feedBack/docs/skills/debugging-keyboard-shortcuts.md
Bret Mogilefsky af2949677a
rename: slopsmith → feedBack, byron → got-feedBack (#537)
* Update GitHub repo references from feedback* to feedBack*

* rename: slopsmith -> feedBack, byron -> got-feedBack

Renames across the entire codebase:
- slopsmith/Slopsmith/SLOPSMITH/SlopSmith -> feedBack/FeedBack/FEEDBACK/FeedBack
- byron/Byron/Byrongamatos -> got-feedBack/got-feedBack/got-feedBack
- /home/byron/ -> /opt/got-feedBack/
- byron@ougsoft.com -> hi@got-feedBack.org
- github.com/byrongamatos/ -> github.com/got-feedback/
- com.byron. -> com.got-feedback.
- SLOPSMITH_ env vars -> FEEDBACK_ with backward-compat fallback
- Protocol/storage strings migrated with read-old/write-new pattern
- window.slopsmith JS API -> window.feedBack (canonical) + backward-compat alias

Refs: #rename-slopsmith

* rename: complete regen against current main + fix backward-compat alias

Regenerated the slopsmith->feedBack / byron->got-feedBack rename on top of
current main (3 commits had landed since the branch: #572/#554/#574),
resolving the four content conflicts in favour of main's newer content
(autoplay/auto-exit, accuracy-badge, Virtuoso re-home, feedpak badge).

Completion fixes on top of the mechanical rename:
- Re-apply rename to post-branch content the original rename never saw:
  window.slopsmith(.Tour) consumers in lessons.js / notifications.js /
  onboarding-tour.js, and the matching JS + python tests (autoplay_exit,
  progression_*, test_feedpak_extension FEEDBACK_* env vars). The test env
  vars now match server.py (which reads FEEDBACK_SYNC_STARTUP /
  FEEDBACK_SKIP_STARTUP_TASKS), so the sync-startup test exercises the real
  path again.
- Restore the window.slopsmith backward-compat alias dropped during conflict
  resolution, and move the bus aliases to AFTER the _feedBackExisting merge
  block so they reference the fully-assembled object (also fixes the
  loop_api.test.js API-surface regex, which the original PR latently broke).
- Drop the stray empty data/web_library.db (runtime DB lives in CONFIG_DIR)
  and gitignore it.
- Fix stale tone-source test: feed[dB]ack -> fee[dB]ack to match shipped
  source labels.

Verified locally (org CI billing-blocked): JS 819/819 pass; pytest 1669
passed / 1683 collected with 0 import errors; zero residual slopsmith/byron
except the two intentional window.slopsmith aliases.

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

* rename: implement advertised backward-compat + prune dead community plugins

Address gaps where PR #537's "Backward compatibility" section was advertised
but not implemented, and clean up the community plugin list.

Env vars (FEEDBACK_* canonical, legacy SLOPSMITH_* honoured):
- New lib/env_compat.py (getenv_compat / env_flag_compat) + tests. server.py
  (_env_flag + all FEEDBACK_* reads), diagnostics_hardware, gp2midi and
  tailwind_rebuild now resolve the legacy alias, so existing SLOPSMITH_UI /
  SLOPSMITH_PLUGINS_DIR / etc. deployments keep working.
- Fix the rename collapsing plugins/__init__.py and minigames/routes.py from
  `FEEDBACK_PLUGINS_DIR or SLOPSMITH_PLUGINS_DIR` into a redundant
  `FEEDBACK_ or FEEDBACK_` (the fallback was silently lost).

Storage (app.js update-channel):
- Read feedBack-update-channel, fall back to legacy slopsmith-update-channel,
  and clear the legacy key on write — so a user's update-channel preference
  survives the rename instead of resetting to "stable".

Community plugin list (README): the rename rewrote third-party repo URLs we
don't own. Probed every one; their owners never renamed, so:
- Restore the 13 live community plugins to their real slopsmith-* names.
- Prune 6 that are 404 to the public (topkoa splitscreen/stems, OmikronApex
  tuner, Jafz2001 nam-rig-builder, DeathlySin song-preview, Erikcb91 shuffle).
- Fix a pre-existing Guitar Theory clone-command typo (nam-tone -> guitar-theory).

Verified: env_compat 7/7, JS 819/819, pytest 1690 collected / 0 import errors,
rename-sensitive + startup suites green.

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

---------

Co-authored-by: byrongamatos <xasiklas@gmail.com>
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 11:03:01 +02:00

5.3 KiB

Debugging Keyboard Shortcuts

This skill helps you debug keyboard shortcut issues in FeedBack.

