Files
jellytau/src/lib/utils/immersive.ts
T
dtourolle d54d8cc7c4 refactor(logging): route frontend console calls through the logger
TRACES: | DR-204

484 ungated `console.*` calls across 63 non-test frontend files shipped to
end users with no way to turn them off. Mechanical substitution, no control
flow, error handling or message semantics changed:

  console.log / console.debug -> log.debug
  console.info                -> log.info
  console.warn                -> log.warn
  console.error               -> log.error

Hand-written `"[Scope] …"` prefixes are dropped where the logger's scope
now carries them; scope names that already existed are preserved verbatim
(`[Auth]`, `[VideoPlayer]`, `[PiP]`, …) and inferred from the filename
where a file had none. `src/routes/player/[id]/+page.svelte` keeps its
`NextEpisode` and `AutoPlay` sub-scopes as separate loggers rather than
flattening them into the page scope.

`grep -rn 'console\.' src/` now matches nothing outside the tests and the
facade itself.
2026-08-20 19:29:59 +02:00

73 lines
2.1 KiB
TypeScript

/**
* Immersive (system-bar-free) full-screen video, Android only.
*
* TRACES: UR-066 | DR-157
*
* `requestFullscreen()` is the only fullscreen control the web layer has, and in
* an Android WebView it does not touch the Activity window — it expands the
* element inside a viewport that already spans the whole screen (MainActivity
* calls `enableEdgeToEdge()`, and SDK 36 makes that mandatory). So the status and
* navigation bars stayed painted over full-screen video, and "fullscreen"
* changed nothing visible.
*
* Hiding them needs `WindowInsetsControllerCompat` on the Activity, so it goes
* through the `AndroidImmersive` @JavascriptInterface installed by MainActivity.
* Elsewhere (desktop, the Linux WebKitGTK webview) the real `requestFullscreen()`
* already does the right thing and these calls are no-ops.
*/
import { createLogger } from "$lib/utils/logger";
const log = createLogger("Immersive");
interface AndroidImmersiveBridge {
enter(): void;
exit(): void;
isSupported(): boolean;
}
declare global {
interface Window {
AndroidImmersive?: AndroidImmersiveBridge;
}
}
function bridge(): AndroidImmersiveBridge | undefined {
if (typeof window === "undefined") return undefined;
return window.AndroidImmersive;
}
/** Whether native immersive mode exists on this platform. */
export function isImmersiveSupported(): boolean {
try {
return bridge()?.isSupported() ?? false;
} catch (err) {
log.warn("isSupported check failed:", err);
return false;
}
}
/** Hide the system bars. No-op where unsupported. */
export function enterImmersive(): void {
try {
bridge()?.enter();
} catch (err) {
log.error("Failed to hide the system bars:", err);
}
}
/**
* Restore the system bars. No-op where unsupported.
*
* Call this on leaving fullscreen *and* on player teardown — the bars belong to
* the Activity, not the player, so a player destroyed while immersive would
* leave every screen behind it without a status or navigation bar.
*/
export function exitImmersive(): void {
try {
bridge()?.exit();
} catch (err) {
log.error("Failed to restore the system bars:", err);
}
}