Merge pull request #31 from zonghaoyuan/feat/mobile-portrait-images

feat(web,engine): portrait-orientation scene images for mobile full-bleed
This commit is contained in:
Zonghao Yuan
2026-06-04 18:13:51 +08:00
committed by GitHub
10 changed files with 287 additions and 61 deletions
+10 -1
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@@ -1,4 +1,4 @@
import type { Metadata } from "next";
import type { Metadata, Viewport } from "next";
import { Cormorant_Garamond, Inter } from "next/font/google";
import { Analytics } from "@/components/Analytics";
import "./globals.css";
@@ -25,6 +25,15 @@ export const metadata: Metadata = {
description: "InfiPlot 是一款用 AI 实时生成图片、语音与剧情分支的交互式剧情游戏 Demo。",
};
// viewportFit:cover lets the immersive /play portrait layout extend under the
// iOS notch / home-indicator and exposes env(safe-area-inset-*) to the
// floating controls. device-width + initialScale keep mobile rendering 1:1.
export const viewport: Viewport = {
width: "device-width",
initialScale: 1,
viewportFit: "cover",
};
export default function RootLayout({
children,
}: {
+78 -1
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@@ -6,6 +6,7 @@ import {
Suspense,
useCallback,
useEffect,
useLayoutEffect,
useMemo,
useRef,
useState,
@@ -24,6 +25,7 @@ import type {
Character,
CharacterVoice,
InsertBeatResponse,
Orientation,
Scene,
SceneExit,
SceneResponse,
@@ -58,6 +60,24 @@ function getByoHeaders(): Record<string, string> {
// it, low enough to catch a scene that's clearly being rate-limited.
const SILENCE_NUDGE_THRESHOLD = 3;
// Mobile-portrait users get a 9:16 scene image painted for them; everyone else
// (desktop, tablet, mobile-landscape) keeps the 16:9 landscape image. Only a
// touch device (coarse pointer) held upright counts as "portrait" — a mouse
// device is always landscape. Detected once and locked for the whole session.
function detectOrientation(): Orientation {
if (typeof window === "undefined") return "landscape";
const portrait = window.matchMedia("(orientation: portrait)").matches;
const coarse = window.matchMedia("(pointer: coarse)").matches;
return portrait && coarse ? "portrait" : "landscape";
}
// Runs before the browser paints (so it can correct first-frame state without a
// visible flash), but useLayoutEffect warns when called during SSR. PlayInner
// only ever renders on the client (/play prerenders the Suspense fallback), yet
// fall back to useEffect on the server anyway to keep the warning out.
const useIsomorphicLayoutEffect =
typeof window !== "undefined" ? useLayoutEffect : useEffect;
// Cap how long we wait for the browser to download + decode a scene image
// before giving up and rendering anyway. Runware's CDN is usually <2s for a
// 1792×1024 PNG, but over slow links / VPN / strict corp networks the same
@@ -457,6 +477,9 @@ function PlayInner() {
} | null>(null);
const [error, setError] = useState<string | null>(null);
const [presentation, setPresentation] = useState(false);
// Session-locked image orientation (see detectOrientation). "portrait" makes
// the whole play surface render full-bleed vertical on phones.
const [orientation, setOrientation] = useState<Orientation>("landscape");
const [lastExitLabel, setLastExitLabel] = useState<string | null>(null);
// Consecutive server-side TTS misses (null audio / failed /api/beat-audio).
