Merge remote-tracking branch 'origin/develop' into feat/mission-2

# Conflicts:
#	package-lock.json
#	package.json
#	src/App.tsx
#	src/components/three/interaction/CentralObject.tsx
#	src/components/three/interaction/VillageoisHelperObject.tsx
#	src/managers/GameStepManager.ts
#	src/stateManager/AudioManager.ts
#	src/world/World.tsx
#	src/world/player/PlayerController.tsx
This commit is contained in:
Tom Boullay
2026-05-11 17:46:42 +02:00
945 changed files with 26164 additions and 1569 deletions
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import { logger } from "@/utils/core/Logger";
export type AudioCategory = "music" | "sfx" | "dialogue";
export type OneShotAudioCategory = Exclude<AudioCategory, "music">;
interface AudioContextWindow extends Window {
webkitAudioContext?: typeof AudioContext;
}
const DEFAULT_CATEGORY_VOLUMES: Record<AudioCategory, number> = {
music: 1,
sfx: 1,
dialogue: 1,
};
interface PlaySoundOptions {
category?: OneShotAudioCategory;
pan?: number;
playbackRate?: number;
}
interface StereoNodes {
source: MediaElementAudioSourceNode;
panner: StereoPannerNode;
}
interface OneShotAudioState {
category: OneShotAudioCategory;
volume: number;
}
export class AudioManager {
private static _instance: AudioManager | null = null;
private readonly _audioPools = new Map<string, HTMLAudioElement[]>();
private readonly _stereoNodes = new WeakMap<HTMLAudioElement, StereoNodes>();
private readonly _oneShotStates = new WeakMap<
HTMLAudioElement,
OneShotAudioState
>();
private readonly _categoryVolumes: Record<AudioCategory, number> = {
...DEFAULT_CATEGORY_VOLUMES,
};
private _audioContext: AudioContext | null = null;
private _music: HTMLAudioElement | null = null;
private _musicPath: string | null = null;
private _musicVolume = 1;
private _musicUnlockHandler: (() => void) | null = null;
private static readonly MAX_POOL_SIZE_PER_SOUND = 6;
private static readonly DEFAULT_SOUND_CATEGORY: OneShotAudioCategory = "sfx";
private static readonly IGNORED_PLAYBACK_ERRORS = new Set([
"AbortError",
"NotAllowedError",
]);
static getInstance(): AudioManager {
if (!AudioManager._instance) {
AudioManager._instance = new AudioManager();
}
return AudioManager._instance;
}
private constructor() {}
setCategoryVolume(category: AudioCategory, volume: number): void {
this._categoryVolumes[category] = AudioManager._clampVolume(volume);
if (category === "music" && this._music) {
this._music.volume = this._getEffectiveVolume("music", this._musicVolume);
return;
}
this._updateOneShotVolumes(category);
}
getCategoryVolume(category: AudioCategory): number {
return this._categoryVolumes[category];
}
playSound(
path: string,
volume = 1,
options: PlaySoundOptions = {},
): HTMLAudioElement {
const audio = this._acquireAudio(path);
const category = options.category ?? AudioManager.DEFAULT_SOUND_CATEGORY;
const baseVolume = AudioManager._clampVolume(volume);
this._oneShotStates.set(audio, { category, volume: baseVolume });
audio.volume = this._getEffectiveVolume(category, baseVolume);
audio.playbackRate = options.playbackRate ?? 1;
audio.currentTime = 0;
this._setStereoPan(audio, options.pan ?? 0);
if (this._audioContext?.state === "suspended") {
void this._audioContext.resume();
}
void audio.play().catch((error: unknown) => {
if (
error instanceof DOMException &&
AudioManager.IGNORED_PLAYBACK_ERRORS.has(error.name)
) {
return;
}
logger.error("AudioManager", "Failed to play sound", {
path,
category,
error: AudioManager._toLogValue(error),
});
});
return audio;
}
playSoundWithCallback(
path: string,
volume: number,
