fix(player): controls bar taps are not player gestures (DR-098)
The bottom play/pause button did nothing. The gesture listener lives on the outer container and touch events bubble, so tapping the button ran handleTouchStart (toggle #1) and then the button's own onclick (toggle #2). The two cancelled out, leaving the control apparently dead. Ignore container-level gestures for touches that land on an interactive control: buttons, links, inputs (the seek bar), or anything inside the controls bar, now marked `data-player-controls`. The rule itself is a pure function over the ancestor chain (isControlSurfaceTouch), so it is unit tested without a DOM. Same root shape as the play-overlay bug in the previous commit: a second click target over the video that the gesture layer did not account for.
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@@ -26,6 +26,7 @@
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resolveSeekTarget,
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clampSeekTarget,
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isSynthesizedTouchClick,
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isControlSurfaceTouch,
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SEEK_FORWARD_SECONDS,
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SEEK_BACKWARD_SECONDS,
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type TapFeedback,
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@@ -1442,8 +1443,33 @@
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}
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}
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/**
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* Walk up from the touch target collecting the tag/attribute pairs
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* `isControlSurfaceTouch` needs, so the rule itself stays DOM-free and testable.
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*/
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function ancestorChain(target: EventTarget | null) {
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const chain: Array<{ tag: string; isPlayerControls?: boolean }> = [];
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let node = target as HTMLElement | null;
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// Bounded walk: controls live a few levels below the player root, and
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// stopping at <body> keeps this cheap and avoids depending on a bound ref.
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while (node && node.tagName !== "BODY") {
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chain.push({
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tag: node.tagName ?? "",
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isPlayerControls: node.dataset?.playerControls !== undefined,
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});
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node = node.parentElement;
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}
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return chain;
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}
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// Touch gesture handlers
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function handleTouchStart(e: TouchEvent) {
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// Taps on the controls belong to those controls. This listener is on the
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// container and touch events bubble, so without this a tap on the bottom
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// play button would toggle here AND again via the button's own click — the
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// two cancelling out and leaving the control apparently dead (DR-098).
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if (isControlSurfaceTouch(ancestorChain(e.target))) return;
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const touch = e.touches[0];
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touchStartX = touch.clientX;
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touchStartY = touch.clientY;
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@@ -1834,8 +1860,10 @@
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{/if}
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</div>
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<!-- Controls -->
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<!-- Controls. `data-player-controls` marks this subtree as interactive so
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container-level tap gestures ignore touches here (see DR-098). -->
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<div
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data-player-controls
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class="absolute bottom-0 left-0 right-0 bg-gradient-to-t from-black/80 to-transparent p-4 transition-opacity duration-300"
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class:opacity-0={!showControls}
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class:pointer-events-none={!showControls}
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