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* fix(player): make Escape a reliable Back; resumable + optionally-confirmed song exit Escape didn't always leave a song: clicking a transport control (play/FF/RW/ restart) left that <button> focused, and _shortcutDispatchBlocked() bails the shortcut dispatcher for any focused INPUT/SELECT/TEXTAREA/BUTTON — so the player-scope Escape=Back shortcut never fired until the user clicked empty canvas to blur the control. Space already had a player-screen carve-out (#593); Escape did not. That asymmetry was the bug. Phase 1 — focus fix: generalize the Space carve-out in _shortcutDispatchBlocked to Escape, on the player AND settings screens (both register Escape=Back; settings had the identical latent bug). The earlier guards still win: text inputs are exempted first, the Section Practice popover already claims Escape, and a true modal (role=dialog aria-modal=true / .feedBack-modal) still traps it. Plugins' player-scope Escape shortcuts are fixed identically. Phase 2 — resume: leaving the player snapshots {song, arrangement, position, speed} to localStorage; a non-blocking "Resume practice" pill offers it back on the next non-player screen / next launch. playSong() gains a {resume} option that restores speed + seeks to the saved position on song:ready instead of the normal autostart. Conservative (ignores <3s / near-end), cleared on natural song-end and once consumed, expires after 24h. Phase 3 — opt-in "Ask before leaving a song" (Gameplay tab, default OFF). A true-modal confirm with monotonic Escape (the second Escape leaves) and Space/Enter = Leave. The player Escape shortcut and the v3 close button route through window.requestExitSong(); auto-exit on song-end and a results screen's own Close stay unguarded. Design rationale: a multi-seat design charrette (engagement, learning-design, operability, codebase-reality) — leaving a song should be reliable and recoverable, not gated; the confirm is opt-in only. Tests: tests/browser/{keyboard-shortcuts,resume-session,exit-confirm}.spec.ts. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF * test(browser): suppress first-run onboarding in keyboard/resume/exit specs The first-run onboarding overlay (#v3-onboarding) is a modal that intercepts pointer/keyboard events; on a fresh profile it covers the player and breaks any test that presses Escape or clicks. Stub GET /api/profile to an onboarded profile in each beforeEach so the app behaves like a returning user (the state these tests assume). Also tighten the Section Practice Escape test to assert the guarantee the fix actually provides — Escape does not exit the song while the popover is open (the line-447 guard wins over the carve-out) — rather than asserting the popover's own close handler fires, which isn't wired for a synthetic bar. Verified locally against a worktree server (Chromium): all 16 new specs pass (5 Escape + 6 resume + 5 exit-confirm) plus the existing #593 Space tests. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF * fix(player): exit-confirm — Escape cancels back to song, pause on open/resume on stay Refinements from tester feedback on the exit-confirm (default stays OFF): - Escape on the open prompt now = Stay (dismiss + return to the song), matching every other modal and the generic _confirmDialog (Esc=cancel). A second Escape therefore returns to the song instead of leaving it. Leaving stays the explicit, default-focused "Leave" button, so Space/Enter/click = "just get me out" (the OP's "Space always hits leave"). - Opening the prompt PAUSES the song (via the canonical togglePlay path, HTML5 + _juceMode) so it isn't running/being scored behind the modal; Stay resumes exactly what we paused. Guards: cancel any count-in on open; resume only if we paused (wasPlaying), only if still the same live song on the player (_audioSeekGen unchanged), and never auto-resume a song the user had paused. - Trap Tab inside the dialog; backdrop click was already Stay. Specs: exit-confirm.spec.ts updated — the monotonic "second Escape leaves" test becomes "second Escape stays", plus a backdrop-click-stays test. The audio pause/resume itself is verified manually on web + desktop (the mock song has no backing track); these specs lock the navigation + keyboard semantics. NOTE: the pause/resume adds a new pause→resume cycle on the desktop JUCE transport (known play/pause-desync path) — smoke-test on the desktop build before merge. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF * fix(player): accurate exit-confirm copy + keep resume snapshot on failed load Two review follow-ups on the Escape/resume/confirm work: - Settings copy said "a second Escape (or Space/Enter) still leaves", but Escape dismisses the confirm (Stay) like every other modal — only Space/Enter/Leave exit. Corrected the Gameplay-tab description so it matches the implementation (and the committed exit-confirm specs). - resumeLastSession() cleared the snapshot BEFORE awaiting playSong(), so a transient load/connect failure permanently lost the Resume pill with no retry. Clear only after the load resolves; on failure keep the snapshot (and drop the pending in-memory resume) so the pill re-offers it on the next non-player screen. All 16 Escape/resume/exit-confirm Playwright specs still pass. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> Co-authored-by: byrongamatos <xasiklas@gmail.com>
209 lines
10 KiB
JavaScript
209 lines
10 KiB
JavaScript
// ════════════════════════════════════════════════════════════════════════
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// v3 tabbed settings page — behaviour layer (feat/v3-settings-tabbed)
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//
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// The markup (tab bar, card rows, per-tab plugin mount containers) lives
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// statically in static/v3/index.html so the element ids exist before app.js's
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// loadSettings() hydrates them. This module owns the *behaviour*:
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// • tab switching + active-tab persistence (localStorage 'v3-settings-tab')
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// • the per-category "Reset" button(s)
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// • the read-only Keybinds reference (from window.getAllShortcuts())
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// • empty-state notes for plugin tabs with no installed plugins
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//
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// It is a plain non-module script (matches the rest of static/v3/*). All
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// reads are null-guarded so it no-ops gracefully on the classic v2 page (which
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// ships its own settings markup and never creates #settings-tabbar).
