compositeMaterial.uniforms[ 'bloomStrength' ].value = this.strength;
this.compositeMaterial.uniforms[ 'bloomRadius' ].value = this.radius;
this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] );
renderer.clear();
this.fsQuad.render( renderer );
// Blend it additively over the input texture
this.fsQuad.material = this.blendMaterial;
this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetsHorizontal[ 0 ].texture;
if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
if ( this.renderToScreen ) {
renderer.setRenderTarget( null );
this.fsQuad.render( renderer );
} else {
renderer.setRenderTarget( readBuffer );
this.fsQuad.render( renderer );
}
// Restore renderer settings
renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
renderer.autoClear = oldAutoClear;
}
getSeperableBlurMaterial( kernelRadius ) {
const coefficients = [];
for ( let i = 0; i < kernelRadius; i ++ ) {
coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius );
}
return new ShaderMaterial( {
defines: {
'KERNEL_RADIUS': kernelRadius
},
uniforms: {
'colorTexture': { value: null },
'invSize': { value: new Vector2( 0.5, 0.5 ) }, // inverse texture size
'direction': { value: new Vector2( 0.5, 0.5 ) },
'gaussianCoefficients': { value: coefficients } // precomputed Gaussian coefficients
},
vertexShader:
`varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader:
`#include <common>
varying vec2 vUv;
uniform sampler2D colorTexture;
uniform vec2 invSize;
uniform vec2 direction;
uniform float gaussianCoefficients[KERNEL_RADIUS];
void main() {
float weightSum = gaussianCoefficients[0];
vec3 diffuseSum = texture2D( colorTexture, vUv ).rgb * weightSum;
for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
float x = float(i);
float w = gaussianCoefficients[i];
vec2 uvOffset = direction * invSize * x;
vec3 sample1 = texture2D( colorTexture, vUv + uvOffset ).rgb;
vec3 sample2 = texture2D( colorTexture, vUv - uvOffset ).rgb;
diffuseSum += (sample1 + sample2) * w;
weightSum += 2.0 * w;
}
gl_FragColor = vec4(diffuseSum/weightSum, 1.0);
}`
} );
}
getCompositeMaterial( nMips ) {
return new ShaderMaterial( {
defines: {
'NUM_MIPS': nMips
},
uniforms: {
'blurTexture1': { value: null },
'blurTexture2': { value: null },
'blurTexture3': { value: null },
'blurTexture4': { value: null },
'blurTexture5': { value: null },
'bloomStrength': { value: 1.0 },
'bloomFactors': { value: null },
'bloomTintColors': { value: null },
'bloomRadius': { value: 0.0 }
},
vertexShader:
`varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader:
`varying vec2 vUv;
uniform sampler2D blurTexture1;
uniform sampler2D blurTexture2;
uniform sampler2D blurTexture3;
uniform sampler2D blurTexture4;
uniform sampler2D blurTexture5;
uniform float bloomStrength;
uniform float bloomRadius;
uniform float bloomFactors[NUM_MIPS];
uniform vec3 bloomTintColors[NUM_MIPS];
float lerpBloomFactor(const in float factor) {
float mirrorFactor = 1.2 - factor;
return mix(factor, mirrorFactor, bloomRadius);
}
void main() {
gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
}`
} );
}
}
UnrealBloomPass.BlurDirectionX = new Vector2( 1.0, 0.0 );
UnrealBloomPass.BlurDirectionY = new Vector2( 0.0, 1.0 );
export { UnrealBloomPass };
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/**
* Full-screen textured quad shader
*/
const CopyShader = {
name: 'CopyShader',
uniforms: {
'tDiffuse': { value: null },
'opacity': { value: 1.0 }
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
uniform float opacity;
uniform sampler2D tDiffuse;
varying vec2 vUv;
void main() {
vec4 texel = texture2D( tDiffuse, vUv );
gl_FragColor = opacity * texel;
}`
};
export { CopyShader };
@@ -1,64 +0,0 @@
import {
Color
} from '../../three.module.min.js';
/**
* Luminosity
* http://en.wikipedia.org/wiki/Luminosity
*/
const LuminosityHighPassShader = {
name: 'LuminosityHighPassShader',
shaderID: 'luminosityHighPass',
uniforms: {
'tDiffuse': { value: null },
'luminosityThreshold': { value: 1.0 },
'smoothWidth': { value: 1.0 },
'defaultColor': { value: new Color( 0x000000 ) },
'defaultOpacity': { value: 0.0 }
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
uniform sampler2D tDiffuse;
uniform vec3 defaultColor;
uniform float defaultOpacity;
uniform float luminosityThreshold;
uniform float smoothWidth;
varying vec2 vUv;
void main() {
vec4 texel = texture2D( tDiffuse, vUv );
float v = luminance( texel.xyz );
vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
gl_FragColor = mix( outputColor, texel, alpha );
}`
};
export { LuminosityHighPassShader };
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const OutputShader = {
name: 'OutputShader',
uniforms: {
'tDiffuse': { value: null },
'toneMappingExposure': { value: 1 }
},
vertexShader: /* glsl */`
precision highp float;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
attribute vec3 position;
attribute vec2 uv;
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
precision highp float;
uniform sampler2D tDiffuse;
#include <tonemapping_pars_fragment>
#include <colorspace_pars_fragment>
varying vec2 vUv;
void main() {
gl_FragColor = texture2D( tDiffuse, vUv );
// tone mapping
#ifdef LINEAR_TONE_MAPPING
gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );
#elif defined( REINHARD_TONE_MAPPING )
gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );
#elif defined( CINEON_TONE_MAPPING )
gl_FragColor.rgb = CineonToneMapping( gl_FragColor.rgb );
#elif defined( ACES_FILMIC_TONE_MAPPING )
gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );
#elif defined( AGX_TONE_MAPPING )
gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );
#elif defined( NEUTRAL_TONE_MAPPING )
gl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb );
#endif
// color space
#ifdef SRGB_TRANSFER
gl_FragColor = sRGBTransferOETF( gl_FragColor );
#endif
}`
};
export { OutputShader };
+48
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@@ -0,0 +1,48 @@
import { test, expect } from '@playwright/test';
// The Audio Engine plugin (`audio_engine`) is bundled only in the desktop
// build, so stub /api/plugins to make it present here. Asserts it renders as a
// promoted sidebar entry in the v3 "HOME" group, immediately AFTER the Settings
// entry, and routes to its plugin screen.
const STUB_PLUGINS = [
{ id: 'audio_engine', name: 'Audio Engine', nav: { label: 'Audio', screen: 'audio-engine', icon: '🎸' }, status: 'ready', has_screen: false, has_settings: false },
];
test('audio_engine is promoted into the HOME nav group after Settings', async ({ page }) => {
await page.route('**/api/plugins', route =>
route.fulfill({ status: 200, contentType: 'application/json', body: JSON.stringify(STUB_PLUGINS) }));
await page.goto('/');
await page.waitForSelector('#v3-nav a[data-v3-nav]', { timeout: 15000 });
// The promoted slot is filled with the Audio Engine link.
const aeLink = page.locator('#v3-nav-audio-engine a[data-v3-nav="audio_engine"]');
await expect(aeLink).toHaveCount(1, { timeout: 10000 });
await expect(aeLink).toContainText('Audio');
// It sits inside the HOME group, immediately after the Settings entry.
const order = await page.evaluate(() => {
const nav = document.getElementById('v3-nav');
const links = Array.from(nav.querySelectorAll('a[data-v3-nav]'));
const keys = links.map(a => a.getAttribute('data-v3-nav'));
const settingsIdx = keys.indexOf('settings');
const aeIdx = keys.indexOf('audio_engine');
// renderSidebar emits one wrapper <div> per group as a direct child of
// #v3-nav: [ heading <div>GROUP</div>, items <div>…links…</div> ]. Walk up
// from the link to that group wrapper and read its heading (first child) —
// structural, so it doesn't depend on the heading's CSS classes.
