fix(a11y): touch/keyboard reveal tail + single-Escape layer coordination (UX-7/UX-8)

UX-8: one Escape must close only the topmost layer, never both an open
popover AND the player beneath it. The popover's Escape listener is on
`document` and fires before the player's on `window`; closing the popover
flushes its layer off the shared stack synchronously, so the player's
`anyLayerAbove()` lookup read "nothing above" and closed too. Add a
consumed-event flag to layerStack (`markEscapeHandled`/`escapeHandled`):
the acting topmost layer stamps the shared KeyboardEvent, and both players
check the stamp before the (now-mutated) stack. Immune to listener order
and mid-dispatch stack mutation. Cover with layerStack.dom.test.ts.

UX-7: the E4 `.reveal` sweep already covered the card action rows; two
residual hover-only traps remained — invisible-but-tappable/Tab-focusable
on touch. Add a group-agnostic `.reveal-hover` recipe (display:none under
`(hover: none)`) paired with each site's own hover/focus-within reveal:
- VideoCard play/Continue/Restart overlay: also reveal on
  group-focus-within (keyboard), and drop it on touch — the card tap
  already plays/resumes, so no permanent scrim over every mobile thumbnail.
- Carousel prev/next arrows: gone on touch, where the strip swipes.
This commit is contained in:
2026-08-23 21:59:58 +02:00
parent 64dde6fd36
commit 5051809940
7 changed files with 130 additions and 8 deletions
+79
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@@ -0,0 +1,79 @@
// @vitest-environment jsdom
//
// Guards the UX-8 fix: one Escape must close only the TOPMOST layer, never both an open popover AND
// the player beneath it. The bug was that the popover's Escape listener (on `document`) fires before
// the player's (on `window`), and closing the popover flushes its layer off the stack synchronously —
// so by the time the player's `anyLayerAbove()` lookup runs, the stack already reads "nothing above"
// and the player closes too. The fix stamps the shared KeyboardEvent when a layer acts; the player
// reads the stamp instead of the (now-mutated) stack. This test reproduces that exact ordering with
// the stack primitives — the layer removes itself between the two listeners, mimicking the flush.
import { describe, it, expect, vi, afterEach } from "vitest";
import {
pushLayer,
removeLayer,
anyLayerAbove,
isTopmost,
markEscapeHandled,
escapeHandled,
} from "./layerStack";
// Keep the module-level stack clean between cases (ids never repeat, but membership must not leak).
const opened: number[] = [];
function open(): number {
const id = pushLayer();
opened.push(id);
return id;
}
afterEach(() => {
while (opened.length) removeLayer(opened.pop()!);
});
describe("layerStack Escape coordination (UX-8)", () => {
it("a player defers even when the acting layer is popped mid-dispatch", () => {
const playerId = open();
const popoverId = open();
const playerClose = vi.fn();
// Popover: the `document` listener from useLayer — topmost acts, stamps the event, and (the
// regression) its close synchronously removes the layer before the window listener runs.
const onDocumentKey = (e: KeyboardEvent) => {
if (e.key === "Escape" && isTopmost(popoverId)) {
markEscapeHandled(e);
removeLayer(popoverId); // the synchronous React flush the real close triggers
}
};
// Player: the `window` listener — fires AFTER the document one, reading an already-mutated stack.
const onWindowKey = (e: KeyboardEvent) => {
if (e.key !== "Escape") return;
if (escapeHandled(e)) return; // the fix
if (anyLayerAbove(playerId)) return; // the old, now-insufficient guard
playerClose();
};
const e = new KeyboardEvent("keydown", { key: "Escape" });
onDocumentKey(e);
onWindowKey(e);
// The stamp holds even though the stack no longer shows a layer above the player...
expect(escapeHandled(e)).toBe(true);
expect(anyLayerAbove(playerId)).toBe(false); // ...which is exactly why anyLayerAbove alone failed
expect(playerClose).not.toHaveBeenCalled();
});
it("a plain Escape with no layer above still closes the player", () => {
const playerId = open();
const playerClose = vi.fn();
const e = new KeyboardEvent("keydown", { key: "Escape" });
if (!escapeHandled(e) && !anyLayerAbove(playerId)) playerClose();
expect(playerClose).toHaveBeenCalledOnce();
});
it("stamps are per-event: a fresh Escape is not treated as already-handled", () => {
const first = new KeyboardEvent("keydown", { key: "Escape" });
markEscapeHandled(first);
const second = new KeyboardEvent("keydown", { key: "Escape" });
expect(escapeHandled(second)).toBe(false);
});
});
+23 -1
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@@ -38,6 +38,23 @@ export function anyLayerAbove(id: number): boolean {
return i !== -1 && i < stack.length - 1;
}
// UX-8 — a layer that ACTS on an Escape stamps the event here; a lower layer with its own key handler
// (the players, listening on `window`) reads the stamp instead of re-reading the stack. This closes
// the "one Escape closes BOTH the popover and the player" bug: the popover's Escape listener is on
// `document` and fires before the player's on `window` (bubble order), and closing the popover flushes
// its layer off the stack synchronously — so by the time the player's `anyLayerAbove()` runs, the stack
// already reads "nothing above" and the player ALSO closes. Tagging the one shared KeyboardEvent object
// (every listener in a single dispatch is handed the same instance) is immune to that mid-dispatch
// mutation; `anyLayerAbove` stays as the fallback for a layer above with no Escape handler of its own.
// WeakSet so a spent event is GC'd without a manual sweep.
const handledEscapes = new WeakSet<KeyboardEvent>();
export function markEscapeHandled(e: KeyboardEvent): void {
handledEscapes.add(e);
}
export function escapeHandled(e: KeyboardEvent): boolean {
return handledEscapes.has(e);
}
/** Register an open layer for as long as `active` is true, and get live predicates to read inside your
* own key handler. Pass `onEscape` to also install a topmost-only Escape listener (the common case —
* modals, popovers). Omit it for a layer that owns a bigger key handler and only needs `anyAbove()`
@@ -57,7 +74,12 @@ export function useLayer(
let onKey: ((e: KeyboardEvent) => void) | undefined;
if (escRef.current) {
onKey = (e: KeyboardEvent) => {
if (e.key === "Escape" && isTopmost(id)) escRef.current?.();
if (e.key === "Escape" && isTopmost(id)) {
// Stamp BEFORE closing so a player's `window` listener (fires after this `document` one)
// sees the Escape as consumed even though closing us pops this layer off the stack.
markEscapeHandled(e);
escRef.current?.();
}
};
document.addEventListener("keydown", onKey);
}