The surfaces v4 has that v5 did not. Each announces itself and each can be absent without the rest noticing, which is the point of the exercise: the frontend should read as v4, and nothing in it should be load-bearing for anything else. * SCENE AND PROJECT, in the column v4 keeps them in, which now says which scene it is about. Length on the timeline is the scene's own CROP and says outright that a regenerate reads the project's -- the rule that mixing the two is how a per-scene value quietly becomes everyone's. * RATINGS on a scene, and a clip carries its rating as a colour on its edge. Stored, not yet read: nothing in v5 learns from them yet. * A RULER, and clips as wide as they are long, so the strip reads as time rather than a row of equal boxes. Both ends bounded -- one long clip must not become the whole strip, and one short one must stay hittable. * THE PICKER WHEEL, on the middle button anywhere. It shows whatever announced itself to actions.js, so a part of the app that grew a new action is in the wheel without the wheel being told, and a part that failed to load is simply not among them. v4's three pinned buttons had a fixed idea of what could go in them. * THE WAY IN, and it closes -- on Escape, on the backdrop, on its own button. v4's could only be completed: a page refresh was the only way out, which makes it a trap rather than a wizard. Dismissing is a real answer. * File > rename, and the listing moves with it rather than going stale until a reload. Two things the kit refused, correctly, and now nobody has to know: a wheel of fewer than two items throws (there is nothing to aim between), so the shell does not offer one; and a strip cell with no ceiling took the whole strip.
250 lines
11 KiB
JavaScript
250 lines
11 KiB
JavaScript
// Entry point.
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//
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// The whole of what the app does at startup: build the regions, ask the server
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// what exists, and mount whatever announced itself. Nothing here names a module.
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import { build } from "./shell/layout.js";
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import { fetchManifest } from "./shell/manifest.js";
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import { mountAll } from "./shell/panels.js";
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import { settle } from "./shell/mounts.js";
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import { all as allValues } from "./shell/values.js";
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import { composer } from "./composer/composer.js";
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import { createRun, viewUrl, DONE } from "./shell/run.js";
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import { clientId, connect, queuedFor, finishedFor } from "./shell/client.js";
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import { wire } from "./shell/session.js";
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import { check, load, describe, search } from "./shell/pipeline.js";
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import { open as openPipeline } from "./shell/pipeline_window.js";
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import { createPrompts } from "./shell/prompt.js";
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import { createProject } from "./shell/projects.js";
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import { createTimeline } from "./shell/timeline.js";
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import { createInspector } from "./shell/inspector.js";
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import { createWheel } from "./shell/wheel.js";
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import { offerAction } from "./shell/actions.js";
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import { open as openWizard } from "./shell/wizard.js";
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const root = document.querySelector("#app");
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async function start() {
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const id = clientId();
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const run = createRun({ clientId: id, connect });
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// The pipeline the user has edited, if they have. Held here and passed in
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// rather than kept inside a module: the app has one store of live values
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// already, and a second one hiding in a transport file is a second place to
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// look when a run turns out to have used something other than what is on
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// screen. Null until the window says otherwise, which means "the server's
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// defaults" -- so a fresh page generates without the window ever opening.
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let slots = null;
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// The inputs the pipeline puts on the main window -- the prompt, today. Null
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// until the pipeline has been read, because until then nobody knows which
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// inputs those are.
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let prompts = null;
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// The project, and the strip that draws it. Both exist before the manifest is
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// read so a failure to reach the server leaves an empty timeline rather than
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// an undefined one.
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let timeline = null;
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let inspector = null;
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const project = createProject({
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onChange: () => {
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if (timeline) timeline.draw();
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if (inspector) inspector.draw();
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},
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onError: (err) => page.transport.say(`The project could not be saved: ${err.message}`),
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});
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// A group with nothing in it is a heading over nothing. The pipeline decides
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// which inputs belong on the app's surface, so whether this group exists at
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// all is only known once its controls have been built -- and again whenever
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// the pipeline changes underneath.
