Files
olivv-cs-ComfyUI-FunPack/app/boot.js
T
digital-garbage 563b1c6f02 app: Settings looks designed instead of default -- icon chips, real sidebar, centred About
A bare glyph character had no framing at all; filterList's icon now gets a
coloured chip, drawn from a fixed tone (accent/danger/warn/good/neutral) --
never a raw colour from data, the same rule el()'s style refusal already
holds everywhere else. Each Settings section picks one.

The sidebar was the filterList element's small dropdown-list shape (a
240px-capped box with its own border, floating in a large pane) rather
than a real full-height sidebar; .cx-filter-full opts a host into the
pane version without changing the compact one pipeline_window's own node
picker still uses.

Round one had a per-row hint line under the icon+label, which doesn't
exist in v4's own sidebar and broke alignment the moment a hint wrapped
(icon and label baseline-aligned against a hint floating as an independent
sibling rather than stacked under its own label). Fixed the real bug --
label+hint are a column now, not loose flex siblings -- then removed the
hint entirely to match v4: a section's subtitle belongs in its own head
once picked, not repeated under every row whether picked or not.

About is centred -- mark, name, version/branch -- rather than a plain
settings-row list, the one section built fresh rather than mounting an
existing window.
2026-09-07 01:22:35 +03:00

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// Entry point.
//
// The whole of what the app does at startup: build the regions, ask the server
// what exists, and mount whatever announced itself. Nothing here names a module.
import { build } from "./shell/layout.js";
import { fetchManifest } from "./shell/manifest.js";
import { mountAll } from "./shell/panels.js";
import { settle } from "./shell/mounts.js";
import { all as allValues } from "./shell/values.js";
import { composer } from "./composer/composer.js";
import { createRun, viewUrl, DONE, FAILED, CANCELLED } from "./shell/run.js";
import { clientId, connect, queuedFor, finishedFor } from "./shell/client.js";
import { wire, waitForTerminal } from "./shell/session.js";
import { check, load, describe, search } from "./shell/pipeline.js";
import { mount as mountPipeline } from "./shell/pipeline_window.js";
import { createPrompts } from "./shell/prompt.js";
import { createProject } from "./shell/projects.js";
import { createTimeline } from "./shell/timeline.js";
import { createInspector } from "./shell/inspector.js";
import { createWheel } from "./shell/wheel.js";
import { offerAction } from "./shell/actions.js";
import { open as openWizard } from "./shell/wizard.js";
import { mount as mountUpdates, status as gitStatus } from "./shell/updates.js";
import { mount as mountPacks } from "./shell/packs.js";
import { mount as mountLog } from "./shell/logwindow.js";
import { mount as mountTemp } from "./shell/tempfiles.js";
import { createSettingsWindow } from "./shell/settings_window.js";
const root = document.querySelector("#app");
async function start() {
const id = clientId();
const run = createRun({ clientId: id, connect });
// The pipeline the user has edited, if they have. Held here and passed in
// rather than kept inside a module: the app has one store of live values
// already, and a second one hiding in a transport file is a second place to
// look when a run turns out to have used something other than what is on
// screen. Null until the window says otherwise, which means "the server's
// defaults" -- so a fresh page generates without the window ever opening.
let slots = null;
// The inputs the pipeline puts on the main window -- the prompt, today. Null
// until the pipeline has been read, because until then nobody knows which
// inputs those are.
let prompts = null;
// The project, and the strip that draws it. Both exist before the manifest is
// read so a failure to reach the server leaves an empty timeline rather than
// an undefined one.
let timeline = null;
let inspector = null;
const project = createProject({
onChange: () => {
if (timeline) timeline.draw();
if (inspector) inspector.draw();
},
// A different project is open. Everything that follows the project rather
// than one of its fields is put back here -- by every route in, including
// the ones that are not the File menu.
onOpen: () => { showScene(project.selected); syncVideo(); },
onError: (err) => page.transport.say(`The project could not be saved: ${err.message}`),
});
// A group with nothing in it is a heading over nothing. The pipeline decides
// which inputs belong on the app's surface, so whether this group exists at
// all is only known once its controls have been built -- and again whenever
// the pipeline changes underneath.
const showGroups = () => {
const empty = !prompts || !prompts.controlsAt("project.video").length;
page.constructor.video.node.toggleAttribute("hidden", empty);
};
/**
* Put the open project's settings into the controls that produce them.
