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feat(player): loading assets shows the blurred frame and the mark, like Desktop - #6934
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Verdict: REQUEST CHANGES · 1 blocker · 1 important · 0 nits · head a53b8137
The code is fine. The changes are only for two CI checks this PR breaks.
- blocker: the required check
Studio and player capturesfails. The body hasBefore:/After:as plain text, not## Before/## Afterheadings, and both images sit underAfter:. Make each a heading with its own image under it. Edit the text in the UI, not with--body-file, so the attachments stay. - important: the
Commentsratchet fails. See the inline comment.
Scope
I read all 4 files. I followed hfp-assets through reset, update, showAssetsLoading and hideAssetsLoading, and checked that the blur selectors match the timers that set the assets-loading and buffering attributes in hyperframes-player.ts. If a shader load takes the panel back while the frame is still blurred, its opaque #030504 card covers the blur, so that case is fine. The fails without the fix: line holds: I removed the classList.add("hfp-assets") call, got 1 failed and 6 passed, then put it back and got 7 of 7. CI, Player perf, Safari perf and CodeQL were still running when I reviewed.
Edit accuracy: accurate 271 (base branch 271), smooth 102 of thoseThe gate passes. Quarantined, measured but not gated (0) |
What
While a composition waits on its images, video or fonts (or the video buffers), the web player now shows what Desktop shows: the current frame softly blurred with the HyperFrames mark in the middle and a light passing over it. The opaque "Loading assets" text card is gone. The words stay as the accessible name for screen readers.
Why
The web player's loading card and Desktop's loading look disagreed. People who move between the two saw two different states for the same wait.
Related work
Refs the Desktop loading look. The shader-transition loading panel shares the same element and is unchanged: it still draws its text, progress bar and rows.
How
filter: blur(6px) saturate(0.85), eased in and out). It followsassets-loadingandbuffering, and is off whenassets-loading-ui="none", so Desktop (which draws its own) is not blurred twice.backdrop-filter. The blur is a plainfilteron a frame that is still while it waits, so it paints once. Not measured on Safari hardware in this PR.Known edge: the blur fades to the page colour along the frame's outer edge, as Desktop's does.
Test plan
Fails without the fix: the new
shader-loader-statetest "marks the card as the quiet look" fails when the mode class is not added (6 of 7 pass, 1 fails), and passes with it (7 of 7).shader-loader-state.test.ts, 7 passed; whole player suite 577 passed (18 files), exit 0tsc --noEmit,oxfmt --check,oxlintclean on packages/playerBefore
After