play/pause button

This commit is contained in:
simon
2026-08-12 18:02:01 +02:00
parent b846146992
commit 049a269885
6 changed files with 126 additions and 4 deletions
+52 -2
View File
@@ -7,7 +7,13 @@ import { requestCapture } from './capture.js';
const TICK_MS = 250; const TICK_MS = 250;
let state = { items: [], currentId: null, background: AUTO_BACKGROUND, animation: AUTO_ANIMATION }; let state = {
items: [],
currentId: null,
background: AUTO_BACKGROUND,
animation: AUTO_ANIMATION,
paused: false,
};
let decks = []; let decks = [];
let active = 0; let active = 0;
let transition = null; // { until, duration, from, to } while crossfading let transition = null; // { until, duration, from, to } while crossfading
@@ -87,6 +93,9 @@ async function start() {
const current = currentItem(); const current = currentItem();
if (current) playOn(active, current, { volume: 100, opacity: 1 }); if (current) playOn(active, current, { volume: 100, opacity: 1 });
// Someone may have paused before this page was even opened.
if (state.paused) applyPaused(true);
setInterval(tick, TICK_MS); setInterval(tick, TICK_MS);
setInterval(reportProgress, 1000); setInterval(reportProgress, 1000);
} }
@@ -121,7 +130,41 @@ function playOn(index, item, { volume, opacity }) {
deck.setOpacity(opacity); deck.setOpacity(opacity);
} }
/**
* Put the decks down or pick them back up. A crossfade in flight is frozen
* rather than abandoned: the ramp runs on wall-clock time, so the paused
* stretch has to be handed back to it on the way out.
*/
function applyPaused(paused) {
if (!decks.length) return;
if (paused) {
if (transition) transition.pausedAt = performance.now();
for (const deck of decks) deck.player.pauseVideo();
return;
}
if (transition?.pausedAt) {
transition.startedAt += performance.now() - transition.pausedAt;
transition.pausedAt = null;
}
// Only the decks actually in play — the idle one is stopped, not paused.
if (decks[active].itemId) decks[active].player.playVideo();
if (transition) {
decks[transition.to].player.playVideo();
rampTransition();
}
}
function onDeckState(index, code) { function onDeckState(index, code) {
// A load can outrace the pause that arrived just before it, so a deck that
// starts playing while we are paused has to be put back down.
if (state.paused && code === STATE.PLAYING) {
decks[index]?.player.pauseVideo();
return;
}
if (index !== active || transition) return; if (index !== active || transition) return;
// Safety net: a track that ended without our tick catching it (very short // Safety net: a track that ended without our tick catching it (very short
@@ -142,6 +185,11 @@ function onDeckState(index, code) {
function tick() { function tick() {
if (!decks.length) return; if (!decks.length) return;
// Nothing moves while paused. Above all the crossfade trigger below, which
// reads a playhead that has stopped advancing and would fire at once if the
// pause landed inside the last few seconds of a track.
if (state.paused) return;
if (transition) { if (transition) {
stepTransition(); stepTransition();
return; return;
@@ -214,7 +262,7 @@ function beginCrossfade(item, seconds, { advance }) {
* rAF entirely, and a half-faded handover would leave two tracks audible. * rAF entirely, and a half-faded handover would leave two tracks audible.
*/ */
function stepTransition() { function stepTransition() {
if (!transition) return false; if (!transition || transition.pausedAt) return false;
const progress = Math.min((performance.now() - transition.startedAt) / transition.duration, 1); const progress = Math.min((performance.now() - transition.startedAt) / transition.duration, 1);
const outgoing = decks[transition.from]; const outgoing = decks[transition.from];
@@ -331,9 +379,11 @@ function onMessage(msg) {
const previousAnimation = state.animation; const previousAnimation = state.animation;
const previousBackground = state.background; const previousBackground = state.background;
const previousPaused = state.paused;
state = msg.state; state = msg.state;
if (state.background !== previousBackground) backgrounds.setMode(state.background); if (state.background !== previousBackground) backgrounds.setMode(state.background);
if (state.animation !== previousAnimation) animations?.setMode(state.animation); if (state.animation !== previousAnimation) animations?.setMode(state.animation);
if (state.paused !== previousPaused) applyPaused(state.paused);
updateGate(); updateGate();
pumpProbe(); pumpProbe();
} }
+4
View File
@@ -35,6 +35,10 @@
</div> </div>
</div> </div>
<div id="transport">
<button id="playpause" type="button">⏸ Pause</button>
</div>
<ol id="list"></ol> <ol id="list"></ol>
<p id="empty">Nothing queued yet.</p> <p id="empty">Nothing queued yet.</p>
+31
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@@ -129,6 +129,37 @@ h1 {
font-weight: 600; font-weight: 600;
} }
/* --- transport ---------------------------------------------------------- */
#transport {
margin-bottom: 12px;
}
#playpause {
width: 100%;
font: inherit;
font-weight: 700;
