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# app.py
import streamlit as st
from core.gemini_handler import GeminiHandler
from core.visual_engine import VisualEngine 
from core.prompt_engineering import (
    create_cinematic_treatment_prompt, # UPDATED
    construct_dalle_prompt,           # UPDATED
    create_narration_script_prompt_enhanced, # UPDATED
    create_scene_regeneration_prompt,   # UPDATED
    create_visual_regeneration_prompt   # UPDATED
)
import os

# --- Configuration & Initialization ---
st.set_page_config(page_title="CineGen AI Ultra+", layout="wide", initial_sidebar_state="expanded")

# --- Global State Variables & API Key Setup ---
def load_api_key(key_name_streamlit, key_name_env):
    key = None; secrets_available = hasattr(st, 'secrets')
    try:
        if secrets_available and key_name_streamlit in st.secrets: key = st.secrets[key_name_streamlit]
    except Exception: pass # Silently ignore if st.secrets access fails
    if not key and key_name_env in os.environ: key = os.environ[key_name_env]
    return key

# Initialize API Keys and handlers once
if 'keys_loaded' not in st.session_state:
    st.session_state.GEMINI_API_KEY = load_api_key("GEMINI_API_KEY", "GEMINI_API_KEY")
    st.session_state.OPENAI_API_KEY = load_api_key("OPENAI_API_KEY", "OPENAI_API_KEY")
    st.session_state.ELEVENLABS_API_KEY = load_api_key("ELEVENLABS_API_KEY", "ELEVENLABS_API_KEY")
    st.session_state.PEXELS_API_KEY = load_api_key("PEXELS_API_KEY", "PEXELS_API_KEY")
    
    if not st.session_state.GEMINI_API_KEY: st.error("Gemini API Key is essential and missing!"); st.stop()
    
    st.session_state.gemini_handler = GeminiHandler(api_key=st.session_state.GEMINI_API_KEY)
    st.session_state.visual_engine = VisualEngine(output_dir="temp_cinegen_media")
    st.session_state.visual_engine.set_openai_api_key(st.session_state.OPENAI_API_KEY)
    st.session_state.visual_engine.set_elevenlabs_api_key(st.session_state.ELEVENLABS_API_KEY)
    st.session_state.visual_engine.set_pexels_api_key(st.session_state.PEXELS_API_KEY)
    st.session_state.keys_loaded = True

# Initialize other session state variables
for key, default_val in [
    ('story_treatment_scenes', []), ('scene_dalle_prompts', []), ('generated_visual_paths', []),
    ('video_path', None), ('character_definitions', {}), ('global_style_additions', ""),
    ('overall_narration_audio_path', None), ('narration_script_display', "")
]:
    if key not in st.session_state: st.session_state[key] = default_val

# --- Helper Functions ---
def initialize_new_project():
    st.session_state.story_treatment_scenes = []
    st.session_state.scene_dalle_prompts = []
    st.session_state.generated_visual_paths = []
    st.session_state.video_path = None
    st.session_state.overall_narration_audio_path = None
    st.session_state.narration_script_display = ""

def generate_visual_for_scene_core(scene_index, scene_data, version=1):
    # scene_data here is one scene from story_treatment_scenes
    dalle_prompt = construct_dalle_prompt(
        scene_data, 
        st.session_state.character_definitions, 
        st.session_state.global_style_additions
    )
    if not dalle_prompt: return False
    
    # Ensure lists are long enough
    while len(st.session_state.scene_dalle_prompts) <= scene_index: st.session_state.scene_dalle_prompts.append("")
    while len(st.session_state.generated_visual_paths) <= scene_index: st.session_state.generated_visual_paths.append(None)
        
    st.session_state.scene_dalle_prompts[scene_index] = dalle_prompt
    
    filename = f"scene_{scene_data.get('scene_number', scene_index+1)}_visual_v{version}.png"
    # Pass the full scene_data to visual_engine for Pexels query construction if needed
    img_path = st.session_state.visual_engine.generate_image_visual(dalle_prompt, scene_data, filename)
    
    if img_path and os.path.exists(img_path):
        st.session_state.generated_visual_paths[scene_index] = img_path; return True
    else:
        st.session_state.generated_visual_paths[scene_index] = None; return False

