feat(e10): a jump-to palette on Ctrl/Cmd+K
Reaching a channel three modules away cost a rail, a page and a scroll. Now it costs a keystroke and half a word: Mod+K searches modules, channels, playlists, the saved views applicable where you stand, and the app-wide actions. Scope agreed with the product owner: navigation + actions, but only the reversible local ones (the shortcuts sheet, the theme). "Sync from YouTube" is deliberately absent — it is a long-running job against a quota, it wants the progress and error surface the Channels page already gives it, and one mistyped Enter is a worse failure than the walk it would have saved. Matching is word-wise and accent-folded, because this is a bilingual app and nobody reaches for the accent keys in a hurry: "pod thevr" finds TheVR Podcast and "penzugy" finds pénzügy. The arrows walk one flat result list so crossing a group heading is invisible, and the field carries the combobox/listbox aria tree that virtual selection needs. ui/CommandPalette is domain-free (items are a prop, per the ui/ import rule); AppCommandPalette supplies them. The shell is Modal again, with a new `top` placement so a search-first dialog grows downwards instead of jumping as results change. Also fixes a bug the palette hit on its first run, and that PlayerModal had already hit once: closing a dialog reclaims its Back-to-close history entry with a programmatic history.back(), which undoes any pushState made before it lands — so a command that navigates only closed the palette. The rule is now closeThenNavigate() in history.ts with a test, and PlayerModal's inline copy is gone. The global `h` moves out of KeyboardHelp into useGlobalKeymap beside Mod+K, so one listener owns the whole `global` scope and dispatch's exhaustiveness keeps meaning what it says.
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@@ -11,7 +11,7 @@
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// no reconcile-driven history.back() runs and the shared module state stays clean between tests.
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import { describe, it, expect, vi, afterEach } from "vitest";
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import { renderHook, act } from "@testing-library/react";
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import { useBackToClose, useBackToExit } from "./history";
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import { closeThenNavigate, useBackToClose, useBackToExit } from "./history";
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// Let the mount effect's coalesced reconcile microtask settle.
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const settle = () =>
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@@ -87,3 +87,28 @@ describe("useBackToExit back-ladder", () => {
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rg.unmount();
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});
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});
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describe("closeThenNavigate", () => {
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// The bug it exists for: an overlay's unmount reclaims its Back-to-close entry with a programmatic
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// history.back(). A pushState made before that lands is undone by it, so a dialog command that
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// navigates does nothing but close. PlayerModal hit it once; the command palette hit it again.
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it("closes first and navigates only after the reclaim lands", () => {
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const order: string[] = [];
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closeThenNavigate(
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() => order.push("close"),
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() => order.push("navigate"),
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);
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expect(order).toEqual(["close"]);
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window.dispatchEvent(new PopStateEvent("popstate"));
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expect(order).toEqual(["close", "navigate"]);
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});
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it("navigates exactly once, however many pops follow", () => {
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const navigate = vi.fn();
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closeThenNavigate(() => {}, navigate);
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window.dispatchEvent(new PopStateEvent("popstate"));
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window.dispatchEvent(new PopStateEvent("popstate"));
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expect(navigate).toHaveBeenCalledTimes(1);
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});
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});
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