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const showGroups = () => {
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const empty = !prompts || !prompts.controlsAt("project.video").length;
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page.constructor.video.node.toggleAttribute("hidden", empty);
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};
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// A scene's text and the prompt box are the same value seen twice. The box is
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// the editor; the scene is where it lives.
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const showScene = (scene) => {
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const box = prompts && prompts.at("generation.prompt");
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if (box) box.setValue(scene ? scene.text : "");
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// The properties column is about ONE scene, and says which.
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const at = scene ? project.scenes.findIndex((s) => s.id === scene.id) + 1 : 0;
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if (page && page.properties) page.properties.setTitle(at ? `Scene · ${at}` : "Scene");
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};
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// Which scene a run was started for, read at the moment it starts. A run
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// takes minutes and the user goes on clicking, so "the selected scene" at the
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// end is not the one that was generated.
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let ranFor = null;
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// Before the page, because the properties column is composed with it in.
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inspector = createInspector({ project, onRename: (name) => project.rename(name) });
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const page = build(root, {
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inspector,
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onGenerate: () => { ranFor = project.selectedId; session.generate(); },
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onCancel: () => run.cancel(),
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onConstructor: () => page.constructor.open(),
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projects: () => project.recent,
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currentProject: () => (project.project ? project.project.id : null),
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onProject: async (id) => {
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if (id === "new") {
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const asked = composer.modal.prompt({
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title: "New project", label: "Name", value: "Untitled", confirmLabel: "Create",
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});
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const name = await asked.result;
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if (name === null) return; // cancelled
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await project.newProject(name);
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} else if (id !== (project.project || {}).id) {
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await project.open(id);
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} else {
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return; // already open
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}
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// The prompt box follows the project, the same way it follows a scene.
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showScene(project.selected);
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},
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onPipeline: () => openPipeline({
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load, describe, check, search,
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onApply: (next) => {
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slots = next;
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// The boxes on the main window are for inputs of THESE slots. A slot
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// that was removed takes its box with it, and a value saved in the
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// window is what its box now shows -- otherwise the two windows hold
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// different text for one input and the run uses whichever was sent.
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if (prompts) { prompts.sync(next); showGroups(); }
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},
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}),
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});
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const session = wire({ run, page, check, id, queuedFor, finishedFor,
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slots: () => slots, values: allValues,
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inputs: () => (prompts ? prompts.overrides() : {}) });
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// What a run produced, on the scene it was started from -- which is what puts
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// it on the timeline and what makes it still there after a reload.
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run.subscribe((state) => {
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if (state.phase !== DONE || !ranFor || !state.images.length) return;
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project.setResult(ranFor, viewUrl(state.images[state.images.length - 1]));
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ranFor = null;
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});
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// Saved on the way out. A debounce that has not fired yet is work the user
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// did and cannot see anywhere, and a reload is exactly when it is lost.
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window.addEventListener("pagehide", () => {
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// Blur first: a control commits on blur, so text still being typed is not
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// in the project yet -- and this is exactly the moment it would be lost.
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if (document.activeElement && document.activeElement.blur) document.activeElement.blur();
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project.flush();
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});
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let manifest;
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try {
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manifest = await fetchManifest();
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} catch (err) {
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// The one failure the user must see: with no manifest there is no app, so
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// silence here would be an empty window with no explanation.
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root.replaceChildren(composer.emptyState.default({
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icon: "▲",
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title: "Could not reach FunPack",
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hint: `${err.message}. Is ComfyUI running?`,
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}).node);
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return;
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}
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const { mounted, hidden } = await mountAll(manifest);
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// After the modules, because a region has to exist before anything can be put
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// in it, and a module may be sharing the region a role names.
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try {
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prompts = await createPrompts((await load()).slots, {
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// Controls come from the node's own description: a combo gets the node's
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// real choices, a number its real bounds.