// Climbs when the shared server key is rate-limited by MiMo — the exact pain
@@ -782,6 +805,16 @@ function PlayInner() {
};
}, [togglePresentation, presentation]);
// Lock the visible orientation BEFORE the first paint, so portrait phones
// never flash the landscape loading chrome. The state inits to "landscape"
// for SSR-safety; this corrects it pre-paint (no-op re-render on landscape
// devices). Prebaked cards (decision C) stay landscape-baked regardless of
// device. The bootstrap effect below re-derives the same value for the
// /api/start payload.
useIsomorphicLayoutEffect(() => {
setOrientation(params.get("card") ? "landscape" : detectOrientation());
}, [params]);
// ── Bootstrap: start session ─────────────────────────────────────────
useEffect(() => {
if (startedRef.current) return;
@@ -801,6 +834,7 @@ function PlayInner() {
worldSetting: string;
styleGuide: string;
styleReferenceImage?: string;
orientation?: Orientation;
} | null = null;
if (!cardName) {
if (presetId) {
@@ -829,6 +863,16 @@ function PlayInner() {
}
}
// Lock orientation for the whole session. Prebaked cards (decision C) are
// landscape-baked, so they stay landscape regardless of device; only the
// live /api/start path requests a portrait paint when the phone is upright.
// The visible state is already set pre-paint by the layout effect above;
// here we only need the value for the /api/start payload.
const sessionOrientation: Orientation = cardName
? "landscape"
: detectOrientation();
if (livePayload) livePayload.orientation = sessionOrientation;
if (!cardName && !livePayload) {
router.replace("/");
return;
@@ -903,6 +947,7 @@ function PlayInner() {
characters: data.characters,
storyState: data.storyState,
styleReferenceImage: data.styleReferenceImage,
orientation: data.scene.orientation ?? sessionOrientation,
};
visitedBeatsRef.current = [data.scene.entryBeatId];
setSession(initial);
@@ -1290,7 +1335,13 @@ function PlayInner() {
);
}
if (presentation) {
// Mobile portrait renders full-bleed by default — it sidesteps the iOS
// Safari Fullscreen API (unsupported on iPhone) with a CSS full-viewport
// layout instead. Desktop "presentation" mode shares the same immersive
// canvas, toggled via the F key.
const immersive = presentation || orientation === "portrait";
if (immersive) {
return (
<div className="fixed inset-0 bg-black flex items-center justify-center z-50">
<PlayCanvas
@@ -1304,8 +1355,33 @@ function PlayInner() {
onBackgroundClick={onBackgroundClick}
onAdvance={onAdvance}
onSelectChoice={onSelectChoice}
orientation={orientation}
fullViewport
/>
{orientation === "portrait" && (
<div
className="absolute inset-x-0 top-0 z-10 flex items-center justify-between px-4 pointer-events-none"
style={{ paddingTop: "max(0.5rem, env(safe-area-inset-top))" }}
>
<Link
href="/"
className="pointer-events-auto flex h-9 w-9 items-center justify-center rounded-full bg-black/40 text-white/80 backdrop-blur-sm transition-colors hover:text-white"
aria-label="返回"
>
<i className="fa-solid fa-arrow-left text-[13px]" />
</Link>
<button
type="button"
onClick={toggleMuted}
className="pointer-events-auto flex h-9 w-9 items-center justify-center rounded-full bg-black/40 text-white/80 backdrop-blur-sm transition-colors hover:text-white"
aria-label={muted ? "取消静音" : "静音"}
>
<i
className={`fa-solid ${muted ? "fa-volume-xmark" : "fa-volume-high"} text-[13px]`}
/>
</button>
</div>
)}
</div>
);
}
@@ -1354,6 +1430,7 @@ function PlayInner() {
onBackgroundClick={onBackgroundClick}
onAdvance={onAdvance}
onSelectChoice={onSelectChoice}
orientation={orientation}
aboveCanvas={
<button
type="button"
+89 -35
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@@ -1,7 +1,7 @@
"use client";
import { useCallback, useEffect, useRef, useState, type ReactNode } from "react";
import type { Beat, BeatChoice } from "@infiplot/types";
import type { Beat, BeatChoice, Orientation } from "@infiplot/types";
export type Phase =
| "loading-first" // first scene not yet rendered
@@ -109,11 +109,13 @@ function ChoiceButton({
index,
label,
disabled,
vertical,
onClick,
}: {
index: number;
label: string;
disabled: boolean;
vertical: boolean;
onClick: () => void;
}) {
return (
@@ -121,8 +123,8 @@ function ChoiceButton({
type="button"
disabled={disabled}
onClick={onClick}
className="group relative flex-1 min-w-0 px-4 py-3 text-left transition-all duration-200
disabled:opacity-50 disabled:cursor-wait"
className={`group relative ${vertical ? "w-full" : "flex-1 min-w-0"} px-4 py-3 text-left transition-all duration-200
disabled:opacity-50 disabled:cursor-wait`}
style={{
background: "rgba(20, 14, 8, 0.68)",
border: "1.5px solid rgba(180, 140, 80, 0.65)",
@@ -141,13 +143,13 @@ function ChoiceButton({
/>
<span className="relative flex items-baseline gap-2">
<span
className="shrink-0 font-serif text-[11px] num"
className={`shrink-0 font-serif num ${vertical ? "text-[13px]" : "text-[11px]"}`}
style={{ color: "rgba(195,155,75,0.9)" }}
>
{index + 1}.