Quick Start

  1. Start FeedBack:

    cd ~/path/to/feedBack
    LIBRARY_PATH=/path/to/your/library docker compose up -d
    
  2. Open browser: http://localhost:8000

  3. Open DevTools: Press F12 or Ctrl+Shift+I

Debugging Commands

Open the browser console and run these commands:

Enable Debug Logging

_setDebugShortcuts(true)

This will log every keypress and shortcut match attempt.

List All Registered Shortcuts

_listShortcuts()

Shows all shortcuts with their keys, scopes, and descriptions.

Test a Specific Shortcut

_testShortcut('Space')

Shows if a shortcut would be active in the current context.

Common Issues

1. Shortcut Not Triggering

Check:

  • Are you on the right screen? (Player shortcuts only work on player screen)
  • Is focus in an input field? (Shortcuts are disabled when typing)
  • Is the key registered? Run _listShortcuts() to see all registered shortcuts

Debug:

_setDebugShortcuts(true)
// Now press your key and watch the console

2. Scope Issues

Check current context:

// This shows which screen you're on
document.querySelector('.screen.active')?.id

Common scopes:

  • global - Works on any screen
  • player - Only on player screen
  • library - On home, favorites, or settings screens
  • plugin-{id} - Only on a specific plugin's screen

3. Key Matching Issues

The system matches on both e.key (character produced) and e.code (physical key):

  • Use e.key for letters/symbols that depend on keyboard layout
  • Use e.code for special keys (Space, ArrowLeft, Escape, etc.)

Example:

// Good for special keys
registerShortcut({ key: 'Space', ... })  // or 'ArrowLeft', 'Escape'

// Good for layout-dependent keys
registerShortcut({ key: '?', ... })       // or '[', ']', 'k'

4. Condition Not Met

If your shortcut has a condition function, it must return true:

registerShortcut({
    key: 'k',
    description: 'My action',
    scope: 'player',
    condition: () => _isMyViewActive,  // Must be true
    handler: () => _myAction()
})

Test it:

_testShortcut('k')
// Check if `conditionMet` is true

Testing Your Changes

  1. Make changes to static/app.js
  2. Refresh the browser (changes are live-reloaded via Docker volume mount)
  3. Run _listShortcuts() to verify your shortcut is registered
  4. Press ? to open the shortcuts help panel
  5. Test your shortcut

Built-in Shortcuts

Press ? to see all shortcuts in the UI. Built-in shortcuts:

Key Scope Description
? Global Show keyboard shortcuts
Space Player Play/Pause
ArrowLeft Player Seek back 5 seconds
ArrowRight Player Seek forward 5 seconds
Escape Player Back to library
[ Player Offset audio back (Shift: 50ms, else 10ms)
] Player Offset audio forward (Shift: 50ms, else 10ms)

Adding Your Own Shortcuts

registerShortcut({
    key: 'k',                       // Key to press
    description: 'Toggle my view',  // Shown in help panel
    scope: 'player',                // When it's active
    condition: () => _isMyViewActive, // Optional guard
    handler: (e) => _myAction()      // What to do
});

Panel-Scoped Shortcuts

For plugins that create multiple panels (e.g., splitscreen), shortcuts are automatically scoped to the active panel:

// Create panels (must exist before setActiveShortcutPanel can target them)
const panel1 = window.createShortcutPanel('panel-1');
const panel2 = window.createShortcutPanel('panel-2');

// Set active panel and register shortcuts
window.setActiveShortcutPanel('panel-1');
registerShortcut({
    key: 'd',
    description: 'Dock panel',
    scope: 'global',
    handler: () => _dockPanel()
});

// Switch to another panel
window.setActiveShortcutPanel('panel-2');
registerShortcut({
    key: 'f',
    description: 'Toggle fullscreen',
    scope: 'global',
    handler: () => _toggleFullscreen()
});

// Clean up when done — clear every panel you created
panel1.clearShortcuts();
panel2.clearShortcuts();

Important: In splitscreen, scope: 'player' means "player screen in the current panel". Each panel can have its own player shortcuts without collisions.

Truly global shortcuts: Use window.getGlobalShortcutContext() for shortcuts that must work in all panels (exceptional case, logs warning).

Network Issues

If shortcuts aren't working at all:

  1. Check the Network tab in DevTools
  2. Look for failed requests to /api/plugins
  3. Check the Console tab for JavaScript errors
  4. Verify the container is running:
    docker compose ps
    docker compose logs -f
    

WebSocket Issues

Keyboard shortcuts don't require WebSocket, but if other features aren't working:

  1. Check Network tab → "WS" filter
  2. Look for WebSocket connections to /ws/highway/...
  3. Should show status "101 Switching Protocols"

Getting Help

If you're still stuck:

  1. Enable debug mode: _setDebugShortcuts(true)
  2. Reproduce the issue
  3. Copy the console output
  4. Share it along with:
    • Which screen you're on
    • What key you're pressing
    • What you expect to happen
    • What actually happens