Each fix to the home-screen app's layout on iOS broke something else, and they
all traced back to black-translucent: it runs the page under the clock, so any
top-anchored control without its own inset sat behind it (the play view's back
button), and since iOS 26 it sizes the app one status bar short with a strip at
the bottom that CSS cannot paint (WebKit 301108). The status bar is opaque now
("black"), the page starts below it, and lib/fullHeight.ts - the JS workaround
for the short viewport - is gone with the CSS that depended on it.
viewport-fit=cover stays, so everything against a screen edge now adds that
edge's inset from shared --safe-* variables: the corner back button, the
remote-assign button, the assign toast, the tool buttons and the tab rail did
not before. The rules are written down under "Layout on phones" in the README.
On a phone held sideways the mini player and the tabs share one row instead of
taking half the screen.
Home-screen installs read the status-bar tag once: remove and re-add the app.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Einfg on the kiosk keyboard, or Guide (KEY_EPG) on the IR remote, shows a big
analog watch over whatever page is open, built from the Delphin Uhr mockup
without its swimming dolphin. The overlay stays mounted and is only hidden, so it
appears at once. Beside the watch, only while they run:
- The bus: on school days, a silent countdown to `general.clock.bus_time` (07:25)
that starts `bus_lead_minutes` (60) before. School days skip weekends and the
school and public holidays of `general.clock.subdivision` (DE-BY), fetched daily
from openholidaysapi.org and cached under the library cache. A badge on the
clock says whether there is school today, and why not.
- The dolphin timer, set in parent mode (5/10/15/30 minutes, or until a time).
It lives in the backend, so a parent's phone can start it for the kiosk. When it
runs out the kiosk opens the clock at 00:00 and a soft bell chimes on the
device; it clears after a minute, or at the next key, tap or remote press.
Parent mode is now a way in rather than a page: `?parentMode=1` adds a 🔧 button
next to the ⌨ one, or an "Eltern" tab in the phone's dock, so the URL can stay
bookmarked. The timer comes first there, the device settings below it.
Unmapped IR buttons are logged at debug level, to find out what irserver calls a
new one.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Sizing the stage from the screen height was not enough on iOS 26: with the layout
viewport a status bar short, WebKit clips at the short viewport and draws nothing
below the document, so the dock still floated over a dark strip. In standalone mode
`<html>` now takes the larger of `100vh` and the screen height too, and the stage
follows it.
Coming back from the background, or a relaunch restoring the page, is when iOS is most
likely to hand back a short viewport and it does not always fire `resize`, so the
height is also re-applied on `pageshow` and `visibilitychange`.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
In the iOS home-screen app the layout viewport - `100dvh`, `innerHeight`, even a
`position: fixed; inset: 0` box - can come back one status bar short, which left the
dock floating that far above the bottom of the screen with an empty strip below it.
In standalone mode the stage now takes its height from `screen` instead (swapped for
landscape, since iOS reports it in portrait), via a `--full-height` variable that
lib/fullHeight.ts sets only there; the keyboard inset is measured against the same
height. A Safari tab, Android and the kiosk are unchanged.
The mascot and app title above the group switch only cost a row on a phone, so they
are gone; the connection/figure pill moves above the group switch, centred, and only
shows while it has something to say.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With the ambient canvas off under ?pi=1, the backdrop blur no longer buys anything:
it paid for itself by giving each panel a compositing layer above the animating
canvas, and with nothing animating underneath it was just cost - enough to make the
browse rows visibly sluggish on the device. So the Pi profile now drops every backdrop
blur (`glassBlur`, which the music app and the typing game share), and turns the
drift and the moving mascot back on: plain CSS transform loops the compositor runs by
itself, which measured as noise.
The knob set is consolidated to match: one glass toggle instead of panel and card
blur, one shadows toggle for cards and tiles, the typing game's drift and view
transitions folded into the shared ones, and the backing-store cap fixed by profile
rather than a setting. The parent dialog groups them into Darstellung / Abspielen /
System and hides the canvas tuning while the canvas is off. Stored settings move to
musicmouse.perf.v2, since v1 drafts held the old preset in full.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Two kids, two looks: ?theme=dolphin or ?theme=dinosaur picks one, and the
choice is remembered in the browser so the installed home-screen app keeps it.
Everything that differs per child lives in one Skin object per file under
web/src/lib/skins/; layout and feature toggles in lib/theme.ts stay shared.
The dolphin renders pixel-identical to before.