function groupOf(el) {
let node = el;
while (node && node.parentElement && node.parentElement !== nav) node = node.parentElement;
const heading = node && node.firstElementChild;
return heading ? heading.textContent.trim() : null;
}
return { settingsIdx, aeIdx, group: aeIdx >= 0 ? groupOf(links[aeIdx]) : null };
});
expect(order.settingsIdx).toBeGreaterThanOrEqual(0);
expect(order.aeIdx).toBe(order.settingsIdx + 1);
expect(order.group).toBe('HOME');
// It targets the plugin's own screen.
await expect(aeLink).toHaveAttribute('href', '#/audio_engine');
});
-124
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@@ -1,124 +0,0 @@
import { test, expect } from '@playwright/test';
// Opt-in "Ask before leaving a song" confirm. Default OFF → Escape/✕ leave
// instantly. When ON, a true-modal confirm appears and PAUSES the song; Escape
// (like every other modal) DISMISSES it → Stay, so a second Escape returns to
// the song rather than leaving, and Space/Enter activate the default-focused
// "Leave". (The mock song has no backing audio, so the pause-on-open /
// resume-on-Stay is verified manually on web + desktop; these specs lock the
// navigation + keyboard semantics.)
const CONFIRM_KEY = 'confirmExitSong';
async function installMockSong(page) {
await page.evaluate(() => {
const messages = [
{ type: 'song_info', title: 'Mock Song', artist: 'Mock Artist', arrangement: 'Lead', arrangement_index: 0, duration: 90, tuning: [0, 0, 0, 0, 0, 0], stringCount: 6, arrangements: [{ index: 0, name: 'Lead', notes: 1 }] },
{ type: 'ready' },
];
class MockWebSocket {
static CONNECTING = 0; static OPEN = 1; static CLOSING = 2; static CLOSED = 3;
readyState = MockWebSocket.CONNECTING;
onopen = null; onmessage = null; onerror = null; onclose = null; url;
constructor(url) {
this.url = url;
setTimeout(() => {
this.readyState = MockWebSocket.OPEN;
if (this.onopen) this.onopen(new Event('open'));
for (const m of messages) if (this.onmessage) this.onmessage({ data: JSON.stringify(m) });
}, 0);
}
send() {}
close() { this.readyState = MockWebSocket.CLOSED; if (this.onclose) this.onclose(new CloseEvent('close')); }
}
// @ts-ignore
window.WebSocket = MockWebSocket;
});
}
async function openPlayerWithMockSong(page) {
await installMockSong(page);
await page.evaluate(async () => { /* @ts-ignore */ await window.playSong('mock-song.sloppak'); });
await page.waitForSelector('#player.active', { timeout: 5000 });
await expect(page.locator('#hud-title')).toHaveText('Mock Song', { timeout: 5000 });
}
test.describe('Exit-confirm toggle', () => {
test.beforeEach(async ({ page }) => {
// Suppress the first-run onboarding overlay (a modal that intercepts
// pointer/keyboard events) so Escape reaches the player, not the overlay.
await page.route('**/api/profile', async (route) => {
if (route.request().method() === 'GET') {
await route.fulfill({ json: { display_name: 'Test', player_hash: 'test', onboarded: true } });
} else { await route.continue(); }
});
await page.goto('/');
await page.waitForSelector('.screen.active', { timeout: 10000 });
await page.evaluate((k) => localStorage.removeItem(k), CONFIRM_KEY);
});
test('default OFF: Escape exits the song immediately, no confirm', async ({ page }) => {
await openPlayerWithMockSong(page);
await page.keyboard.press('Escape');
await expect(page.locator('#fb-exit-confirm')).toHaveCount(0);
await expect(page.locator('#player.active')).toHaveCount(0);
});
test('ON: Escape opens the confirm and the song stays', async ({ page }) => {
await page.evaluate(() => { /* @ts-ignore */ window.setConfirmExitSong(true); });
await openPlayerWithMockSong(page);
await page.keyboard.press('Escape');
await expect(page.locator('#fb-exit-confirm')).toBeVisible();
await expect(page.locator('#player.active')).toHaveCount(1);
// "Leave" is focused so Space/Enter leaves immediately.
await expect(page.locator('#fb-exit-confirm button', { hasText: 'Leave' })).toBeFocused();
});
test('ON: a second Escape dismisses the prompt and stays in the song', async ({ page }) => {
await page.evaluate(() => { /* @ts-ignore */ window.setConfirmExitSong(true); });
await openPlayerWithMockSong(page);
await page.keyboard.press('Escape');
await expect(page.locator('#fb-exit-confirm')).toBeVisible();
// Escape = dismiss (Stay), matching every other modal — NOT leave.
await page.keyboard.press('Escape');
await expect(page.locator('#fb-exit-confirm')).toHaveCount(0);
await expect(page.locator('#player.active')).toHaveCount(1);
});
test('ON: clicking the backdrop dismisses the prompt and stays', async ({ page }) => {
await page.evaluate(() => { /* @ts-ignore */ window.setConfirmExitSong(true); });
await openPlayerWithMockSong(page);
await page.keyboard.press('Escape');
await expect(page.locator('#fb-exit-confirm')).toBeVisible();
// mousedown on the overlay backdrop (top-left, away from the centered card)
// is Stay — never an accidental leave.
await page.locator('#fb-exit-confirm').click({ position: { x: 5, y: 5 } });
await expect(page.locator('#fb-exit-confirm')).toHaveCount(0);
await expect(page.locator('#player.active')).toHaveCount(1);
});
test('ON: "Stay" keeps you in the song; "Leave" exits', async ({ page }) => {
await page.evaluate(() => { /* @ts-ignore */ window.setConfirmExitSong(true); });
await openPlayerWithMockSong(page);
await page.keyboard.press('Escape');
await page.locator('#fb-exit-confirm button', { hasText: 'Stay' }).click();
await expect(page.locator('#fb-exit-confirm')).toHaveCount(0);
await expect(page.locator('#player.active')).toHaveCount(1);
await page.keyboard.press('Escape');
await page.locator('#fb-exit-confirm button', { hasText: 'Leave' }).click();
await expect(page.locator('#fb-exit-confirm')).toHaveCount(0);
await expect(page.locator('#player.active')).toHaveCount(0);
});
test('ON: Enter on the default-focused "Leave" leaves', async ({ page }) => {
await page.evaluate(() => { /* @ts-ignore */ window.setConfirmExitSong(true); });
await openPlayerWithMockSong(page);
await page.keyboard.press('Escape');
await expect(page.locator('#fb-exit-confirm')).toBeVisible();
await page.keyboard.press('Enter');
await expect(page.locator('#fb-exit-confirm')).toHaveCount(0);
await expect(page.locator('#player.active')).toHaveCount(0);
});
});
-185
View File
@@ -51,14 +51,6 @@ async function openPlayerWithMockSong(page) {
test.describe('Keyboard Shortcuts', () => {
test.beforeEach(async ({ page }) => {
// Suppress the first-run onboarding overlay (#v3-onboarding) — a modal that
// intercepts pointer/keyboard events — so the app behaves like a returning
// user, which is the state these tests assume.
await page.route('**/api/profile', async (route) => {
if (route.request().method() === 'GET') {
await route.fulfill({ json: { display_name: 'Test', player_hash: 'test', onboarded: true } });
} else { await route.continue(); }
});
await page.goto('/');
await page.waitForSelector('.screen.active', { timeout: 10000 });
});
@@ -786,183 +778,6 @@ test('should support condition callbacks', async ({ page }) => {
expect(result.clicked).toBe(1);
});
// ── Escape = universal "Back" carve-out ──────────────────────────────────
// Escape must escape a focused non-modal control exactly like Space does,
// so a focused transport/rail button can't swallow it ("Escape in song not
// consistent"). These mirror the #593 Space tests above. Each registers an
// Escape spy in the relevant scope (which replaces the built-in handler for
// that composite key) so the assertion doesn't depend on showScreen teardown.
