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olivv-cs-ComfyUI-FunPack/app/shell/projects.js
T
digital-garbageandClaude Opus 5 9dcd94c156 app, core: a project of scenes, and the timeline that draws it
The app could run a pipeline and had nowhere to keep what it was making. A
project is an ordered list of scenes, one JSON file each, and it is the only
part of the app that has to survive a reload.

A scene owns its prompt text and the result it produced, and nothing else. v4's
Scene grew three dozen fields; each belongs to the feature that needs it. Per
scene length and fps are deliberately absent — a regenerate uses the project's
values, so a scene cropped on the timeline comes back whole.

The prompt box edits the current scene rather than holding its own copy, so
what is on screen and what a run uses cannot disagree.

app: the region toggles are named buttons in the timeline bar

v4's arrangement. The kit's fallback is one glyph on a rail at each edge of the
window, which is right for a kit that cannot know what its panels are called and
wrong here, where they have names and a bar to put them in.

A pressed toggle was styled only inside a button group, so a standalone one
carried aria-pressed and looked identical either way.

gallery.strip is selectable like its siblings: a filmstrip is the one shape
whose whole job is saying which of these you are on.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-03 12:03:19 +03:00

189 lines
6.5 KiB
JavaScript

// The project: an ordered list of scenes, and the only thing in the app that
// has to survive a reload.
//
// Held here rather than in the timeline that draws it, for the reason the
// pipeline is held in boot: one store of live values. A timeline that owned the
// project would make "what is on screen" and "what a run uses" two questions
// with two answers.
//
// Saving is DEBOUNCED and last-write-wins per project. Typing a prompt is one
// edit per keystroke and each is a PUT of the whole project; without this the
// server answers them out of order and an older body lands last.
const BASE = "/funpack/api/projects";
const SAVE_AFTER = 600;
/**
* A scene id the server will keep.
*
* Twelve hex characters is what core/projects.py generates and the only shape it
* accepts back; anything else it replaces with one of its own. Minting a valid
* one here means a new scene is addressable the moment it appears, instead of
* being unselectable until a save round trip has answered.
*/
function newId() {
const bytes = new Uint8Array(6);
(globalThis.crypto || {}).getRandomValues?.(bytes);
return [...bytes].map((b) => b.toString(16).padStart(2, "0")).join("");
}
async function json(method, path, body) {
const res = await fetch(path, {
method,
headers: body === undefined ? {} : { "Content-Type": "application/json" },
body: body === undefined ? undefined : JSON.stringify(body),
});
if (!res.ok) {
let detail = "";
try { detail = ((await res.json()).problems || [])[0] || ""; } catch { /* not JSON */ }
throw new Error(detail || `HTTP ${res.status}`);
}
return res.status === 204 ? null : res.json();
}
export const list = () => json("GET", BASE).then((d) => d.projects || []);
export const create = (name) => json("POST", BASE, { name });
export const read = (id) => json("GET", `${BASE}/${encodeURIComponent(id)}`);
export const remove = (id) => json("DELETE", `${BASE}/${encodeURIComponent(id)}`);
const put = (project) => json("PUT", `${BASE}/${encodeURIComponent(project.id)}`, project);
/**
* createProject({ onChange, onError }) -> the live project.
*
* `onChange` fires for anything that alters what is on screen, including the
* selection. Nothing here draws; the timeline subscribes.
*/
export function createProject({ onChange, onError } = {}) {
let project = null;
let selected = null;
let timer = null;
let saving = null; // the PUT in flight, so a queued one waits for it
let dirty = false;
const changed = () => { if (onChange) onChange(); };
function scheduleSave() {
dirty = true;
if (timer) clearTimeout(timer);
timer = setTimeout(flush, SAVE_AFTER);
}
async function flush() {
if (timer) { clearTimeout(timer); timer = null; }
if (!project || !dirty) return;
// One PUT at a time. Two overlapping writes of a whole project can land in
// either order, and the loser is a version of the project the user has
// already moved past.
if (saving) { await saving.catch(() => {}); if (!dirty) return; }
dirty = false;
const body = { ...project };
saving = put(body).then((saved) => {
// Only the fields the server owns are taken back: replacing the whole
// project would overwrite whatever was typed while the PUT was in flight.
if (project && saved && project.id === saved.id) project.updated_at = saved.updated_at;
}).catch((err) => {
dirty = true; // it is still unsaved, so say so
if (onError) onError(err);
}).finally(() => { saving = null; });
return saving;
}
const sceneAt = (id) => (project ? (project.scenes || []).find((s) => s.id === id) : null);
return {
get project() { return project; },
get scenes() { return project ? project.scenes || [] : []; },
get selectedId() { return selected; },
get selected() { return sceneAt(selected); },
/** The most recent project, or a new one when there are none. */
async start() {
const found = await list();
project = found.length ? await read(found[0].id) : await create("Untitled");
selected = (project.scenes || [])[0]?.id ?? null;
changed();
return project;
},
async open(id) {
await flush();
project = await read(id);
selected = (project.scenes || [])[0]?.id ?? null;
changed();
return project;
},
async newProject(name) {
await flush();
project = await create(name);
selected = (project.scenes || [])[0]?.id ?? null;
changed();
return project;
},
select(id) {
if (!sceneAt(id) || id === selected) return;
selected = id;
changed(); // selection is not saved: it is a view
},
/** The text of one scene. The prompt box on the main window edits this. */
setText(id, text) {
const scene = sceneAt(id);
if (!scene || scene.text === text) return;
scene.text = text;
scheduleSave();
changed();
},
addScene() {
if (!project) return null;
// A new scene lands AFTER the selected one, not at the end: adding partway
// through a timeline is how a scene gets inserted, and appending silently
// would put it somewhere the user was not looking.
const at = project.scenes.findIndex((s) => s.id === selected);
const scene = { id: newId(), text: "", result: null };
project.scenes.splice(at < 0 ? project.scenes.length : at + 1, 0, scene);
selected = scene.id; // you add a scene in order to fill it
scheduleSave();
changed();
return scene;
},
removeScene(id) {
if (!project || !sceneAt(id)) return;
const at = project.scenes.findIndex((s) => s.id === id);
project.scenes.splice(at, 1);
if (selected === id) {
const next = project.scenes[at] || project.scenes[at - 1];
selected = next ? next.id : null;
}
scheduleSave();
changed();
},
move(id, by) {
if (!project) return;
const at = project.scenes.findIndex((s) => s.id === id);
const to = at + by;
if (at < 0 || to < 0 || to >= project.scenes.length) return;
const [scene] = project.scenes.splice(at, 1);
project.scenes.splice(to, 0, scene);
scheduleSave();
changed();
},
/** Attach what a run produced to the scene it was started from. */
setResult(id, result) {
const scene = sceneAt(id);
if (!scene) return;
scene.result = result;
scheduleSave();
changed();
},
flush,
get unsaved() { return dirty; },
};
}