StoryCrafter / script.py
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import gradio as gr
import modules.shared as shared
from pathlib import Path
import re
import json
from functools import partial
from modules.text_generation import stop_everything_event
from modules import chat
from modules import ui as main_ui
from modules.utils import gradio
from modules.extensions import apply_extensions
import random
right_symbol = '\U000027A1'
left_symbol = '\U00002B05'
refresh_symbol = '\U0001f504' # 🔄
def atoi(text):
return int(text) if text.isdigit() else text.lower()
def natural_keys(text):
return [atoi(c) for c in re.split(r'(\d+)', text)]
def get_file_path(filename):
return "extensions/StoryCrafter/"+filename
last_save = get_file_path("last.json")
save_proj_path = get_file_path("Projects")
save_proj_path_txt = get_file_path("Text")
state_save = get_file_path("state.json")
params = {
"display_name": "StoryCrafter",
"is_tab": True,
"selectA": [0,0],
'projectname':"temp_project",
'auto_clear': True,
'include_history': True,
'include_history_nr':5,
'lorebook':'',
'system':'You are experienced fiction writer. Develop the plot slowly. Describe all actions in full, elaborate and vivid detail.',
'world':''
}
help_str = """
**Help**
This is for writing and generating stories beat by beat (short passages of scenes, paragraphs). At each generation all the previously written/edited beats will be dynamically inserted into LLM as a memory. You can edit the beats any time you wish as both final text and the text LLM see is dynamically generated from the beats each time.
Versions
Each beat can also have multiple versions and you can then choose which version to include in the final text.
Cross variation to prompt. In the Instruct mode you can specify [V1], [V2] or [V3] in the prompt and it will insert the text from that version. This way you can instruct to rewrite the text without copying the text to prompt.
For example: Rewrite the following text using first person POV [V1] or Summarrize the following text: [V2]
Future Cues
Each beat can also have Future Cues - unlike Prompt, which are directions for the currently generated text, Future Cues are for the text that will be generated after the current one, down the page. Here you can specify changes and twists that are valid AFTER this test.
For example if in this block of text the character is changing their hairstyle, in the Future Cues you might specify: from this point refer to Anna as having short pink hair
"""
# Define the global data_structure
selected_item = "Beat 1"
selected_item_title = "Beat 1"
selected_item_prompt = "Write a paragraph where ..."
selected_item_scenetext = ""
selected_scene_version = "v1"
selected_item_notes = ""
full_text_until = ""
full_text = ""
#load from lorebook
dynamic_lore = []
dynamic_lore_changed = False
data_structure = [{"outline": selected_item, "outline_title": selected_item_title, "prompt": selected_item_prompt, "scenetext_v1": selected_item_scenetext,"scenetext_v2": "","scenetext_v3": "", "version": selected_scene_version,"notes":selected_item_notes, "is_summary": False}]
def does_outline_exist(outline_name):
global data_structure
return any(item["outline"] == outline_name for item in data_structure)
def get_first_outline_name():
global data_structure
if data_structure:
return data_structure[0]["outline"]
else:
return "" # Return None if data_structure is empty
def get_first_outline_name_title(default_title):
global data_structure
if data_structure and len(data_structure) > 0:
return data_structure[0].get("outline_title", default_title)
else:
return default_title
def get_data_by_outline(outline_title):
global data_structure
for item in data_structure:
if item["outline"] == outline_title:
key = "scenetext_"+item["version"]
return item["prompt"], item[key], item["version"], item["notes"]
return None, None # Return None if the outline_title is not found
def get_title_by_outline(outline_title):
global data_structure
def_out = outline_title
for item in data_structure:
if item["outline"] == outline_title:
return item.get("outline_title", def_out)
return None, None # Return None if the outline_title is not found
def delete_item_by_outline(outline_title):
global data_structure
global selected_item
next_selected_item = ""
for item in data_structure:
if item["outline"] == outline_title:
data_structure.remove(item)
selected_item = next_selected_item
if selected_item=="" and len(data_structure)>0:
selected_item = data_structure[0]["outline"]
return True # Item deleted successfully
next_selected_item = item["outline"]
return False # Item not found
def generate_unique_outline_name_old(scene_string):
global data_structure
# Initialize a counter to create unique names
counter = 1
while True:
outline_title = f"{scene_string} {counter}"
# Check if the generated name is already in use
if not any(item["outline"] == outline_title for item in data_structure):
return outline_title
counter += 1
def generate_unique_outline_name(base_name):
global data_structure
# Initialize the max number as 0
max_number = 0
# Iterate through all items in data_structure
for item in data_structure:
try:
# Extract the number from the end of the outline (e.g., "Beat 23")
number = int(item["outline"].split()[-1])
max_number = max(max_number, number)
except ValueError:
# Ignore outlines that don't end with a number
continue
# Generate a new unique outline name
new_outline_name = f"{base_name} {max_number + 1}"
return new_outline_name
def add_item(outline_title, prompt_string, scene_string):
global data_structure
global selected_item
global selected_item_title
global selected_item_prompt
global selected_item_scenetext
global selected_scene_version
global selected_item_notes
outline_name2 = outline_title
new_item = {"outline": outline_title, "outline_title": outline_name2, "prompt": prompt_string, "scenetext_v1": scene_string,"scenetext_v2": "","scenetext_v3": "", "version": "v1", "notes": "", "is_summary": False}
selected_item = outline_title
selected_item_title = outline_name2
selected_item_prompt = prompt_string
selected_item_scenetext = scene_string
selected_scene_version = new_item["version"]
selected_item_notes = ""
data_structure.append(new_item)
def add_item_auto(scene_prefix, prompt_string, scene_text):
global data_structure
global selected_item
global selected_item_title
global selected_item_prompt
global selected_item_scenetext
global selected_scene_version
global selected_item_notes
# Check if data_structure has any data
if len(data_structure)>0:
# Get the last item in data_structure
last_item = data_structure[-1]
# Check if the last item has "prompt" == '' and "scenetext_v1" == ''
if last_item["prompt"] == '' and last_item["scenetext_v1"] == '':
# Overwrite the last item with new values
last_item["prompt"] = prompt_string
last_item["scenetext_v1"] = scene_text
last_item["scenetext_v2"] = ""
last_item["scenetext_v3"] = ""
last_item["is_summary"] = False
last_item["version"] = "v1"
last_item["notes"] = ""
# Update selected_item, selected_item_prompt, and selected_item_scenetext
selected_item = last_item["outline"]
selected_item_title = last_item["outline_title"]
selected_item_prompt = last_item["prompt"]
selected_item_scenetext = last_item["scenetext_v1"]
selected_scene_version = last_item["version"]
selected_item_notes = last_item["notes"]
# Update data_structure with the modified last_item
data_structure[-1] = last_item
return # Exit the function without adding a new item
outline_title = generate_unique_outline_name(scene_prefix)
outline_name2 = outline_title
new_item = {"outline": outline_title, "outline_title": outline_name2, "prompt": prompt_string, "scenetext_v1": scene_text,"scenetext_v2": "","scenetext_v3": "", "version": "v1", "notes":"", "is_summary": False}
selected_item = outline_title
selected_item_title = outline_name2
selected_item_prompt = prompt_string
selected_item_scenetext = scene_text