# --- UI Sidebar ---
with st.sidebar:
    st.title("🎬 CineGen AI Ultra+")
    st.markdown("### Creative Seed")
    user_idea = st.text_area("Core Story Idea / Theme:", "A lone wanderer searches for a mythical oasis in a vast, post-apocalyptic desert, haunted by mirages and mechanical scavengers.", height=120, key="user_idea_main")
    genre = st.selectbox("Primary Genre:", ["Cyberpunk", "Sci-Fi", "Fantasy", "Noir", "Thriller", "Western", "Post-Apocalyptic"], index=6, key="genre_main")
    mood = st.selectbox("Overall Mood:", ["Hopeful yet Desperate", "Mysterious & Eerie", "Gritty & Tense", "Epic & Awe-Inspiring", "Melancholy & Reflective"], index=0, key="mood_main")
    num_scenes = st.slider("Number of Key Scenes:", 1, 4, 2, key="num_scenes_main") # Max 3-4 for API cost/time

    creative_guidance_options = {"Standard": "standard", "More Artistic": "more_artistic", "Experimental Narrative": "experimental_narrative"}
    selected_creative_guidance = st.selectbox("AI Creative Guidance Level:", options=list(creative_guidance_options.keys()), key="creative_guidance_select")

    if st.button("🌌 Generate Cinematic Treatment", type="primary", key="generate_treatment_btn", use_container_width=True):
        initialize_new_project()
        if not user_idea.strip(): st.warning("Please provide a story idea.")
        else:
            with st.status("AI Director is envisioning your masterpiece...", expanded=True) as status:
                status.write("Phase 1: Gemini crafting cinematic treatment (scenes, style, camera, sound)... πŸ“œ")
                treatment_prompt = create_cinematic_treatment_prompt(user_idea, genre, mood, num_scenes, creative_guidance_options[selected_creative_guidance])
                try:
                    st.session_state.story_treatment_scenes = st.session_state.gemini_handler.generate_story_breakdown(treatment_prompt) # Re-use for JSON list
                    num_gen_scenes = len(st.session_state.story_treatment_scenes)
                    st.session_state.scene_dalle_prompts = [""] * num_gen_scenes
                    st.session_state.generated_visual_paths = [None] * num_gen_scenes
                    status.update(label="Treatment complete! Generating visuals...", state="running")

                    visual_successes = 0
                    for i_scene, scene_content in enumerate(st.session_state.story_treatment_scenes):
                        status.write(f"  Creating visual for Scene {scene_content.get('scene_number', i_scene+1)}: {scene_content.get('scene_title','')}...")
                        if generate_visual_for_scene_core(i_scene, scene_content, version=1): visual_successes += 1
                    
                    if visual_successes == 0 and num_gen_scenes > 0:
                        status.update(label="Visual generation failed for all scenes. Check API keys/quota.", state="error", expanded=False); st.stop()
                    
                    status.update(label="Visuals ready! Generating narration script...", state="running")
                    narration_prompt = create_narration_script_prompt_enhanced(st.session_state.story_treatment_scenes, mood, genre, st.session_state.get("selected_voice_style", "cinematic_trailer"))
                    narr_script = st.session_state.gemini_handler.generate_image_prompt(narration_prompt) # generate_image_prompt is just text gen
                    st.session_state.narration_script_display = narr_script
                    status.update(label="Narration script ready! Synthesizing voice...", state="running")
                    
                    st.session_state.overall_narration_audio_path = st.session_state.visual_engine.generate_narration_audio(narr_script)
                    if st.session_state.overall_narration_audio_path: status.update(label="Voiceover ready! ✨", state="running")
                    else: status.update(label="Voiceover failed. Video will be silent.", state="warning")

                    status.update(label="All components ready! View storyboard. πŸš€", state="complete", expanded=False)

                except Exception as e: status.update(label=f"Error during generation: {e}", state="error", expanded=True); st.stop()

    st.markdown("---")
    st.markdown("### Fine-Tuning Options")
    # Character Definitions Expander (same as previous)
    with st.expander("Define Characters", expanded=False):
        # ... (UI for char_name_input, char_desc_input, add button - same as previous, ensure lowercase keys for definitions)
        char_name_input = st.text_input("Character Name", key="char_name_adv_input_ultra")
        char_desc_input = st.text_area("Detailed Visual Description", key="char_desc_adv_input_ultra", height=100, placeholder="e.g., Jax: rugged male astronaut, mid-40s, salt-and-pepper short hair, cybernetic left eye glowing faintly blue, wearing a patched-up crimson flight suit.")
        if st.button("Save Character", key="add_char_adv_btn_ultra"):
            if char_name_input and char_desc_input: st.session_state.character_definitions[char_name_input.strip().lower()] = char_desc_input.strip(); st.success(f"Character '{char_name_input.strip()}' saved.")
            else: st.warning("Provide name and description.")
        if st.session_state.character_definitions:
            st.caption("Current Characters:")
            for k,v in st.session_state.character_definitions.items(): st.markdown(f"**{k.title()}:** _{v}_")

