* feat(player): slideshow controller state machine Stack-split from the original ss-player PR (#1581): the SlideshowController state machine (stack-based slide/fragment/branch navigation) and its tests. The <hyperframes-slideshow> web component follows in the next PR. * feat(player): <hyperframes-slideshow> web component + presenter Stack-split from the original ss-player PR (#1581): the <hyperframes-slideshow> custom element (wraps <hyperframes-player>, drives the controller), presenter/audience BroadcastChannel sync, nav chrome, and the player scenes hook. * feat(studio): slideshow manifest persistence + panel helpers Stack-split from the original ss-studio PR (#1582): the data layer — setSlideshowManifest, the useSlideshowPersist hook, and panel helpers. The editor panel UI follows in the next PR. * feat(studio): slideshow branching editor panel UI Stack-split from the original ss-studio PR (#1582): the SlideshowPanel / SlideshowSubPanels editor UI, right-panel wiring, and app integration. * docs(skill): slideshow authoring guidance + standalone harness reference New /slideshow skill (island schema, slide rules, fragments, branching, validation) + a standalone-harness reference doc, and a router entry in the /hyperframes skill. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
23 KiB
Standalone HyperFrames Slideshow Harness
1. Interim framing — why this exists
These patterns are a temporary workaround for standalone demos. The durable solution is engine-hosted: a future hyperframes preview --slideshow / studio present mode will host the composition over the real HyperFrames engine, which drives seek-timelines frame-by-frame, owns the gesture frame, and reads the slideshow island directly from the composition. When that path ships, most of what follows collapses.
Until then, a standalone slideshow opened via the bare player bundle must work around four facts:
- The bare
<hyperframes-player>does not drive GSAP/Three seek-timelines frame-by-frame — only the engine does. Animations that wait to be seeked stay at frame 0. <hyperframes-slideshow>reads the slideshow island from its own innerHTML (the wrapper element), not from the composition the player loads. The island must be duplicated into the wrapper.- The composition runs in the player's iframe; user keypresses and pointer events land on the parent page. Any gesture-gated API (Audio, AudioContext) must live in the parent — an iframe without its own user activation is permanently autoplay-blocked.
- Autoplay, Three.js, and entrance animations must be self-driving because the engine is not present.
Do not treat these as the blessed authoring model. When the engine-hosted path ships, compositions authored the normal way will just work.
Living reference implementations:
registry/examples/airbnb-deck/index.html+demo.html— full pattern set (Three.js, fragments, SFX, branch slide)registry/examples/startup-pitch/index.html— minimal version (no 3D), good starting point
2. The parent wrapper (demo.html)
The parent page hosts the two dist bundles, wraps the components, duplicates the island, and owns all audio.
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>My Deck — Slideshow Demo</title>
<!--
Load both bundles from packages/player/dist.
The global builds register <hyperframes-player> and <hyperframes-slideshow>
as custom elements — no import map needed.
-->
<script src="../../../packages/player/dist/hyperframes-player.global.js"></script>
<script src="../../../packages/player/dist/slideshow/hyperframes-slideshow.global.js"></script>
<style>
*,
*::before,
*::after {
box-sizing: border-box;
margin: 0;
padding: 0;
}
html,
body {
width: 100%;
height: 100%;
overflow: hidden;
background: #111;
}
</style>
</head>
<body>
<!--
tabindex="0" is critical — <hyperframes-slideshow> binds keydown
(ArrowLeft/Right, Space, Backspace) to itself. Without tabindex the
element cannot receive focus and arrow keys are dead.
-->
<hyperframes-slideshow
tabindex="0"
style="display: block; position: relative; width: 100vw; height: 100vh"
>
<hyperframes-player
style="position: absolute; inset: 0"
src="index.html"
></hyperframes-player>
<!--
DUPLICATED ISLAND — keep in sync with the island inside index.html.
<hyperframes-slideshow> reads from its own innerHTML, not from the
composition the player loads. Every time slides/fragments/hotspots/
sequences change in index.html, update this copy too.
-->
<script type="application/hyperframes-slideshow+json">
{
"slides": [
{ "sceneId": "scene-one", "notes": "..." },
{
"sceneId": "scene-two",
"notes": "...",
"fragments": [8.3, 8.6]
}
],
"slideSequences": [
{
"id": "branch-one",
"label": "Branch label",
"slides": [{ "sceneId": "branch-scene", "notes": "..." }]
}
]
}
</script>
</hyperframes-slideshow>
<!-- Audio player lives here — see Section 6 -->
</body>
</html>
3. Playhead-driven scene visibility
Without the engine, scenes are driven by a root GSAP timeline that the composition manages on its own clock. The visibility controller reads window.__timelines.root.time() via that timeline's onUpdate callback and sets opacity accordingly. Only the active scene is visible.
The key insight: scene backgrounds must be transparent (not opaque) if you want a Three.js canvas behind them; the body/html background and scene inline background set the visual fill.