selected_scene_version = new_item["version"]
selected_item_notes = ""
data_structure.append(new_item)
def set_version_by_outline(outline_title, scene_version):
global data_structure
for item in data_structure:
if item["outline"] == outline_title:
item["version"] = scene_version
return True # Item updated successfully
return False # Item not found
def update_item_by_outline(outline_title, scene_version, new_prompt, new_scene_text):
global data_structure
for item in data_structure:
if item["outline"] == outline_title:
item["prompt"] = new_prompt
item["version"] = scene_version
key = "scenetext_"+item["version"]
item[key] = new_scene_text
return True # Item updated successfully
return False # Item not found
def update_item_title_by_outline(outline_name, new_outline_title):
global data_structure
for item in data_structure:
if item["outline"] == outline_name:
item["outline_title"] = new_outline_title
return True # Item updated successfully
return False # Item not found
def update_prompt_by_outline(outline_title, new_prompt):
global data_structure
for item in data_structure:
if item["outline"] == outline_title:
item["prompt"] = new_prompt
return True # Item updated successfully
return False # Item not found
def update_scenetext_by_outline(outline_title, new_scene_text):
global data_structure
for item in data_structure:
if item["outline"] == outline_title:
key = "scenetext_"+item["version"]
item[key] = new_scene_text
return True # Item updated successfully
return False # Item not found
def update_notes_by_outline(outline_title, new_notes_text):
global data_structure
for item in data_structure:
item['notes'] = new_notes_text
return True # Item updated successfully
return False # Item not found
def generate_combined_text():
global data_structure
global full_text
full_text = ""
for item in data_structure:
key = "scenetext_"+item["version"]
full_text += item[key]+'\n\n'
#full_text = '\n\n'.join(item["scenetext"] for item in data_structure)
full_text = full_text.strip()
return full_text
# used in generate
def generate_combined_text_until_current_with_history(max_last):
global data_structure
global selected_item
outline_title = selected_item
count_before_outline = 0
temp_hist = []
if max_last > 0:
for item in data_structure:
if item["outline"] == outline_title:
break # Stop when the specified outline_title is reached
# Check if we've reached the limit of history_number
if count_before_outline < max_last:
key = "scenetext_"+item["version"]
temp_hist.append(item[key])
else:
# If we've reached the limit, remove the oldest entry
temp_hist.pop(0)
key = "scenetext_"+item["version"]
temp_hist.append(item[key])
if item["notes"]!='':
note_txt = "Note: "+item["notes"]
temp_hist.append(note_txt)
count_before_outline += 1
combined_text = ""
for item_txt in temp_hist:
combined_text += item_txt + '\n\n'
text_until = combined_text.rstrip('\n\n') # Remove trailing newline if any
return text_until
# used for preview
def generate_combined_text_until_current():
global data_structure
global selected_item
global full_text_until
combined_text = ""
outline_title = selected_item
for item in data_structure:
if item["outline"] == outline_title:
break # Stop when the specified outline_title is reached
key = "scenetext_"+item["version"]
combined_text += item[key] + '\n\n'
full_text_until = combined_text.rstrip('\n\n') # Remove trailing newline if any
if full_text_until =='':
full_text_until = '[Beginning]'
return full_text_until
def move_item_up(outline_title):
global data_structure
for i in range(len(data_structure)):
if data_structure[i]["outline"] == outline_title and i > 0:
# Swap the item with the preceding one
data_structure[i], data_structure[i - 1] = data_structure[i - 1], data_structure[i]
return True # Item moved up successfully
return False # Item not found or already at the top
def move_item_down(outline_title):
global data_structure
for i in range(len(data_structure) - 1):
if data_structure[i]["outline"] == outline_title and i < len(data_structure) - 1:
# Swap the item with the following one
data_structure[i], data_structure[i + 1] = data_structure[i + 1], data_structure[i]
return True # Item moved down successfully
return False # Item not found or already at the bottom
class ToolButton(gr.Button, gr.components.FormComponent):
"""Small button with single emoji as text, fits inside gradio forms"""
def __init__(self, **kwargs):
super().__init__(variant="tool", **kwargs)
def get_block_name(self):
return "button"
def create_refresh_button(refresh_component, refresh_method, refreshed_args, elem_class):
def refresh():
refresh_method()
args = refreshed_args() if callable(refreshed_args) else refreshed_args
for k, v in args.items():
setattr(refresh_component, k, v)
return gr.update(**(args or {}))
refresh_button = ToolButton(value=refresh_symbol, elem_classes=elem_class)
refresh_button.click(
fn=refresh,
inputs=[],
outputs=[refresh_component]
)
return refresh_button
def read_file_to_string(file_path):
data = ''
try:
with open(file_path, 'r') as file:
data = file.read()
except FileNotFoundError:
data = ''
return data
# lore format
# keyword, keyword: Lore text
def parse_dynamic_lore(lore_string):
memories = []
entries = lore_string.strip().split('\n\n') # Split the input string into entries separated by blank lines
print("Parsing lore")
for entry in entries:
lines = entry.strip().split('\n') # Split each entry into lines
if len(lines) < 2: # Ensure there are at least two lines (keywords and memory text)
continue
keywords_part = lines[0].strip() # First line contains keywords
memory_text = '\n'.join(lines[1:]).strip() # Combine the rest as memory text
# Remove colons and process keywords
keywords = [kw.replace(':', '').strip().lower() for kw in keywords_part.split(',')]
# Append the parsed data to the memories list
memories.append({
'keywords': ','.join(keywords), # Join keywords with commas
'memory': memory_text
})
return memories
def atoi(text):
return int(text) if text.isdigit() else text.lower()
def save_string_to_file(file_path, string):
try:
with open(file_path, 'w') as file:
file.write(string)
print("String saved to file successfully.")
except Exception as e:
print("Error occurred while saving string to file:", str(e))
#last_save
def save_to_json(path_to_file):
global data_structure
try:
with open(Path(path_to_file), 'w') as json_file:
json.dump(data_structure, json_file, indent=2)
return True
except:
print(f"Saving to {path_to_file} failed")
return False # File not found or invalid JSON
def load_from_json(path_to_file):
global data_structure
global selected_item
global selected_item_title
global selected_item_prompt
global selected_item_scenetext
global selected_scene_version
global selected_item_notes
global full_text_until
global full_text
print(f"Loading project: {path_to_file}")
try:
with open(Path(path_to_file), 'r') as json_file:
data_structure.clear() # Clear existing data
data_structure.extend(json.load(json_file))
# Ensure all entries in data_structure have the required keys
default_values = {
"outline": "Beat 1",
"outline_title": "Untitled",
"prompt": "",
"scenetext_v1": "",
"scenetext_v2": "",
"scenetext_v3": "",
"version":"v1",
"notes": "",
"is_summary": False
}
for entry in data_structure:
for key, default in default_values.items():
if key not in entry:
entry[key] = default
generate_combined_text()
selected_item = get_first_outline_name()
selected_item_title = get_first_outline_name_title(selected_item)
generate_combined_text_until_current()
selected_item_prompt,selected_item_scenetext, selected_scene_version, selected_item_notes = get_data_by_outline(selected_item)
return True # Loading successful
except (FileNotFoundError, json.JSONDecodeError):
return False # File not found or invalid JSON
def save_state():
global params
global state_save
try:
with open(Path(state_save), 'w') as json_file:
json.dump(params, json_file, indent=4)
except:
print("Can't save last state..")
