386 lines
25 KiB
Markdown
386 lines
25 KiB
Markdown
# Phase 17 — Player-Bar Queue View
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Status: **design spec — open questions pending Daniel.** Author: product-designer. Date: 2026-06-19.
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**Plan only — no code has been written by this doc.**
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This phase makes the play-queue **visible and manipulable**. Phase 11 (wave 11.F) built the queue
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*engine* (`IQueueService` / `QueueService`) and wired auto-advance, skip-prev/next, and release
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embeds — but the queue itself has **no UI**. A listener can start an album and skip through it, but
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cannot *see* what is next, reorder it, drop a track, or hand-build a queue. This phase surfaces it.
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Cross-references (read before implementing):
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- `PLAN.md §17` — the concise phase entry.
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- `DeepDrftPublic.Client/Services/IQueueService.cs` / `QueueService.cs` — the engine this phase
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drives. Its docstrings **already anticipate** reorder + removal as additive members (see §1).
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- `DeepDrftPublic.Client/Controls/AudioPlayerBar/AudioPlayerBar.razor[.cs]` — the bar that gains the
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Queue button + (Fixed) the embedded panel.
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- `DeepDrftPublic.Client/Controls/AudioPlayerBar/PlayerControls.razor` / `PlayerTransportZone.razor`
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— where transport buttons live; the Queue button sits relative to these.
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- `DeepDrftPublic.Client/Controls/AudioPlayerProvider.razor[.cs]` — cascades the queue (`IsFixed`).
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**Player + queue state stays here, at layout level** (project memory; do not move into pages).
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- `DeepDrftPublic.Client/Pages/FramePlayer.razor` + `Layout/EmbedLayout.razor` — the Fixed/embed
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surface; the iframe-host sizing constraint lives here (§4).
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- `DeepDrftPublic.Client/Controls/SharePopover.razor` / `WaveformVisualizerControlPopover.razor` —
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the established overlay/dismissal idioms to borrow for the non-Fixed overlay (§3).
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- `DeepDrftPublic.Client/Pages/CutDetail.razor`, `Controls/ReleaseHeroOverlay.razor`,
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`Controls/ReleaseGallery.razor`, `Controls/StreamNowButton.razor` — the play-affordance sites the
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"Add to Queue" button (§5) attaches beside.
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---
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## 0. State it inherits (verified 2026-06-19)
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The queue engine is **mature and complete for orchestration**:
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- `IQueueService` exposes `Items` (`IReadOnlyList<TrackDto>`), `CurrentIndex`, `Current`, `HasNext`,
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`HasPrevious`, `IsArmed`, the `QueueChanged` event, and commands `PlayRelease`, `Arm`, `Start`,
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`Enqueue`, `EnqueueRange`, `Next`, `Previous`, `Clear`. **There is no reorder or remove member
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yet** — but the interface docstring explicitly reserves them as additive ("reordering mutates
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`Items` and re-emits `QueueChanged`"). This phase adds them.
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- The queue is cascaded from `AudioPlayerProvider` as an `IsFixed` cascade alongside the player.
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- `AudioPlayerBar` already subscribes to `QueueChanged` to re-render skip affordances, and reads
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`HasNext`/`HasPrevious`. Adding a Queue button + panel is the same subscription, more rendering.
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- **Fixed** (`AudioPlayerBar.Fixed`) is the embed flag, set true by `FramePlayer` via `EmbedLayout`.
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In Fixed mode the bar is in normal flow (no minimize/spacer/clip); the host iframe is sized by the
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embed snippet (`EmbedSnippetBuilder`). Today a release embed arms a shared queue; a single-track
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embed leaves the queue empty.
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- **"Shared queue" today = a multi-track release** loaded via `PlayRelease` (docked) or `Arm`/`Start`
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(embed). The queue is *populated from one release's ordered tracks*. There is no hand-assembled
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multi-source queue yet — `Enqueue`/`EnqueueRange` exist on the interface but **no UI calls them**.
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The gap this phase closes: the queue is a black box. You can drive it (skip) but not inspect or edit
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it. Item 4 ("Add to Queue") also activates the dormant `Enqueue` path — the first time the queue
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becomes a thing a listener *builds*, not just a release they *play*.
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---
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## 1. Goal
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Make the queue a first-class, visible, editable object in the player bar — without moving any player
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or queue state out of the layout-level provider, and without changing the streaming/playback seam.