test('Escape exits the song when a player rail button is focused', async ({ page }) => {
await openPlayerWithMockSong(page);
// The bug: a focused <button> is an "interactive control", so Escape was
// blocked before reaching the dispatcher and the song wouldn't exit until
// the user clicked empty canvas to blur the control.
await page.evaluate(() => {
// @ts-ignore
window.__escBackCount = 0;
// @ts-ignore
window.registerShortcut({
key: 'Escape',
description: 'Back to library (test spy)',
scope: 'player',
// @ts-ignore
handler: () => { window.__escBackCount++; },
});
const btn = document.createElement('button');
btn.id = '__test-rail-btn';
btn.textContent = 'Restart';
document.getElementById('player')!.appendChild(btn);
});
await page.locator('#__test-rail-btn').focus();
await expect(page.locator('#__test-rail-btn')).toBeFocused();
await page.keyboard.press('Escape');
const backCount = await page.evaluate(() => (window as any).__escBackCount);
// Back-to-library fired despite the control button holding focus.
expect(backCount).toBe(1);
});
test('Escape in a player-screen text input does NOT exit the song', async ({ page }) => {
await openPlayerWithMockSong(page);
// The text-input exemption (_isTextInput) is checked before the Escape
// carve-out, so Escape in a field is the field's own concern (clear/blur),
// never a song exit.
await page.evaluate(() => {
// @ts-ignore
window.__escBackCount = 0;
// @ts-ignore
window.registerShortcut({
key: 'Escape',
description: 'Back to library (test spy)',
scope: 'player',
// @ts-ignore
handler: () => { window.__escBackCount++; },
});
const input = document.createElement('input');
input.type = 'text';
input.id = '__test-player-input';
document.getElementById('player')!.appendChild(input);
});
await page.locator('#__test-player-input').focus();
await page.keyboard.press('Escape');
const backCount = await page.evaluate(() => (window as any).__escBackCount);
expect(backCount).toBe(0);
});
test('Escape inside a modal over the player closes the modal, not back-to-library', async ({ page }) => {
await openPlayerWithMockSong(page);
// A true modal (role="dialog" aria-modal="true" / .feedBack-modal) layered
// over the player is a focus trap: Escape there must NOT eject past it to
// exit the song — the modal owns Escape. The carve-out's modal-overlay
// guard keeps the player-back shortcut from firing.
await page.evaluate(() => {
// @ts-ignore
window.__escBackCount = 0;
// @ts-ignore
window.registerShortcut({
key: 'Escape',
description: 'Back to library (test spy)',
scope: 'player',
// @ts-ignore
handler: () => { window.__escBackCount++; },
});
const modal = document.createElement('div');
modal.id = '__test-modal';
modal.className = 'feedBack-modal';
modal.setAttribute('role', 'dialog');
modal.setAttribute('aria-modal', 'true');
const btn = document.createElement('button');
btn.id = '__test-modal-btn';
btn.textContent = 'Close';
modal.appendChild(btn);
document.body.appendChild(modal);
});
await page.locator('#__test-modal-btn').focus();
await expect(page.locator('#__test-modal-btn')).toBeFocused();
await page.keyboard.press('Escape');
const backCount = await page.evaluate(() => (window as any).__escBackCount);
// Playback is NOT exited behind the modal.
expect(backCount).toBe(0);
});
test('Escape does NOT exit the song while the Section Practice popover is open', async ({ page }) => {
await openPlayerWithMockSong(page);
// The Section Practice popover claims Escape earlier in
// _shortcutDispatchBlocked (line ~447, before the Escape carve-out), so an
// open popover suppresses the player-scope back-to-library Escape — the
// popover's own handler owns closing it. This locks that ordering guard.
await page.evaluate(() => {
// @ts-ignore
window.__escBackCount = 0;
// @ts-ignore
window.registerShortcut({
key: 'Escape',
description: 'Back to library (test spy)',
scope: 'player',
// @ts-ignore
handler: () => { window.__escBackCount++; },
});
let bar = document.getElementById('section-practice-bar');
if (!bar) {
bar = document.createElement('div');
bar.id = 'section-practice-bar';
document.getElementById('player')!.appendChild(bar);
}
bar.classList.add('section-practice-bar--open');
});
await page.keyboard.press('Escape');
const backCount = await page.evaluate(() => (window as any).__escBackCount);
// Player-back did NOT fire while the popover was open.
expect(backCount).toBe(0);
});
test('Escape goes back from settings when a control is focused (twin-bug)', async ({ page }) => {
// The same focus bug existed on the settings screen (the carve-out was
// player-only). The fix covers settings too: Escape returns to the
// previous screen even when a settings control holds focus.
await page.evaluate(() => {
// @ts-ignore
window.__escSettingsBackCount = 0;
// @ts-ignore
window.registerShortcut({
key: 'Escape',
description: 'Go back from settings (test spy)',
scope: 'settings',
// @ts-ignore
handler: () => { window.__escSettingsBackCount++; },
});
// @ts-ignore
window.showScreen('settings');
const btn = document.createElement('button');
btn.id = '__test-settings-btn';
btn.textContent = 'Some setting';
document.getElementById('settings')!.appendChild(btn);
});
await page.waitForSelector('#settings.active', { timeout: 5000 });
await page.locator('#__test-settings-btn').focus();
await expect(page.locator('#__test-settings-btn')).toBeFocused();
await page.keyboard.press('Escape');
const backCount = await page.evaluate(() => (window as any).__escSettingsBackCount);
expect(backCount).toBe(1);
});
test('should warn on invalid scope', async ({ page }) => {
const messages: string[] = [];
page.on('console', msg => {
-152
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@@ -1,152 +0,0 @@
import { test, expect } from '@playwright/test';
// Resume-last-session: leaving the player snapshots {song, arrangement,
// position, speed} so an exit is recoverable via a non-blocking "Resume" pill.
// These exercise the deterministic plumbing (snapshot guards, staleness, the
// pill, and resume consumption) without depending on real audio timing.
const RESUME_KEY = 'feedBack.resumeSession';
// Make playSong()'s WebSocket a no-network mock that emits a song_info + ready.
async function installMockSong(page) {
await page.evaluate(() => {
const messages = [
{ type: 'song_info', title: 'Mock Song', artist: 'Mock Artist', arrangement: 'Lead', arrangement_index: 0, duration: 90, tuning: [0, 0, 0, 0, 0, 0], stringCount: 6, arrangements: [{ index: 0, name: 'Lead', notes: 1 }] },
{ type: 'ready' },
];
class MockWebSocket {
static CONNECTING = 0; static OPEN = 1; static CLOSING = 2; static CLOSED = 3;
readyState = MockWebSocket.CONNECTING;
onopen = null; onmessage = null; onerror = null; onclose = null; url;
constructor(url) {
this.url = url;
setTimeout(() => {
this.readyState = MockWebSocket.OPEN;
if (this.onopen) this.onopen(new Event('open'));
for (const m of messages) if (this.onmessage) this.onmessage({ data: JSON.stringify(m) });
}, 0);
}
send() {}
close() { this.readyState = MockWebSocket.CLOSED; if (this.onclose) this.onclose(new CloseEvent('close')); }
}
// @ts-ignore
window.WebSocket = MockWebSocket;
});
}
async function openPlayerWithMockSong(page) {
await installMockSong(page);
await page.evaluate(async () => {
// @ts-ignore
await window.playSong('mock-song.sloppak');
});
await page.waitForSelector('#player.active', { timeout: 5000 });
await expect(page.locator('#hud-title')).toHaveText('Mock Song', { timeout: 5000 });
}
test.describe('Resume last session', () => {
test.beforeEach(async ({ page }) => {
// Suppress the first-run onboarding overlay (a modal that intercepts
// pointer/keyboard events) so the player isn't covered.