def load_state():
global params
global state_save
global dynamic_lore_changed
try:
with open(Path(state_save), 'r') as json_file:
new_params = json.load(json_file)
dynamic_lore_changed = True
for item in new_params:
params[item] = new_params[item]
except:
pass
def save_proj_state(path_to_file):
global params
try:
with open(Path(path_to_file), 'w') as json_file:
json.dump(params, json_file, indent=4)
except:
print("Can't save last state..")
def load_proj_state(path_to_file):
global params
global dynamic_lore_changed
try:
with open(Path(path_to_file), 'r') as json_file:
new_params = json.load(json_file)
dynamic_lore_changed = True
for item in new_params:
params[item] = new_params[item]
except:
pass
last_history_visible = []
last_history_internal = []
last_undo = ""
def get_scene_list():
global data_structure
return [item["outline"] for item in data_structure]
#def generate_reply_wrapperMY(question, textBoxB, context_replace, extra_context, extra_prefix, state, quick_instruction, _continue=False, _genwithResponse = False, _continue_sel = False, _postfix = '', _addstop = []):
def replace_placeholder(text, placeholder, replacement):
return text.replace(placeholder, replacement)
# Generates a response in chat mode, focusing on turn-based interactions.
# Uses a structured history (last_history) to provide context from previous exchanges.
# This function is intended for chat-like interactions where the model responds to individual prompts.
# Contrast with generate_reply_wrapperMY_NP, which focuses on continuous narrative generation.
# Uses chat.generate_chat_prompt for prompt construction and chat.generate_reply with is_chat=True for generation.
# Handles streaming and interruption logic.
def generate_reply_wrapperMY(text_prompt, existing_text_in_output, state, _continue=False):
global params
global last_history_visible
global last_history_internal
global last_undo
global last_save
global selected_item
global selected_item_prompt
global selected_item_scenetext
global selected_scene_version
global full_text_until
global full_text
global data_structure
global dynamic_lore_changed
global dynamic_lore
selF = params['selectA'][0]
selT = params['selectA'][1]
params['selectA'] = [0,0]
new_version = True
if 'turn_template' in state:
new_version = False
visible_text = None
if "[V1]" in text_prompt or "[V2]" in text_prompt or "[V3]" in text_prompt:
for item in data_structure:
if item["outline"] == selected_item:
if "[V1]" in text_prompt:
text_prompt = replace_placeholder(text_prompt, "[V1]", item['scenetext_v1'])
if "[V2]" in text_prompt:
text_prompt = replace_placeholder(text_prompt, "[V2]", item['scenetext_v2'])
if "[V3]" in text_prompt:
text_prompt = replace_placeholder(text_prompt, "[V3]", item['scenetext_v3'])
break
user_prompt = text_prompt
text_to_keep = ""
if params['lorebook']!='' and not dynamic_lore:
dynamic_lore_changed=True
if dynamic_lore_changed==True:
dynamic_lore = parse_dynamic_lore(params['lorebook'])
dynamic_lore_changed = False
generate_combined_text()
if new_version:
if state['instruction_template_str']=='':
print("Instruction template is empty! Select Instruct template in tab [Parameters] - [Instruction Template]")
text_to_keep = existing_text_in_output + "\n Instruction template is empty! Select Instruct template in tab [Parameters] - [Instruction template]"
yield text_to_keep, full_text
return
else:
if state['turn_template']=='':
print("Instruction template is empty! Select Instruct template in tab [Parameters] - [Instruction Template]")
text_to_keep = existing_text_in_output + "\n Instruction template is empty! Select Instruct template in tab [Parameters] - [Instruction template]"
yield text_to_keep, full_text
return
state['mode'] = 'instruct'
_iswriting = "..."
#context = state['context']
if new_version:
context_instruct = state['custom_system_message']
contest_instruct_bk = context_instruct
#state['custom_system_message'] = context_instruct
else:
context_instruct = state['context_instruct']
contest_instruct_bk = context_instruct
#state['context_instruct'] = context_instruct
state = apply_extensions('state', state)
if shared.model_name == 'None' or shared.model is None:
print("No model is loaded! Select one in the Model tab.")
yield text_to_keep, full_text
return
output = {'visible': [], 'internal': []}
output['internal'].append(['', ''])
output['visible'].append(['', ''])
last_history = {'visible': [], 'internal': []}
# fill history with previous text
outline_title = selected_item
count_before_outline = 0
if params['include_history_nr'] > 0 and params['include_history']:
for item in data_structure:
if item["outline"] == outline_title:
break # Stop when the specified outline_title is reached
hist_prompt = item["prompt"]
key = "scenetext_"+item["version"]
hist_response = item[key]
hist_notes = item["notes"]
# Check if we've reached the limit of history_number
if count_before_outline < params['include_history_nr']:
last_history['internal'].append([hist_prompt, hist_response])
last_history['visible'].append([hist_prompt, hist_response])
else:
# If we've reached the limit, remove the oldest entry
last_history['internal'].pop(0)
last_history['visible'].pop(0)
last_history['internal'].append([hist_prompt, hist_response])
last_history['visible'].append([hist_prompt, hist_response])
if hist_notes!='':
note_text = 'Note: '+hist_notes
note_response = "(Understood. I’ll keep this note in mind as I write further.)"
last_history['internal'].append([note_text, note_response])
last_history['visible'].append([note_text, note_response])
count_before_outline += 1
#for item in data_structure:
# if item["outline"] == outline_title:
# break # Stop when the specified outline_title is reached
# hist_prompt = item["prompt"]
# hist_response = item["scenetext"]
# last_history['internal'].append([hist_prompt, hist_response])
# last_history['visible'].append([hist_prompt, hist_response])
# simple
#story_so_far = generate_combined_text_until_current()
#if story_so_far!="":