The hardcoded sea hues (210 music, 175 typing game, 340 accent) are now CSS
variables written once at startup, and the Gecko-friendly sRGB gradient stops
come from the skin. The dinosaur is jungle green with a lava-orange accent,
its own mascot, icons, manifest and browser colour.
Nothing underwater is left in the dinosaur skin: leaves instead of bubbles
(play-view canvas, room page, typing game), a walking mascot, lava blobs in
the bubble game, a hatching egg instead of the treasure chest, dino pets that
walk or fly, a prehistoric speed ladder with the T-Rex as the hero rung, and
renamed games and light colours. Pets and ladder rungs are keyed by the
backend's existing ids, used as slots, so the backend and save format are
unchanged. Pets show as emoji until drawings exist.
python-backend/.gitignore: ignore tippen-curriculum-dino.yml, the dino
device's personal curriculum, like the original.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On an iPhone the sticky group switch sat on a fixed teal fade, which was the
wrong colour as soon as the ambience took on another album's tint (brown for
Conni). It is now a neutral frosted blur that fades out, so it suits whatever
is playing, and it reaches up under the status bar so scrolled content never
shows behind the clock.
After the search keyboard had been up, 100dvh in the home-screen app came back
a status bar short and the white page showed as a strip along the bottom. On
phones the stage is pinned to the viewport edges instead, with the sea colour
behind it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Phones got the kiosk's keyboard-first layout squeezed down: shelves cut off
by the tab rail and a header taking a fifth of the screen. They now get
their own layout, chosen by a media query (narrow, or short landscape on a
touch screen); tablets and desktop are unchanged.
- Pick a group (Musik/Hörbücher/Podcasts), then a category, then scroll
through a grid of smaller albums.
- A floating glass dock: mini player, Musik/Zimmer tabs (no typing tab - a
phone has no keyboard for it) and a search button that turns into a real
search field, raised above the on-screen keyboard.
- Album sheet and room page get compact phone variants.
Browse state stays in the shared UiState, so resizing or rotating keeps
your place.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Covers. Art out of an ID3 APIC frame is sized for a record sleeve: this library
averaged 3000x3000 and 580 kB per cover, 140 MB across 284 albums. The browser was
decoding nine megapixels - around 36 MB of bitmap - for every cover it painted, to show
it in a 185 px card, on a Pi with 2 GB of RAM. The largest any screen in this app asks
for is 340 px (the play view), so cache.store_cover now downscales to a 640 px long
edge, which leaves room for a tablet at devicePixelRatio 2 and cuts the decode about
twentyfold. Pillow was already a hard dependency, for colour extraction.
scan_library reuses an album whose fingerprint is unchanged without re-reading its
tags, so covers already on disk would never be rewritten - hence shrink_stored_covers(),
a pass at the top of a scan. Reading a JPEG's dimensions only parses its header, so
after the first run it costs one small read per album. Art already small enough is
returned byte-identical rather than re-encoded, so repeated scans cannot slowly grind
it down, and anything Pillow cannot read is passed through untouched: a cover that is
too big is a performance problem, a cover that is missing is a visible one.
Animation. Halving the ambient canvas to a quarter of the pixels at 30fps took it from
53.5% of a core to 25%, and 25% was still not good enough to use. A requestAnimationFrame
loop repainting the viewport is a floor you cannot get under while it runs at all, so
?pi=1 now switches it off outright rather than thinning it, along with the decorative
CSS loops, the view transitions, the typing game's bubbles and its next-key pulse. The
pets stay on screen but hold still, through the same path prefers-reduced-motion already
took - taking the animation away is the point, taking away what she earned is not.
.stage keeps its own static gradient, so there is still a sea behind everything.
Both blurs on the panels stay on. Dropping those measured five times worse.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Searching a single letter over a real library puts 340 cards in one grid, each with a
cover image, a shadow and a backdrop blur, all of them live whether or not they are on
screen. On musicdolphin that saturated the renderer badly enough that a DevTools
Runtime.evaluate could not be scheduled on the main thread inside 30 seconds, which is
a fair description of what "sluggish" felt like.
content-visibility: auto on the grid's cards is the browser's own answer: off-screen
cards skip layout, paint and compositing and come back as they scroll near the
viewport. The grid's tracks are sized by minmax(180px, 1fr) rather than by card
content, so skipping that content cannot move the columns; contain-intrinsic-size
supplies the block-axis guess and `auto` remembers each card's real size after its
first render, so scroll height and offsetTop - which BrowseView's keep-the-selection-
on-screen effect reads - stay honest. Not behind ?pi=1: there is no visual difference
to trade away.
