Files
Vance Ingalls 9f8e5ba5a1 initial code (#2)
* feat: initial code port from hyperframes-internal

Port all OSS-ready packages from the internal monorepo:
- @hyperframes/core — shared types, HTML generation, GSAP utilities, runtime
- @hyperframes/cli — CLI for creating, previewing, and rendering compositions
- @hyperframes/engine — framework-agnostic rendering engine (BeginFrame + FFmpeg)
- @hyperframes/producer — video rendering pipeline (Puppeteer + FFmpeg)
- @hyperframes/ui-player — browser-based video player component
- @hyperframes/studio — composition editor (React frontend + Hono backend)

Includes regression test suite with Docker-based test harness.

All HeyGen-internal references, deployment infrastructure, and
proprietary assets have been removed. Package names migrated
from @app/* to @hyperframes/*.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>

* fix: scrub internal codenames and stale references from OSS port

- Replace static.heygen.ai runtime URLs in test fixtures
- Remove internal CDN publish script (publish-hyperframe-runtime.ts)
- Replace sandbox-studio, sandbox-interceptor, __magicEditRuntime
  with neutral names (studio, hyperframe-runtime, __hyperframeRuntime)
- Fix stale Vault API / localhost references in docs
- Remove broken deprecated_studio link

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>

* fix: remove remaining internal codenames and stale references

- Delete stale producer README.md and PIPELINE.md (referenced nonexistent files)
- Replace "Cerberus" codename with "HyperFrames" in test design reviews
- Replace magic-edit postMessage identifiers with hf-preview/hf-parent
- Rename debug-magic-edit-timeline.ts to debug-timeline.ts
- Replace "Motion Cut" with "HyperFrames" in Timeline comments
- Fix studio/CLI references to nonexistent archive package
  (use local data/projects/ dir, stub render proxy)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-21 22:43:56 -07:00

3.7 KiB

Core Notes

Extended design rationale and context for decisions in core.md. This file is for humans reviewing the design — it is not consumed by the LLM agent.

Interactive Compositions

Why data-start="interactive"

We considered three alternatives:

  1. data-interactive boolean attribute — Keeps data-start clean, but then data-start must either be omitted (breaking the convention that every clip has data-start) or present but meaningless. Two attributes to express what one value handles.

  2. Event-driven data-start="on:click:#element" — More expressive and extensible to other events (on:hover, on:end:#video), but complex to parse, harder for an LLM to author correctly, and the trigger/target relationship is declared on the target which reads backwards.

  3. data-start="interactive" (chosen) — Reuses the existing data-start attribute with a new keyword value. Reads naturally: "when does this start?" → "interactively." One attribute, no ambiguity, easy to parse (=== "interactive" check).

The tradeoff is that data-start is now overloaded (was purely numeric/reference, now has a keyword). We accepted this because the parsing is trivial and the readability gain is significant.

Why window.__navigate() instead of data-goto

Navigation is behavior, not structure. The framework's philosophy separates these: HTML declares structure and timing, scripts handle behavior.

A data-goto="composition-id" attribute on trigger elements would be declarative and concise, but limits what authors can do. With a runtime API, scripts can:

  • Add conditional logic (if (score > 50) navigate('win') else navigate('lose'))
  • Animate a transition before navigating
  • Add delays or timeouts
  • Chain multiple actions on a single click
  • Use any DOM event, not just clicks

The trigger element is just normal HTML with a normal addEventListener. The LLM only needs to know window.__navigate(id) — plain JS.

Navigation Behavior: Replace

When __navigate() is called:

  1. The currently active composition's timeline pauses
  2. The current composition hides (visibility/display)
  3. The target interactive composition shows
  4. The target's timeline seeks to 0 and plays

We chose Replace (parent hides entirely) over Overlay (target plays on top) or Pause-and-branch (parent pauses, resumes when target ends) because it's the simplest mental model and matches how most interactive video works (YouTube branching, Netflix Bandersnatch).

Ownership Model

Interactive compositions are children of the composition that branches to them in the DOM tree. The parent composition is the "root" of its branching experience — it owns its branches.

However, window.__navigate() resolves composition IDs globally across the full tree, not scoped to the current parent. This means:

  • A deeply nested interactive composition can navigate to any other interactive composition by ID
  • A shared "game over" or "credits" composition can be reached from anywhere
  • Circular navigation is possible (A → B → A) — the framework does not prevent loops

Future Extensions

These are not implemented but the design accommodates them without breaking changes:

  • Overlay mode: window.__navigate(id, { mode: 'overlay' }) — target plays on top, parent pauses or continues
  • History / back: window.__navigate('$back') to return to the previous composition, window.__navigateHistory to read the stack
  • Auto-advance / timeout: Scripts can implement this today with setTimeout(() => window.__navigate('default'), 10000). A declarative shorthand could be added later.
  • Pause-and-branch: window.__navigate(id, { mode: 'branch' }) — parent pauses, resumes when target ends