# hist_response = "Thank you, I will remember that."
# hist_prompt = "Here is the story so far:\n"+story_so_far
# last_history['internal'].append([hist_prompt, hist_response])
# last_history['visible'].append([hist_prompt, hist_response])
stopping_strings = chat.get_stopping_strings(state)
is_stream = state['stream']
# Prepare the input
if not _continue:
visible_text = user_prompt
# Apply extensions
user_prompt, visible_text = apply_extensions('chat_input', user_prompt, visible_text, state)
user_prompt = apply_extensions('input', user_prompt, state, is_chat=True)
outtext = _iswriting
yield outtext, full_text
else:
visible_text = user_prompt
if _continue:
text_to_keep = existing_text_in_output
# continue sel can span across squiglies
# fill history for generate_chat_prompt
#user_msg, assistant_msg
last_history['internal'].append([user_prompt, existing_text_in_output])
last_history['visible'].append([user_prompt, existing_text_in_output])
outtext = text_to_keep + _iswriting
yield outtext, full_text
# Generate the prompt
kwargs = {
'_continue': _continue,
'history': last_history,
}
system_message = contest_instruct_bk
world_msg = ''
lore_msg = ''
if params['system']!='':
system_message = params['system']
system_message = system_message.rstrip('\n')
if params['world']!='':
world_msg = "\n\n"+params['world']
#add dynamic lore from prompt
if dynamic_lore:
user_input_lower = text_prompt.lower()
for dyn_mem_item in dynamic_lore:
# Check to see if keywords are present.
keywords = dyn_mem_item["keywords"].lower().split(",")
for keyword in keywords:
keywordsimp = keyword.strip()
if keywordsimp!='' and keywordsimp in user_input_lower:
print(f"Found Lore keyword: {keywordsimp}")
# keyword is present in user_input
lore_msg += "\n\n"+ dyn_mem_item["memory"]
if new_version:
state['custom_system_message'] = system_message+world_msg+lore_msg
else:
state['context_instruct'] = system_message+world_msg+lore_msg
#prompt = apply_extensions('custom_generate_chat_prompt', question, state, **kwargs)
prompt = chat.generate_chat_prompt(user_prompt, state, **kwargs)
#put it back, just in case
if new_version:
state['custom_system_message'] = contest_instruct_bk
else:
state['context_instruct'] = contest_instruct_bk
# Generate
reply = None
for j, reply in enumerate(chat.generate_reply(prompt, state, stopping_strings=stopping_strings, is_chat=True)):
visible_reply = reply #re.sub("(<USER>|<user>|{{user}})", state['name1'], reply)
if shared.stop_everything:
output['visible'][-1][1] = apply_extensions('output', output['visible'][-1][1], state, is_chat=True)
output_text = output['visible'][-1][1]
print("--Interrupted--")
update_item_by_outline(selected_item, selected_scene_version, text_prompt, text_to_keep + output_text)
generate_combined_text()
save_to_json(last_save)
yield text_to_keep + output_text, full_text
return
if _continue:
output['internal'][-1] = [user_prompt, reply]
output['visible'][-1] = [visible_text, visible_reply]
if is_stream:
output_text = output['visible'][-1][1]
update_item_by_outline(selected_item, selected_scene_version, text_prompt, text_to_keep + output_text)
yield text_to_keep + output_text, full_text
elif not (j == 0 and visible_reply.strip() == ''):
output['internal'][-1] = [user_prompt, reply.lstrip(' ')]
output['visible'][-1] = [visible_text, visible_reply.lstrip(' ')]
if is_stream:
output_text = output['visible'][-1][1]
update_item_by_outline(selected_item, selected_scene_version, text_prompt, text_to_keep + output_text)
yield text_to_keep + output_text, full_text
output['visible'][-1][1] = apply_extensions('output', output['visible'][-1][1], state, is_chat=True)
output_text = output['visible'][-1][1]
# not really used for anything
last_history_visible = output['visible'][-1]
last_history_internal = output['internal'][-1]
update_item_by_outline(selected_item, selected_scene_version, text_prompt, text_to_keep + output_text)
generate_combined_text()
save_to_json(last_save)
save_state()
yield text_to_keep + output_text, full_text
# Generates a response in narrative mode, focusing on continuous text generation.
# Combines all previous block text (using generate_combined_text_until_current_with_history) into a single context.
# This function is designed for generating longer, more narrative-driven text, as opposed to the turn-based interactions of generate_reply_wrapperMY.
# Uses chat.generate_reply with is_chat=False for generation.
def generate_reply_wrapperMY_NP(text_prompt, existing_text_in_output, state, _continue=False):
global params
global last_history_visible
global last_history_internal
global last_undo
global last_save
global selected_item
global selected_item_prompt
global selected_item_scenetext
global selected_scene_version
global full_text_until
global full_text
global data_structure
global dynamic_lore_changed
global dynamic_lore
selF = params['selectA'][0]
selT = params['selectA'][1]
params['selectA'] = [0,0]
new_version = True
if 'turn_template' in state:
new_version = False
visible_text = None
user_prompt = text_prompt
text_to_keep = ""
if params['lorebook']!='' and not dynamic_lore:
dynamic_lore_changed=True
if dynamic_lore_changed==True:
dynamic_lore = parse_dynamic_lore(params['lorebook'])
dynamic_lore_changed = False
generate_combined_text()
if new_version:
if state['instruction_template_str']=='':
print("Instruction template is empty! Select Instruct template in tab [Parameters] - [Instruction Template]")
text_to_keep = existing_text_in_output + "\n Instruction template is empty! Select Instruct template in tab [Parameters] - [Instruction template]"
yield text_to_keep, full_text
return
else:
if state['turn_template']=='':
print("Instruction template is empty! Select Instruct template in tab [Parameters] - [Instruction Template]")
text_to_keep = existing_text_in_output + "\n Instruction template is empty! Select Instruct template in tab [Parameters] - [Instruction template]"
yield text_to_keep, full_text
return
state['mode'] = 'instruct'
_iswriting = "..."
#context = state['context']
if new_version:
context_instruct = state['custom_system_message']
contest_instruct_bk = context_instruct
#state['custom_system_message'] = context_instruct
else:
context_instruct = state['context_instruct']
contest_instruct_bk = context_instruct
#state['context_instruct'] = context_instruct
state = apply_extensions('state', state)
if shared.model_name == 'None' or shared.model is None:
print("No model is loaded! Select one in the Model tab.")
yield text_to_keep, full_text
return
output = {'visible': [], 'internal': []}
output['internal'].append(['', ''])
output['visible'].append(['', ''])
last_history = {'visible': [], 'internal': []}
# fill history with previous text
if params['include_history_nr']>0 and params['include_history']:
story_so_far = generate_combined_text_until_current_with_history(params['include_history_nr'])
else:
story_so_far = ''
stopping_strings = chat.get_stopping_strings(state)
is_stream = state['stream']
# Prepare the input
if not _continue:
visible_text = user_prompt
outtext = _iswriting
yield outtext, full_text
else:
visible_text = user_prompt
if _continue:
text_to_keep = existing_text_in_output+'\n'
# continue sel can span across squiglies
story_so_far = story_so_far +"\n"+ existing_text_in_output
outtext = text_to_keep + _iswriting
yield outtext, full_text
# Generate the prompt
kwargs = {
'_continue': _continue,
'history': last_history,
}
#prompt = apply_extensions('custom_generate_chat_prompt', question, state, **kwargs)
system_message = contest_instruct_bk
world_msg = ''
lore_msg = ''
if params['system']!='':
system_message = params['system']
system_message = system_message.rstrip('\n')
if params['world']!='':
world_msg = "\n\n"+params['world']+"\n\n"
#add dynamic lore from prompt
if dynamic_lore:
user_input_lower = text_prompt.lower()
for dyn_mem_item in dynamic_lore:
# Check to see if keywords are present.
keywords = dyn_mem_item["keywords"].lower().split(",")
for keyword in keywords:
keywordsimp = keyword.strip()
if keywordsimp!='' and keywordsimp in user_input_lower:
# keyword is present in user_input
print(f"Found Lore keyword: {keywordsimp}")
lore_msg += "\n\n"+ dyn_mem_item["memory"]
prompt = system_message + world_msg + lore_msg
prompt = prompt+ story_so_far+"\n"
if text_prompt!='':
prompt = prompt + "(Editor's Note: Continue writing the story using the following direction. "+ text_prompt+")\n"
#put it back, just in case
if new_version:
state['custom_system_message'] = contest_instruct_bk
else:
state['context_instruct'] = contest_instruct_bk
# Generate
reply = None
for j, reply in enumerate(chat.generate_reply(prompt, state, stopping_strings=stopping_strings, is_chat=False)):
#visible_reply = re.sub("(<USER>|<user>|{{user}})", state['name1'], reply)
visible_reply = reply
if shared.stop_everything:
output['visible'][-1][1] = apply_extensions('output', output['visible'][-1][1], state, is_chat=False)
output_text = output['visible'][-1][1]
print("--Interrupted--")
update_item_by_outline(selected_item, selected_scene_version,text_prompt, text_to_keep + output_text)
generate_combined_text()
save_to_json(last_save)
yield text_to_keep + output_text, full_text
return
if _continue:
output['internal'][-1] = [user_prompt, reply]
output['visible'][-1] = [visible_text, visible_reply]
if is_stream:
output_text = output['visible'][-1][1]
update_item_by_outline(selected_item, selected_scene_version,text_prompt, text_to_keep + output_text)
yield text_to_keep + output_text, full_text
elif not (j == 0 and visible_reply.strip() == ''):
output['internal'][-1] = [user_prompt, reply.lstrip(' ')]
output['visible'][-1] = [visible_text, visible_reply.lstrip(' ')]
if is_stream:
output_text = output['visible'][-1][1]
update_item_by_outline(selected_item, selected_scene_version, text_prompt, text_to_keep + output_text)
yield text_to_keep + output_text, full_text
output['visible'][-1][1] = apply_extensions('output', output['visible'][-1][1], state, is_chat=False)
output_text = output['visible'][-1][1]
# not really used for anything
last_history_visible = output['visible'][-1]
last_history_internal = output['internal'][-1]
update_item_by_outline(selected_item, selected_scene_version, text_prompt, text_to_keep + output_text)
generate_combined_text()
save_to_json(last_save)
save_state()
yield text_to_keep + output_text, full_text
def custom_css():
return """
.preview-text textarea {
background-color: #071407 !important;
--input-text-size: 16px !important;
color: #4dc66a !important;
--body-text-color: #4dc66a !important;
font-family: monospace
}
.scene-text textarea {
background-color: #301919 !important;
color: #f19999 !important;
--body-text-color: #f19999 !important;
font-family: monospace
}
.scene-text2 textarea {
background-color: #192930 !important;
color: #99CCFF !important;
--body-text-color: #99CCFF !important;
font-family: monospace
}
"""
def custom_js():
java = '''
const blockwriterElement = document.querySelector('#textbox-blockwriter textarea');
let blockwriterScrolled = false;
blockwriterElement.addEventListener('scroll', function() {
let diff = blockwriterElement.scrollHeight - blockwriterElement.clientHeight;
if(Math.abs(blockwriterElement.scrollTop - diff) <= 1 || diff == 0) {
blockwriterScrolled = false;
} else {
blockwriterScrolled = true;
}
});
const blockwriterObserver = new MutationObserver(function(mutations) {
mutations.forEach(function(mutation) {
if(!blockwriterScrolled) {
blockwriterElement.scrollTop = playgroundAElement.scrollHeight;
}
});
});
blockwriterObserver.observe(blockwriterElement.parentNode.parentNode.parentNode, config);
'''
return java
def create_action_button(button_label, main_function, update_function, outputs, variant = 'primary'):
_ishow = False
def show():
nonlocal _ishow
if _ishow:
_ishow = False
return gr.Button.update(visible=False),gr.Button.update(visible=False)
else:
_ishow = True
return gr.Button.update(visible=True),gr.Button.update(visible=True)
def hide():
nonlocal _ishow
_ishow = False
return gr.Button.update(visible=False),gr.Button.update(visible=False)
def process():
nonlocal _ishow
_ishow = False
main_function()
return gr.Button.update(visible=False),gr.Button.update(visible=False)
_intMain = gr.Button(button_label, interactive=True, variant = variant)
with gr.Row():
_intAction = gr.Button(value= 'Continue?',variant="primary",visible=False,interactive=True)
_intCancel = gr.Button(value='Cancel',visible=False,interactive=True)
_intMain.click(show,None,[_intAction,_intCancel])
_intCancel.click(hide,None,[_intAction,_intCancel])
_intAction.click(process,None,[_intAction,_intCancel]).then(update_function,None,outputs)
return _intMain
def create_save_button(button_label, save_method, defaultname_variable, default_key, save_method_inputs = None, variant = 'secondary'):
def show():
defname = defaultname_variable[default_key] if defaultname_variable is not None else default_key
return gr.Textbox.update(value = defname, interactive= True, visible=True),gr.Button.update(visible=True),gr.Button.update(visible=True),gr.Button.update(visible=False)
def hide():
return gr.Textbox.update(visible=False),gr.Button.update(visible=False),gr.Button.update(visible=False),gr.Button.update(visible=True)
_intMain = gr.Button(button_label, interactive=True,variant=variant)
_edit_name = gr.Textbox(value='',lines=1,max_lines=1,visible=False, label='Name',interactive=True)
with gr.Row():
_intAction = gr.Button(value=button_label,variant="primary",visible=False,interactive=True)
_intCancel = gr.Button(value='Cancel',visible=False,interactive=True)
_intMain.click(show,None,[_edit_name,_intAction,_intCancel,_intMain])
_intCancel.click(hide,None,[_edit_name,_intAction,_intCancel,_intMain])
inputs = [_edit_name] + save_method_inputs if save_method_inputs is not None else _edit_name
_intAction.click(save_method,inputs,None).then(hide,None,[_edit_name,_intAction,_intCancel,_intMain])