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Three user-visible capabilities, gated by a single new **Queue** toggle button in the bar:
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1. **See** the queue — an ordered list of what is queued, with the current track marked.
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2. **Edit** the queue (where editing is allowed) — drag-reorder and per-track removal.
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3. **Grow** the queue — an "Add to Queue" affordance everywhere there is a play button.
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The two view modes (overlay vs. embedded panel) differ only in **presentation and edit-permission**,
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not in the data they read — both bind the same cascaded `IQueueService.Items` (project memory: *one
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source, multiple views*).
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---
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## 2. Constraints (hard)
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- **C1 — Player/queue state stays at layout level.** The Queue view reads the cascaded
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`IQueueService`; it does not own or relocate queue state. No page-level player state. (Project
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memory.)
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- **C2 — No new playback semantics.** Reorder/remove mutate `Items` + `CurrentIndex` and re-emit
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`QueueChanged`; they must **not** restart, re-stream, or interrupt the currently-playing track
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(matching the engine's existing "the player stays a single-track device" posture). Reordering the
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*currently-playing* item or items around it must keep playback uninterrupted.
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- **C3 — Embed = read-only shared queue.** In Fixed (embed) mode, a shared (release) queue is
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**fixed-order and non-editable**: no drag, no remove. The panel is a *display* of the up-next list.
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- **C4 — The engine is extended additively, never reshaped.** New members (`Move`/`RemoveAt`) are
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added to `IQueueService`; existing members and their contracts are untouched. Consumers written
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against today's surface keep working (the interface's stated open/closed posture).
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- **C5 — Reorder/remove are interop-free state mutations.** Like `Enqueue`/`Arm`, they touch only the
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in-memory list + index + `QueueChanged`. They run safely during prerender. Only `PlayRelease`/
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`Start`/`Next`/`Previous` touch JS.
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- **C6 — Drag-and-drop must be touch-viable.** The public site's primary listening surface includes
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mobile (per `PLAN.md §1.7`). Whatever DnD mechanism is chosen must work with touch, or the design
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must offer a non-drag fallback for reordering (up/down affordance). **Flag — see OQ4.**
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- **C7 — Embedded panel must not break the iframe host.** Adding the panel in Fixed mode grows the
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player's intrinsic height; the embed snippet's iframe dimensions must account for it (§4, OQ6).
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---
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## 3. Item 1+2 — Queue button & non-Fixed (overlay) mode
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### 3.1 The Queue button
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A new icon button in the player bar, shown **only when a queue is loaded** (`Items.Count > 0`).
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Mirror the existing skip-affordance gating: with no queue (null) or empty queue, the button is
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absent, so the bar is byte-for-byte its pre-queue self for single-track play.
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- **Placement (Daniel):** to the **left of the timestamps and below the other player control
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buttons.** Today `PlayerTransportZone` is a vertical `MudStack` of (transport-button row) over
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(`TimestampLabel`). The Queue button sits **between** those two — a second row below the
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play/skip controls and above the timestamp. That literally satisfies "below the control buttons,
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to the left of the timestamps."
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- **Glyph:** `Icons.Material.Filled.QueueMusic` (or a bespoke `DDIcons` queue glyph if Daniel wants
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the hand-rolled aesthetic — **OQ7**). `Color.Primary` to match the transport row.
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- **Active state:** when the overlay/panel is open, the button reads active (filled/highlighted),
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matching the visualizer popover idiom.
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### 3.2 Non-Fixed overlay panel
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When the bar is **not Fixed** (the docked public player), clicking Queue toggles a **screen-centered
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overlay** — borrow the exact idiom Phase 15 settled on for the visualizer controls: `MudOverlay`
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(`DarkBackground`, `Modal`), panel stops click propagation, scrim-click closes, drag-safe (a
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`position:fixed` drag capture sits above the scrim so a drag that ends outside the panel does not
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dismiss). **Not** a `MudPopover` anchored to the bar — a centered modal is the proven pattern here
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and avoids anchor math against a `position:fixed` dock.
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- **Shape:** "mostly square" (Daniel) — a panel roughly `min(90vw, 520px)` square, scrollable track
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list inside. Chrome matches `NowPlayingCard` / the visualizer panel (square corners, lighter-navy,
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thin border) for family resemblance.
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- **Contents:** ordered list of `Items`. Each row: drag handle, track number/position, track
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name + artist, a now-playing marker on `Current` (index == `CurrentIndex`), a remove (×) button.