    # Style Controls Expander (same as previous)
    with st.expander("Global Style Overrides", expanded=False):
        # ... (UI for predefined_styles, custom_style_keywords, apply button - same as previous) ...
        predefined_styles = { "Default (Director's Choice)": "", "Hyper-Realistic Gritty Noir": "hyper-realistic gritty neo-noir, extreme detail, deep dynamic shadows, complex reflections on wet surfaces, cinematic film grain, desaturated palette with isolated vibrant neon accents (e.g. red, cyan), anamorphic lens distortion, atmospheric haze.", "Surreal Dreamscape Fantasy": "surreal dreamscape, epic fantasy elements, painterly with photorealistic details, impossible architecture, bioluminescent flora, otherworldly color palette (e.g., magenta skies, turquoise rivers), style of Roger Dean meets ZdzisΕ‚aw BeksiΕ„ski.", "Vintage Analog Sci-Fi": "70s/80s analog sci-fi film aesthetic, tangible practical effects look, subtle light leaks, lens flares, warm filmic tones mixed with cool blues, detailed retro-futuristic technology with chunky buttons and CRT screens."}
        selected_preset = st.selectbox("Base Style Preset:", options=list(predefined_styles.keys()), key="style_preset_select_adv_ultra")
        custom_keywords = st.text_area("Additional Custom Style Keywords:", key="custom_style_keywords_adv_input_ultra", height=80, placeholder="e.g., 'shot with Arri Alexa, shallow depth of field, golden hour tones'")
        current_style_desc = st.session_state.global_style_additions
        if st.button("Apply Global Styles", key="apply_styles_adv_btn_ultra"):
            final_desc = predefined_styles[selected_preset]; 
            if custom_keywords.strip(): final_desc = f"{final_desc}, {custom_keywords.strip()}" if final_desc else custom_keywords.strip()
            st.session_state.global_style_additions = final_desc.strip(); current_style_desc = final_desc.strip()
            if current_style_desc: st.success("Global styles applied!")
            else: st.info("Global style additions cleared (using Director's per-scene choice).")
        if current_style_desc: st.caption(f"Active global style additions: \"{current_style_desc}\"")

    # Voice Customization Expander (same as previous)
    with st.expander("Voice Customization (ElevenLabs)", expanded=False):
        # ... (UI for available_voices_conceptual, selected_voice, set button - same) ...
        # In a real app, fetch from ElevenLabs API if key is present. This is a placeholder list.
        elevenlabs_voices = ["Rachel", "Adam", "Bella", "Antoni", "Elli", "Josh", "Arnold", "Domi", "Fin", "Sarah"] 
        current_el_voice = st.session_state.visual_engine.elevenlabs_voice_id if hasattr(st.session_state, 'visual_engine') else "Rachel"
        selected_el_voice = st.selectbox("Narrator Voice:", elevenlabs_voices, index=elevenlabs_voices.index(current_el_voice) if current_el_voice in elevenlabs_voices else 0, key="el_voice_select_ultra")
        if st.button("Set Narrator Voice", key="set_voice_btn_ultra"):
            if hasattr(st.session_state, 'visual_engine'): st.session_state.visual_engine.elevenlabs_voice_id = selected_el_voice
            st.success(f"Narrator voice set to: {selected_el_voice}")


# --- Main Content Area ---
st.header("🎬 Cinematic Storyboard & Treatment")

# Display Narration Script if available
if st.session_state.narration_script_display:
    with st.expander("πŸ“œ View Full Narration Script", expanded=False):
        st.markdown(f"> _{st.session_state.narration_script_display}_")

if not st.session_state.story_treatment_scenes:
    st.info("Use the sidebar to generate your cinematic treatment.")
else:
    for i_main, scene_content_display in enumerate(st.session_state.story_treatment_scenes):
        scene_num = scene_content_display.get('scene_number', i_main + 1)
        scene_title = scene_content_display.get('scene_title', 'Untitled Scene')
        unique_key_base = f"scene_{scene_num}_{''.join(filter(str.isalnum, scene_title[:10]))}" # For unique widget keys

        st.subheader(f"SCENE {scene_num}: {scene_title.upper()}")
        