return _intMain
def create_load_button(button_label, load_method, file_list_method, update_function, outputs, variant = 'secondary'):
def show():
choices = file_list_method()
return gr.Dropdown.update(choices=choices, value='None', visible = True),gr.Button.update(visible=True),gr.Button.update(visible=True),gr.Button.update(visible=False)
def hide():
return gr.Textbox.update(visible=False),gr.Button.update(visible=False),gr.Button.update(visible=False),gr.Button.update(visible=True)
def process(text):
load_method(text)
return gr.Textbox.update(visible=False),gr.Button.update(visible=False),gr.Button.update(visible=False),gr.Button.update(visible=True)
_intMain = gr.Button(button_label, interactive=True,variant=variant)
_drop = gr.Dropdown(choices=['None'], label= button_label, value='None',visible=False,interactive=True)
with gr.Row():
_intAction = gr.Button(value='Load',variant="primary",visible=False,interactive=True)
_intCancel = gr.Button(value='Cancel',visible=False,interactive=True)
_intMain.click(show,None,[_drop,_intAction,_intCancel,_intMain])
_intCancel.click(hide,None,[_drop,_intAction,_intCancel,_intMain])
_intAction.click(process,_drop,[_drop,_intAction,_intCancel,_intMain]).then(update_function,None,outputs)
return _intMain
#font-family: monospace
def get_available_projects():
templpath = save_proj_path
paths = (x for x in Path(templpath).iterdir() if x.suffix in ('.json'))
sortedlist = sorted(set((k.stem for k in paths)), key=natural_keys)
sortedlist.insert(0, "None")
return sortedlist
# Example usage:
def lorebook_save_action(name, text):
# Replace this with your save logic
print(f"Saving file: {name}")
print(f"Saving file: {text}")
def project_save(projname):
global params
global last_save
params['projectname'] = projname
projpath = save_proj_path +"/"+ projname+".json"
projpath2 = save_proj_path +"/"+ projname+".jsonw"
save_to_json(projpath)
save_to_json(last_save)
save_proj_state(projpath2)
save_state()
print(f"Project saved to: {projpath}")
return projname
def quick_project_save():
global params
global last_save
projname = params['projectname']
projpath = save_proj_path +"/"+ projname+".json"
projpath2 = save_proj_path +"/"+ projname+".jsonw"
save_to_json(projpath)
save_proj_state(projpath2)
save_to_json(last_save)
save_state()
print(f"Project saved to: {projpath}")
def load_project(projname):
global params
params['projectname'] = projname
projpath = save_proj_path +"/"+ projname+".json"
projpath2 = save_proj_path +"/"+ projname+".jsonw"
load_from_json(projpath)
load_proj_state(projpath2)
print(f"Project loaded: {projpath}")
def rename_scene(scene_name):
global params
print(f"Saving file: {scene_name}")
def full_update_ui():
global selected_item
global selected_item_prompt
global selected_item_scenetext
global selected_scene_version
global full_text_until
global full_text
global selected_item_notes
global params
return gr.Radio.update(choices=get_scene_list(), value=selected_item), selected_item, selected_item_prompt, selected_item_scenetext, selected_scene_version, full_text_until, full_text, selected_item_notes, params['projectname'], params['projectname'], params['system'],params['world'],params['lorebook']
def create_new_project():
global selected_item
global selected_item_title
global selected_item_prompt
global selected_item_scenetext
global selected_scene_version
global full_text_until
global full_text
global data_structure
global last_save
global params
selected_item = "Beat 1"
selected_item_title = "Beat 1"
selected_item_prompt = "Write a paragraph where ..."
selected_item_scenetext = ""
full_text_until = ""
full_text = ""
params['projectname'] = 'new_project'
data_structure = [{"outline": selected_item,"outline_title": selected_item_title, "prompt": selected_item_prompt, "scenetext_v1": selected_item_scenetext, "scenetext_v2": "", "scenetext_v3": "","version":"v1","notes":"","is_summary": False}]
params['world']=''
params['lorebook']=''
save_to_json(last_save)
save_state()
def delete_beat_funct():
global selected_item
global selected_item_title
global selected_item_prompt
global selected_item_scenetext
global selected_scene_version
global full_text_until
global full_text
global data_structure
global last_save
delete_item_by_outline(selected_item)
def ui():
global params
global selected_item
global selected_item_title
global selected_item_prompt
global selected_item_scenetext
global full_text
global full_text_until
params['selectA'] = [0,0]
load_state()
load_from_json(last_save)
with gr.Row():
with gr.Column():
with gr.Tab('Scenes'):
with gr.Row():
with gr.Column(scale = 1):
with gr.Row():
gr_btn_addnew_scene = gr.Button(value='+ New Beat',visible=True,variant="primary")
with gr.Row():
gr_scenes_radio = gr.Radio(choices=get_scene_list(), value=selected_item, label='Beats', interactive=True, elem_classes='checkboxgroup-table')
with gr.Column(scale = 3):
with gr.Row():
gr_itemname = gr.Textbox(value=selected_item_title, lines = 1, visible = True, label = 'Beat Title', interactive=True, elem_classes=['scene-text'])
with gr.Row():
gr_prompt = gr.Textbox(value=selected_item_prompt ,lines=4,visible=True, label='Prompt')
with gr.Row():
with gr.Tab('Instruct Mode'):
with gr.Row():
gr_btn_generate = gr.Button(value='Generate',visible=True,variant="primary")
gr_btn_generate_continue = gr.Button(value='Continue',visible=True)
gr_btn_stop = gr.Button(value='Stop',visible=True) #elem_classes="small-button")
with gr.Row():
gr.Markdown('The text will be generated from the prompt using model instruction template.')
with gr.Tab('Narrative Mode'):
with gr.Row():
gr_btn_generate_np = gr.Button(value='Generate (Narrative)',variant="primary", visible=True)
gr_btn_generate_continue_np = gr.Button(value='Continue (Narrative)',visible=True)
gr_btn_stop_np = gr.Button(value='Stop',visible=True)
with gr.Row():
gr.Markdown('The text will be generated as a Narrative completion of the scenes before. Prompt can be used to steer the generation but is used without adding instruction template.')