</span>
<span
className="font-serif text-[13px] md:text-[14px] leading-snug"
className={`font-serif leading-snug ${vertical ? "text-[15px]" : "text-[13px] md:text-[14px]"}`}
style={{ color: "rgba(245,235,210,0.95)" }}
>
{label}
@@ -170,6 +172,7 @@ export function PlayCanvas({
onAdvance,
onSelectChoice,
fullViewport = false,
orientation = "landscape",
aboveCanvas,
aboveCanvasLeft,
}: {
@@ -184,6 +187,8 @@ export function PlayCanvas({
onAdvance: () => void;
onSelectChoice: (choice: BeatChoice) => void;
fullViewport?: boolean;
// 会话锁定的图片朝向。"portrait" 时整图铺满视口(object-fit:cover)、选项竖排、字号放大。
orientation?: Orientation;
// 渲染在图片正上方、右对齐的 slot(画面外、紧贴右上角)。
aboveCanvas?: ReactNode;
// 渲染在图片正上方、左对齐的 slot(画面外、紧贴左上角),与 aboveCanvas 水平镜像。
@@ -255,9 +260,27 @@ export function PlayCanvas({
function handleImageClick(e: React.MouseEvent<HTMLImageElement>) {
if (phase !== "ready" || !imgRef.current || !beat) return;
const rect = imgRef.current.getBoundingClientRect();
const x = (e.clientX - rect.left) / rect.width;
const y = (e.clientY - rect.top) / rect.height;
const el = imgRef.current;
const rect = el.getBoundingClientRect();
// Portrait renders with object-fit:cover, which scales the 9:16 image to
// FILL the box and crops the overflow — so the rendered box ≠ the full
// image. Map the click from box-space back into full-image-space via the
// cover geometry so the marker lands where the user tapped. Landscape's box
// matches the image aspect (no crop), so it keeps simple normalization.
let x: number;
let y: number;
if (orientation === "portrait") {
const nw = el.naturalWidth || 1024;
const nh = el.naturalHeight || 1792;
const scale = Math.max(rect.width / nw, rect.height / nh);
const dispW = nw * scale;
const dispH = nh * scale;
x = (e.clientX - rect.left + (dispW - rect.width) / 2) / dispW;
y = (e.clientY - rect.top + (dispH - rect.height) / 2) / dispH;
} else {
x = (e.clientX - rect.left) / rect.width;
y = (e.clientY - rect.top) / rect.height;
}
// If the typewriter is still printing, a click completes it instantly
// (standard VN affordance) — the page never sees this click.
if (!typingDone) {
@@ -291,13 +314,26 @@ export function PlayCanvas({
const interactive = phase === "ready" && !!imageUrl;
const dimmed = phase === "transitioning";
const sizeStyle = fullViewport
? { maxWidth: "100vw", maxHeight: "100dvh" }
: { maxWidth: "96vw", maxHeight: "calc(100dvh - 200px)" };
const portrait = orientation === "portrait";
const intrinsicW = portrait ? 1024 : 1792;
const intrinsicH = portrait ? 1792 : 1024;
const placeholderWidth = fullViewport
? "min(100vw, calc(100dvh * 16 / 9))"
: "min(96vw, calc((100dvh - 200px) * 16 / 9))";
// Portrait (mobile) always fills the whole viewport with object-fit:cover so
// the 9:16 image matches the exact device/window — no letterbox. Landscape
// keeps the prior contain-style sizing so the full 16:9 frame stays visible.
