T26c Media: video

Scrubber shows what has loaded, what has played and its chapters, names
the time under the pointer, seeks by press and gpui's drag, and steps by
the slider's keys; over_media lights it for a dark layer. VideoPlayer
shows the host's frame in its shape with a caption and a control bar over
it: the scrubber, play, the time, speed, captions, picture in picture and
full screen, each only with its handler; the bar rests after a still
pointer while it plays, on one wake from the executor's timer. Keys:
Space and K, J and L, the arrows, C and F. VideoThumbnailStrip lays frames
along the length under a playhead with a trim whose handles drag and whose
ends I and O set. SubtitleEditor edits cues in place: times as mm:ss.mmm,
kept in order, a time that does not read kept out with the reason shown.

InlineEdit is a Tab stop with the ring; it hands focus back after Enter or
Escape and keeps its text on Enter's release. overlays::media_button is
shared by the lightbox and the player's bar.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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ZacharyZhang-NYandClaude Opus 5.5 committed 2026-09-26 17:07:26 -04:00
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@@ -71,8 +71,10 @@ Ely GPUI Component. A component library for GPUI, in light and dark.
- A menu goes through `menus::menu`: rows, submenus, keys, focus and presses outside live there, for DropdownMenu, OverflowMenu, SplitButton, ContextMenu, SearchableMenu and MenuBar. A press on the host's own box is the host's to handle, so a trigger toggles and a right click moves a context menu without a close and reopen in one event.
- gpui focuses the nearest focusable ancestor on mouse down, and apps wrap everything in a `FocusScope`. A press that must leave focus alone calls `prevent_default`, as buttons and context regions do.
- gpui draws a window's first frame inside `open_window`. State the first frame reads, such as `cx.set_menus`, is set before it opens.
- gpui clicks a focused element when Enter or Space is released. An overlay that hands focus back picks on release too; a pick on press returns focus first, and the release clicks the opener again.
- gpui clicks a focused element when Enter or Space is released. An overlay that hands focus back picks on release too; a pick on press returns focus first, and the release clicks the opener again. An edit in place that hands focus back keeps its text on Enter's release (`forms::InlineEdit`).
- A focus handle a component hands back lives across all its modes: take it with `tab_stop` before any early return, or keyed state drops it while the other mode draws and the handed-back focus lands nowhere.
- A dialog goes through `overlays::Dialog`: scrim, focus trap, Escape and focus return live there. AlertDialog, ConfirmDialog and PromptDialog build on it; a fullscreen dialog fills the window below its title bar. A dialog's card fits the window, a title bar's height clear at each end; its body scrolls and its actions stay.
- Controls on a dark layer over pictures are `overlays::media_button`, light icons that dim when they have nowhere to go, for the lightbox and a video player's bar alike.
- `primitives::Severity` names info, success, warning and danger with their colors and icons, for alerts and feedback alike.
- Rows that move are keyed. `motion::Flip` places them absolutely from last frame's heights, so no frame shows a row at its new place before it glides there, and drives the glide from elapsed time: an animation id that changes per move would rebuild the row's keyed state. `Reorder` holds a row by key, drags with an empty ghost and moves the held row itself.
- A marker that slides between items (segment thumb, tab line) measures them with `motion::slide` and eases with `glide`.