*
* Every time EITHER side moves: a different project is opened, or the pipeline
* changed and the controls were rebuilt from its defaults. Seeding once at
* startup left the boxes -- and so `overrides()`, and so the run -- holding the
* numbers of whatever project was open first. The store's own getter reported
* the new project correctly, so the only place the stale value showed was a
* window nobody had a reason to reopen.
*/
const syncVideo = () => {
// A project that never touched an input is not "leave it alone" -- it is
// "this input has no opinion here", which means the pipeline's own
// default. Without the fallback, switching FROM a project that set width
// TO one that never did left the box (and so overrides(), and so the run)
// still showing the first project's number.
for (const { input, control } of (prompts ? prompts.controlsAt("project.video") : [])) {
control.setValue(project.video[input] !== undefined ? project.video[input] : control.default);
}
};
// A scene's text and the prompt box are the same value seen twice. The box is
// the editor; the scene is where it lives.
const showScene = (scene) => {
const box = prompts && prompts.at("generation.prompt");
if (box) box.setValue(scene ? scene.text : "");
// The properties column is about ONE scene, and says which.
const at = scene ? project.scenes.findIndex((s) => s.id === scene.id) + 1 : 0;
if (page && page.properties) page.properties.setTitle(at ? `Scene · ${at}` : "Scene");
};
// Which scene a run was started for, read at the moment it starts. A run
// takes minutes and the user goes on clicking, so "the selected scene" at the
// end is not the one that was generated. The project id travels with it --
// nothing stops the user opening a DIFFERENT project while this one is in
// flight, and the result still belongs to the project it was started in.
let ranFor = null;
let ranForProject = null;
// Before the page, because the properties column is composed with it in.
inspector = createInspector({ project, onRename: (name) => project.rename(name) });
// "Load Project File..." trigger. One input, kept and reused rather than
// built fresh per click -- a fresh one would need its `change` listener
// rewired every time, which is a listener leaked on every click but the last.
const loadProjectFile = document.createElement("input");
loadProjectFile.type = "file";
loadProjectFile.accept = "application/json,.json";
loadProjectFile.hidden = true;
document.body.appendChild(loadProjectFile);
loadProjectFile.addEventListener("change", async () => {
const file = loadProjectFile.files[0];
loadProjectFile.value = ""; // the same file picked twice must still change
if (!file) return;
try {
await project.importProject(JSON.parse(await file.text()));
} catch (err) {
page.transport.say(`Could not load that project file: ${err.message}`);
}
});
// What Generate does for whichever scene is selected right now -- shared
// with "Generate All" below, so the two never disagree about how a run gets
// attributed to its scene.
const generateCurrentScene = () => {
ranFor = project.selectedId;
ranForProject = project.project ? project.project.id : null;
return session.generate();
};
// Every scene, one at a time, waiting for each to actually finish before
// starting the next. Not a montage -- v5 has no render/stitch stage -- this
// is N separate generations, each landing on its own scene, the same as
// pressing Generate N times without having to sit at the keyboard for each.
let batchCancelled = false;
async function generateAll() {
// Excluded scenes are dropped from the count as well as the loop -- "3 of
// 5" while two of the five were never going to run reads as a wrong
// number, not as a batch that respected the exclude.
const scenes = project.scenes.filter((s) => !s.excluded);
if (!scenes.length) { page.transport.say("Every scene is excluded -- nothing to generate."); return; }
generateAllBtn.setDisabled(true);
batchCancelled = false;
page.transport.hold(`Generating scene 1 of ${scenes.length}…`);
const failed = [];
try {
for (let i = 0; i < scenes.length; i++) {
if (batchCancelled) break;
const scene = scenes[i];
// A scene removed -- or excluded -- mid-batch by whoever is not at
// the keyboard right now is not a scene left to generate.