const sizeStyle: React.CSSProperties = portrait
? { width: "100vw", height: "100dvh", objectFit: "cover" }
: fullViewport
? { maxWidth: "100vw", maxHeight: "100dvh" }
: { maxWidth: "96vw", maxHeight: "calc(100dvh - 200px)" };
const placeholderStyle: React.CSSProperties = portrait
? { width: "100vw", height: "100dvh" }
: {
width: fullViewport
? "min(100vw, calc(100dvh * 16 / 9))"
: "min(96vw, calc((100dvh - 200px) * 16 / 9))",
};
return (
@@ -323,22 +359,23 @@ export function PlayCanvas({
style={{ boxShadow: fullViewport ? "none" : SHADOW }}
>
{/* Background image — Runware CDN URL or data URI (mock mode).
The width/height attributes are NOT rendered dimensions (w-auto
h-auto + the maxWidth/maxHeight in sizeStyle still drive the
final layout); they give the browser an intrinsic aspect ratio
so that, while the bytes are still arriving from the CDN, the
<img> reserves a 1792:1024 box instead of collapsing to a
one-pixel sliver — fixes the "等很久 → 一根线 → 突然出图" jank. */}
The width/height attributes give the browser the intrinsic aspect
ratio (1792:1024 landscape / 1024:1792 portrait) so that, while the
bytes are still arriving from the CDN, the <img> reserves the right
box instead of collapsing to a one-pixel sliver — fixes the
"等很久 → 一根线 → 突然出图" jank. Landscape uses w-auto/h-auto +
maxWidth/maxHeight (contain); portrait switches sizeStyle to
100vw×100dvh with object-fit:cover (full-bleed, no letterbox). */}
<img
key={imageUrl.slice(-48)}
ref={imgRef}
src={imageUrl}
width={1792}
height={1024}
width={intrinsicW}
height={intrinsicH}
alt="Generated scene"
onClick={handleImageClick}
draggable={false}
className={`block w-auto h-auto select-none animate-fade-in transition-opacity duration-700 ease-out ${
className={`block ${portrait ? "" : "w-auto h-auto"} select-none animate-fade-in transition-opacity duration-700 ease-out ${
interactive ? "cursor-pointer" : "cursor-wait"
} ${dimmed ? "opacity-40" : "opacity-100"}`}
style={sizeStyle}
@@ -361,15 +398,29 @@ export function PlayCanvas({
)}
{beat && (
<div className="absolute inset-0 flex flex-col justify-end pointer-events-none select-none">
<div
className="absolute inset-0 flex flex-col justify-end pointer-events-none select-none"
style={
portrait
? { paddingBottom: "env(safe-area-inset-bottom)" }
: undefined
}
>
{choices.length > 0 && (
<div className="pointer-events-auto px-[3%] pb-[1.5%] flex gap-[1.5%] items-stretch">
<div
className={`pointer-events-auto px-[3%] pb-[1.5%] flex items-stretch ${
portrait
? "flex-col gap-2 max-h-[45dvh] overflow-y-auto"
: "gap-[1.5%]"
}`}
>
{choices.map((choice, i) => (
<ChoiceButton
key={choice.id}
index={i}
label={choice.label}
disabled={phase !== "ready"}
vertical={portrait}
onClick={() => onSelectChoice(choice)}
/>
))}
@@ -407,7 +458,9 @@ export function PlayCanvas({
{beat.speaker && (
<p
className="font-serif text-[11px] md:text-[12px] smallcaps mb-[0.6em]"
className={`font-serif smallcaps mb-[0.6em] ${
portrait ? "text-[13px]" : "text-[11px] md:text-[12px]"
}`}