        # Display Director's Notes if any (for experimental narrative)
        if "director_note" in scene_content_display:
            st.info(f"🎬 Director's Note for Scene {scene_num}: {scene_content_display['director_note']}")

        col_details, col_visual = st.columns([0.45, 0.55]) # Adjust ratio

        with col_details:
            with st.expander("πŸ“ Scene Treatment Details", expanded=True):
                st.markdown(f"**Emotional Beat:** {scene_content_display.get('emotional_beat', 'N/A')}")
                st.markdown(f"**Setting:** {scene_content_display.get('setting_description', 'N/A')}")
                st.markdown(f"**Characters:** {', '.join(scene_content_display.get('characters_involved', ['N/A']))}")
                st.markdown(f"**Character Focus Moment:** _{scene_content_display.get('character_focus_moment', 'N/A')}_")
                st.markdown(f"**Key Plot Beat:** {scene_content_display.get('key_plot_beat', 'N/A')}")
                st.markdown(f"**Dialogue Hook:** `\"{scene_content_display.get('suggested_dialogue_hook', '...')}\"`")
                st.markdown("---")
                st.markdown(f"**🎬 Director's Visual Style:** {scene_content_display.get('PROACTIVE_visual_style_감독', 'N/A')}")
                st.markdown(f"**πŸŽ₯ Director's Camera Work:** {scene_content_display.get('PROACTIVE_camera_work_감독', 'N/A')}")
                st.markdown(f"**πŸ”Š Director's Sound Design:** {scene_content_display.get('PROACTIVE_sound_design_감독', 'N/A')}")
                
                current_dalle_prompt = st.session_state.scene_dalle_prompts[i_main] if i_main < len(st.session_state.scene_dalle_prompts) else None
                if current_dalle_prompt:
                     with st.popover("πŸ‘οΈ View DALL-E Prompt"): 
                        st.markdown(f"**Full DALL-E Prompt:**"); st.code(current_dalle_prompt, language='text')
                
                pexels_query_display = scene_content_display.get('pexels_search_query_감독', None)
                if pexels_query_display:
                    st.caption(f"Suggested Pexels Query: `{pexels_query_display}`")


        with col_visual:
            current_img_path = st.session_state.generated_visual_paths[i_main] if i_main < len(st.session_state.generated_visual_paths) else None
            if current_img_path and os.path.exists(current_img_path):
                st.image(current_img_path, caption=f"Visual Concept for Scene {scene_num}: {scene_title}", use_column_width='always')
            else:
                st.caption("Visual concept pending or failed.")

            # Edit Popovers - logic for calling regeneration needs to use the new prompt structures
            with st.popover(f"✏️ Edit Scene {scene_num} Treatment"): 
                feedback_script_edit = st.text_area("Describe changes to treatment details:", key=f"treat_feed_{unique_key_base}", height=150) 
                if st.button(f"πŸ”„ Update Scene {scene_num} Treatment", key=f"regen_treat_btn_{unique_key_base}"): 
                    if feedback_script_edit:
                        with st.status(f"Updating Scene {scene_num} Treatment...", expanded=True) as status_treat_regen:
                            regen_prompt_text = create_scene_regeneration_prompt(scene_content_display, feedback_script_edit, st.session_state.story_treatment_scenes)
                            try:
                                updated_scene_data = st.session_state.gemini_handler.regenerate_scene_script_details(regen_prompt_text) # Assumes this returns one scene obj
                                st.session_state.story_treatment_scenes[i_main] = updated_scene_data 
                                status_treat_regen.update(label="Treatment updated! Regenerating visual & DALL-E prompt...", state="running")
                                version_num = 1
                                if current_img_path: try: base,_=os.path.splitext(os.path.basename(current_img_path)); version_num = int(base.split('_v')[-1])+1 if '_v' in base else 2 except: version_num=2
                                
                                # Regenerate visual for the updated scene data
                                if generate_visual_for_scene_core(i_main, updated_scene_data, version=version_num):
                                    status_treat_regen.update(label="Scene Treatment & Visual Updated! πŸŽ‰", state="complete", expanded=False)
                                else: status_treat_regen.update(label="Treatment updated, visual failed.", state="warning", expanded=False)
                                st.rerun()
                            except Exception as e: status_treat_regen.update(label=f"Error: {e}", state="error")
                    else: st.warning("Please provide feedback for treatment regeneration.")

