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olivv-cs-ComfyUI-FunPack/app/shell/projects.js
T
digital-garbage faaa465d68 app, core: the inspector, the wheel, ratings, a ruler, and a way in
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.
2026-09-06 12:30:59 +03:00

219 lines
7.9 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;
// Every project this browser knows about, for the File menu. Read once at
// startup and kept in step here rather than re-fetched each time the menu
// opens: a listing is not a thing that changes behind the user's back.
let recent = [];
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. */
get recent() { return recent; },
async start() {
const found = await list();
recent = found;
project = found.length ? await read(found[0].id) : await create("Untitled");
if (!found.length) recent = [{ id: project.id, name: project.name }];
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);
recent = [{ id: project.id, name: project.name }, ...recent];
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
},
/** What it is called. The listing in the File menu reads this too, so both
* move together rather than the menu going stale until a reload. */
rename(name) {
const clean = String(name || "").trim();
if (!project || !clean || project.name === clean) return;
project.name = clean;
const listed = recent.find((p) => p.id === project.id);
if (listed) listed.name = clean;
scheduleSave();
changed();
},
/** What the whole project generates at, whichever scene is current. */
get video() { return (project && project.video) || {}; },
setVideo(key, value) {
if (!project) return;
project.video = project.video || {};
if (project.video[key] === value) return;
project.video[key] = value;
scheduleSave(); // nothing on screen draws from this
},
/** The text of one scene. The prompt box on the main window edits this. */
setText(id, text) { this.setScene(id, "text", text); },
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, length: null, rating: 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();
},
/** One field of one scene. Everything a scene holds but its id goes through
* here, so there is one place that saves and one that says it changed. */
setScene(id, key, value) {
const scene = sceneAt(id);
if (!scene || scene[key] === value) return;
scene[key] = value;
scheduleSave();
changed();
},
/** Attach what a run produced to the scene it was started from. */
setResult(id, result) { this.setScene(id, "result", result); },
flush,
get unsaved() { return dirty; },
};
}