onEnded: () => void,
options: PlaySoundOptions = {},
): HTMLAudioElement {
const audio = this.playSound(path, volume, options);
audio.addEventListener("ended", onEnded, { once: true });
return audio;
}
playMusic(path: string, volume = 1): void {
this._musicVolume = AudioManager._clampVolume(volume);
if (this._musicPath === path && this._music) {
this._music.volume = this._getEffectiveVolume("music", this._musicVolume);
if (!this._music.paused) return;
} else {
this.stopMusic();
this._music = new Audio(path);
this._music.loop = true;
this._musicPath = path;
}
this._music.volume = this._getEffectiveVolume("music", this._musicVolume);
void this._music.play().catch((error: unknown) => {
if (
error instanceof DOMException &&
AudioManager.IGNORED_PLAYBACK_ERRORS.has(error.name)
) {
this._waitForUserGestureToPlayMusic();
return;
}
logger.error("AudioManager", "Failed to play music", {
path,
error: AudioManager._toLogValue(error),
});
});
}
stopMusic(): void {
this._removeMusicUnlockHandler();
this._music?.pause();
this._music = null;
this._musicPath = null;
}
destroy(): void {
this.stopMusic();
this._audioPools.forEach((pool) => {
pool.forEach((audio) => {
audio.pause();
audio.src = "";
});
});
this._audioPools.clear();
void this._audioContext?.close();
this._audioContext = null;
AudioManager._instance = null;
}
private _acquireAudio(path: string): HTMLAudioElement {
const existingPool = this._audioPools.get(path);
if (existingPool) {
const availableAudio = existingPool.find(
(audio) => audio.paused || audio.ended,
);
if (availableAudio) return availableAudio;
if (existingPool.length < AudioManager.MAX_POOL_SIZE_PER_SOUND) {
const pooledAudio = new Audio(path);
existingPool.push(pooledAudio);
return pooledAudio;
}
const recycledAudio = existingPool[0];
if (recycledAudio) return recycledAudio;
}
const initialAudio = new Audio(path);
this._audioPools.set(path, [initialAudio]);
return initialAudio;
}
private _waitForUserGestureToPlayMusic(): void {
if (this._musicUnlockHandler) return;
this._musicUnlockHandler = () => {
this._removeMusicUnlockHandler();
const music = this._music;
if (!music) return;
void music.play().catch((error: unknown) => {
if (
error instanceof DOMException &&
AudioManager.IGNORED_PLAYBACK_ERRORS.has(error.name)
) {
return;
}
logger.error("AudioManager", "Failed to unlock music playback", {
path: this._musicPath,
error: AudioManager._toLogValue(error),
});
});
};
window.addEventListener("pointerdown", this._musicUnlockHandler, {
once: true,
});
window.addEventListener("keydown", this._musicUnlockHandler, {
once: true,
});
}
private _removeMusicUnlockHandler(): void {
if (!this._musicUnlockHandler) return;
window.removeEventListener("pointerdown", this._musicUnlockHandler);
window.removeEventListener("keydown", this._musicUnlockHandler);
this._musicUnlockHandler = null;
}
private _setStereoPan(audio: HTMLAudioElement, pan: number): void {
const audioContext = this._getAudioContext();
if (!audioContext || !("createStereoPanner" in audioContext)) return;
let nodes = this._stereoNodes.get(audio);
if (!nodes) {
nodes = {
source: audioContext.createMediaElementSource(audio),
panner: audioContext.createStereoPanner(),
};
nodes.source.connect(nodes.panner).connect(audioContext.destination);
this._stereoNodes.set(audio, nodes);
}
nodes.panner.pan.value = AudioManager._clampPan(pan);
}
private _getAudioContext(): AudioContext | null {
if (this._audioContext) return this._audioContext;
const AudioContextConstructor =
window.AudioContext ??
(window as AudioContextWindow).webkitAudioContext ??
