feat(p12-w4): ambient visualizer slot on scaffold + popover controls on all detail hosts
Add optional Ambient slot to ReleaseDetailScaffold (full-bleed layer behind content; absent = no regression). Cut mounts it + popover; Session mounts the engine directly behind its hero; Mix swaps its inline knob-bar for the lava-lamp popover.
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@@ -40,11 +40,26 @@ else
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// Hero image precedence: the session's dedicated hero, then the release cover, then a placeholder.
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var heroImage = !string.IsNullOrEmpty(heroKey) ? heroKey : release.ImagePath;
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<MudContainer MaxWidth="MaxWidth.Large" Class="session-detail-page">
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@* Ambient living waveform behind the hero overlay (Phase 12 §3e option b / §3f mode B). Session does
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NOT compose ReleaseDetailScaffold, so it mounts the shared engine directly with its own thin
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full-bleed wrapper — the engine is single-source either way, only the mount differs (§3b). The
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visualizer positions itself fixed/inset:0; the session-detail-foreground class lifts the content
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above it. The bridge follows the live playing track; TrackEntryKey is the at-rest datum. *@
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<WaveformVisualizer ReleaseEntryKey="@release.EntryKey"
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TrackId="@ViewModel.Track?.Id"
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TrackEntryKey="@ViewModel.Track?.EntryKey" />
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<MudLink Href="/sessions" Typo="Typo.body2" Class="deepdrft-track-detail-back">
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← All sessions
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</MudLink>
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<MudContainer MaxWidth="MaxWidth.Large" Class="session-detail-page session-detail-foreground">
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<div class="session-detail-top-row">
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<MudLink Href="/sessions" Typo="Typo.body2" Class="deepdrft-track-detail-back">
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← All sessions
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</MudLink>
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@* Lava-lamp icon → popover panel (full parity, §3e/§3d-revised). Anchored top-right, clear of
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the hero overlay and the share/play affordances overlaid on the hero below. *@
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<WaveformVisualizerControlPopover />
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</div>
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@* The overlay shows the cover thumbnail only when it differs from the resolved hero image —
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when there is no dedicated hero, heroImage already falls back to release.ImagePath, so the
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