style={{ color: "rgba(205,165,90,0.92)" }}
>
{beat.speaker}
@@ -415,15 +468,17 @@ export function PlayCanvas({
)}
<p
className="font-serif leading-[1.85] text-[13px] md:text-[15px]"
className={`font-serif leading-[1.85] ${
portrait ? "text-[16px]" : "text-[13px] md:text-[15px]"
}`}
style={{ color: "rgba(245,235,210,0.95)" }}
>
{typedBody}
{beat.speaker && beat.narration && (
<span
className={`block mt-[0.5em] italic text-[12px] md:text-[13px] transition-opacity duration-300 ${
typingDone ? "opacity-100" : "opacity-0"
}`}
className={`block mt-[0.5em] italic transition-opacity duration-300 ${
portrait ? "text-[14px]" : "text-[12px] md:text-[13px]"
} ${typingDone ? "opacity-100" : "opacity-0"}`}
style={{ color: "rgba(200,185,155,0.78)" }}
aria-hidden={!typingDone}
>
@@ -488,11 +543,10 @@ export function PlayCanvas({
</div>
) : (
<div
className="relative aspect-video bg-cream-200 flex flex-col items-center justify-center gap-4"
style={{
width: placeholderWidth,
boxShadow: fullViewport ? "none" : SHADOW,
}}
className={`relative bg-cream-200 flex flex-col items-center justify-center gap-4 ${
portrait ? "" : "aspect-video"
}`}
style={{ ...placeholderStyle, boxShadow: fullViewport ? "none" : SHADOW }}
>
<div className="w-1.5 h-1.5 bg-clay-500 rounded-full animate-slow-pulse" />
<p className="text-[9px] smallcaps text-clay-500 animate-slow-pulse">
+24 -9
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@@ -1,7 +1,7 @@
import { generateImage as generateImageSdk } from "ai";
import { createOpenAI } from "@ai-sdk/openai";
import { createGoogleGenerativeAI } from "@ai-sdk/google";
import type { ProviderConfig, ProviderProtocol } from "@infiplot/types";
import type { Orientation, ProviderConfig, ProviderProtocol } from "@infiplot/types";
import { fetchWithRetry } from "./fetchWithRetry";
import { normalizeBaseUrl } from "./normalizeUrl";
@@ -54,6 +54,13 @@ export type GenerateImageOptions = {
referenceImages?: string[];
/** 01, FLUX needs ≥ 0.8 to actually have an effect. Runware-only. */
strength?: number;
/**
* Output aspect, locked per session. "portrait" → 9:16 vertical for mobile;
* default/"landscape" → 16:9 widescreen. Mapped to each provider's nearest
* supported size: Runware 1024×1792, OpenAI-compatible REST 1024x1792,
* native gpt-image 1024x1536, Gemini aspectRatio 9:16.
*/
orientation?: Orientation;
};
export type GenerateImageResult = {
@@ -120,7 +127,7 @@ export async function generateImage(
);
case "openai_compatible":
default:
return generateImageOpenAiCompatible(config, prompt);
return generateImageOpenAiCompatible(config, prompt, options);
}
}
@@ -147,14 +154,15 @@ async function generateImageViaAiSdk(
const promptArg =
refs.length > 0 ? { text: prompt, images: refs } : prompt;
// OpenAI's image models take an explicit `size`; gpt-image's widest landscape
// option is 1536x1024. Gemini takes an `aspectRatio` instead.
// Session-locked aspect. gpt-image takes an explicit `size` (portrait /
// landscape options are 1024x1536 / 1536x1024); Gemini takes an `aspectRatio`.