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Clicking a row's body jumps playback to that track (`PlayRelease(Items, thatIndex)` — reuses the
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existing "play from index" semantics; **OQ2** confirms this is desired vs. a dedicated jump).
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- **Reorder:** drag-and-drop reordering of rows → `IQueueService.Move(from, to)` (new member, §6).
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- **Remove:** per-row × → `IQueueService.RemoveAt(index)` (new member, §6).
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- **Header:** title ("Queue" / "Up Next"), optional "Clear" action (calls existing `Clear()`;
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**OQ5** — does Clear belong in the UI, and does it stop playback?).
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- **Empty state:** the button is hidden when empty, so the overlay is never opened empty by the
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button. But removal *can* empty a non-empty queue mid-session — define the terminal state (**OQ3**).
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### 3.3 Borrowed precedent
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The overlay shell, dismissal, and drag-safety are a **direct lift** of
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`WaveformVisualizerControlPopover` (Phase 15 §4). The "mostly square panel, family chrome" is the
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`NowPlayingCard` look. Reuse, don't reinvent.
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---
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## 4. Item 3 — Fixed (embedded) mode
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When the bar **is** Fixed (the `/FramePlayer` iframe embed), the queue list is **always shown below
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the existing player-bar controls** — not a toggle overlay. It is part of the embed's standing layout.
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- **Permissions (C3):** the embedded shared (release) queue is **fixed-order, non-editable** — no
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drag handles, no remove buttons. It is a read-only up-next display: ordered track list, current
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track marked, future tracks listed. Tapping a future row *may* jump to it (**OQ2** — even read-only
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queues could allow jump-to-track; reorder/remove are the forbidden ops, jump is arguably fine).
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- **Container resize (C7):** the Fixed bar gains vertical height for the panel. Two coupled changes:
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1. The `EmbedLayout` / `FramePlayer` Fixed bar renders the panel inline below the controls.
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2. `EmbedSnippetBuilder.ForRelease(...)` must mint an iframe tall enough to show the panel.
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`ForTrack(...)` stays at today's compact height (single-track embeds have no queue, so no
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panel). **This makes the two embed snippets diverge in height** — track-embed compact,
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release-embed taller. That is correct: only release embeds have a queue to show. (**OQ6** —
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fixed taller height for all release embeds, vs. a height that scales with track count up to a
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cap. Recommend: a fixed sensible height with the panel internally scrollable past N rows.)
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### 4.1 The Queue button in embed mode (Daniel asked to clarify)
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**Recommendation:** in Fixed mode the panel is always shown, so the Queue button is **not needed for
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toggling** — but rather than hide it, **repurpose it as a collapse/expand control** for the panel so a
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listener can reclaim the iframe space. Two viable readings, pick one:
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- **Option A (recommend) — collapse toggle.** Queue button is present in Fixed mode and
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collapses/expands the always-default-open panel. Default = expanded. Gives the embedder's viewer
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control without changing the snippet height (collapsed just shows less; the iframe stays sized for
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expanded). Consistent button meaning across modes ("toggle the queue view").
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- **Option B — omit the button in Fixed mode entirely.** Panel is always open, no toggle. Simpler,
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but the button's meaning then differs by mode (present+toggles-overlay when docked, absent when
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embedded), and a viewer can't reclaim space.
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This is **OQ1** — Daniel's call. The brief explicitly flagged it.
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---
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## 5. Item 4 — "Add to Queue" affordance
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An **"Add to Queue" icon button with a tooltip** beside **every play button for a release or track.**
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- **Glyph + tooltip:** `Icons.Material.Filled.QueueMusic` / `PlaylistAdd` with `MudTooltip`
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"Add to queue" (track) / "Add release to queue" (release). (**OQ7** — Material vs. bespoke glyph.)
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- **Behavior:**
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- **Track context:** `IQueueService.Enqueue(track)` — appends without disturbing current playback
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(existing member, no UI calls it today; this lights it up).
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- **Release context:** `IQueueService.EnqueueRange(orderedTracks)` — appends the whole release's
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ordered track list (existing member).