const live = project.scenes.find((s) => s.id === scene.id);
if (!live || live.excluded) continue;
project.select(scene.id);
showScene(project.selected);
page.transport.say(`Generating scene ${i + 1} of ${scenes.length}…`);
const waiting = waitForTerminal(run);
const queued = await generateCurrentScene();
if (!queued) {
// Refused before it ever reached run.start() -- nothing will ever
// transition the run, so nothing will ever resolve `waiting` either.
waiting.cancel();
failed.push(scene);
continue;
}
const phase = await waiting;
if (phase === CANCELLED) { batchCancelled = true; break; }
if (phase === FAILED) failed.push(scene);
}
} finally {
generateAllBtn.setDisabled(false);
page.transport.release(run.state);
}
if (batchCancelled) page.transport.say("Generate All was cancelled.");
else if (failed.length) page.transport.say(`${failed.length} of ${scenes.length} scenes did not generate.`);
}
const generateAllBtn = composer.button.sm({
label: "Generate All", tone: "ghost",
onClick: () => generateAll(),
});
// One window for everything that is a PREFERENCE rather than an edit to the
// project on screen. Each section mounts the same content its standalone
// window would build -- pipeline_window.js etc. -- inside this one instead.
const settings = createSettingsWindow({
gitStatus,
sections: [
{
id: "pipeline", title: "Models and pipeline", subtitle: "What the run is made of.",
keywords: "pipeline models nodes slots loaders", icon: "▦", tone: "accent",
mount: (ctx) => mountPipeline({
load, describe, check, search, ...ctx,
onApply: (next) => {
slots = next;
// The boxes on the main window are for inputs of THESE slots. A slot
// that was removed takes its box with it, and a value saved in the
// window is what its box now shows -- otherwise the two windows hold
// different text for one input and the run uses whichever was sent.
if (prompts) {
// sync() rebuilds every control from the PIPELINE's values, which is
// right for the prompt and wrong for the project's own settings: they
// outrank the pipeline's defaults and have to be put back.
Promise.resolve(prompts.sync(next)).then(() => { showGroups(); syncVideo(); });
}
},
}),
},
{
id: "updates", title: "Updates", subtitle: "FunPack's own code, branch, and restart.",
keywords: "update git branch restart pull checkout", icon: "⟳", tone: "warn",
// The window asks whether a run is in flight, because the restart that
// follows an update would take it with it.
mount: (ctx) => mountUpdates({
...ctx, running: () => ["queued", "running"].includes(run.state.phase),
}),
},
{
id: "packs", title: "Node packs", subtitle: "Install, update, or remove a custom_nodes pack.",
keywords: "node packs custom_nodes install", icon: "▣", tone: "good",
mount: (ctx) => mountPacks(ctx),
},
{
id: "log", title: "ComfyUI log", subtitle: "The server's own log, without opening devtools.",
keywords: "log console errors output", icon: "▤", tone: "danger",
mount: (ctx) => mountLog(ctx),
},
{
id: "temp", title: "Temp files", subtitle: "Where a file went when it did not land in the bin.",
keywords: "temp files output directory", icon: "▥", tone: "neutral",
// Opening one puts it in the Preview, which is where somebody hunting
// for a file wants it -- the same place a result from the bin goes.
mount: (ctx) => mountTemp({
...ctx, onOpen: (item) => page.viewer.setSource(
item.url, item.kind, item.file ? { ...item.file, type: "temp" } : null),
}),
},
],
});
const page = build(root, {
inspector,
onGenerate: generateCurrentScene,
generateAll: generateAllBtn,
onCancel: () => run.cancel(),
onConstructor: () => page.constructor.open(),
onSettings: () => settings.open(),
// What the Edit menu offers, and what the keyboard reaches. One list, so a
// menu item and its shortcut cannot drift apart.