const portrait = options?.orientation === "portrait";
const { image } = await generateImageSdk({
model: imageModel,
prompt: promptArg,
...(protocol === "openai"
? { size: "1536x1024" as `${number}x${number}` }
: { aspectRatio: "16:9" as `${number}:${number}` }),
? { size: (portrait ? "1024x1536" : "1536x1024") as `${number}x${number}` }
: { aspectRatio: (portrait ? "9:16" : "16:9") as `${number}:${number}` }),
});
return {
@@ -169,6 +177,7 @@ async function generateImageViaAiSdk(
async function generateImageOpenAiCompatible(
config: ProviderConfig,
prompt: string,
options?: GenerateImageOptions,
): Promise<GenerateImageResult> {
const base = normalizeBaseUrl(config.baseUrl, "openai_compatible");
const endpoint = `${base}/images/generations`;
@@ -186,7 +195,8 @@ async function generateImageOpenAiCompatible(
model: config.model,
prompt: prompt,
n: 1,
size: "1792x1024", // Use horizontal size (16:9)
// Session-locked aspect (16:9 default, 9:16 portrait for mobile).
size: options?.orientation === "portrait" ? "1024x1792" : "1792x1024",
}),
});
@@ -221,13 +231,18 @@ async function generateImageRunware(
): Promise<GenerateImageResult> {
const url = normalizeBaseUrl(config.baseUrl, "runware");
// Session-locked output aspect. Image models emit a FIXED pixel size; CSS
// object-fit on the client adapts this frame to the exact device/window. Both
// dimensions stay a multiple of 64 as FLUX requires.
const portrait = options?.orientation === "portrait";
const task: Record<string, unknown> = {
taskType: "imageInference",
taskUUID: crypto.randomUUID(),
model: config.model,
positivePrompt: prompt,
width: 1792,
height: 1024,
width: portrait ? 1024 : 1792,
height: portrait ? 1792 : 1024,
steps: 4,
CFGScale: 3.5,
numberResults: 1,
+12 -3
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@@ -4,6 +4,7 @@ import type {
Beat,
Character,
EngineConfig,
Orientation,
ProviderConfig,
} from "@infiplot/types";
import { mockImageDataUri } from "../mockImage";
@@ -54,6 +55,11 @@ export type PainterInput = {
* session paints — even before any priorScene exists.
*/
styleReferenceImage?: string;
/**
* Session-locked output aspect. Drives both the Painter prompt's framing
* rules and the generated image's pixel dimensions. Default "landscape".
*/
orientation?: Orientation;
};
// Pick the references we send to Runware as `referenceImages`. Priority:
@@ -142,13 +148,14 @@ export async function runPainter(
entryBeat: Beat | undefined,
): Promise<PainterResult> {
if (config.mockImage) {
return { kind: "mock", imageUrl: await mockImageDataUri() };
return { kind: "mock", imageUrl: await mockImageDataUri(input.orientation) };
}
const prompt = buildPainterPrompt(
input.integratedPrompt,
input.styleGuide,
input.onStageCharacters,
input.orientation,
);
const refs = collectReferenceImages(
@@ -165,7 +172,7 @@ export async function runPainter(
const r = await tryGenerate(
config.image,
prompt,
{ referenceImages: refs },
{ referenceImages: refs, orientation: input.orientation },
`referenceImages (${refs.length})`,
);
if (r) return { kind: "real", imageUrl: r.imageUrl, imageUuid: r.imageUuid };
@@ -174,6 +181,8 @@ export async function runPainter(
// Tier B — pure text-to-image. Last resort, used when Tier A failed OR
// there are no references to send (first scene with no characters yet).
// Errors here propagate to the caller.
const r = await generateImage(config.image, prompt);
const r = await generateImage(config.image, prompt, {
orientation: input.orientation,
});
return { kind: "real", imageUrl: r.imageUrl, imageUuid: r.imageUuid };
}
+7
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@@ -1,4 +1,5 @@
import { chat } from "@infiplot/ai-client";
import { coerceOrientation } from "@infiplot/types";
import type {
Beat,
Character,
@@ -332,6 +333,10 @@ export async function directScene(
// filtered to those now in the registry, so the archetype block covers them.
const onStageCharacters = characters.filter((c) => plan.cast.includes(c.name));
// Session-locked orientation (set at session start). Threads into both the
// Painter prompt's framing rules and the generated image's pixel dimensions.