SHOW_CARD_BLUR separates the repeated frosted surfaces (every card, every list row)
from the handful of panels wrapped around them, because the two behave nothing alike
and lumping them together is what made the first Pi profile five times slower. A panel
is one live backdrop copy that buys its whole subtree a compositing layer; a card is
one of three hundred sitting directly over the animated canvas. ?pi=1 now drops the
card blur and keeps the panel blur.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The reward pipeline worked end to end already, but it had nothing to show for
itself: the unlock was one more line at the bottom of the result sheet, a 52px
thumbnail with the generic 520ms pop, below the stars, the stats, the progress
bar, the animal ladder and three other badges. The sound was `playFanfare`, the
same chirp used for a new lesson and a new aquarium pet. It fired correctly and
was impossible to notice.
This is the only reward that reaches outside the game, so it now gets the whole
screen. A chest drops in shut and rattles, the lid swings open on a burst of
light and confetti, the cover art rises out of it, and the tune is a real melody
- two seconds landing on a held major chord - rather than another blip. It is
dismissed by hand, so she can look at what she won for as long as she likes.
On the map, the 15px 🎁 becomes a drawn chest, shut while the reward is unwon
and open with the cover inside once it has been. It is rendered as a sibling of
the lesson node rather than a child, because a locked node is dimmed to 45% and
the chest that most needs to be bright is the one three worlds away.
One real bug behind the missing badge state: `progressFromApi` dropped the
`earned` flag the backend already sends, so the map could not tell a claimed
reward from an unclaimed one. Added, with a test that names it - a hand-written
field mapping loses fields without failing a type check.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The aquarium was a separate landing screen in front of the map, showing the pets
collected so far and a "Weiter üben" button. But the pets already swim behind
every screen in the tab, so the screen mostly restated what was visible anyway,
at the cost of one extra step between opening the tab and typing.
The map absorbs what was worth keeping: the "Weiter üben" button now floats over
it, and the pets, streak and best animal move into the header. One Escape from
the map leaves the tab entirely, where it used to go back a screen first.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Letters-round lessons only had bubbles and jellyfish as eligible arcade
modes; with jellyfish gone, bubbles is now always used instead of the
two alternating - no lessons need to be dropped.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Moves tippen from a standalone app into web/ as a third tab (audio player /
smarthome / typing), replacing the old single room-toggle corner button with a
vertical icon tab rail. Curriculum and progress now come from the backend
(musicmouse/tippen/*) instead of a build-time YAML import and localStorage.
Adds reward-driven lock rendering: Cover/BrowseView/AlbumModal show a question
mark for locked albums/tracks with a hint on what unlocks them, and
ResultSheet gets a new unlock-animation block alongside the existing
lesson-unlock and aquarium-creature celebrations.
CSS from the two apps is merged carefully: identical rules (bubble/card/
key-cap/view-enter/backdrop-enter and their keyframes) are shared as-is,
while rules that bake in each app's own hue are kept separate under a
`tp-` prefix and scoped to the typing tab's own .tp-stage wrapper, so
neither app's look bleeds into the other's.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The background worker now runs a real librosa analyzer (tempo, beat grid,
per-second energy/valence curves) instead of only the null baseline, kept
behind build_analyzer() so a plain checkout without the analysis extra still
runs fine. The web player reads that per-track analysis and drives a new
animated "Ambience" background (bubbles, colour, current) that reacts to the
beat and the mood curve as the track plays, plus a debug overlay for tuning
it. Also adds a one-off script to backfill podcast cover art from iTunes.
Implements the room-control page from the design mockup: a scenes row above cards
for shutters, color lamps, and brightness-only lamps, all driven by a new
`general.ha` config section (server URL, token, ordered device/scene lists).
The backend proxies every Home Assistant call server-side (GET/POST /api/ha/...)
rather than the browser calling Home Assistant directly, so the long-lived token
never leaves the LAN device and Home Assistant's own CORS settings don't need to
know about musicmouse at all. Card kind (shutter/color/brightness-only) is
inferred at runtime from what Home Assistant reports about each entity, not
configured explicitly.
Also stops tracking python-backend/config.yml, which had drifted into the repo
despite its own header saying it shouldn't be - it now carries real credentials
locally and needs to stay untracked.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>