feat(e24): pin to the comfort shelf from every card and row
S3 wires the shelf's editor. The gesture is the E10 right-click menu, so the decision "this is comfort media" can be made where the thing is — the feed, a Plex grid, a channel row, a playlist — rather than only on the page that lists the shelf. One shared piece, `components/comfortPin.tsx`: the five pin-kind constructors, the shelf query, and ONE `ActionMenuItem` that switches Pin/Unpin honestly (and says "not known yet" with a disabled row until the shelf has answered, since a confident "Pin" over something already pinned is exactly the quiet lie the house rules forbid). Surfaces that already have a row menu compose the item in (`Playlists`, `PlaylistsRail`); the rest mount `ComfortPinMenu`. Two structural notes: - The feed's menu lives in `VirtualFeed`, not in `Feed` — that is the list, and it is also what gives the channel page the gesture for free, since it renders `<Feed channelScoped>` all the way down. - Cards take `menuProps` as a FUNCTION of the row, not the built props object. `triggerProps` is stable across renders while its return value is not, and a fresh object prop would blow past `VideoCard`'s memo for every card in the virtualized feed on every parent render. `DataTable` and `ChannelLayoutGrid` grow a generic `rowProps` so a channel row answers the same gesture in both of the manager's layouts; the table stays domain-free and never learns what a menu is. On Home the shelf tile's menu is the whole editor: four move rows (front / left / right / end, reusing the playlist menu's ordering idiom) plus the unpin, over menu rows rather than drag & drop — dragging inside a horizontal, scrolling Carousel fights the scroll, and menu rows are keyboard-reachable for free. The reorder is optimistic on the cached payload and re-asks the server on failure rather than showing an order that was never accepted. The exhausted shelf tile (a pinned channel with nothing unwatched left) is `aria-disabled`, not `disabled`: measured in Chromium, a disabled button still receives contextmenu and pointerdown, but it loses focus — and with it Shift+F10, the only keyboard route to the menu it most needs. Verified end to end in the browser against the live account: all five pin kinds, the reorder (persisted across a reload), the unpin, and the honest Unpin label on a resume tile that is already on the shelf.
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@@ -50,6 +50,7 @@ import { applyView, sameOrder } from "../lib/playlistView";
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const PlayerModal = lazy(() => import("./PlayerModal"));
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import { Button } from "./ui/Button";
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import { type ActionMenuItem } from "./ui/ActionMenu";
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import { useComfortPin, pinVideo } from "./comfortPin";
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import { ContextMenu } from "./ui/ContextMenu";
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import { useContextMenu } from "./ui/useContextMenu";
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import UndoToolbar from "./ui/UndoToolbar";
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@@ -220,6 +221,9 @@ export default function Playlists() {
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// ONE context menu for the whole table, not one popover per <tr> (see ui/ContextMenu): the row it
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// belongs to is `rowMenu.target`, and the panel anchors to the pointer.
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const rowMenu = useContextMenu<Video>();
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// The comfort-shelf pin composes into the row's existing menu (E24 S3) rather than mounting a
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// second one on the same <tr>.
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const comfortPin = useComfortPin(rowMenu.open);
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const listQuery = useQuery({
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queryKey: qk.playlists(),
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@@ -613,6 +617,7 @@ export default function Playlists() {
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icon: <Play className="w-4 h-4" />,
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onSelect: () => setPlayingId(ctxRow.id),
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},
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...comfortPin.item(pinVideo(ctxRow.id), ctxRow.title ?? ""),
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...(canEdit
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? ([
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moveTargets.length
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