const orientation = coerceOrientation(session.orientation);
const tPainter = Date.now();
const painted = await runPainter(
config,
@@ -341,6 +346,7 @@ export async function directScene(
onStageCharacters,
priorSceneImage: priorSceneReference,
styleReferenceImage: session.styleReferenceImage,
orientation,
},
entryBeatForPaint,
);
@@ -403,6 +409,7 @@ export async function directScene(
sceneKey: plan.sceneKey,
imageUuid: painted.kind === "real" ? painted.imageUuid : undefined,
imageUrl: painted.imageUrl,
orientation,
};
// Merge the Writer's volatile memory rewrite onto the carried bible so the
+18 -10
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@@ -1,3 +1,5 @@
import type { Orientation } from "@infiplot/types";
// Static SVG placeholder used when MOCK_IMAGE=true, so we can exercise the
// TTS path without paying for image generation. Returned as a data URI so the
// rest of the pipeline can treat it as an `imageUrl` interchangeably with
@@ -9,17 +11,23 @@
// data URI so the engine has zero Node-native dependencies and runs on
// Cloudflare Workers. SVG also stays crisp at any display size.
const W = 1792;
const H = 1024;
const SVG = `<svg xmlns="http://www.w3.org/2000/svg" width="${W}" height="${H}">
<rect width="${W}" height="${H}" fill="#161109"/>
<rect x="2" y="2" width="${W - 4}" height="${H - 4}" fill="none" stroke="#5a4628" stroke-width="3" stroke-dasharray="14 10"/>
function buildDataUri(w: number, h: number): string {
const svg = `<svg xmlns="http://www.w3.org/2000/svg" width="${w}" height="${h}">
<rect width="${w}" height="${h}" fill="#161109"/>
<rect x="2" y="2" width="${w - 4}" height="${h - 4}" fill="none" stroke="#5a4628" stroke-width="3" stroke-dasharray="14 10"/>
<text x="50%" y="45%" fill="#b88f4a" font-family="Georgia, serif" font-size="72" letter-spacing="6" text-anchor="middle">MOCK IMAGE</text>
<text x="50%" y="53%" fill="#6e5430" font-family="Georgia, serif" font-size="30" letter-spacing="3" text-anchor="middle">TTS TEST — image generation skipped</text>
</svg>`;
const DATA_URI = `data:image/svg+xml;charset=utf-8,${encodeURIComponent(SVG)}`;
export async function mockImageDataUri(): Promise<string> {
return DATA_URI;
return `data:image/svg+xml;charset=utf-8,${encodeURIComponent(svg)}`;
}
// Mirror the real Painter's dimensions per orientation so mock mode exercises
// the same portrait/landscape layout the client renders for real images.
const LANDSCAPE = buildDataUri(1792, 1024);
const PORTRAIT = buildDataUri(1024, 1792);
export async function mockImageDataUri(
orientation: Orientation = "landscape",
): Promise<string> {
return orientation === "portrait" ? PORTRAIT : LANDSCAPE;
}
+2
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@@ -12,6 +12,7 @@ import type {
VisionRequest,
VisionResponse,
} from "@infiplot/types";
import { coerceOrientation } from "@infiplot/types";
import { runArchitect } from "./agents/architect";
import { directInsertBeat, directScene } from "./director";
import { synthesizeBeat } from "./voice";
@@ -48,6 +49,7 @@ export async function startSession(
history: [],
characters: [],
styleReferenceImage: req.styleReferenceImage?.trim() || undefined,
orientation: coerceOrientation(req.orientation),
};
// Stage 0 — Architect: expand the terse world/style prompt into a story
+12 -2
View File
@@ -1,6 +1,7 @@
import type {
BeatActiveCharacter,
Character,
Orientation,
Scene,
Session,
StoryState,
@@ -803,6 +804,7 @@ export function buildPainterPrompt(
integratedPrompt: string,
styleGuide: string,
characters: { name: string; visualDescription?: string }[],
orientation: Orientation = "landscape",
): string {
const archetypeBlock = characters
.filter((c) => c.visualDescription)
@@ -813,7 +815,15 @@ export function buildPainterPrompt(
? `\n\nCHARACTER ARCHETYPES (anchor identity, outfit, and style across scenes — keep each character visually identical to their archetype):\n${archetypeBlock}`
: "";
return `Generate a cinematic landscape background illustration, 16:9 widescreen (1792x1024).
const portrait = orientation === "portrait";
const header = portrait
? "Generate a cinematic vertical (portrait) background illustration, 9:16 tall format (1024x1792)."