padding: 12px 24px;
border-radius: 10px;
border: 1px solid #43213a;
background: var(--panel);
color: var(--text);
cursor: pointer;
}
/* Paused is the state that wants acting on, so that is the one wearing the
accent. */
#playpause.paused {
background: var(--accent);
border-color: var(--accent);
color: var(--ink);
}
#playpause:disabled {
opacity: 0.4;
cursor: default;
}
/* --- list --------------------------------------------------------------- */ /* --- list --------------------------------------------------------------- */
#list { #list {
+28 -2
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@@ -1,7 +1,13 @@
import { connect, formatDuration } from '/shared/socket.js'; import { connect, formatDuration } from '/shared/socket.js';
import { BACKGROUNDS, AUTO_BACKGROUND, ANIMATIONS, AUTO_ANIMATION } from '/config.js'; import { BACKGROUNDS, AUTO_BACKGROUND, ANIMATIONS, AUTO_ANIMATION } from '/config.js';
let state = { items: [], currentId: null, background: AUTO_BACKGROUND, animation: AUTO_ANIMATION }; let state = {
items: [],
currentId: null,
background: AUTO_BACKGROUND,
animation: AUTO_ANIMATION,
paused: false,
};
// Last playhead report, kept with its arrival time so the countdown can be // Last playhead report, kept with its arrival time so the countdown can be
// extrapolated smoothly between the 1 Hz updates. // extrapolated smoothly between the 1 Hz updates.
let progress = { id: null, currentTime: 0, at: 0 }; let progress = { id: null, currentTime: 0, at: 0 };
@@ -12,6 +18,7 @@ const errorBox = document.getElementById('error');
const statusBox = document.getElementById('status'); const statusBox = document.getElementById('status');
const backgroundBox = document.getElementById('backgrounds'); const backgroundBox = document.getElementById('backgrounds');
const animationBox = document.getElementById('animations'); const animationBox = document.getElementById('animations');
const playPause = document.getElementById('playpause');
const socket = connect({ onMessage, onStatus }); const socket = connect({ onMessage, onStatus });
@@ -38,9 +45,26 @@ function showError(message) {
function render() { function render() {
list.replaceChildren(...state.items.map(renderItem)); list.replaceChildren(...state.items.map(renderItem));
empty.hidden = state.items.length > 0; empty.hidden = state.items.length > 0;
renderTransport();
renderTotals(); renderTotals();
} }
// --- play / pause -------------------------------------------------------
playPause.addEventListener('click', () => {
socket.send({ type: 'setPaused', paused: !state.paused });
});
/** Mirrors the server's flag rather than toggling locally, so every phone in
* the room agrees about what the player is doing. */
function renderTransport() {
const paused = Boolean(state.paused);
playPause.textContent = paused ? '▶ Play' : '⏸ Pause';
playPause.title = paused ? 'Resume playback' : 'Pause playback';
playPause.classList.toggle('paused', paused);
playPause.disabled = state.items.length === 0;
}
function renderItem(item, index) { function renderItem(item, index) {
const li = document.createElement('li'); const li = document.createElement('li');
li.className = 'item'; li.className = 'item';
@@ -117,7 +141,9 @@ function renderTotals() {
/** Playhead of the current item, extrapolated since the last report. */ /** Playhead of the current item, extrapolated since the last report. */
function playheadFor(item) { function playheadFor(item) {
if (progress.id !== item.id) return 0; if (progress.id !== item.id) return 0;
const elapsed = (Date.now() - progress.at) / 1000; // Paused, the playhead is standing still — extrapolating would run the
// countdown down between reports and then jump it back on the next one.
const elapsed = state.paused ? 0 : (Date.now() - progress.at) / 1000;
return Math.min(progress.currentTime + elapsed, item.duration ?? Infinity); return Math.min(progress.currentTime + elapsed, item.duration ?? Infinity);
} }
+8
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@@ -136,6 +136,14 @@ const handlers = {
commit(); commit();
}, },
// Broadcast without saving: `paused` is not part of the persisted state.
setPaused(_ws, msg) {
if (typeof msg.paused !== 'boolean') return;
if (store.getState().paused === msg.paused) return;
store.getState().paused = msg.paused;
broadcastState();
},
setBackground(_ws, msg) { setBackground(_ws, msg) {
if (!store.isBackground(msg.key)) return; if (!store.isBackground(msg.key)) return;
store.getState().background = msg.key; store.getState().background = msg.key;
+3
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@@ -23,6 +23,9 @@ const state = {
currentId: null, currentId: null,
background: DEFAULT_BACKGROUND, background: DEFAULT_BACKGROUND,
animation: DEFAULT_ANIMATION, animation: DEFAULT_ANIMATION,
// Deliberately absent from save(): a restart should bring the music back,
// not leave the party silently paused because of a click hours ago.
paused: false,
}; };
export function getState() { export function getState() {