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- **First-add semantics (define):** if the queue is **empty/dormant** (`CurrentIndex == -1`), what
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does "Add to Queue" do? `Enqueue` appends but does not set a current index or start playback, so
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adding to an empty queue leaves it with items but `Current == null` and nothing playing. Options:
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(a) pure append, listener must press play; (b) if dormant, first add also stages/sets current
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without auto-playing; (c) if dormant, first add behaves like `PlayRelease`/play. **Recommend (a)**
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— Add-to-Queue is explicitly *not* play; keep the verbs distinct. But this needs a tiny engine
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affordance so an appended-into-empty queue has a sensible `CurrentIndex` for the next skip/play.
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**OQ8.**
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### 5.1 Where the button attaches (inventory)
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Every site that currently has a play affordance:
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| Site | Current play affordance | Add-to-Queue target |
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|---|---|---|
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| `CutDetail` header | "Play" `MudButton` (whole album) | release → `EnqueueRange` |
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| `CutDetail` track rows | per-row `PlayStateIcon` | track → `Enqueue` |
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| `SessionDetail` / `MixDetail` | `PlayContent` slot in `ReleaseHeroOverlay` (single track) | track → `Enqueue` |
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| `StreamNowButton` | random-track stream trigger | **edge case — OQ9** (random has no fixed track until resolved) |
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| `ReleaseGallery` cards | **none today** (cards are pure links) | **scope question — OQ10** |
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- **`ReleaseGallery` cards have no play button today** — they navigate to detail. Adding an
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Add-to-Queue button there is *new* affordance, arguably out of the literal brief ("anywhere there
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is a play button"). **OQ10** — do cards get one? If yes, they probably want a play button too, which
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is a bigger card-redesign question. Recommend: **defer card-level affordances**; scope item 4 to the
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detail-page play sites (rows 1–3 above) where a play button genuinely exists today.
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- **`StreamNowButton`** is a "surprise me" trigger, not a fixed track — Add-to-Queue has no concrete
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item until a track resolves. Recommend: **exclude it** from item 4. **OQ9.**
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So the **grounded scope** of item 4: the `CutDetail` header + track rows, and the Session/Mix hero
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play slot. That is "every play button that targets a known release or track."
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---
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## 6. Engine additions (the only `IQueueService` changes)
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Two new members, both interop-free state mutations that re-emit `QueueChanged`:
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- **`void Move(int fromIndex, int toIndex)`** — reorders `Items`; adjusts `CurrentIndex` so the
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*same track* stays current across the move (find current track's new position). No re-stream
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(C2). No-op on out-of-range or equal indices.
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- **`void RemoveAt(int index)`** — removes `Items[index]`.
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- Removing a track **after** current: just remove; `CurrentIndex` unchanged.
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- Removing a track **before** current: remove + decrement `CurrentIndex` (current track stays the
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same item, new lower index). Playback uninterrupted.
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- Removing the **current** track: **define** — recommend stop is *not* triggered (C2 says mutations
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don't touch playback), so the playing track keeps playing to its natural end even though it's no
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longer in the list, and `CurrentIndex` points at what is now at that slot (the next track) so the
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next auto-advance / skip is coherent. Edge: removing current when it's the last item → queue
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becomes shorter; auto-advance simply has nothing to advance to (existing behavior). **OQ3/OQ11.**
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- Removing the **last remaining** track → empty queue (`CurrentIndex = -1`, dormant). The Queue
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button disappears; if the overlay is open it closes (or shows empty state then closes). **OQ3.**
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Both are **additive** (C4). Unit-testable against the existing `QueueServiceTests` fake-player
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harness with no container (the engine's stated design intent).
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---
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## 7. Use cases
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- **UC1 — Inspect up-next (docked).** Listener playing an album opens the Queue overlay, sees the
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ordered remaining tracks with the current one marked, closes it. No edit.
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- **UC2 — Reorder (docked).** Listener drags track 5 above track 2; playback continues uninterrupted;
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the new order drives the next auto-advance.
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- **UC3 — Remove (docked).** Listener removes a track they don't want; if it was upcoming, it's gone
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from the up-next; if it was current, current keeps playing to natural end (per §6).
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- **UC4 — Build a queue (docked).** Listener on a Cut detail page clicks "Add to Queue" on three
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individual tracks across two albums, then opens the queue and plays from the top.
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- **UC5 — Embed up-next (Fixed).** A blog embeds a release; the iframe shows the player *and* the
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fixed-order track list below it; viewer sees what's coming, cannot reorder/remove; (Option A)
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collapses the panel to reclaim space.
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- **UC6 — Single-track embed unchanged.** A single-track embed shows no Queue button and no panel —
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the compact iframe is byte-for-byte today's.
