12859087337b19ec5dbb5573ef7bef9c1c63c866
Native video left debris in the padding around the video: the "previous frame" flash on rotation, a ghost copy of the control bar stranded in the top bar, each new clock digit drawn over the one before it (35:42 with the 1 still showing through the 2), and the sleep/quality menus leaving their imprint after closing. One cause under all of it — nothing painted those bars. The window surface is opaque; the theme is not translucent and dumpsys window shows no translucency flag. For an opaque surface HWUI deliberately does NOT clear the damaged region before replaying a frame: it assumes the view hierarchy covers every pixel it owns. Here that hierarchy is window background → video TextureView → transparent WebView, and fitSurfaceToScreen sizes the TextureView to the letterboxed video rect. So the bars were the window background's alone to paint, and setTransparent(true) cleared it to TRANSPARENT — leaving them painted by nobody, with whatever was last in the framebuffer surviving there. The window background now stays opaque black while compositing. It cannot hide the video: the TextureView is drawn on top of it, and the WebView's own background is what lets the picture through. Three previous attempts missed because they aimed at the window's rotation animation and at TextureView frame-retention — two postOnAnimation hops, an onSurfaceTextureUpdated reveal, then ROTATION_ANIMATION_JUMPCUT with FLAG_FULLSCREEN to make it stick. The pixels were never the animation's, which is also why the artefact reproduces standing still, with no rotation involved. Those are removed. The alpha-hiding among them actively made things worse: it blanked the one view that reliably paints its own rect. FLAG_FULLSCREEN goes too — it fought edge-to-edge insets for no gain. Verified on device (HONOR ROD2-W09, Android 16): reproduced with native video on — ghost control bar in the top bar, doubled clock digit — then absent after the fix across playback, the control bar and a rotation round-trip. DR-194 is rewritten to record the real mechanism and marked Done.

JellyTau
A cross-platform Jellyfin client built with Tauri, SvelteKit, and TypeScript.
Business logic lives in a Rust backend; a UI-rich Svelte frontend handles presentation and talks to it over Tauri's IPC. Targets Linux (libmpv) and Android (ExoPlayer).
Getting Started
This project uses bun as its package manager.
# Activate the Rust environment (fish shell)
source "$HOME/.cargo/env.fish"
# Install dependencies
bun install
# Run in development
bun run tauri dev
# Type-check the frontend
bun run check
# Build for Linux
bun run tauri build
# Build for Android
bun run tauri android build
For the full set of build, test, and Android helper scripts, see scripts/README.md.
Documentation
| Topic | Location |
|---|---|
| Architecture overview & subsystem docs | docs/architecture/ |
| Requirements, traceability & technical debt | docs/requirements.md |
| Build & release process | docs/build-release.md |
| Docker builds | docs/build/docker.md |
| Traceability tooling & CI | docs/traceability.md, docs/traceability-ci.md |
| Release checklist | docs/release-checklist.md |
| UX flows | docs/ux-flows.md |
Recommended IDE Setup
VS Code + Svelte + Tauri + rust-analyzer.
License
MIT
Releases
37
JellyTau v0.10.1
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