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describe,
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// Typing in the box writes to the scene it belongs to. Without this the
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// prompt is a value the run uses and the project never hears about, so a
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// reload shows a timeline whose scenes are all empty.
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onChange: (field) => {
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// Two places take a value now, and which one is decided by where the
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// pipeline asked for the control -- not by what it is called.
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if (field && field.at === "project.video") {
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project.setVideo(field.input, field.control.value);
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return;
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}
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const box = prompts && prompts.at("generation.prompt");
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if (box && project.selectedId) project.setText(project.selectedId, box.value);
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},
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});
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} catch (err) {
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// Not fatal and not silent: the app still runs on the server's own
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// defaults, and an empty prompt panel with no explanation is the failure
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// this project keeps finding.
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console.warn(`[FunPack] the pipeline could not be read, so nothing it puts on the main window is here: ${err.message}`);
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}
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// Everything that mounts has now had its turn, so a region still holding its
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// stand-in is a region nothing wanted.
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settle();
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showGroups();
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// What the app can be asked to do, offered by the part that owns each one.
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// The wheel shows whatever is here; nothing has to tell it about a new one.
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offerAction({ id: "generate", icon: "▶", label: "Generate", run: () => session.generate() });
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offerAction({ id: "cancel", icon: "■", label: "Cancel", run: () => run.cancel() });
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offerAction({ id: "constructor", icon: "✎", label: "Constructor",
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run: () => page.constructor.open() });
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offerAction({ id: "scene", icon: "+", label: "Add scene",
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run: () => { project.addScene(); showScene(project.selected); } });
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offerAction({ id: "pipeline", icon: "⚙", label: "Models",
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run: () => page.menubar.settings.node.click() });
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offerAction({ id: "assets", icon: "▤", label: "Assets",
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run: () => page.workspace.toggle("left") });
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const wheel = createWheel();
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// After the prompt exists, so the first scene's text has somewhere to go.
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try {
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const fresh = await project.start();
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// Nothing to come back to: offer the way in. Dismissing is a real answer --
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// the project is already made, and it carries on with one empty scene.
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if (!(fresh.scenes || []).length) {
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openWizard({ onPick: (choice) => {
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const wanted = choice === "scenes" ? 3 : 1;
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for (let i = 0; i < wanted; i += 1) project.addScene();
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showScene(project.selected);
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} });
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if (!project.scenes.length) project.addScene();
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}
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// The project's own settings win over the pipeline's defaults: they are what
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// it was generated at, and a regenerate is a new scene at the same size --
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// never at whatever the last one happened to be cropped to.
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for (const { input, control } of (prompts ? prompts.controlsAt("project.video") : [])) {
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if (project.video[input] !== undefined) control.setValue(project.video[input]);
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}
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timeline = createTimeline({ project, onSelect: showScene });
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page.timelineBody.set([page.transport.warning, timeline]);
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showScene(project.selected);
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} catch (err) {
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console.warn(`[FunPack] no project: ${err.message}`);
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page.transport.say(`The project could not be opened: ${err.message}`);
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}
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const failed = manifest.failed || [];
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console.info(`[FunPack] ${mounted.length} module(s) mounted`,
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hidden.length ? `· ${hidden.length} hidden` : "",
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failed.length ? `· ${failed.length} failed to load` : "");
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for (const { id, why } of hidden) console.warn(`[FunPack] ${id} is hidden: ${why}`);
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// These never reached the manifest, so no panel could be missing "in a way
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// the user notices" -- which is exactly why they have to be said. A module
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// that failed to import looks identical to one nobody installed.
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for (const { where, why } of failed) console.warn(`[FunPack] ${where} did not load: ${why}`);
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window.FunPack = {
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manifest, values: allValues, failed, hidden, run, bin: page.bin, project, wheel,
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prompts: () => (prompts ? prompts.overrides() : {}),
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mounted: mounted.map((m) => m.id),
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};
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}
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start();
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