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// ════════════════════════════════════════════════════════════════════════
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(function () {
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'use strict';
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var TAB_KEY = 'v3-settings-tab';
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var DEFAULT_TAB = 'gameplay';
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// Per-category reset descriptors. `server` keys are cleared via
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// POST /api/settings/reset (so the next GET falls back to defaults);
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// `local` keys are client-only localStorage prefs; `after` re-applies any
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// live-object default that won't pick itself back up from a cleared key.
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// Only tabs with a [data-reset] button in the markup need an entry — today
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// that's Gameplay; others can be added alongside a button later.
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var RESET_MAP = {
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gameplay: {
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server: ['master_difficulty', 'av_offset_ms', 'miss_penalty',
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'fail_behavior', 'countdown_before_song', 'default_arrangement'],
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local: ['lefty', 'autoplayExit', 'showUpNext', 'confirmExitSong', 'arrangementNamingMode', 'countdownBeforeSong'],
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after: function () {
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// Left-handed is held on the highway object, not re-derived
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// from localStorage on load — flip it back to the default.
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try { if (window.highway && window.highway.setLefty) window.highway.setLefty(false); } catch (_) { /* noop */ }
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},
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},
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};
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function esc(s) {
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return String(s == null ? '' : s)
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.replace(/&/g, '&').replace(/</g, '<').replace(/>/g, '>');
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}
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// ── Tab switching ────────────────────────────────────────────────────
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function knownTabs() {
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var out = [];
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document.querySelectorAll('#settings-tabbar .fb-tab').forEach(function (b) {
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if (b.dataset.tab) out.push(b.dataset.tab);
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});
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return out;
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}
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function activateTab(tab) {
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var tabs = knownTabs();
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if (tabs.indexOf(tab) === -1) tab = tabs.length ? tabs[0] : DEFAULT_TAB;
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document.querySelectorAll('#settings-tabbar .fb-tab').forEach(function (b) {
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b.classList.toggle('active', b.dataset.tab === tab);
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});
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document.querySelectorAll('#settings .fb-tabpanel').forEach(function (p) {
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p.classList.toggle('active', p.dataset.tab === tab);
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});
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try { localStorage.setItem(TAB_KEY, tab); } catch (_) { /* private mode */ }
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}
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function wireTabs() {
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var bar = document.getElementById('settings-tabbar');
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if (!bar || bar.dataset.wired === '1') return;
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bar.dataset.wired = '1';
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bar.addEventListener('click', function (e) {
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var btn = e.target.closest ? e.target.closest('.fb-tab') : null;
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if (btn && btn.dataset.tab) activateTab(btn.dataset.tab);
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});
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var saved = DEFAULT_TAB;
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try { saved = localStorage.getItem(TAB_KEY) || DEFAULT_TAB; } catch (_) { /* noop */ }
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activateTab(saved);
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}
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// ── Per-category reset ────────────────────────────────────────────────
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function wireResets() {
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document.querySelectorAll('#settings [data-reset]').forEach(function (btn) {
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if (btn.dataset.wired === '1') return;
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btn.dataset.wired = '1';
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btn.addEventListener('click', function () { resetCategory(btn.dataset.reset); });
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});
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}
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function resetCategory(cat) {
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var map = RESET_MAP[cat];
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if (!map) return;
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var confirmFn = (typeof window._confirmDialog === 'function')
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? window._confirmDialog({
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title: 'Reset ' + cat.charAt(0).toUpperCase() + cat.slice(1) + ' Settings',
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body: '<p class="text-sm text-gray-300">Restore these settings to their defaults? This can\'t be undone.</p>',
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confirmText: 'Reset', cancelText: 'Cancel', danger: true,
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})
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: Promise.resolve(window.confirm('Reset ' + cat + ' settings to defaults?'));
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confirmFn.then(function (ok) {
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if (!ok) return;
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var done = Promise.resolve();
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if (map.server && map.server.length) {
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done = fetch('/api/settings/reset', {
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method: 'POST',
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headers: { 'Content-Type': 'application/json' },
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body: JSON.stringify({ keys: map.server }),
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}).catch(function () { /* best-effort */ });
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}
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done.then(function () {
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(map.local || []).forEach(function (k) {
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try { localStorage.removeItem(k); } catch (_) { /* noop */ }
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});
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if (typeof map.after === 'function') { try { map.after(); } catch (_) { /* noop */ } }
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// Re-hydrate every control from the now-default server + local state.