with gr.Tab('Future Cues'):
with gr.Row():
gr_notes = gr.Textbox(value=selected_item_notes ,lines=4,visible=True,interactive=True, label='Future Cues will be visible to the text model and will shape further text generation', elem_classes=['scene-text2'])
with gr.Tab('Settings'):
with gr.Row():
#gr_auto_clear = gr.Checkbox(label = "Auto Clear Prompt", value = params['auto_clear'])
gr_include_history = gr.Checkbox(label = "Include Previous Scenes and Notes in the prompt", value = params['include_history'])
include_last_history = gr.Slider(value = params['include_history_nr'],step = 1, minimum=0, maximum=50, label='Max Number of newset Scenes to Include')
with gr.Tab('Tools'):
with gr.Row():
gr_tools_swap = gr.Button(value='<> Swap',visible=True, elem_classes="small-button")
with gr.Row():
gr_generated_text_version = gr.Radio(choices = ['v1','v2','v3'], value= selected_scene_version , visible=True, label='Version')
with gr.Row():
gr_generated_text = gr.Textbox(value=selected_item_scenetext ,lines=10,visible=True, label='Text',elem_classes=['textbox', 'add_scrollbar'],elem_id='textbox-blockwriter')
with gr.Row():
gr_btn_save_Quick = gr.Button(value='Quick Save',visible=True,variant="primary")
gr_itemUp = gr.Button("Move Up")
gr_itemDown = gr.Button("Move Down")
delete_beat = gr.Button('Delete Current Beat', interactive=True)
delete_confirm = gr.Button('Are you Sure?', variant='stop', visible=False) #,elem_classes=['refresh-button']
delete_cancel = gr.Button('Cancel', visible=False)
with gr.Column(scale = 3):
with gr.Row():
gr_prevtext = gr.Textbox(value=full_text_until, lines = 35, visible = True, label = 'Story to this point', interactive=False,elem_classes=['preview-text', 'add_scrollbar'])
with gr.Tab('Full Text'):
with gr.Row():
with gr.Column(scale = 1):
gr_project_name_txt = gr.Textbox(value = params['projectname'], lines=1, label='Text Name')
gr_btn_save_Text = gr.Button(value='Save Text',visible=True,variant="primary")
with gr.Column(scale = 4):
gr_fulltext = gr.Textbox(value=full_text,lines=25,visible=True, label='Full Text', elem_classes=['preview-text', 'add_scrollbar'])
with gr.Column(scale = 1):
gr.Markdown('')
with gr.Tab('Lore book'):
with gr.Row():
with gr.Column(scale=4):
gr_text_SYSTEM = gr.Textbox(value = params['system'], lines=2, label='System Prompt')
with gr.Column(scale=1):
gr.Markdown('Set System message. This will be always send as the first thing to the text model')
with gr.Row():
with gr.Column(scale=4):
gr_text_WOORLD = gr.Textbox(value = params['world'], lines=10, label='Story Description and World (always present in prompt)')
with gr.Column(scale=1):
gr.Markdown('Description of the story, world, characters. This will be alwayspresent on the top of the prompt below the system prompt')
with gr.Row():
with gr.Column(scale=4):
gr_text_DYNAMEMORY = gr.Textbox(value = params['lorebook'], lines=10, label='Dynamic Lore')
with gr.Column(scale=1):
gr.Markdown('Lore triggered by a keywords in the prompt. The Lore will be only used if a keyword in the prompt triggers it.')
gr_lore_example = gr.Button(value='Load Example', visible=True)
with gr.Tab('Project'):
with gr.Row():
with gr.Column(scale=1):
gr_project_name = gr.Textbox(value = params['projectname'], lines=1, label='Current Project')
gr_project_save = gr.Button('Save Project', interactive=True)
gr_project_saveA = gr.Button('Save?', visible=False)
gr_project_saveC = gr.Button('Cancel', variant='stop', visible=False)
#create_save_button( 'Save Project', project_save,params, params['projectname'])
create_load_button( 'Load project', load_project, get_available_projects, full_update_ui, [gr_scenes_radio,gr_itemname,gr_prompt,gr_generated_text,gr_generated_text_version, gr_prevtext,gr_fulltext,gr_notes, gr_project_name,gr_project_name_txt,gr_text_SYSTEM,gr_text_WOORLD,gr_text_DYNAMEMORY] )
gr.Markdown('---')
create_action_button('New Project',create_new_project,full_update_ui,[gr_scenes_radio,gr_itemname,gr_prompt,gr_generated_text,gr_generated_text_version,gr_prevtext,gr_fulltext,gr_notes,gr_project_name,gr_project_name_txt,gr_text_SYSTEM,gr_text_WOORLD,gr_text_DYNAMEMORY])
with gr.Column(scale=4):
gr.Markdown(help_str)
def update_state_param(sysmsg, world, lore):
global params
global dynamic_lore_changed
params['system'] = sysmsg
params['world'] = world
lore_before = params['lorebook']
params['lorebook'] = lore
if lore_before!=lore:
dynamic_lore_changed = True
gr_text_SYSTEM.input(update_state_param,[gr_text_SYSTEM,gr_text_WOORLD,gr_text_DYNAMEMORY],None)
gr_text_WOORLD.input(update_state_param,[gr_text_SYSTEM,gr_text_WOORLD,gr_text_DYNAMEMORY],None)
gr_text_DYNAMEMORY.input(update_state_param,[gr_text_SYSTEM,gr_text_WOORLD,gr_text_DYNAMEMORY],None)
def write_lore():
global params
global dynamic_lore_changed
lore = """rimmer,arnold:
Arnold Judas Rimmer - A hologram of a deceased crew member, painfully neurotic, insufferably pompous, and obsessed with climbing the ranks of the Space Corps despite being utterly incompetent. Known for his pedantic obsession with Space Corps directives and his strained relationship with Lister.
cat:
The Cat - A highly evolved humanoid descendant of the ship's original pet cat. Vain, flamboyant, and obsessed with fashion, he moves with feline grace but is utterly self-centered. Lives for his looks and has a hilariously tenuous grasp of the crew's perilous reality.
lister,dave:
Dave Lister - The last human alive, a slobby, curry-loving everyman with a big heart and a dream of returning to Earth. Despite his laziness and crude manners, he's the emotional core of the crew, often finding himself at odds with Rimmer's uptight personality but deeply loyal to his companions."""
params['lorebook'] = lore
dynamic_lore_changed = True
return lore
gr_lore_example.click(write_lore,None,gr_text_DYNAMEMORY)
def update_item_ui():
global selected_item_title
global selected_item_prompt
global selected_item_scenetext
global selected_scene_version
global selected_item_notes
global full_text_until
return selected_item_title, selected_item_prompt, selected_item_scenetext, selected_scene_version, full_text_until, selected_item_notes
def update_scenes_ui():
global selected_item
return gr.Radio.update(choices=get_scene_list(), value=selected_item)
def select_scene(scene_name):
global selected_item
global selected_item_title
global selected_item_prompt
global selected_item_scenetext
global selected_scene_version
global selected_item_notes
if does_outline_exist(scene_name):
selected_item = scene_name
selected_item_prompt, selected_item_scenetext, selected_scene_version, selected_item_notes = get_data_by_outline(scene_name)
selected_item_title = get_title_by_outline(scene_name)
generate_combined_text_until_current()
gr_scenes_radio.change(select_scene,gr_scenes_radio,None).then(update_item_ui,None,[gr_itemname,gr_prompt,gr_generated_text,gr_generated_text_version, gr_prevtext,gr_notes],show_progress=False)
def change_version(version):
global selected_item
global selected_item_title
global selected_item_prompt
global selected_item_scenetext
global selected_scene_version
global selected_item_notes
selected_scene_version = version
set_version_by_outline(selected_item,version)
selected_item_prompt, selected_item_scenetext, selected_scene_version, selected_item_notes = get_data_by_outline(selected_item)
