fix: review round 1 — row press after a rename, related reset, dead items on removal, honest Prev/Next

- A press that begins while a field in the row is edited only ends the editing (rowOpen latches it
  at pointerdown); the card layout's row press is now tested.
- A related video reset in the player forgets the session's stored position.
- Removing the playing video passes over known-dead items and steps the way it went.
- Prev/Next off only because of dead items stay focusable and say why (HU/EN).
- The docked bar's scroller leaves room for focus rings.
- A focus-opened About card is not closed by its own scroll into view.
- EN "Clear watch progress" for the video reset, distinct from a page's "Reset view".
- The signed-out title read goes to the page yt-dlp read; the retitle writes are conditional.
- Tests: the cap of three errors, the bar's own Fullscreen, the group glyph, the backfill's reads.
This commit is contained in:
2026-11-01 05:36:59 +01:00
parent 245c0a2019
commit c910cf2f20
25 changed files with 411 additions and 63 deletions
+12 -3
View File
@@ -12,21 +12,30 @@ export interface AfterRemoval {
queue: Video[];
/** The item to play next. */
playingId: string;
/** Which way that item lies from the removed one: what it carries on along if it cannot play. */
way: 1 | -1;
}
/** `null` means nothing is left — the caller closes the player.
*
* The next item is the one that FOLLOWED the removed one (that is what "delete and keep going"
* means when you are working down a list), clamped to the end when the last item goes. */
* means when you are working down a list), the one before it when the last item goes. A video known
* to be unplayable (`dead`, see `stepIndex`) is passed over, not loaded again: the nearest playable
* one after, else before. None playable: the follower all the same, where the player shows why. */
export function afterRemoval(
queue: Video[] | undefined,
index: number,
victimId: string,
dead: ReadonlySet<string> = new Set(),
): AfterRemoval | null {
const rest = (queue ?? []).filter((v) => v.id !== victimId);
if (rest.length === 0) return null;
const next = rest[Math.min(Math.max(index, 0), rest.length - 1)]!;
return { queue: rest, playingId: next.id };
// The removed item's slot: what followed it now stands there (past the end when it was the last).
const at = Math.min(Math.max(index, 0), rest.length);
const pick = (j: number, way: 1 | -1) => ({ queue: rest, playingId: rest[j]!.id, way });
for (let j = at; j < rest.length; j++) if (!dead.has(rest[j]!.id)) return pick(j, 1);
for (let j = at - 1; j >= 0; j--) if (!dead.has(rest[j]!.id)) return pick(j, -1);
return at < rest.length ? pick(at, 1) : pick(rest.length - 1, -1);
}
/** The nearest item from `index` going `dir` that is not known to be unplayable, or -1 when there is