null;
if (!AudioContextConstructor) return null;
this._audioContext = new AudioContextConstructor();
return this._audioContext;
}
private _getEffectiveVolume(category: AudioCategory, volume: number): number {
return AudioManager._clampVolume(volume) * this._categoryVolumes[category];
}
private _updateOneShotVolumes(category: AudioCategory): void {
if (category === "music") return;
this._audioPools.forEach((pool) => {
pool.forEach((audio) => {
const state = this._oneShotStates.get(audio);
if (!state || state.category !== category) return;
audio.volume = this._getEffectiveVolume(category, state.volume);
});
});
}
private static _clampPan(pan: number): number {
return Math.max(-1, Math.min(1, pan));
}
private static _clampVolume(volume: number): number {
return Math.max(0, Math.min(1, volume));
}
private static _toLogValue(error: unknown): Error | DOMException | string {
if (error instanceof Error || error instanceof DOMException) {
return error;
}
return String(error);
}
}
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import type { GameStep, GameStepSnapshot } from "@/types/game";
import { useMissionFlowStore } from "@/managers/stores/useMissionFlowStore";
export class GameStepManager {
private static _instance: GameStepManager | null = null;
private _currentStep: GameStep = "intro";
private _playerName = "";
private _canMove = false;
private readonly _listeners = new Set<() => void>();
private _cachedSnapshot: GameStepSnapshot | null = null;
static getInstance(): GameStepManager {
if (!GameStepManager._instance) {
GameStepManager._instance = new GameStepManager();
}
return GameStepManager._instance;
}
private constructor() {}
getStep(): GameStep {
return this._currentStep;
}
getPlayerName(): string {
return this._playerName;
}
canMove(): boolean {
return this._canMove;
}
getSnapshot(): GameStepSnapshot {
if (!this._cachedSnapshot) {
this._cachedSnapshot = {
step: this._currentStep,
playerName: this._playerName,
canMove: this._canMove,
transitionTo: this.transitionTo.bind(this),
setPlayerName: this.setPlayerName.bind(this),
};
}
return this._cachedSnapshot;
}
transitionTo(step: GameStep): void {
if (this._currentStep === step) return;
this._currentStep = step;
this._cachedSnapshot = null;
useMissionFlowStore.getState().setStep(step);
this._emit();
}
setPlayerName(name: string): void {
if (this._playerName === name) return;
this._playerName = name;
this._cachedSnapshot = null;
useMissionFlowStore.getState().setPlayerName(name);
this._emit();
}
setCanMove(canMove: boolean): void {
if (this._canMove === canMove) return;
this._canMove = canMove;
this._cachedSnapshot = null;
useMissionFlowStore.getState().setCanMove(canMove);
this._emit();
}
subscribe(listener: () => void): () => void {
this._listeners.add(listener);
return () => {
this._listeners.delete(listener);
};
}
destroy(): void {
this._currentStep = "intro";
this._playerName = "";
this._canMove = false;
this._listeners.clear();
this._cachedSnapshot = null;
GameStepManager._instance = null;
}
private _emit(): void {
this._listeners.forEach((cb) => cb());
}
}
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import type {
GrabInteractableHandle,
InteractableHandle,
InteractionSnapshot,
} from "@/types/interaction/interaction";
import { EventEmitter } from "@/utils/core/EventEmitter";
interface InteractionManagerEvents {
change: void;
}
export class InteractionManager {
private static _instance: InteractionManager | null = null;
private _focused: InteractableHandle | null = null;
private readonly _nearbyHandles = new Set<InteractableHandle>();
private _holding = false;
private _handHolding = false;
private _holdingHandle: GrabInteractableHandle | null = null;
private _snapshot: InteractionSnapshot = {
focused: null,
nearby: false,
holding: false,
handHolding: false,
};
private readonly _events = new EventEmitter<InteractionManagerEvents>();
static getInstance(): InteractionManager {
if (!InteractionManager._instance) {
InteractionManager._instance = new InteractionManager();
}
return InteractionManager._instance;
}
private constructor() {}
getState(): InteractionSnapshot {