await page.route('**/api/profile', async (route) => {
if (route.request().method() === 'GET') {
await route.fulfill({ json: { display_name: 'Test', player_hash: 'test', onboarded: true } });
} else { await route.continue(); }
});
await page.goto('/');
await page.waitForSelector('.screen.active', { timeout: 10000 });
await page.evaluate((k) => localStorage.removeItem(k), RESUME_KEY);
});
test('snapshots song + arrangement + position once you are mid-song', async ({ page }) => {
await openPlayerWithMockSong(page);
const snap = await page.evaluate(() => {
// @ts-ignore
window._snapshotResumeSession(30);
// @ts-ignore
return window._readResumeSession();
});
expect(snap).not.toBeNull();
expect(snap.f).toBe('mock-song.sloppak');
expect(snap.a).toBe(0);
expect(Math.round(snap.t)).toBe(30);
expect(snap.title).toBe('Mock Song');
});
test('does NOT snapshot a barely-started or basically-finished song', async ({ page }) => {
await openPlayerWithMockSong(page);
const result = await page.evaluate(() => {
// @ts-ignore
window._snapshotResumeSession(1); // < 3s min → ignored
// @ts-ignore
const tooEarly = window._readResumeSession();
// duration is 90; end-guard is 5s, so 88 > 85 → ignored
// @ts-ignore
window._snapshotResumeSession(88);
// @ts-ignore
const tooLate = window._readResumeSession();
return { tooEarly, tooLate };
});
expect(result.tooEarly).toBeNull();
expect(result.tooLate).toBeNull();
});
test('a stale (>24h) snapshot is ignored', async ({ page }) => {
const got = await page.evaluate((k) => {
const old = { f: 'old.sloppak', a: 0, t: 42, sp: 1, title: 'Old', ts: Date.now() - 25 * 60 * 60 * 1000 };
localStorage.setItem(k, JSON.stringify(old));
// @ts-ignore
return window._readResumeSession();
}, RESUME_KEY);
expect(got).toBeNull();
});
test('the Resume pill appears off-player and hides on the player', async ({ page }) => {
await page.evaluate((k) => {
const snap = { f: 'mock-song.sloppak', a: 0, t: 30, sp: 1, title: 'Mock Song', artist: 'Mock Artist', ts: Date.now() };
localStorage.setItem(k, JSON.stringify(snap));
// @ts-ignore
window.feedBack._maybeShowResumePill();
}, RESUME_KEY);
await expect(page.locator('#fb-resume-pill')).toBeVisible();
await expect(page.locator('#fb-resume-pill')).toContainText('Mock Song');
// Entering the player hides it (screen:changed → _hideResumePill()).
await page.evaluate(() => { /* @ts-ignore */ window.showScreen('player'); });
await page.waitForSelector('#player.active', { timeout: 5000 });
await expect(page.locator('#fb-resume-pill')).toHaveCount(0);
});
test('dismissing the pill removes it and does not re-show it this session', async ({ page }) => {
await page.evaluate((k) => {
const snap = { f: 'mock-song.sloppak', a: 0, t: 30, sp: 1, title: 'Mock Song', ts: Date.now() };
localStorage.setItem(k, JSON.stringify(snap));
// @ts-ignore
window.feedBack._maybeShowResumePill();
}, RESUME_KEY);
await expect(page.locator('#fb-resume-pill')).toBeVisible();
await page.locator('#fb-resume-pill button[aria-label="Dismiss"]').click();
await expect(page.locator('#fb-resume-pill')).toHaveCount(0);
// A re-offer attempt within the same session is suppressed.
await page.evaluate(() => { /* @ts-ignore */ window.feedBack._maybeShowResumePill(); });
await expect(page.locator('#fb-resume-pill')).toHaveCount(0);
});
test('resumeLastSession() re-enters the song and consumes the snapshot', async ({ page }) => {
await installMockSong(page);
await page.evaluate((k) => {
const snap = { f: 'mock-song.sloppak', a: 0, t: 30, sp: 1, title: 'Mock Song', ts: Date.now() };
localStorage.setItem(k, JSON.stringify(snap));
}, RESUME_KEY);
await page.evaluate(async () => { /* @ts-ignore */ await window.resumeLastSession(); });
await page.waitForSelector('#player.active', { timeout: 5000 });
// The snapshot is consumed (cleared) so it isn't offered again.
const remaining = await page.evaluate((k) => localStorage.getItem(k), RESUME_KEY);
expect(remaining).toBeNull();
});
});
@@ -1,93 +0,0 @@
import { test, expect } from '@playwright/test';
// Regression coverage for the v3 Section Map "leftmost section unclickable" bug.
//
// The Section Map plugin pins a ~20px clickable bar (#section-map, z-index:5)
// to the very top of #player. The v3 chrome has a full-height invisible rail
// "catcher" (.v3-railzone::before, z-index:30, width:96px, pinned left/top:0)
// that reveals the hover rail. Because the catcher sat at top:0 and outranks
// the bar, its top-left corner swallowed every click on the section map's first
// section. Fix (static/v3/v3.css): `#section-map ~ #v3-railzone::before { top: 20px }`
// drops the catcher below the bar when the section map is present.
//
// We reproduce the plugin's bar exactly (first child of #player, the rendered
// position:relative / z-index:5 / 20px-tall state) and hit-test the top-left
// corner with elementFromPoint — that is precisely what a real click resolves
// against. A negative control re-raises the catcher to prove the test catches
// the bug.
// A fresh profile shows the blocking onboarding overlay; onboard via the API so
// it isn't (re)created over the player. Idempotent once onboarded.
test.beforeEach(async ({ request }) => {
await request.post('/api/profile', { data: { display_name: 'Section Map Tester' } });
await request.post('/api/progression/paths', { data: { add: ['guitar'] } });
await request.post('/api/progression/onboarding', { data: { action: 'skip' } });
});
async function openPlayerWithSectionMap(page) {
await page.goto('/');
await page.waitForSelector('.screen.active', { timeout: 10000 });
// The bug affects an already-onboarded user mid-song. The API skip above
// handles the common path; this persistent hide also covers a slow async
// profile render that could otherwise re-create the full-screen overlay and
// intercept the top-left hit-test (mirrors settings-tabbed.spec.ts).
await page.addStyleTag({ content: '#v3-onboarding{display:none!important;pointer-events:none!important}' });
await page.evaluate(() => {
// @ts-ignore — show the player screen (static #v3-railzone markup lives here).
window.showScreen('player');
const player = document.getElementById('player');
if (!player) throw new Error('#player missing');
// Reproduce the section_map plugin's rendered bar: first child of #player,
// 20px tall, full width, z-index:5, position:relative (its post-_smRender
// state), with a left-edge "first section" block at left:0.
const bar = document.createElement('div');
bar.id = 'section-map';
bar.style.cssText =
'position:relative;top:0;left:0;right:0;z-index:5;height:20px;background:rgba(8,8,16,0.7);cursor:pointer;';
const block = document.createElement('div');
block.id = 'sm-first-block';
block.style.cssText =
'position:absolute;left:0;width:30%;top:0;bottom:0;background:#3b82f6;';
bar.appendChild(block);
player.insertBefore(bar, player.firstChild);
});
await page.waitForSelector('#section-map', { state: 'attached', timeout: 5000 });
await page.waitForSelector('#v3-railzone', { state: 'attached', timeout: 5000 });
}
// What element does a click at the top-left strip land on? (x within the 96px
// catcher, y within the 20px bar.)
