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.
99 lines
4.5 KiB
TypeScript
99 lines
4.5 KiB
TypeScript
import { useEffect, useRef } from "react";
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// R8 S3 — one shared registry of open "dismissable layers" (modals, popovers, players), ordered by
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// open time. It replaces the three mutually-unaware Escape systems that each guessed at ordering with
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// its own `stopPropagation`: Modal's private `modalStack`, the popovers' document listeners, and the
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// two players' `modalCount()` checks. Now EVERY layer keeps its own key handler but coordinates
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// through this one stack — a layer acts on Escape only when it is topmost, and reads `anyAbove()` to
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// know whether to defer. Because the decision is a stack lookup, not event-propagation order, the fix
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// is robust to which listener happens to run first (the old stopPropagation was not).
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//
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// Notably this fixes the documented PlexPlayer bug: its menus register here, so the player sees a menu
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// as a layer ABOVE it and defers, letting the menu's own Escape close it first — the player's
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// auto-skip-cancel Escape then lands on the next press, instead of being swallowed by a blanket
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// stopPropagation. (Popover-vs-popover ordering is still floating-ui's <FloatingTree>; this stack adds
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// the cross-TYPE ordering the tree can't see.)
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let stack: number[] = [];
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let nextId = 1;
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export function pushLayer(): number {
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const id = nextId++;
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stack.push(id);
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return id;
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}
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export function removeLayer(id: number): void {
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stack = stack.filter((x) => x !== id);
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}
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export function isTopmost(id: number): boolean {
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return stack.length > 0 && stack[stack.length - 1] === id;
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}
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/** True when at least one layer sits above `id` — the "should I defer?" predicate for a layer with a
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* richer key handler than a plain close (the players). */
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export function anyLayerAbove(id: number): boolean {
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const i = stack.indexOf(id);
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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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* to decide whether to defer (the players). */
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export function useLayer(
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active: boolean,
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onEscape?: () => void,
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): { isTopmost: () => boolean; anyAbove: () => boolean } {
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const idRef = useRef<number | null>(null);
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const escRef = useRef(onEscape);
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escRef.current = onEscape;
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useEffect(() => {
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if (!active) return;
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const id = pushLayer();
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idRef.current = id;
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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)) {
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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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return () => {
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if (onKey) document.removeEventListener("keydown", onKey);
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removeLayer(id);
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idRef.current = null;
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};
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// Re-register only when open/closed toggles; onEscape is read fresh via escRef.
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}, [active]);
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return {
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isTopmost: () => idRef.current != null && isTopmost(idRef.current),
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anyAbove: () => idRef.current != null && anyLayerAbove(idRef.current),
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};
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}
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