: "Generate a cinematic landscape background illustration, 16:9 widescreen (1792x1024).";
const orientationRule = portrait
? "- 9:16 PORTRAIT orientation — taller than wide. No landscape or square output."
: "- 16:9 LANDSCAPE orientation — wider than tall. No portrait or square output.";
return `${header}
ART STYLE: ${styleGuide}
@@ -826,7 +836,7 @@ STRICT RULES — NEVER violate these:
- DO NOT render any Chinese or English text anywhere in the image.
- DO NOT add any HUD, interface chrome, or game UI elements.
- The image is a PURE BACKGROUND SCENE ONLY. All UI will be added as HTML on top.
- 16:9 LANDSCAPE orientation — wider than tall. No portrait or square output.
${orientationRule}
- Leave the bottom 35% of the frame relatively uncluttered (darker or softer) so overlaid UI panels remain readable.
- Characters or key scene elements should be positioned in the upper 65% of the frame.
- Maintain character identity exactly as specified in CHARACTER ARCHETYPES — same face, same hairstyle, same outfit across every scene.
+35
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@@ -40,6 +40,23 @@ export type BeatChoiceEffect =
| { kind: "advance-beat"; targetBeatId: string }
| { kind: "change-scene"; nextSceneSeed: string };
// ──────────────────────────────────────────────────────────────────────
// Orientation — session-wide image aspect, locked at session start.
// "landscape" → 16:9 (1792×1024), the default for desktop / mobile-landscape.
// "portrait" → 9:16 (1024×1792), painted for mobile users holding the phone
// upright so the scene fills the screen instead of letterboxing a widescreen
// image. CSS object-fit then adapts the 9:16 frame to the exact device size.
// ──────────────────────────────────────────────────────────────────────
export type Orientation = "portrait" | "landscape";
/** Normalize an untrusted orientation value (from a request body, or a
* persisted session that predates the field) to a valid Orientation.
* Anything other than "portrait" falls back to "landscape" (back-compat). */
export function coerceOrientation(value: unknown): Orientation {
return value === "portrait" ? "portrait" : "landscape";
}
// ──────────────────────────────────────────────────────────────────────
// Scene — one background image + a graph of beats.
// The Director emits an entire Scene per call; the player navigates
@@ -75,6 +92,12 @@ export type Scene = {
* Runware URL — the client renders both forms transparently.
*/
imageUrl?: string;
/**
* Orientation this scene's image was painted in. Mirrors the session's
* locked orientation; recorded per-scene so the client can pick the right
* intrinsic dimensions / object-fit even across legacy or mixed history.
*/
orientation?: Orientation;
};
export type SceneExit =
@@ -251,6 +274,12 @@ export type Session = {
* payload small for /api/scene round-trips.
*/
styleReferenceImage?: string;
/**
* Session-wide image orientation, locked at session start from the client's
* device + orientation and carried on every /api/scene call so all scenes
* share one aspect ratio. Absent → "landscape" (back-compat).
*/
orientation?: Orientation;
};
// ──────────────────────────────────────────────────────────────────────
@@ -337,6 +366,12 @@ export type StartRequest = {
* drops `config.tts` so the engine skips all server-side TTS work.
*/
clientTts?: boolean;
/**
* Device orientation chosen at session start. "portrait" makes the engine
* paint 9:16 vertical scene images (mobile, held upright); "landscape"
* (default) keeps 16:9 widescreen. Locked for the whole session.
*/
orientation?: Orientation;
};
// /api/parse-style-image — vision LLM extracts a textual painting-style