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deepdrft/DeepDrftPublic.Client/Controls/NowPlaying.razor
T

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@using DeepDrftPublic.Client.Services
@implements IDisposable
@* Hero-right panel (owns the navy backdrop + clipping, formerly Home.razor's .hero-right wrapper). *@
<div class="now-playing-panel">
@* Full-bleed waveform background. The visualizer mounts with Fill="true" (position:absolute; inset:0),
so .np-visualizer-bg is the positioned, sized ancestor that lets the lava fill the whole hero-right
panel. Driven by the live cascaded player — keyed on the current track via ReleaseEntryKey/TrackId/
TrackEntryKey so it scrolls to the real signal and sits at-rest when nothing plays. Read-only: the
background visualizes, it never seeks. Sits behind the rings + content (z-order via stacking below). *@
<div class="np-visualizer-bg">
<WaveformVisualizer Fill="true"
ReleaseEntryKey="@(Player?.CurrentTrack?.Release?.EntryKey ?? string.Empty)"
TrackId="@Player?.CurrentTrack?.Id"
TrackEntryKey="@Player?.CurrentTrack?.EntryKey" />
</div>
@* The lava-lamp trigger lands in the panel's top-right corner (full parity, §8e). Above the canvas
and pointer-enabled so the icon is clickable even though the visualizer layer is
pointer-events:none. The panel itself opens screen-centered (Phase 15 §4 — no per-host anchor),
so only the icon size is host-specific now. *@
<div class="np-visualizer-controls">
<WaveformVisualizerControlPopover IconSize="Size.Small" />
</div>
@* Pulsing rings *@
<div class="circle-deco"></div>
<div class="circle-deco"></div>
<div class="circle-deco"></div>
<div class="now-playing-content">
<NowPlayingCard />
@* Stat row — live aggregate figures (Cut track count + type breakdown, Mix sets + runtime);
the Plays card is a static placeholder pending real play tracking. *@
<NowPlayingStats />
</div>
</div>
@code {
[CascadingParameter] public IStreamingPlayerService? Player { get; set; }
private IStreamingPlayerService? _subscribedPlayer;
protected override void OnParametersSet()
{
if (Player != null && !ReferenceEquals(Player, _subscribedPlayer))
{
if (_subscribedPlayer != null)
_subscribedPlayer.StateChanged -= OnPlayerStateChanged;
Player.StateChanged += OnPlayerStateChanged;
_subscribedPlayer = Player;
}
}
private void OnPlayerStateChanged() => InvokeAsync(StateHasChanged);
public void Dispose()
{
if (_subscribedPlayer != null)
{
_subscribedPlayer.StateChanged -= OnPlayerStateChanged;
_subscribedPlayer = null;
}
}
}