edits: {
canUndo: () => project.canUndo,
canRedo: () => project.canRedo,
excluded: () => Boolean(project.selected && project.selected.excluded),
run: (id) => {
if (id === "undo") project.undo();
else if (id === "redo") project.redo();
else if (id === "scene") { project.addScene(); showScene(project.selected); }
else if (id === "remove" && project.scenes.length > 1) {
project.removeScene(project.selectedId);
showScene(project.selected);
} else if (id === "exclude" && project.selected) {
project.setScene(project.selectedId, "excluded", !project.selected.excluded);
} else if (id === "earlier") project.move(project.selectedId, -1);
else if (id === "later") project.move(project.selectedId, 1);
},
},
projects: () => project.recent,
currentProject: () => (project.project ? project.project.id : null),
onProject: async (id) => {
if (id === "new") {
const asked = composer.modal.prompt({
title: "New project", label: "Name", value: "Untitled", confirmLabel: "Create",
});
const name = await asked.result;
if (name === null) return; // cancelled
await project.newProject(name);
} else if (id === "save-file") {
const url = project.downloadUrl();
if (!url) return;
// Navigation, not a fetch: the server's own Content-Disposition is
// what makes this a save-as instead of a page full of JSON.
const a = document.createElement("a");
a.href = url;
a.download = "";
document.body.appendChild(a);
a.click();
a.remove();
} else if (id === "load-file") {
loadProjectFile.click();
} else if (id !== (project.project || {}).id) {
await project.open(id);
} else {
return; // already open
}
// Nothing to put back here: the store says when a project was opened, and
// whatever follows it is wired to that.
},
});
const session = wire({ run, page, check, id, queuedFor, finishedFor,
slots: () => slots, values: allValues,
inputs: () => (prompts ? prompts.overrides() : {}),
// Read by run.start() at the moment IT queues -- not
// at Generate-click time, which is what onGenerate
// sets ranFor/ranForProject from.
extra: () => (ranForProject && ranFor
? { funpack_scene_id: ranFor, funpack_project_id: ranForProject } : null),
// The other way a run reaches this page: reattaching
// to one after a reload, where the click that started
// it happened on a page that is gone. Called BEFORE
// the run is adopted -- an already-finished run can go
// straight to DONE inside adopt() itself, and setting
// these from session.ready instead would run one tick
// too late, after that DONE already found nothing to
// attach the result to.
onAdopt: (sceneId, projectId) => { ranFor = sceneId; ranForProject = projectId; } });
// What a run produced, on the scene it was started from -- which is what puts
// it on the timeline and what makes it still there after a reload.
run.subscribe((state) => {
if (state.phase !== DONE || !ranFor || !state.images.length) return;
if (ranForProject) project.setResultFor(ranForProject, ranFor, viewUrl(state.images[state.images.length - 1]));
else project.setResult(ranFor, viewUrl(state.images[state.images.length - 1]));
ranFor = null;
ranForProject = null;
});
// Undo from the keyboard, which is where anyone will reach for it first.
//
// Not inside a field: a text box has its own undo stack and taking that over
// would mean one keystroke un-typing a whole paragraph instead of a word.
window.addEventListener("keydown", (event) => {
if (!(event.metaKey || event.ctrlKey) || event.key.toLowerCase() !== "z") return;
const on = event.target;
const typing = on && (on.tagName === "INPUT" || on.tagName === "TEXTAREA" || on.isContentEditable);
if (typing) return;
event.preventDefault();
if (event.shiftKey) project.redo();
else project.undo();
});
// Saved on the way out. A debounce that has not fired yet is work the user
// did and cannot see anywhere, and a reload is exactly when it is lost.
window.addEventListener("pagehide", () => {
// Blur first: a control commits on blur, so text still being typed is not
// in the project yet -- and this is exactly the moment it would be lost.
if (document.activeElement && document.activeElement.blur) document.activeElement.blur();
project.flush();
});
let manifest;
try {
manifest = await fetchManifest();
} catch (err) {
// The one failure the user must see: with no manifest there is no app, so
// silence here would be an empty window with no explanation.