return this._snapshot;
}
setFocused(handle: InteractableHandle | null): void {
if (this._focused === handle) return;
if (this._holding) return;
this._focused = handle;
this._emit();
}
setNearby(handle: InteractableHandle, nearby: boolean): void {
const hadHandle = this._nearbyHandles.has(handle);
if (nearby === hadHandle) return;
if (nearby) {
this._nearbyHandles.add(handle);
} else {
this._nearbyHandles.delete(handle);
}
this._emit();
}
setHandHolding(holding: boolean): void {
if (this._handHolding === holding) return;
this._handHolding = holding;
this._emit();
}
pressInteract(): void {
if (!this._focused) return;
if (this._focused.kind === "grab") {
this._holding = true;
this._holdingHandle = this._focused;
} else {
this._holding = false;
this._holdingHandle = null;
}
this._focused.onPress();
this._emit();
}
releaseInteract(): void {
const handle = this._holding ? this._holdingHandle : null;
if (!handle) return;
handle.onRelease();
this._holding = false;
this._holdingHandle = null;
this._emit();
}
subscribe(listener: () => void): () => void {
return this._events.on("change", listener);
}
destroy(): void {
this._focused = null;
this._nearbyHandles.clear();
this._holding = false;
this._handHolding = false;
this._holdingHandle = null;
this._snapshot = {
focused: null,
nearby: false,
holding: false,
handHolding: false,
};
this._events.clear();
InteractionManager._instance = null;
}
private _emit(): void {
this._snapshot = {
focused: this._focused,
nearby: this._nearbyHandles.size > 0,
holding: this._holding,
handHolding: this._handHolding,
};
this._events.emit("change", undefined);
}
}
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import { create } from "zustand";
import {
isRepairMissionId,
type MissionStep,
type RepairMissionId,
} from "@/types/gameplay/repairMission";
export type MainGameState = "intro" | "bike" | "pylone" | "ferme" | "outro";
export type { MissionStep, RepairMissionId };
interface IntroState {
dialogueAudio: string | null;
hasCompleted: boolean;
isBikeUnlocked: boolean;
}
interface MissionState {
currentStep: MissionStep;
dialogueAudio: string | null;
}
interface GameState {
mainState: MainGameState;
isCinematicPlaying: boolean;
intro: IntroState;
bike: MissionState & {
isRepaired: boolean;
};
pylone: MissionState & {
isPowered: boolean;
};
ferme: MissionState & {
irrigationFixed: boolean;
};
outro: {
dialogueAudio: string | null;
hasStarted: boolean;
};
}
interface GameActions {
setMainState: (mainState: MainGameState) => void;
setCinematicPlaying: (isCinematicPlaying: boolean) => void;
setIntroState: (intro: Partial<IntroState>) => void;
setBikeState: (bike: Partial<GameState["bike"]>) => void;
setPyloneState: (pylone: Partial<GameState["pylone"]>) => void;
setFermeState: (ferme: Partial<GameState["ferme"]>) => void;
setOutroState: (outro: Partial<GameState["outro"]>) => void;
setMissionStep: (mission: RepairMissionId, step: MissionStep) => void;
completeIntro: () => void;
completeBike: () => void;
completePylone: () => void;
completeFerme: () => void;
completeMission: (mission: RepairMissionId) => void;
startOutro: () => void;
advanceGameState: () => void;
rewindGameState: () => void;
resetGame: () => void;
}
type GameStore = GameState & GameActions;
type GameStateUpdate = Partial<GameState>;
function getNextMissionStep(step: MissionStep): MissionStep {
switch (step) {
case "locked":
return "waiting";
case "waiting":
return "inspected";
case "inspected":
return "fragmented";
case "fragmented":
return "scanning";
case "scanning":
return "repairing";
case "repairing":
return "reassembling";
case "reassembling":
case "done":
return "done";
}
}
function getPreviousMissionStep(step: MissionStep): MissionStep {
switch (step) {
case "locked":
case "waiting":
return "locked";
case "inspected":
return "waiting";
case "fragmented":
return "inspected";
case "scanning":
return "fragmented";
case "repairing":
return "scanning";
case "reassembling":
return "repairing";
case "done":
return "reassembling";
}
}
function completeIntroState(state: GameState): GameStateUpdate {
return {
mainState: "bike",
intro: {
...state.intro,