function hitTopLeft(page, x = 10, y = 8) {
return page.evaluate(({ x, y }) => {
const el = document.elementFromPoint(x, y) as HTMLElement | null;
return el ? { id: el.id, cls: el.className, tag: el.tagName } : null;
}, { x, y });
}
test('top-left of the section map receives clicks, not the rail catcher (fix present)', async ({ page }) => {
await openPlayerWithSectionMap(page);
const hit = await hitTopLeft(page);
// Click must resolve to the section map (the bar or its first-section block),
// never the rail hover-zone.
expect(hit).not.toBeNull();
expect(hit!.id).not.toBe('v3-railzone');
expect(['section-map', 'sm-first-block']).toContain(hit!.id);
});
test('negative control: re-raising the catcher to top:0 reproduces the bug', async ({ page }) => {
await openPlayerWithSectionMap(page);
// Undo the fix at runtime (highest-specificity inline-ish override) so the
// catcher again covers the bar's top-left — this is the pre-fix layout.
await page.evaluate(() => {
const style = document.createElement('style');
style.textContent = '#section-map ~ #v3-railzone::before { top: 0 !important; }';
document.head.appendChild(style);
});
const hit = await hitTopLeft(page);
// Without the fix, the rail catcher swallows the click.
expect(hit!.id).toBe('v3-railzone');
});
-111
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@@ -1,111 +0,0 @@
// Regression guards for two Edit-Metadata modal fixes (static/app.js):
//
// 1. Year is editable — the modal renders an `edit-year` field and
// saveEditModal() includes `year` in the POST /api/song/<f>/meta body.
// (Backend already accepts/normalizes year; only the UI omitted it.)
//
// 2. A click-drag that starts inside a field and is released on the backdrop
// must NOT dismiss the modal. _editModalShouldClose() gates backdrop
// dismissal on the mousedown having started on the backdrop too.
//
// Functions are extracted from the real shipped source and run in a vm — no
// mirror copies.
'use strict';
const { test } = require('node:test');
const assert = require('node:assert/strict');
const fs = require('node:fs');
const path = require('node:path');
const vm = require('node:vm');
const { extractFunction } = require('./test_utils');
const APP_JS = path.join(__dirname, '..', '..', 'static', 'app.js');
const readApp = () => fs.readFileSync(APP_JS, 'utf8');
function loadFn(signature, sandbox, exportAs) {
const fnSrc = extractFunction(readApp(), signature);
const ctx = vm.createContext(sandbox);
vm.runInContext(`${fnSrc}\nglobalThis.${exportAs} = ${exportAs};`, ctx);
return sandbox[exportAs];
}
// ── Issue: Edit Metadata does not allow changing Year ────────────────────────
test('openEditModal renders a Year field bound to songData.y', () => {
const src = extractFunction(readApp(), 'function openEditModal');
assert.match(src, /id="edit-year"/, 'modal must render an #edit-year input');
assert.match(src, /_escAttr\(songData\.y\)/, 'year input must be populated from songData.y');
});
test('Save button wires via data-edit-save, not an inline onclick that embeds the filename', () => {
// encodeURIComponent does NOT escape `'`, so embedding the filename in a
// single-quoted inline `saveEditModal('…')` handler breaks the save for a
// song whose filename contains an apostrophe (e.g. `Bob's Song.sloppak`).
// The Save button must use the data-attr + JS-listener pattern instead.
const src = extractFunction(readApp(), 'function openEditModal');
assert.doesNotMatch(src, /onclick="saveEditModal\('/, 'Save must not embed the filename in an inline onclick');
assert.match(src, /data-edit-save/, 'Save button must carry the data-edit-save hook');
assert.match(src, /querySelector\('\[data-edit-save\]'\)/, 'Save must be wired via addEventListener');
});
test('saveEditModal includes year in the metadata POST body', async () => {
const calls = [];
const values = {
'edit-title': 'My Title', 'edit-artist': 'My Artist',
'edit-album': 'My Album', 'edit-year': '1998',
'edit-art-file': null, // signals the file branch via .files below
'edit-modal': null,
};
const sandbox = {
decodeURIComponent, encodeURIComponent, JSON, Promise,
_lastLibSelected: null,
loadLibrary: () => {}, loadFavorites: () => {},
fetch: (url, opts) => { calls.push({ url, opts }); return Promise.resolve({ ok: true }); },
document: {
getElementById: (id) => {
if (id === 'edit-art-file') return { files: null };
if (id === 'edit-modal') return null;
return id in values ? { value: values[id] } : null;
},
querySelector: () => null, // no active screen
body: { contains: () => false },
},
};
const saveEditModal = loadFn('async function saveEditModal', sandbox, 'saveEditModal');
await saveEditModal(encodeURIComponent('Song With Spaces.sloppak'));
const metaCall = calls.find((c) => /\/api\/song\/.+\/meta$/.test(c.url));
assert.ok(metaCall, 'expected a POST to /api/song/<filename>/meta');
const body = JSON.parse(metaCall.opts.body);
assert.equal(body.year, '1998', 'meta POST body must carry the edited year');
assert.deepEqual(
body,
{ title: 'My Title', artist: 'My Artist', album: 'My Album', year: '1998' },
'meta POST body shape',
);
});
// ── Issue: Renaming Metadata Closes Modal (click-drag release on backdrop) ────
test('_editModalShouldClose: backdrop needs mousedown to have started there', () => {
const fn = loadFn('function _editModalShouldClose', {}, '_editModalShouldClose');
const modalEl = { closest: () => null }; // the backdrop element
const innerEl = { closest: () => null }; // a field inside the modal
const cancelBtn = { closest: (s) => (s === '[data-edit-close]' ? { tag: 'button' } : null) };
// Cancel / ✕ always closes, regardless of where the mousedown began.
assert.equal(fn(cancelBtn, modalEl, false), true, 'Cancel/✕ closes');
assert.equal(fn(cancelBtn, modalEl, true), true, 'Cancel/✕ closes (down-on-backdrop irrelevant)');
// Genuine backdrop click: down AND up on the backdrop.
assert.equal(fn(modalEl, modalEl, true), true, 'backdrop down+up closes');
// The reported bug: drag began inside a field (down NOT on backdrop), click
// resolves to the backdrop on release — must NOT close.
assert.equal(fn(modalEl, modalEl, false), false, 'drag-from-field release on backdrop does NOT close');
// A click that lands on inner content never closes via the backdrop path.
assert.equal(fn(innerEl, modalEl, true), false, 'click on inner content does not close');
});
@@ -1,69 +0,0 @@
// Regression: the play/pause button must not be reset to "Play" when an
// in-flight togglePlay() audio.play() is rejected *because the engine reroute
// (HTML5 -> JUCE) deliberately paused the <audio> element*. Playback continues
// on the JUCE transport, so the button must stay "Pause" (isPlaying true).
//
// Bug: first song after a fresh load on desktop — the reroute's audio.pause()
// aborts autoplay's play(); togglePlay's catch then flipped the button to Play
// while the song kept playing, so it took two clicks to actually pause.