root.replaceChildren(composer.emptyState.default({
icon: "▲",
title: "Could not reach FunPack",
hint: `${err.message}. Is ComfyUI running?`,
}).node);
return;
}
const { mounted, hidden } = await mountAll(manifest);
// After the modules, because a region has to exist before anything can be put
// in it, and a module may be sharing the region a role names.
try {
prompts = await createPrompts((await load()).slots, {
// Controls come from the node's own description: a combo gets the node's
// real choices, a number its real bounds.
describe,
// Typing in the box writes to the scene it belongs to. Without this the
// prompt is a value the run uses and the project never hears about, so a
// reload shows a timeline whose scenes are all empty.
onChange: (field) => {
// Two places take a value now, and which one is decided by where the
// pipeline asked for the control -- not by what it is called.
if (field && field.at === "project.video") {
project.setVideo(field.input, field.control.value);
return;
}
const box = prompts && prompts.at("generation.prompt");
if (box && project.selectedId) project.setText(project.selectedId, box.value);
},
});
} catch (err) {
// Not fatal and not silent: the app still runs on the server's own
// defaults, and an empty prompt panel with no explanation is the failure
// this project keeps finding.
console.warn(`[FunPack] the pipeline could not be read, so nothing it puts on the main window is here: ${err.message}`);
}
// Everything that mounts has now had its turn, so a region still holding its
// stand-in is a region nothing wanted.
settle();
showGroups();
// What the app can be asked to do, offered by the part that owns each one.
// The wheel shows whatever is here; nothing has to tell it about a new one.
offerAction({ id: "generate", icon: "▶", label: "Generate", run: () => session.generate() });
offerAction({ id: "cancel", icon: "■", label: "Cancel", run: () => run.cancel() });
offerAction({ id: "constructor", icon: "✎", label: "Constructor",
run: () => page.constructor.open() });
offerAction({ id: "scene", icon: "+", label: "Add scene",
run: () => { project.addScene(); showScene(project.selected); } });
offerAction({ id: "pipeline", icon: "⚙", label: "Models",
run: () => page.menubar.settings.node.click() });
offerAction({ id: "assets", icon: "▤", label: "Assets",
run: () => page.workspace.toggle("left") });
const wheel = createWheel();
// After the prompt exists, so the first scene's text has somewhere to go.
try {
const fresh = await project.start();
// Nothing to come back to: offer the way in. Dismissing is a real answer --
// the project is already made, and it carries on with one empty scene.
if (!(fresh.scenes || []).length) {
openWizard({ onPick: (choice) => {
const wanted = choice === "scenes" ? 3 : 1;
for (let i = 0; i < wanted; i += 1) project.addScene();
showScene(project.selected);
} });
if (!project.scenes.length) project.addScene();
}
timeline = createTimeline({ project, onSelect: showScene });
page.timelineBody.set([page.transport.warning, timeline]);
showScene(project.selected);
} catch (err) {
console.warn(`[FunPack] no project: ${err.message}`);
page.transport.say(`The project could not be opened: ${err.message}`);
}
const failed = manifest.failed || [];
console.info(`[FunPack] ${mounted.length} module(s) mounted`,
hidden.length ? `· ${hidden.length} hidden` : "",
failed.length ? `· ${failed.length} failed to load` : "");
for (const { id, why } of hidden) console.warn(`[FunPack] ${id} is hidden: ${why}`);
// These never reached the manifest, so no panel could be missing "in a way
// the user notices" -- which is exactly why they have to be said. A module
// that failed to import looks identical to one nobody installed.
for (const { where, why } of failed) console.warn(`[FunPack] ${where} did not load: ${why}`);
window.FunPack = {
manifest, values: allValues, failed, hidden, run, bin: page.bin, project, wheel,
viewer: page.viewer,
prompts: () => (prompts ? prompts.overrides() : {}),
mounted: mounted.map((m) => m.id),
};
}
start();