hasCompleted: true,
isBikeUnlocked: true,
},
bike: {
...state.bike,
currentStep: "waiting",
},
};
}
function completeBikeState(state: GameState): GameStateUpdate {
return {
mainState: "pylone",
bike: {
...state.bike,
currentStep: "done",
isRepaired: true,
},
pylone: {
...state.pylone,
currentStep: "waiting",
},
};
}
function completePyloneState(state: GameState): GameStateUpdate {
return {
mainState: "ferme",
pylone: {
...state.pylone,
currentStep: "done",
isPowered: true,
},
ferme: {
...state.ferme,
currentStep: "waiting",
},
};
}
function completeFermeState(state: GameState): GameStateUpdate {
return {
mainState: "outro",
ferme: {
...state.ferme,
currentStep: "done",
irrigationFixed: true,
},
outro: {
...state.outro,
hasStarted: true,
},
};
}
function setMissionStepState(
state: GameState,
mission: RepairMissionId,
step: MissionStep,
): GameStateUpdate {
return {
[mission]: {
...state[mission],
currentStep: step,
},
};
}
function completeMissionState(
state: GameState,
mission: RepairMissionId,
): GameStateUpdate {
switch (mission) {
case "bike":
return completeBikeState(state);
case "pylone":
return completePyloneState(state);
case "ferme":
return completeFermeState(state);
}
}
function advanceRepairMissionState(
state: GameState,
mission: RepairMissionId,
): GameStateUpdate {
const nextStep = getNextMissionStep(state[mission].currentStep);
if (nextStep === "done") {
return completeMissionState(state, mission);
}
return setMissionStepState(state, mission, nextStep);
}
function rewindRepairMissionState(
state: GameState,
mission: RepairMissionId,
): GameStateUpdate {
return setMissionStepState(
state,
mission,
getPreviousMissionStep(state[mission].currentStep),
);
}
function startOutroState(state: GameState): GameStateUpdate {
return {
mainState: "outro",
outro: {
...state.outro,
hasStarted: true,
},
};
}
function createInitialGameState(): GameState {
return {
mainState: "intro",
isCinematicPlaying: false,
intro: {
dialogueAudio: null,
hasCompleted: false,
isBikeUnlocked: false,
},
bike: {
currentStep: "locked",
dialogueAudio: null,
isRepaired: false,
},
pylone: {
currentStep: "locked",
dialogueAudio: null,
isPowered: false,
},
ferme: {
currentStep: "locked",
dialogueAudio: null,
irrigationFixed: false,
},
outro: {
dialogueAudio: null,
hasStarted: false,
},
};
}
export const useGameStore = create<GameStore>()((set) => ({
...createInitialGameState(),
setMainState: (mainState) => set({ mainState }),
setCinematicPlaying: (isCinematicPlaying) => set({ isCinematicPlaying }),
setIntroState: (intro) =>
set((state) => ({ intro: { ...state.intro, ...intro } })),
setBikeState: (bike) =>
set((state) => ({ bike: { ...state.bike, ...bike } })),
setPyloneState: (pylone) =>
set((state) => ({ pylone: { ...state.pylone, ...pylone } })),
setFermeState: (ferme) =>
set((state) => ({ ferme: { ...state.ferme, ...ferme } })),
setOutroState: (outro) =>
set((state) => ({ outro: { ...state.outro, ...outro } })),
setMissionStep: (mission, step) =>
set((state) => setMissionStepState(state, mission, step)),
completeIntro: () => set(completeIntroState),
completeBike: () => set((state) => completeMissionState(state, "bike")),
completePylone: () => set((state) => completeMissionState(state, "pylone")),
completeFerme: () => set((state) => completeMissionState(state, "ferme")),
completeMission: (mission) =>
set((state) => completeMissionState(state, mission)),
startOutro: () => set(startOutroState),
advanceGameState: () =>
set((state) => {
if (state.mainState === "intro") {
return completeIntroState(state);
}
if (isRepairMissionId(state.mainState)) {
return advanceRepairMissionState(state, state.mainState);
}
return startOutroState(state);
}),
rewindGameState: () =>
set((state) => {
if (state.mainState === "intro") {
return { intro: { ...state.intro, hasCompleted: false } };
}
if (isRepairMissionId(state.mainState)) {
return rewindRepairMissionState(state, state.mainState);
}
return { outro: { ...state.outro, hasStarted: false } };
}),
resetGame: () => set(createInitialGameState()),
}));
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import { create } from "zustand";