//
// Same isolation strategy as autoplay_exit.test.js: extract togglePlay() from
// app.js by brace-matching and run it in a vm sandbox with stubbed deps.
const { test } = require('node:test');
const assert = require('node:assert/strict');
const fs = require('node:fs');
const path = require('node:path');
const vm = require('node:vm');
const { extractFunction } = require('./test_utils');
const APP_JS = path.join(__dirname, '..', '..', 'static', 'app.js');
const SRC = fs.readFileSync(APP_JS, 'utf8');
const TOGGLE_PLAY_SRC = extractFunction(SRC, 'async function togglePlay(');
// Drive togglePlay() from the not-playing state with an HTML5 audio.play() that
// rejects, optionally with a reroute in progress. Returns the observed button
// states and the final isPlaying flag.
async function runTogglePlayRejecting({ rerouteInProgress }) {
const buttonStates = [];
const sandbox = {
console: { log() {}, warn() {}, error() {} },
// not-playing -> togglePlay takes the HTML5 play branch
isPlaying: false,
_audioSeekGen: 0,
_playAttemptGen: 0,
setPlayButtonState(v) { buttonStates.push(v); },
audio: {
// Reject like the browser does when a pending play() is interrupted
// by a pause() (the reroute's deliberate audio.pause()).
play: () => Promise.reject(new DOMException('aborted by pause', 'AbortError')),
pause() {},
},
jucePlayer: { play: () => Promise.resolve(true), pause: () => Promise.resolve() },
window: {
_juceMode: false,
_juceRerouteInProgress: rerouteInProgress ? 1 : 0,
feedBack: { isPlaying: false, emit() {} },
},
};
sandbox.globalThis = sandbox;
vm.createContext(sandbox);
vm.runInContext(TOGGLE_PLAY_SRC, sandbox, { filename: 'app.js#togglePlay' });
await vm.runInContext('togglePlay()', sandbox);
return { buttonStates, isPlaying: sandbox.isPlaying };
}
test('reroute-aborted play() leaves the button on Pause (isPlaying stays true)', async () => {
const { buttonStates, isPlaying } = await runTogglePlayRejecting({ rerouteInProgress: true });
// Optimistic flip to Pause happened; the reroute guard must prevent the
// catch from flipping it back to Play.
assert.deepEqual(buttonStates, [true], 'button should only have been set to Pause, never reset to Play');
assert.equal(isPlaying, true, 'isPlaying must stay true — the JUCE transport owns playback');
});
test('a genuine play() rejection (no reroute) still resets the button to Play', async () => {
const { buttonStates, isPlaying } = await runTogglePlayRejecting({ rerouteInProgress: false });
assert.deepEqual(buttonStates, [true, false], 'button set to Pause then correctly reset to Play on real failure');
assert.equal(isPlaying, false, 'isPlaying must reflect the failed start');
});
-37
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@@ -1,37 +0,0 @@
// Guard: a song's ⋮ "More" menu offers "Add to playlist" for a single song —
// not only the select-mode checkbox + batch-bar flow. Both paths share the
// extracted addFilenamesToPlaylist() helper. (Menu/DOM wiring isn't headlessly
// unit-testable, so these are source-level guards.)
'use strict';
const { test } = require('node:test');
const assert = require('node:assert/strict');
const fs = require('node:fs');
const path = require('node:path');
const SONGS = fs.readFileSync(
path.join(__dirname, '..', '..', 'static', 'v3', 'songs.js'), 'utf8');
test('the ⋮ card menu lists an "Add to playlist" row', () => {
assert.match(SONGS, /id:\s*'__playlist',\s*label:\s*'Add to playlist'/);
});
test('the menu row adds the single song via the shared helper', () => {
assert.match(SONGS, /id === '__playlist'[\s\S]{0,100}addFilenamesToPlaylist\(\[song\.filename\]\)/);
});
test('batch and single-song add share addFilenamesToPlaylist()', () => {
assert.match(SONGS, /async function addFilenamesToPlaylist\(filenames\)/);
assert.match(SONGS, /async function batchAddToPlaylist\(\)[\s\S]{0,120}addFilenamesToPlaylist\(state\.selected\)/);
});
test('batch only finishes (clears selection) when the add succeeded, not on cancel', () => {
// addFilenamesToPlaylist returns null on a cancelled/failed picker; the
// batch caller must capture it and gate finishBatch() on a truthy pid, so
// cancelling preserves the multi-select (regression guard for the
// extract-helper refactor — previously finishBatch ran unconditionally).
assert.match(SONGS, /const pid = await addFilenamesToPlaylist\(state\.selected\)/,
'batch must capture the returned playlist id');
assert.match(SONGS, /if \(pid\) finishBatch\(\)/,
'finishBatch must be gated on a successful add (truthy pid)');
});
-40
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@@ -1,40 +0,0 @@
// Regression guard for "No DLC until restart": a library scan triggered from
// Settings (rescan / full rescan, e.g. right after pointing at a DLC folder)
// reloaded only the classic library — the v3 Songs grid kept its cached
// (pre-DLC, empty) state until an app restart.
//
// The fix wires a `library:changed` event (emitted by the rescan handlers in
// app.js) to a reload in static/v3/songs.js. That's DOM/event glue, not a pure
// function, so these are source-level guards that the wiring isn't dropped; the
// end-to-end behavior is verified in-app / by a browser test.
'use strict';
const { test } = require('node:test');
const assert = require('node:assert/strict');
const fs = require('node:fs');
const path = require('node:path');
const root = path.join(__dirname, '..', '..');
const SONGS = fs.readFileSync(path.join(root, 'static', 'v3', 'songs.js'), 'utf8');
const APP = fs.readFileSync(path.join(root, 'static', 'app.js'), 'utf8');
test('app.js emits library:changed when a Settings rescan completes', () => {
assert.match(APP, /emit\(\s*['"]library:changed['"]/,
'a completed rescan must broadcast library:changed for the v3 grid');
});
test('songs.js handles library:changed — reload when active, else mark dirty', () => {
const m = SONGS.match(/sm\.on\(\s*['"]library:changed['"][\s\S]{0,500}?\}\);/);
assert.ok(m, 'songs.js must subscribe to library:changed');
assert.match(m[0], /reload\(\)/, 'reloads the grid when the screen is active');
assert.match(m[0], /_libraryDirty\s*=\s*true/, 'marks dirty when off-screen');
});
test('onV3SongsScreenEnter forces a reload when the library is dirty', () => {
const m = SONGS.match(/function onV3SongsScreenEnter\(\)[\s\S]{0,400}?\{/);
assert.ok(m, 'onV3SongsScreenEnter present');
// The dirty check must short-circuit to a reload before the cached-DOM
// fast-paths get a chance to restore the stale grid.
assert.match(SONGS, /if\s*\(_libraryDirty\)\s*\{[^}]*reload\(\)[^}]*return;/,
'a dirty library must force a full reload on entry, ahead of any fast-path');
});
-28
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@@ -1,28 +0,0 @@
// Guard for the content-dependent playlist cover (playlists.js). A custom
// uploaded cover wins; otherwise the playlist's song art decides: icon when
// empty, a single cover for a few songs, a 2×2 mosaic at 4+. (Rendering is DOM
// glue, so this is a source-level guard on the decision branches.)
'use strict';
const { test } = require('node:test');
const assert = require('node:assert/strict');
const fs = require('node:fs');
const path = require('node:path');
const PL = fs.readFileSync(
path.join(__dirname, '..', '..', 'static', 'v3', 'playlists.js'), 'utf8');
test('custom cover_url takes priority', () => {
assert.match(PL, /function playlistCoverHtml\(p\)/);
assert.match(PL, /if \(p\.cover_url\) return/);
});
test('empty → icon, <4 → single art, 4+ → 2×2 mosaic', () => {
assert.match(PL, /if \(!arts\.length\)[\s\S]{0,160}(🔖|🎵)/); // empty → icon
assert.match(PL, /arts\.length < 4\) return[\s\S]{0,120}arts\[0\]/); // a few → single cover
assert.match(PL, /grid-cols-2 grid-rows-2[\s\S]{0,120}slice\(0, 4\)/); // 4+ → mosaic
});
test('the card uses playlistCoverHtml (not the old static emoji box)', () => {
assert.match(PL, /playlistCoverHtml\(p\)/);
});
@@ -1,99 +0,0 @@
// Regression guard for the post-play score-badge refresh bug
// (#574 follow-up): after finishing a song, its accuracy badge on the
// Songs screen stayed stale until a full re-render (app restart / search /
// re-enter), even though stats-recorder fired `stats:recorded`.