generate_combined_text_until_current()
generate_combined_text()
def update_text_version_change():
global selected_item_scenetext
global full_text_until
global full_text
return selected_item_scenetext,full_text_until,full_text
gr_generated_text_version.change(change_version,gr_generated_text_version,None).then(update_text_version_change, None, [gr_generated_text,gr_prevtext,gr_fulltext],show_progress=False)
clear_arr = [delete_confirm, delete_beat, delete_cancel]
delete_beat.click(lambda: [gr.update(visible=True), gr.update(visible=False), gr.update(visible=True)], None, clear_arr)
delete_cancel.click(lambda: [gr.update(visible=False), gr.update(visible=True), gr.update(visible=False)], None, clear_arr)
delete_confirm.click(delete_beat_funct,None,None).then(lambda: [gr.update(visible=False), gr.update(visible=True), gr.update(visible=False)], None, clear_arr).then(
full_update_ui, None,[gr_scenes_radio,gr_itemname,gr_prompt,gr_generated_text,gr_generated_text_version, gr_prevtext,gr_fulltext,gr_notes,gr_project_name,gr_project_name_txt,gr_text_SYSTEM,gr_text_WOORLD,gr_text_DYNAMEMORY])
save_arr = [gr_project_saveA, gr_project_save, gr_project_saveC]
gr_project_save.click(lambda: [gr.update(visible=True), gr.update(visible=False), gr.update(visible=True)], None, save_arr)
gr_project_saveC.click(lambda: [gr.update(visible=False), gr.update(visible=True), gr.update(visible=False)], None, save_arr)
gr_project_saveA.click(project_save,gr_project_name,gr_project_name_txt).then(lambda: [gr.update(visible=False), gr.update(visible=True), gr.update(visible=False)], None, save_arr)
gr_btn_save_Quick.click(quick_project_save,None,None)
def full_text_save(savename):
text = generate_combined_text()
projpath = save_proj_path_txt +"/"+ savename+".txt"
try:
# Save the text to the file
with open(projpath, 'w', encoding='utf-8') as file:
file.write(text)
print(f"Text successfully saved to: {projpath}")
except Exception as e:
print(f"Failed to save text to file. Error: {e}")
gr_btn_save_Text.click(full_text_save,gr_project_name_txt,None)
def add_new_item():
add_item_auto("Beat","","")
generate_combined_text_until_current()
gr_btn_addnew_scene.click(add_new_item,None,None).then(update_scenes_ui, None, gr_scenes_radio,show_progress=False).then(update_item_ui, None,[gr_itemname,gr_prompt,gr_generated_text,gr_generated_text_version, gr_prevtext, gr_notes],show_progress=False)
def change_prompt(text):
global selected_item
global selected_item_prompt
selected_item_prompt = text
update_prompt_by_outline(selected_item,selected_item_prompt)
gr_prompt.input(change_prompt,gr_prompt,None)
def change_scenetext(text):
global selected_item
global selected_item_scenetext
selected_item_scenetext = text
update_scenetext_by_outline(selected_item,selected_item_scenetext)
return generate_combined_text()
gr_generated_text.input(change_scenetext,gr_generated_text,gr_fulltext,show_progress=False)
def change_notes(text):
global selected_item_notes
global selected_item
selected_item_notes = text
update_notes_by_outline(selected_item,selected_item_notes)
gr_notes.input(change_notes,gr_notes,None,show_progress=False)
def change_title(text):
global selected_item
global selected_item_title
update_item_title_by_outline(selected_item,text)
selected_item_title = text
gr_itemname.input(change_title,gr_itemname,None)
def moveitemup():
global selected_item
move_item_up(selected_item)
return gr.Radio.update(choices=get_scene_list(), value=selected_item), generate_combined_text(), generate_combined_text_until_current()
gr_itemUp.click(moveitemup,None,[gr_scenes_radio,gr_fulltext,gr_prevtext])
def moveitemdown():
global selected_item
move_item_down(selected_item)
return gr.Radio.update(choices=get_scene_list(), value=selected_item), generate_combined_text(), generate_combined_text_until_current()
gr_itemDown.click(moveitemdown,None,[gr_scenes_radio,gr_fulltext,gr_prevtext])
input_paramsA = [gr_prompt, gr_generated_text, shared.gradio['interface_state']]
output_paramsA =[gr_generated_text,gr_fulltext]
disable_struct = [gr_scenes_radio,gr_btn_addnew_scene,gr_itemUp,gr_itemDown,gr_btn_generate,gr_btn_generate_continue,gr_btn_generate_np,gr_btn_generate_continue_np]
def update_full_text_ui():
global full_text_until
return full_text_until
def disable_radio():
return gr.Radio.update(interactive=False), gr.Button.update(interactive=False), gr.Button.update(interactive=False), gr.Button.update(interactive=False), gr.Button.update(interactive=False), gr.Button.update(interactive=False), gr.Button.update(interactive=False), gr.Button.update(interactive=False)
def enable_radio():
return gr.Radio.update(interactive=True), gr.Button.update(interactive=True), gr.Button.update(interactive=True), gr.Button.update(interactive=True), gr.Button.update(interactive=True), gr.Button.update(interactive=True), gr.Button.update(interactive=True), gr.Button.update(interactive=True)
gr_btn_generate.click(main_ui.gather_interface_values, gradio(shared.input_elements), gradio('interface_state')).then(disable_radio,None,disable_struct).then(
generate_reply_wrapperMY, inputs=input_paramsA, outputs= output_paramsA, show_progress=False).then(enable_radio,None,disable_struct)
gr_btn_generate_np.click(main_ui.gather_interface_values, gradio(shared.input_elements), gradio('interface_state')).then(disable_radio,None,disable_struct).then(
generate_reply_wrapperMY_NP, inputs=input_paramsA, outputs= output_paramsA, show_progress=False).then(enable_radio,None,disable_struct)
gr_btn_generate_continue_np.click(main_ui.gather_interface_values, gradio(shared.input_elements), gradio('interface_state')).then(disable_radio,None,disable_struct).then(
partial(generate_reply_wrapperMY_NP, _continue=True), inputs=input_paramsA, outputs= output_paramsA, show_progress=False).then(enable_radio,None,disable_struct)
gr_btn_generate_continue.click(main_ui.gather_interface_values, gradio(shared.input_elements), gradio('interface_state')).then(disable_radio,None,disable_struct).then(
partial(generate_reply_wrapperMY, _continue=True), inputs=input_paramsA, outputs= output_paramsA, show_progress=False).then(enable_radio,None,disable_struct)
def stop_everything_eventMy():
shared.stop_everything = True
gr_btn_stop.click(stop_everything_eventMy, None, None, queue=False)
gr_btn_stop_np.click(stop_everything_eventMy, None, None, queue=False)
include_last_history.change(lambda x: params.update({"include_history_nr": x}), include_last_history,None)
#gr_auto_clear.change(lambda x: params.update({"auto_clear": x}), gr_auto_clear, None)
gr_include_history.change(lambda x: params.update({"include_history": x}), gr_include_history, None)
def swap_current():
global selected_item
global data_structure
global selected_item_prompt
global selected_item_scenetext
global selected_scene_version
global selected_item_notes
global full_text
for item in data_structure:
if item["outline"] == selected_item:
key = "scenetext_"+item["version"]
prompt = item["prompt"]
item["prompt"] = item[key]
item[key] = prompt
break
generate_combined_text()
selected_item_prompt, selected_item_scenetext, selected_scene_version, selected_item_notes = get_data_by_outline(selected_item)
return selected_item_prompt, selected_item_scenetext, full_text
gr_tools_swap.click(swap_current,None,[gr_prompt,gr_generated_text,gr_fulltext])