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if (typeof window.loadSettings === 'function') {
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try { window.loadSettings(); } catch (_) { /* noop */ }
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}
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});
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});
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}
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// ── Keybinds reference (read-only) ────────────────────────────────────
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var SCOPE_TITLES = {
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global: 'Global', player: 'Player', library: 'Library', settings: 'Settings',
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};
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function scopeTitle(scope) {
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if (SCOPE_TITLES[scope]) return SCOPE_TITLES[scope];
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if (scope && scope.indexOf('plugin-') === 0) return 'Plugin: ' + scope.slice(7);
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return scope || 'Other';
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}
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function renderKeybinds() {
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var host = document.getElementById('settings-keybinds');
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if (!host) return;
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var list = [];
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try { if (typeof window.getAllShortcuts === 'function') list = window.getAllShortcuts() || []; } catch (_) { list = []; }
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if (!list.length) {
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host.innerHTML = '<p class="fb-tabpanel-empty">No keyboard shortcuts are registered yet.</p>';
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return;
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}
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// Group by scope, stable scope order with anything unknown last.
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var order = ['global', 'player', 'library', 'settings'];
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var groups = {};
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list.forEach(function (s) {
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(groups[s.scope] = groups[s.scope] || []).push(s);
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});
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var scopes = Object.keys(groups).sort(function (a, b) {
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var ia = order.indexOf(a), ib = order.indexOf(b);
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if (ia === -1) ia = order.length;
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if (ib === -1) ib = order.length;
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return ia - ib || a.localeCompare(b);
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});
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var html = '';
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scopes.forEach(function (scope) {
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html += '<div class="fb-kbd-group-title">' + esc(scopeTitle(scope)) + '</div>';
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html += '<div class="fb-srows">';
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groups[scope].forEach(function (s) {
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html += '<div class="fb-srow">'
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+ '<div class="fb-srow-main"><div class="fb-srow-title">' + esc(s.description || s.combo) + '</div></div>'
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+ '<div class="fb-srow-control"><span class="fb-kbd">' + esc(s.combo) + '</span></div>'
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+ '</div>';
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});
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html += '</div>';
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});
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html += '<p class="fb-settings-note">Remapping shortcuts is not yet supported.</p>';
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host.innerHTML = html;
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}
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// ── Empty-state notes for plugin tabs ─────────────────────────────────
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function refreshEmptyStates() {
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document.querySelectorAll('#settings [data-empty-for]').forEach(function (note) {
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var target = document.getElementById(note.dataset.emptyFor);
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var empty = !target || target.children.length === 0;
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note.style.display = empty ? '' : 'none';
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});
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}
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// ── Boot + refresh on settings entry ──────────────────────────────────
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function init() {
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if (!document.getElementById('settings-tabbar')) return; // not the v3 page
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wireTabs();
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wireResets();
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renderKeybinds();
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refreshEmptyStates();
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// Safety net for plugin-panel injection ordering: tell app.js the
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// settings containers exist now (it injects plugin <details> into the
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// per-category containers). Harmless if no listener is attached.
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try { document.dispatchEvent(new CustomEvent('v3:settings-rendered')); } catch (_) { /* noop */ }
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}
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// Re-derive the dynamic bits whenever the user enters Settings: shortcuts
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// and plugin panels may have registered/mounted since the last visit.
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if (window.feedBack && typeof window.feedBack.on === 'function') {
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window.feedBack.on('screen:changed', function (e) {
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if (e && e.id === 'settings') {
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// Plugin panels (and shortcuts) may have mounted since the last
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// visit — re-derive the dynamic bits on every Settings entry.
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wireTabs(); wireResets(); renderKeybinds(); refreshEmptyStates();
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}
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});
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}
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if (document.readyState === 'loading') {
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document.addEventListener('DOMContentLoaded', init, { once: true });
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} else {
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init();
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}
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})();
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