//
// Root cause: `stats:recorded` (like `song:loading`) carries the filename
// exactly as handed to playSong — encodeURIComponent'd (see playCard) — but
// library cards key on the DECODED filename (data-fn = cardKey → localFilename)
// and /api/stats/best is server-canonicalized to that same decoded key. So the
// in-place repaint (repaintAccuracy) matched no card and silently no-oped.
//
// The fix is a `decFn` helper in static/v3/songs.js that decodes the event
// filename back into the card / state.accuracy key space before matching. This
// test extracts the REAL decFn from the shipped source (not a mirror) and proves
// the encoded event filename round-trips to the raw card key.
'use strict';
const { test } = require('node:test');
const assert = require('node:assert/strict');
const fs = require('node:fs');
const path = require('node:path');
const vm = require('node:vm');
const SONGS_JS = path.join(__dirname, '..', '..', 'static', 'v3', 'songs.js');
// Brace-balanced extraction so nested braces / template strings survive.
function extractFunctionSource(src, name) {
const sig = `function ${name}`;
const start = src.indexOf(sig);
assert.ok(start !== -1, `function declaration '${name}' not found in songs.js`);
const openBrace = src.indexOf('{', start);
assert.ok(openBrace !== -1, `opening brace after '${name}' not found`);
let depth = 1;
let i = openBrace + 1;
while (i < src.length && depth > 0) {
const ch = src[i];
if (ch === '{') depth++;
else if (ch === '}') depth--;
i++;
}
assert.ok(depth === 0, `unbalanced braces in function '${name}'`);
return src.slice(start, i);
}
function loadDecFn() {
const src = fs.readFileSync(SONGS_JS, 'utf8');
const fnSrc = extractFunctionSource(src, 'decFn');
const sandbox = {};
vm.createContext(sandbox);
// decodeURIComponent is an intrinsic global in the fresh context.
vm.runInContext(`${fnSrc}\nglobalThis.__decFn = decFn;`, sandbox);
return sandbox.__decFn;
}
const enc = encodeURIComponent; // exactly what playCard passes to playSong
// The on-disk library filenames from the bug report's screenshots, plus a
// subfolder path (encodeURIComponent turns '/' into %2F too).
const CARD_KEYS = [
'Black Me Out.sloppak',
'All In Now.sloppak',
'Dogstar - All In Now.feedpak',
'Subdir/Song (Live).sloppak',
];
test('decFn decodes an encoded event filename back to the raw card key', () => {
const decFn = loadDecFn();
for (const key of CARD_KEYS) {
const eventFilename = enc(key); // how stats:recorded carries it
// Precondition: the encoded form does NOT equal the card key — this is
// exactly why the un-decoded match failed and the badge stayed stale.
assert.notEqual(eventFilename, key, `expected '${key}' to encode to something different`);
// The fix: decoding lands back on the card / state.accuracy key.
assert.equal(decFn(eventFilename), key, `decFn must recover the card key for '${key}'`);
}
});
test('decFn is idempotent for already-decoded filenames (no % present)', () => {
const decFn = loadDecFn();
for (const key of CARD_KEYS) {
assert.equal(decFn(key), key, `decFn must leave the already-decoded '${key}' unchanged`);
}
});
test('decFn leaves a real literal-% filename intact rather than throwing', () => {
const decFn = loadDecFn();
// '%.sloppak' / '100%.sloppak' are malformed percent-escapes —
// decodeURIComponent would throw; decFn must fall back to the original.
for (const name of ['100%.sloppak', 'mix %.feedpak', '%zz.sloppak']) {
assert.equal(decFn(name), name, `decFn must not corrupt/throw on '${name}'`);
}
});
test('decFn coerces non-string / empty input to an empty string', () => {
const decFn = loadDecFn();
assert.equal(decFn(null), '');
assert.equal(decFn(undefined), '');
assert.equal(decFn(''), '');
});
-208
View File
@@ -1,208 +0,0 @@
"""Tests for the folder_library plugin backend.
Covers the pure path-safety helpers and end-to-end behaviour of the two
filesystem-mutating endpoints whose bugs this guards against:
* /song/move must reject path traversal in `filename` (no escaping DLC_DIR).
* /folder/delete must relocate EVERY song to the root, never destroy a song
whose name collides with an existing root song.
The plugin's routes.py is loaded under a unique module name via importlib so it
does not collide in sys.modules with other bundled plugins' routes.py.
"""
import importlib.util
import logging
from pathlib import Path
import pytest
from fastapi import FastAPI
from fastapi.testclient import TestClient
_ROUTES_PATH = (
Path(__file__).resolve().parents[3]
/ "plugins" / "folder_library" / "routes.py"
)
_spec = importlib.util.spec_from_file_location("folder_library_routes", _ROUTES_PATH)
fl = importlib.util.module_from_spec(_spec)
_spec.loader.exec_module(fl)
# ── Pure helpers ────────────────────────────────────────────────────────────
class TestSafeName:
@pytest.mark.parametrize("name", ["Rock", "Folder 1", "A-B_C", "über", "AC.DC"])
def test_accepts_ordinary_names(self, name):
assert fl._safe_name(name) is True
@pytest.mark.parametrize("name", [
"", "..", ".", "../x", "a/b", "a\\b", "a:b", "a*b", "a?b",
'a"b', "a<b", "a>b", "a|b", " lead", "lead ",
])
def test_rejects_unsafe_names(self, name):
assert fl._safe_name(name) is False
class TestSafePath:
@pytest.mark.parametrize("path", ["A", "A/B", "A/B/C", "Rock/Sub Folder"])
def test_accepts_safe_paths(self, path):
assert fl._safe_path(path) is True
@pytest.mark.parametrize("path", [
"", "..", "../x", "A/../B", "A/..", "/A", "A//B", "A/b\\c",
])
def test_rejects_traversal_and_empty(self, path):
assert fl._safe_path(path) is False
class TestIsWithin:
def test_inside(self, tmp_path):
assert fl._is_within(tmp_path, tmp_path / "a" / "b") is True
def test_traversal_escapes(self, tmp_path):
root = tmp_path / "dlc"
root.mkdir()
assert fl._is_within(root, root / ".." / "secret") is False
def test_sibling_prefix_not_within(self, tmp_path):
root = tmp_path / "dlc"
root.mkdir()
(tmp_path / "dlc-evil").mkdir()
assert fl._is_within(root, tmp_path / "dlc-evil" / "x") is False
class TestIsSong:
@pytest.mark.parametrize("name", ["a.sloppak", "a.feedpak", "A.SLOPPAK"])
def test_song_extensions(self, name, tmp_path):
assert fl._is_song(tmp_path / name) is True
@pytest.mark.parametrize("name", ["a.txt", "a", "a.zip"])
def test_non_song(self, name, tmp_path):
assert fl._is_song(tmp_path / name) is False
# ── Endpoint behaviour ──────────────────────────────────────────────────────
@pytest.fixture
def env(tmp_path):
dlc = tmp_path / "dlc"
dlc.mkdir()
app = FastAPI()
fl.setup(app, {
"log": logging.getLogger("folder_library_test"),
"get_dlc_dir": lambda: str(dlc),
"extract_meta": lambda p: {},
})
return TestClient(app), dlc, tmp_path
def _song(path: Path, content: str):
path.write_text(content)
def _loose_song(folder: Path):
"""Minimal valid loose-folder song: audio + an arrangement XML (<song> root)."""
