9716092805
Detail bodies fill 100vh below the nav so the visualizer reads full-screen; Theater toggle eases page content and the player-bar now-showing panel in/out instead of popping (reduced-motion honored); Theater only applies to the currently-playing release.
136 lines
6.6 KiB
Plaintext
136 lines
6.6 KiB
Plaintext
@page "/sessions/{EntryKey}"
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@using DeepDrftModels.DTOs
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@using DeepDrftPublic.Client.Controls
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@using DeepDrftPublic.Client.Services
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@inherits ReleaseDetailBase
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<PageTitle>@(ViewModel.Release?.Title ?? "Session") - DeepDrft</PageTitle>
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@if (ViewModel.IsLoading)
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{
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<div class="deepdrft-track-detail-container">
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<div class="deepdrft-track-detail-cover">
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<MudSkeleton SkeletonType="SkeletonType.Rectangle" Width="100%" Height="320px" />
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</div>
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<div class="deepdrft-track-detail-masthead">
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<MudSkeleton SkeletonType="SkeletonType.Text" Width="70%" Height="56px" />
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<MudSkeleton SkeletonType="SkeletonType.Text" Width="40%" Height="32px" />
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</div>
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</div>
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}
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else if (ViewModel.NotFound || ViewModel.Release is null)
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{
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<div class="deepdrft-track-detail-container">
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<div class="deepdrft-track-detail-masthead">
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<MudText Typo="Typo.h4" Align="Align.Center">Session not found.</MudText>
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<div class="d-flex justify-center mt-4">
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<MudButton Href="/sessions"
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Variant="Variant.Text"
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StartIcon="@Icons.Material.Filled.ArrowBack">
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All sessions
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</MudButton>
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</div>
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</div>
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</div>
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}
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else
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{
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var release = ViewModel.Release;
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var heroKey = release.SessionMetadata?.HeroImageEntryKey;
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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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@* 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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<MudContainer MaxWidth="MaxWidth.Large" Class="session-detail-page session-detail-foreground dd-detail-fill">
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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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@* Theater toggle sits immediately LEFT of the lava-lamp popover (Phase 20 §3). The whole top
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row (back + theater + lava) stays in Theater Mode — controls, not release content (§4/OQ4). *@
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<div class="dd-detail-top-actions">
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@* Theater toggle only appears when this Session is the currently-playing release
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(Phase 20 Wave 2 §3). ShowTheaterToggle folds in the subsystem + release-playing gate. *@
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<TheaterModeToggle Available="ShowTheaterToggle" />
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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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</div>
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@* Theater Mode (Phase 20 §4, Wave 2 §2): the hero overlay + blurb stay mounted and ease out via a
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collapsing wrapper so they do not pop — collapsed to zero height when Theater is on AND this
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Session is the playing release. The top row above stays. OFF eases this region back in. *@
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<div class="dd-theater-collapsible @(IsContentHidden ? "dd-theater-collapsed" : null)">
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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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thumb would duplicate the background. That logic lives in ReleaseHeroOverlay. *@
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<ReleaseHeroOverlay HeroImageKey="@heroImage"
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CoverThumbKey="@release.ImagePath"
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PlaceholderIcon="@Icons.Material.Filled.Piano"
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Title="@release.Title"
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Artist="@release.Artist"
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Genre="@release.Genre"
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ReleaseDate="@release.ReleaseDate">
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<ShareContent>
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@* Release-mode share: copies the canonical /sessions/{entryKey} URL, not a single track (§3b). *@
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<SharePopover ReleaseEntryKey="@release.EntryKey" ReleaseMedium="@release.Medium" />
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</ShareContent>
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<PlayContent>
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@if (ViewModel.Track is not null)
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{
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<PlayStateIcon Track="@ViewModel.Track" Size="Size.Large" Color="Color.Secondary" OnToggle="@PlayTrack" />
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@* Append-only: queues the session's single track without starting playback. *@
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<AddToQueueButton Track="@ViewModel.Track" Size="Size.Large" />
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}
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</PlayContent>
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</ReleaseHeroOverlay>
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<ReleaseDescription Description="@release.Description" />
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</div>
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</MudContainer>
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}
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@code {
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protected override string PersistKey => "session-detail";
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// PlayerService is cascaded by ReleaseDetailBase (used there for the Theater release-playing predicate).
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[CascadingParameter] public IQueueService? Queue { get; set; }
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// Mirrors the play-toggle wiring the shared scaffold owns. Session detail composes the player
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// affordance directly (it diverges from ReleaseDetailScaffold for the overlay layout), so the
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// toggle logic lives here: toggle if this track is already active, otherwise PLAY it — prepend to
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// the queue's front (deque PLAY semantics) so it becomes current and the existing queue stays
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// intact behind it. Falls back to a direct stream when the queue cascade is absent.
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private async Task PlayTrack()
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{
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var track = ViewModel.Track;
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if (track is null || PlayerService is null) return;
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var isThisTrack = PlayerService.CurrentTrack?.Id == track.Id;
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if (isThisTrack && (PlayerService.IsPlaying || PlayerService.IsPaused))
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{
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await PlayerService.TogglePlayPause();
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}
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else if (Queue is not null)
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{
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await Queue.PlayTrack(track);
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}
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else
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{
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await PlayerService.SelectTrackStreaming(track);
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}
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}
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}
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