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