Fix MIST gallery scene controls, video positioning and audio overlap
CI / frontend (push) Failing after 20s
CI / backend (push) Failing after 36s

This commit is contained in:
mrleo1nid committed 2026-10-27 16:14:13 +03:00
1 parent 19924e1c5a
commit 4dc660f786
10 files changed
+197 -12

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+8
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@@ -147,6 +147,14 @@ export class AudioSystem {
stop(ch: string, fadeout = 0) {
const c = this.channels.get(ch);
// Rapid script advances can replace a track before its previous crossfade
// ends. Retire that older tail instead of accumulating music on one channel.
for (const [el, playback] of this.playing) {
if (playback.channel !== ch || el === c?.el) continue;
playback.cancelFade();
el.pause();
this.playing.delete(el);
}
if (!c?.el) return;
const el = c.el;
c.el = null;
+14 -6
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@@ -249,6 +249,7 @@ export class Engine {
this.gen++;
this.wakeAll();
this.audio.stopAll();
this.renderer.reset();
this.resizeObserver.disconnect();
window.removeEventListener("keydown", this.onKey);
window.removeEventListener("keyup", this.onKeyUp);
@@ -1480,7 +1481,14 @@ export class Engine {
private jump(target: string, args?: { a: any[]; kw: Record<string, any> }, frame?: Frame) {
if (this.gallerySession && isMistGallery(this.game) && target === "myroomcontrol") {
if (truthy(this.store.replaywatch)) target = "rewatchscene";
if (truthy(this.store.replaywatch)) {
// Scene endings restore the room's HUD before this jump. The isolated
// gallery bypasses the room label, so retire that HUD and scene media here.
this.screens.clear();
this.audio.stopAll();
this.renderer.reset();
target = "rewatchscene";
}
else { this.closeUnlockedGallery(); return; }
}
if (target === "main_menu_screen" || target === "_main_menu_screen") target = "__main_menu__";
@@ -2039,15 +2047,15 @@ export class Engine {
}
if (this.skip) return Promise.resolve();
return this.wait((done) => {
const timer = window.setTimeout(() => {
this.onAdvance = null;
done();
}, seconds * 1000);
this.onAdvance = () => {
const finish = () => {
clearTimeout(timer);
this.onAdvance = null;
this.skipTick = null;
done();
};
const timer = window.setTimeout(finish, seconds * 1000);
this.onAdvance = finish;
this.skipTick = () => { if (this.skip) finish(); };
});
}
+1 -1
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@@ -25,7 +25,7 @@
.pg-stage.pg-game-name-font .pg-namebox { font-family: "pg-game-name-font", "Segoe UI", system-ui, sans-serif; }
.pg-stage.pg-locale-font, .pg-stage.pg-locale-font .pg-namebox { font-family: "pg-locale-font", "Segoe UI", system-ui, sans-serif; }
.pg-layer { position: absolute; inset: 0; }
.pg-layer { position: absolute; inset: 0; pointer-events: none; }
.pg-transition { pointer-events: none; }
.pg-transition > .pg-old { position: absolute; inset: 0; background: #000; }
.pg-fill { position: absolute; inset: 0; }
+1
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@@ -239,6 +239,7 @@ export class RenderHost {
private events(root: HTMLElement, value: PyInstance, started: number) {
const handler = this.options.py.attrOf(value, "event");
if (typeof handler !== "function") return;
root.style.pointerEvents = "auto";
const send = (type: number, ev: PointerEvent, button = 0) => {
const box = root.getBoundingClientRect();
const scale = box.width && root.offsetWidth ? root.offsetWidth / box.width : 1;
+10
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@@ -43,6 +43,7 @@ export interface RendererHost {
interface Entry extends ShownImage {
el: HTMLElement;
runners: { runner: AtlRunner; block: AtlBlock }[];
resize?: ResizeObserver;
}
/** One of the game's layers (config.layers): its own pictures, its own transform (camera) and, if screens are shown on it, their container. */
@@ -166,6 +167,7 @@ export class Renderer {
const layer = this.layers.get(layerName);
if (!layer) return;
for (const e of layer.shown.values()) {
e.resize?.disconnect();
e.runners.forEach((r) => r.runner.stop());
e.el.remove();
}
@@ -192,6 +194,7 @@ export class Renderer {
const entry: Entry = { tag, name: img.name, at: atSpecs, zorder: opts.zorder ?? prev?.zorder ?? 0, el,
runners: [] };
prev?.runners.forEach((r) => r.runner.stop());
prev?.resize?.disconnect();
if (prev) {
prev.el.replaceWith(el);
} else {
@@ -201,6 +204,12 @@ export class Renderer {
}
layer.shown.set(tag, entry);
this.style(el, { ...base }); // now that it is in the page it has a size
// Movies acquire their intrinsic dimensions after metadata loads. Animations
// can also change size when replacing a frame. Keep the current ATL position.
entry.resize = new ResizeObserver(() => {
if (el.isConnected && (el as any).__style) this.style(el, (el as any).__style);
});
entry.resize.observe(el);
this.animate(entry, base, [...(img.def.at ?? []), ...atSpecs], img.def.timeline);
}
@@ -254,6 +263,7 @@ export class Renderer {
const layer = this.layers.get(layerName);
const e = layer?.shown.get(tag);
if (!layer || !e) return;
e.resize?.disconnect();
layer.shown.delete(tag);
const exit = e.runners.find((r) => r.runner.hasHideHandler(r.block));
if (!exit || this.fast) {
+17 -5
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@@ -1400,6 +1400,19 @@ export class ScreenManager {
const sensitive = props.sensitive ? truthy(this.ev(props.sensitive)) && this.actionSensitive(action) : this.actionSensitive(action);
const selected = props.selected ? truthy(this.ev(props.selected)) : this.actionSelected(action);
let hover = false;
// Keep every state in the same grid cell. Replacing the idle image with an
// unloaded hover image collapses the hit area and causes enter/leave loops.
const pictures = new Map<any, HTMLElement>();
if (images) for (const file of Object.values(images)) {
if (!file || pictures.has(file)) continue;
const picture = this.displayable(file);
if (!picture) continue;
picture.classList.add("pg-simg");
picture.style.gridArea = "1 / 1";
picture.style.pointerEvents = "none";
pictures.set(file, picture);
el.append(picture);
}
const paint = () => {
const state = !sensitive ? (selected ? "selected_insensitive" : "insensitive")
: selected ? (hover ? "selected_hover" : "selected_idle") : hover ? "hover" : "idle";
@@ -1409,10 +1422,7 @@ export class ScreenManager {
}
el.dataset.state = state;
if (images) {
const file = images[state];
const picture = file ? this.displayable(file) : null;
el.replaceChildren(...(picture ? [picture] : []));
picture?.classList.add("pg-simg");
for (const [file, picture] of pictures) picture.style.opacity = file === images[state] ? "1" : "0";
} else {
this.look(el, props, state);
if (label) this.textLook(label, { ...props, ...Object.fromEntries(Object.entries(textProps).map(([k, v]) => [k, v])) }, state);
@@ -1741,7 +1751,9 @@ export class ScreenManager {
/** Run what a widget's `action` evaluated to. */
run(action: any, screen: Instance | null) {
if (this.suspended) return;
// Absent hover actions must not rebuild the button under the pointer:
// its replacement would receive mouseenter again and replay hover_sound.
if (this.suspended || action === null || action === undefined || action === false) return;
// actions act on the game, not on the screen's own variable scope
const { py } = this.host;
const savedFn = py.fn;