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- **UC7 — Jump to track.** Listener clicks a queued row → playback jumps to that track and continues
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from there (if OQ2 = yes).
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---
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## 8. Acceptance criteria
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- **AC1** — When `Items.Count == 0`, the Queue button is absent and the docked bar renders exactly as
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it does today (no layout shift, no empty panel).
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- **AC2** — When `Items.Count > 0` and not Fixed, the Queue button appears below the transport
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controls and to the left of the timestamp; clicking it opens a centered, mostly-square overlay
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listing the queue with the current track marked.
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- **AC3 (docked)** — Drag-reordering a row changes the queue order and is reflected in subsequent
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skip/auto-advance; the currently-playing track is **not** re-streamed or interrupted by any reorder.
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- **AC4 (docked)** — Removing an upcoming track removes it from the list and from auto-advance;
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removing a track before the current one keeps the same track playing; removing the current track
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does not stop playback (per §6 decision).
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- **AC5 (Fixed)** — In a release embed, the queue panel renders below the controls by default, shows
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the ordered tracks with the current marked, and exposes **no** drag handles or remove buttons.
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- **AC6 (Fixed)** — The release embed iframe (via `EmbedSnippetBuilder.ForRelease`) is tall enough to
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show the panel without clipping; the single-track embed (`ForTrack`) height is unchanged.
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- **AC7** — An "Add to Queue" button with tooltip appears beside the Cut header Play, each Cut track
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row's play, and the Session/Mix hero play; clicking it appends the track/release to the queue
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without disturbing the currently-playing track.
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- **AC8** — Add-to-Queue on a dormant (empty) queue leaves the queue populated with a coherent
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`CurrentIndex` such that the next play/skip behaves correctly (per OQ8 resolution).
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- **AC9** — `Move` and `RemoveAt` are additive to `IQueueService`; all existing `QueueServiceTests`
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pass unchanged; no existing member's behavior changes.
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- **AC10** — All queue-view rendering and the new engine mutations run during prerender without JS
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interop (no prerender exceptions); only playback transitions touch JS.
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---
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## 9. Test cases
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Engine (`QueueServiceTests`, fake-player harness — no container):
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- **T1** `Move(2, 0)` on a 4-item queue reorders correctly; `Items` reflects new order;
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`QueueChanged` fired once.
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- **T2** `Move` keeps the *current track* current: with `CurrentIndex` at track X, moving other items
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around it leaves `Current` == X; moving X itself updates `CurrentIndex` to X's new slot.
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- **T3** `Move` does not call the player's stream method (assert fake player saw no `SelectTrackStreaming`).
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- **T4** `RemoveAt` after current: `CurrentIndex` unchanged, item gone.
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- **T5** `RemoveAt` before current: `CurrentIndex` decremented, same track current.
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- **T6** `RemoveAt` of current: player not stopped (per §6); `CurrentIndex` resolves to the new
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occupant or `-1` if it was last.
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- **T7** `RemoveAt` of last remaining item → empty + dormant (`CurrentIndex == -1`, `Items` empty,
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`QueueChanged` fired).
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- **T8** `Move`/`RemoveAt` out-of-range / no-op cases do not throw and do not fire `QueueChanged`.
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- **T9** `Enqueue` into a dormant queue then play behaves per OQ8 resolution.
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- **T10** Reordering the currently-playing item to a new slot leaves auto-advance pointing at the
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correct next track when the current ends.
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Component (if/when component test coverage is in scope — today none exists for the client, per
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`DeepDrftPublic.Client/CLAUDE.md`):
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- **T11** Queue button absent when queue empty (render assertion).
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- **T12** Overlay opens/closes via button + scrim; a simulated drag that ends on the scrim does not
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dismiss.
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- **T13** Fixed-mode panel renders inline with no drag/remove controls.
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- **T14** `EmbedSnippetBuilder.ForRelease` height differs from `ForTrack` (unit test on the builder).
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---
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## 10. Open questions for Daniel
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- **OQ1 — Queue button in embed (Fixed) mode.** Panel is always shown there. Option A: keep the
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button as a collapse/expand toggle (recommend). Option B: omit the button entirely. **Daniel's
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call** — explicitly flagged in the brief.
