fix(ui,player): scroll restore, immersive fullscreen, watched toggle, handoff timeline, PiP
Batch of reported bugs and enhancements. UI - Pages no longer inherit the previous page's scroll position (DR-156, UR-072). The shell keeps its scrollers alive across navigation by design, so the element never remounts and its scrollTop survived the route change; SvelteKit restores window scroll, which this app never uses. ScrollMemory records the offset per route and per container: forward moves reset to the top, Back restores where the route was left. - Season header stacks on narrow screens, and the title span gets min-w-0 so it actually truncates instead of overflowing under the action buttons. - Favourites gets a labelled tile at the head of the library grid rather than only an unlabelled heart icon in the header. Playback - Full-screen video on Android hides the system bars (DR-157, UR-066). requestFullscreen() cannot touch the Activity window from inside a WebView, so the control did nothing visible while the bars stayed painted over the video. ImmersiveModeBridge hides them, restored on exit, Escape and teardown. - Background-audio handoff stops leaking its relative timeline (DR-159). background_audio_base was a display-only correction applied in two places while progress reports to Jellyfin, the frontend and media3's own seeks all worked in the relative timeline treating it as absolute — each crossing losing exactly `base` seconds. The conversion now happens once, in the position tick, and inbound seeks resolve through seek_absolute, which re-opens the stream at the requested position because the handoff transcode cannot seek. - Picture-in-picture works on the path that actually plays video (DR-160). canEnterPip demanded a native ExoPlayer surface, but that path is behind a flag defaulting to off, so PiP could never engage. It now accepts the WebView <video> too, keeping the WebView visible and routing play/pause to the element. - Native video is now the default so PiP has a real surface (DR-161). The scrub-regression tests pinned the flag-off path implicitly; they now mock it off explicitly. The native scrub/seek path is not covered by the suite and needs device verification. Watched state - Watched toggle on the episode row, season header, series and movie hero, and the Episode Focus View (DR-158, UR-073). Both backend halves already existed with no caller. storage_set_watched covers a container's episodes so the toggle is honest offline, and QueuedOp::MarkUnplayed gives the sync queue the missing direction. Release - Fix the Android versionCode floor (set-version.sh). v0.5.2 shipped code 5002 under an earlier minor*1000 scheme, but the current minor*100 formula yields 1502 for that version and 1503 for 0.5.3 — so every 0.5.x release built from it was an un-installable downgrade for anyone already on v0.5.2. Widened to 10000 + major*1000000 + minor*1000 + patch (0.5.3 -> 15003). - Bump to 0.5.3.
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/**
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* Immersive (system-bar-free) full-screen video, Android only.
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*
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* TRACES: UR-066 | DR-157
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*
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* `requestFullscreen()` is the only fullscreen control the web layer has, and in
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* an Android WebView it does not touch the Activity window — it expands the
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* element inside a viewport that already spans the whole screen (MainActivity
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* calls `enableEdgeToEdge()`, and SDK 36 makes that mandatory). So the status and
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* navigation bars stayed painted over full-screen video, and "fullscreen"
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* changed nothing visible.
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*
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* Hiding them needs `WindowInsetsControllerCompat` on the Activity, so it goes
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* through the `AndroidImmersive` @JavascriptInterface installed by MainActivity.
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* Elsewhere (desktop, the Linux WebKitGTK webview) the real `requestFullscreen()`
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* already does the right thing and these calls are no-ops.
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*/
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interface AndroidImmersiveBridge {
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enter(): void;
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exit(): void;
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isSupported(): boolean;
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}
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declare global {
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interface Window {
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AndroidImmersive?: AndroidImmersiveBridge;
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}
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}
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function bridge(): AndroidImmersiveBridge | undefined {
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if (typeof window === "undefined") return undefined;
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return window.AndroidImmersive;
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}
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/** Whether native immersive mode exists on this platform. */
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export function isImmersiveSupported(): boolean {
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try {
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return bridge()?.isSupported() ?? false;
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} catch (err) {
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console.warn("[Immersive] isSupported check failed:", err);
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return false;
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}
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}
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/** Hide the system bars. No-op where unsupported. */
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export function enterImmersive(): void {
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try {
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bridge()?.enter();
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} catch (err) {
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console.error("[Immersive] Failed to hide the system bars:", err);
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}
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}
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/**
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* Restore the system bars. No-op where unsupported.
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*
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* Call this on leaving fullscreen *and* on player teardown — the bars belong to
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* the Activity, not the player, so a player destroyed while immersive would
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* leave every screen behind it without a status or navigation bar.
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*/
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export function exitImmersive(): void {
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try {
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bridge()?.exit();
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} catch (err) {
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console.error("[Immersive] Failed to restore the system bars:", err);
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}
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}
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