folder.mkdir(parents=True, exist_ok=True)
(folder / "audio.wem").write_bytes(b"\x00")
(folder / "lead.xml").write_text("<song><title>Loose</title></song>")
class TestLooseFolderRecognition:
def test_is_song_detects_loose_folder_dir(self, tmp_path):
loose = tmp_path / "MyLoose"
_loose_song(loose)
assert fl._is_song(loose) is True
def test_plain_folder_is_not_a_song(self, tmp_path):
plain = tmp_path / "Plain"
plain.mkdir()
(plain / "notes.txt").write_text("x")
assert fl._is_song(plain) is False
def test_loose_folder_surfaces_as_song_not_child_folder(self, env):
client, dlc, _ = env
_loose_song(dlc / "Rock" / "LooseSong")
r = client.get("/api/plugins/folder_library/tree")
assert r.status_code == 200, r.text
rock = next(f for f in r.json()["folders"] if f["name"] == "Rock")
assert "LooseSong" in {s["title"] for s in rock["songs"]}
assert "LooseSong" not in {c["name"] for c in rock["children"]}
class TestMoveTraversal:
def test_rejects_parent_traversal_and_does_not_move(self, env):
client, dlc, tmp = env
secret = tmp / "secret.sloppak"
_song(secret, "TOP SECRET")
r = client.post("/api/plugins/folder_library/song/move",
json={"filename": "../secret.sloppak", "folder": ""})
assert r.status_code == 400
# The external file must NOT have been moved into the served library.
assert secret.exists()
assert not (dlc / "secret.sloppak").exists()
def test_rejects_absolute_style_traversal(self, env):
client, dlc, tmp = env
r = client.post("/api/plugins/folder_library/song/move",
json={"filename": "../../etc/passwd", "folder": ""})
assert r.status_code == 400
def test_valid_move_succeeds(self, env):
client, dlc, _ = env
_song(dlc / "A.sloppak", "a")
(dlc / "Dest").mkdir()
r = client.post("/api/plugins/folder_library/song/move",
json={"filename": "A.sloppak", "folder": "Dest"})
assert r.status_code == 200
assert not (dlc / "A.sloppak").exists()
assert (dlc / "Dest" / "A.sloppak").read_text() == "a"
class TestDeleteFolderNoDataLoss:
def test_colliding_song_is_relocated_not_destroyed(self, env):
client, dlc, _ = env
# A root song and a same-named song inside the folder being deleted.
_song(dlc / "song.sloppak", "ROOT")
(dlc / "F").mkdir()
_song(dlc / "F" / "song.sloppak", "INSIDE")
r = client.post("/api/plugins/folder_library/folder/delete",
json={"name": "F"})
assert r.status_code == 200, r.text
# Folder gone, original root song intact, and the colliding song
# survived under a de-duplicated name (NOT destroyed by rmtree).
assert not (dlc / "F").exists()
assert (dlc / "song.sloppak").read_text() == "ROOT"
survivors = {p.read_text() for p in dlc.glob("*.sloppak")}
assert "INSIDE" in survivors
assert len(list(dlc.glob("*.sloppak"))) == 2
def test_nested_songs_all_relocated(self, env):
client, dlc, _ = env
(dlc / "F" / "Sub").mkdir(parents=True)
_song(dlc / "F" / "a.sloppak", "a")
_song(dlc / "F" / "Sub" / "b.sloppak", "b")
r = client.post("/api/plugins/folder_library/folder/delete",
json={"name": "F"})
assert r.status_code == 200, r.text
assert not (dlc / "F").exists()
names = {p.name for p in dlc.glob("*.sloppak")}
assert names == {"a.sloppak", "b.sloppak"}
class TestFolderOpsValidation:
def test_create_rejects_unsafe_name(self, env):
client, _, _ = env
r = client.post("/api/plugins/folder_library/folder/create",
json={"name": "../evil"})
assert r.status_code == 400
def test_create_and_rename_roundtrip(self, env):
client, dlc, _ = env
assert client.post("/api/plugins/folder_library/folder/create",
json={"name": "New"}).status_code == 200
assert (dlc / "New").is_dir()
assert client.post("/api/plugins/folder_library/folder/rename",
json={"old": "New", "new": "Renamed"}).status_code == 200
assert (dlc / "Renamed").is_dir()
assert not (dlc / "New").exists()
-64
View File
@@ -106,67 +106,3 @@ def test_playlist_hides_dead_songs_when_library_populated(client, server):
names = [s["filename"] for s in pl["songs"]]
assert "live.archive" in names and "ghost.archive" not in names
assert [p for p in client.get("/api/playlists").json() if p["id"] == pid][0]["count"] == 1
# ── Playlist covers (content-dependent art + custom upload) ──────────────────
def _png_b64():
"""A tiny base64 PNG with the data-URL prefix, like the browser sends."""
import base64
import io
from PIL import Image
buf = io.BytesIO()
Image.new("RGB", (4, 4), (200, 30, 60)).save(buf, "PNG")
return "data:image/png;base64," + base64.b64encode(buf.getvalue()).decode()
def test_list_includes_song_art_urls_for_content_cover(client, server):
for fn in ("x.archive", "y.archive"):
server.meta_db.put(fn, 0, 0, {})
pid = client.post("/api/playlists", json={"name": "Arts"}).json()["id"]
client.post(f"/api/playlists/{pid}/songs", json={"filename": "x.archive"})
client.post(f"/api/playlists/{pid}/songs", json={"filename": "y.archive"})
pl = [p for p in client.get("/api/playlists").json() if p["id"] == pid][0]
assert pl["art_urls"] == ["/api/song/x.archive/art", "/api/song/y.archive/art"]
assert pl["cover_url"] is None # no custom cover yet
def test_custom_cover_roundtrip(client):
pid = client.post("/api/playlists", json={"name": "Cover"}).json()["id"]
r = client.post(f"/api/playlists/{pid}/cover", json={"image": _png_b64()})
assert r.status_code == 200 and r.json()["ok"] is True
assert r.json()["cover_url"].startswith(f"/api/playlists/{pid}/cover")
# list + detail both report it
assert [p for p in client.get("/api/playlists").json() if p["id"] == pid][0]["cover_url"]
assert client.get(f"/api/playlists/{pid}").json()["cover_url"]
# served as a real PNG
img = client.get(f"/api/playlists/{pid}/cover")
assert img.status_code == 200 and img.headers["content-type"] == "image/png"
assert img.content[:8] == b"\x89PNG\r\n\x1a\n"
# removed
assert client.delete(f"/api/playlists/{pid}/cover").json() == {"ok": True}
assert client.get(f"/api/playlists/{pid}/cover").status_code == 404
assert client.get(f"/api/playlists/{pid}").json()["cover_url"] is None
def test_cover_rejects_non_image(client):
pid = client.post("/api/playlists", json={"name": "Bad"}).json()["id"]
assert client.post(f"/api/playlists/{pid}/cover",
json={"image": "data:text/plain;base64,bm90IGFuIGltYWdl"}).status_code == 400
assert client.post(f"/api/playlists/{pid}/cover", json={"image": ""}).status_code == 400
def test_cover_rejects_non_string_image_with_400_not_500(client):
# A non-string `image` (number / null / object) must be a clean 400, not a
# 500 from `"," in <non-str>` raising TypeError before the type check.
pid = client.post("/api/playlists", json={"name": "Typed"}).json()["id"]
for bad in (123, None, {"x": 1}, ["a"]):
assert client.post(f"/api/playlists/{pid}/cover", json={"image": bad}).status_code == 400
def test_deleting_playlist_removes_custom_cover(client, server):
pid = client.post("/api/playlists", json={"name": "Doomed"}).json()["id"]
client.post(f"/api/playlists/{pid}/cover", json={"image": _png_b64()})
assert server._playlist_cover_path(pid).exists()
client.delete(f"/api/playlists/{pid}")
assert not server._playlist_cover_path(pid).exists()