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- **OQ2 — Click-to-jump.** Does clicking a queued row jump playback to that track? Recommend **yes**
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in both modes (reuses `PlayRelease(Items, index)`); jump is not a forbidden edit, only reorder/
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||
remove are. Confirm for the read-only embed too.
|
||
- **OQ3 — Terminal/empty states.** When removal empties the queue mid-session: close the overlay?
|
||
Show an empty state then auto-close? And when the *current* track is removed, what should the panel
|
||
and the player show?
|
||
- **OQ4 — Drag-and-drop mechanism & touch.** MudBlazor has `MudDropContainer` (HTML5 DnD, weak on
|
||
touch) vs. a JS-interop pointer-drag (like `RadialKnob`'s `capturePointer`) vs. a non-drag
|
||
up/down-arrow reorder fallback. Mobile is a primary surface (C6). **Which mechanism?** Recommend:
|
||
pointer-based interop reorder (touch-viable, matches the codebase's existing pointer-capture
|
||
pattern) **or** ship up/down arrows for v1 and add drag later. Daniel's taste call.
|
||
- **OQ5 — "Clear queue" in the UI.** Include a Clear action in the overlay header? Does Clear stop
|
||
playback or just empty the up-next (engine's `Clear` does not stop the player today)?
|
||
- **OQ6 — Embed panel height.** Fixed sensible height with internal scroll past N rows (recommend),
|
||
vs. height that grows with track count up to a cap. Affects `EmbedSnippetBuilder.ForRelease`.
|
||
- **OQ7 — Glyph.** Material `QueueMusic`/`PlaylistAdd`, or a bespoke hand-rolled `DDIcons` queue
|
||
glyph to match the gas-lamp/lava-lamp family aesthetic?
|
||
- **OQ8 — Add-to-Queue into a dormant (empty) queue.** Pure append (recommend — keep "add" ≠ "play"),
|
||
vs. first-add also stages current, vs. first-add plays. Affects the engine's index handling.
|
||
- **OQ9 — `StreamNowButton`.** Exclude from Add-to-Queue (recommend — no fixed track until resolved)?
|
||
- **OQ10 — `ReleaseGallery` cards.** Do browse-grid cards get an Add-to-Queue (and implicitly a play)
|
||
button? Recommend **defer** — cards have no play button today; adding one is a card redesign beyond
|
||
this brief. Scope item 4 to the detail-page play sites.
|
||
- **OQ11 — Removing the current track.** Confirm the recommended "keep playing to natural end, don't
|
||
stop" behavior (C2-consistent) vs. "removing current skips to next immediately."
|
||
|
||
---
|
||
|
||
## 11. Wave decomposition (implementation sequencing)
|
||
|
||
Three waves; **17.1 is the load-bearing prerequisite** (engine + the shared queue-list view that both
|
||
modes render). 17.2 and 17.3 then hang off it and are largely parallel.
|
||
|
||
- **17.1 — Engine additions + shared queue-list view.** Add `Move`/`RemoveAt` to `IQueueService`/
|
||
`QueueService` (+ `QueueServiceTests`). Build a single presentational `QueueList` component that
|
||
renders `Items` with the current marked and takes an `Editable` flag (drag/remove on when true).
|
||
This is the *one source* both modes consume. **Cold-start. Gates 17.2 + 17.3.** No bar changes yet.
|
||
- **17.2 — Non-Fixed overlay.** Queue button in the bar (gated on `Items.Count > 0`, placed per
|
||
§3.1), the centered overlay borrowing the visualizer-popover idiom, hosting `QueueList Editable`.
|
||
Reorder/remove/jump wired. **Depends on 17.1.**
|
||
- **17.3 — Fixed embed panel + snippet resize + Add-to-Queue.** Inline `QueueList` (non-editable)
|
||
below the Fixed bar; the (OQ1) button behavior; `EmbedSnippetBuilder.ForRelease` height bump;
|
||
the Add-to-Queue buttons at the detail-page play sites (§5.1 grounded scope). **Depends on 17.1.**
|
||
(Add-to-Queue could split into its own wave 17.4 if Daniel wants it shipped independently — it only
|
||
needs the existing `Enqueue`/`EnqueueRange`, not 17.1's new members.)
|
||
|
||
**Dependency shape:** `17.1 → {17.2, 17.3}`. The cold-start item is 17.1. Most open questions
|
||
(OQ1–OQ11) must be resolved before 17.2/17.3 land, but 17.1 can begin immediately — the engine
|
||
contract for `Move`/`RemoveAt` is settled (§6) and independent of the UI decisions.
|