            with st.popover(f"🎨 Edit Scene {scene_num} Visual Prompt"): 
                dalle_prompt_to_edit = st.session_state.scene_dalle_prompts[i_main] if i_main < len(st.session_state.scene_dalle_prompts) else "No DALL-E prompt."
                st.caption("Current DALL-E Prompt:"); st.code(dalle_prompt_to_edit, language='text')
                feedback_visual_edit = st.text_area("Describe changes for the DALL-E prompt:", key=f"visual_feed_{unique_key_base}", height=150) 
                if st.button(f"πŸ”„ Update Scene {scene_num} Visual Prompt & Image", key=f"regen_visual_btn_{unique_key_base}"): 
                    if feedback_visual_edit:
                        with st.status(f"Refining DALL-E prompt & regenerating visual...", expanded=True) as status_visual_edit_regen:
                            # Gemini refines the DALL-E prompt
                            refinement_req_prompt = create_visual_regeneration_prompt(
                                dalle_prompt_to_edit, feedback_visual_edit, scene_content_display, 
                                st.session_state.character_definitions, st.session_state.global_style_additions
                            )
                            try:
                                refined_dalle_prompt = st.session_state.gemini_handler.generate_image_prompt(refinement_req_prompt) # generate_image_prompt is just text gen
                                st.session_state.scene_dalle_prompts[i_main] = refined_dalle_prompt # Update stored DALL-E prompt
                                status_visual_edit_regen.update(label="DALL-E prompt refined! Regenerating visual...", state="running")
                                version_num = 1
                                if current_img_path: try: base,_=os.path.splitext(os.path.basename(current_img_path)); version_num = int(base.split('_v')[-1])+1 if '_v' in base else 2 except: version_num=2
                                
                                # Generate visual with the NEW refined DALL-E prompt
                                if generate_visual_for_scene_core(i_main, scene_content_display, version=version_num): # scene_content_display is still relevant context
                                    status_visual_edit_regen.update(label="Visual Updated! πŸŽ‰", state="complete", expanded=False)
                                else: status_visual_edit_regen.update(label="Prompt refined, visual failed.", state="warning", expanded=False)
                                st.rerun()
                            except Exception as e: status_visual_edit_regen.update(label=f"Error: {e}", state="error")
                    else: st.warning("Please provide feedback for visual prompt regeneration.")
        st.markdown("---")
    
    # Video Generation Button
    if st.session_state.story_treatment_scenes and any(p for p in st.session_state.generated_visual_paths if p is not None):
        if st.button("🎬 Assemble Narrated Cinematic Animatic", key="assemble_ultra_video_btn", type="primary", use_container_width=True):
            with st.status("Assembling Ultra Animatic...", expanded=True) as status_vid:
                image_data_for_vid = []
                for i_vid, scene_c in enumerate(st.session_state.story_treatment_scenes):
                    img_p = st.session_state.generated_visual_paths[i_vid] if i_vid < len(st.session_state.generated_visual_paths) else None
                    if img_p and os.path.exists(img_p):
                        image_data_for_vid.append({
                            'path':img_p, 'scene_num':scene_c.get('scene_number',i_vid+1), 
                            'key_action':scene_c.get('key_plot_beat','') # Use key_plot_beat for overlay
                        }); status_vid.write(f"Adding Scene {scene_c.get('scene_number', i_vid + 1)} to video.")
                
                if image_data_for_vid:
                    status_vid.write("Calling video engine...")
                    st.session_state.video_path = st.session_state.visual_engine.create_video_from_images(
                        image_data_for_vid, 
                        overall_narration_path=st.session_state.overall_narration_audio_path,
                        output_filename="cinegen_ultra_animatic.mp4",
                        duration_per_image=st.session_state.visual_engine.video_overlay_font_size * 0.15, # Dynamic duration based on text overlay font size
                        fps=24 
                    )
                    if st.session_state.video_path and os.path.exists(st.session_state.video_path):
                        status_vid.update(label="Ultra animatic assembled! πŸŽ‰", state="complete", expanded=False); st.balloons()
                    else: status_vid.update(label="Video assembly failed. Check logs.", state="error", expanded=False)
                else: status_vid.update(label="No valid images for video.", state="error", expanded=False)
    elif st.session_state.story_treatment_scenes: st.info("Generate visuals before assembling video.")

    # Video display and download
    if st.session_state.video_path and os.path.exists(st.session_state.video_path):
        st.header("🎬 Generated Cinematic Animatic")
        try:
            with open(st.session_state.video_path, 'rb') as vf_obj: video_bytes = vf_obj.read()
            st.video(video_bytes, format="video/mp4") 
            with open(st.session_state.video_path, "rb") as fp_dl:
                st.download_button(label="Download Ultra Animatic", data=fp_dl,
                    file_name=os.path.basename(st.session_state.video_path), mime="video/mp4",
                    use_container_width=True, key="download_ultra_video_btn" )
        except Exception as e: st.error(f"Error displaying video: {e}")

# --- Footer ---
st.sidebar.markdown("---")
st.sidebar.caption("CineGen AI Ultra+ | Visionary Cinematic Pre-Production")