import type { GameStep } from "@/types/game";
interface MissionFlowState {
activityCity: boolean;
canMove: boolean;
dialogMessage: string | null;
playerName: string;
step: GameStep;
}
interface MissionFlowActions {
hideDialog: () => void;
setActivityCity: (value: boolean) => void;
setCanMove: (canMove: boolean) => void;
setPlayerName: (name: string) => void;
setStep: (step: GameStep) => void;
showDialog: (message: string) => void;
}
export const useMissionFlowStore = create<
MissionFlowState & MissionFlowActions
>((set) => ({
activityCity: true,
canMove: false,
dialogMessage: null,
playerName: "",
step: "intro",
hideDialog: () => set({ dialogMessage: null }),
setActivityCity: (activityCity) => set({ activityCity }),
setCanMove: (canMove) => set({ canMove }),
setPlayerName: (playerName) => set({ playerName }),
setStep: (step) => set({ step }),
showDialog: (dialogMessage) => set({ dialogMessage }),
}));
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import { create } from "zustand";
import { AudioManager } from "@/managers/AudioManager";
import type { AudioCategory } from "@/managers/AudioManager";
export type SubtitleLanguage = "fr" | "en";
export type RepairRuntime = "js" | "python";
interface SettingsState {
isSettingsMenuOpen: boolean;
musicVolume: number;
sfxVolume: number;
dialogueVolume: number;
subtitlesEnabled: boolean;
subtitleLanguage: SubtitleLanguage;
repairRuntime: RepairRuntime;
}
interface SettingsActions {
setSettingsMenuOpen: (open: boolean) => void;
setMusicVolume: (volume: number) => void;
setSfxVolume: (volume: number) => void;
setDialogueVolume: (volume: number) => void;
setSubtitlesEnabled: (enabled: boolean) => void;
setSubtitleLanguage: (language: SubtitleLanguage) => void;
setRepairRuntime: (runtime: RepairRuntime) => void;
resetSettings: () => void;
}
type SettingsStore = SettingsState & SettingsActions;
const DEFAULT_SETTINGS: SettingsState = {
isSettingsMenuOpen: false,
musicVolume: 1,
sfxVolume: 1,
dialogueVolume: 1,
subtitlesEnabled: true,
subtitleLanguage: "fr",
repairRuntime: "js",
};
function clampVolume(volume: number): number {
return Math.max(0, Math.min(1, volume));
}
function setAudioCategoryVolume(
category: AudioCategory,
volume: number,
): number {
const nextVolume = clampVolume(volume);
AudioManager.getInstance().setCategoryVolume(category, nextVolume);
return nextVolume;
}
function applyDefaultAudioSettings(): void {
AudioManager.getInstance().setCategoryVolume(
"music",
DEFAULT_SETTINGS.musicVolume,
);
AudioManager.getInstance().setCategoryVolume(
"sfx",
DEFAULT_SETTINGS.sfxVolume,
);
AudioManager.getInstance().setCategoryVolume(
"dialogue",
DEFAULT_SETTINGS.dialogueVolume,
);
}
applyDefaultAudioSettings();
export const useSettingsStore = create<SettingsStore>()((set) => ({
...DEFAULT_SETTINGS,
setSettingsMenuOpen: (isSettingsMenuOpen) => set({ isSettingsMenuOpen }),
setMusicVolume: (volume) =>
set({ musicVolume: setAudioCategoryVolume("music", volume) }),
setSfxVolume: (volume) =>
set({ sfxVolume: setAudioCategoryVolume("sfx", volume) }),
setDialogueVolume: (volume) =>
set({ dialogueVolume: setAudioCategoryVolume("dialogue", volume) }),
setSubtitlesEnabled: (subtitlesEnabled) => set({ subtitlesEnabled }),
setSubtitleLanguage: (subtitleLanguage) => set({ subtitleLanguage }),
setRepairRuntime: (repairRuntime) => set({ repairRuntime }),
resetSettings: () => {
applyDefaultAudioSettings();
set(DEFAULT_SETTINGS);
},
}));
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import { create } from "zustand";
import type { DialogueSpeaker } from "@/types/dialogues/dialogues";
interface ActiveSubtitle {
speaker: DialogueSpeaker;
text: string;
}
interface SubtitleState {
activeSubtitle: ActiveSubtitle | null;
}
interface SubtitleActions {
setActiveSubtitle: (subtitle: ActiveSubtitle | null) => void;
clearActiveSubtitle: () => void;
}
type SubtitleStore = SubtitleState & SubtitleActions;
export const useSubtitleStore = create<SubtitleStore>()((set) => ({
activeSubtitle: null,
setActiveSubtitle: (activeSubtitle) => set({ activeSubtitle }),
clearActiveSubtitle: () => set({ activeSubtitle: null }),
}));