<!-- In index.html (composition) -->
<!-- Shared scene CSS — all scenes start hidden -->
<style>
.scene-frame {
position: absolute;
top: 0;
left: 0;
width: 1920px;
height: 1080px;
overflow: hidden;
opacity: 0; /* hidden at rest — visibility controller shows the active one */
pointer-events: none; /* inactive scenes must not swallow events */
}
</style>
<!--
content-visible-at-rest: mark the first scene's elements with their
final non-hidden state so the deck is not blank before the controller
fires. The controller calls updateVisibility(0) synchronously on load.
If using Three.js canvas behind scenes, set background: transparent
here and let the 3D canvas + body color supply the fill.
-->
<div
id="scene-cover"
class="scene-frame clip"
data-composition-id="cover"
data-start="0"
data-duration="9"
style="background: transparent"
>
<!-- content here -->
</div>
<div
id="scene-problem"
class="scene-frame clip"
data-composition-id="problem"
data-start="9"
data-duration="9"
style="background: transparent"
>
<!-- content here -->
</div>
<!-- Root timeline — spans the full composition duration -->
<script>
(function () {
window.__timelines = window.__timelines || {};
var tl = gsap.timeline({ paused: true });
// A single to() for the full duration establishes the seekable range
tl.to({}, { duration: 108 }); // replace 108 with your total seconds
window.__timelines["root"] = tl;
})();
</script>
<!-- Visibility controller -->
<script>
(function () {
var scenes = [
{ id: "scene-cover", start: 0, end: 9 },
{ id: "scene-problem", start: 9, end: 18 },
// ... all scenes including branch scenes
];
var lastActiveId = null;
function updateVisibility(t) {
for (var i = 0; i < scenes.length; i++) {
var s = scenes[i];
var el = document.getElementById(s.id);
if (!el) continue;
var active = t >= s.start && t < s.end;
el.style.opacity = active ? "1" : "0";
el.style.pointerEvents = active ? "auto" : "none";
if (active && lastActiveId !== s.id) {
lastActiveId = s.id;
fireEntrance(el); // see Section 4
}
}
// fragment reveals here — see Section 4
}
window.__hfSetTime = updateVisibility;
// Show first slide immediately — avoids blank on load
updateVisibility(0);
// Hook the root timeline so every seek drives visibility
var root = window.__timelines && window.__timelines["root"];
if (root) {
root.eventCallback("onUpdate", function () {
updateVisibility(root.time());
});
}
})();
</script>
4. Imperative entrances on slide-activate
The engine-hosted path drives GSAP seek-timelines frame by frame. Without it, seek-timeline tweens never fire. Instead, fire imperative gsap.from() calls each time a scene becomes active — these run on GSAP's own ticker and are independent of any playhead.
Fragment reveals use playhead-crossing: the visibility controller checks whether the playhead has passed each fragment's hold-time and fires an animation on the first crossing. Bunch fragment hold-times near the scene start (within the first 300–500 ms of the scene) so successive ArrowRight presses feel like snappy sequential reveals rather than long waits.
// --- Entrance animations ---
function fireEntrance(sceneEl) {
// [data-anim] marks elements that should entrance on slide-activate.
// Add data-anim to eyebrows, headlines, subheads, and card grids.
var animEls = sceneEl.querySelectorAll("[data-anim]");
if (!animEls.length) return;
gsap.from(animEls, {
opacity: 0,
y: 28,
duration: 0.4,
stagger: 0.07,
ease: "power2.out",
overwrite: true, // cancel any in-flight animation on rapid slide changes
});
}
// --- Fragment reveals ---
// Fragment config: times in absolute composition timeline seconds,
// bunched near the scene start for snappy successive reveals.
var fragments = [
{ time: 9.3, id: "prob-item1", revealed: false },
{ time: 9.6, id: "prob-item2", revealed: false },
];
function revealFragment(id) {
var el = document.getElementById(id);
if (!el) return;
gsap.fromTo(
el,
{ opacity: 0, x: -24 },
{ opacity: 1, x: 0, duration: 0.35, ease: "power2.out", overwrite: true },
);
}
// Inside updateVisibility(t):
for (var f = 0; f < fragments.length; f++) {
if (!fragments[f].revealed && t >= fragments[f].time) {
fragments[f].revealed = true;
revealFragment(fragments[f].id);
}
}
// On problem scene re-entry, reset all fragment states:
if (active && lastActiveId !== s.id && s.id === "scene-problem") {
for (var f = 0; f < fragments.length; f++) {
fragments[f].revealed = false;
var pEl = document.getElementById(fragments[f].id);
if (pEl) gsap.set(pEl, { opacity: 0, clearProps: "transform" });
}
}
Fragment items start with opacity: 0 in CSS. The visibility controller reveals them; the entrance driver does not touch them until crossing.
5. The scenes bootstrap postMessage
<hyperframes-slideshow> must know each scene's time range to map a sceneId to a playhead position. Without the engine injecting this at runtime, the composition must post it manually after load.
Post the manifest from the composition (index.html), not the parent wrapper:
// In index.html — post after a brief delay so the parent frame has settled
(function () {
var FPS = 30;
var totalSeconds = 108; // match your composition's data-duration
var totalFrames = totalSeconds * FPS;
var scenes = [
// EVERY scene — including branch scenes — must appear here.
// id must match data-composition-id; start/duration in seconds.
{ id: "cover", start: 0, duration: 9 },
{ id: "problem", start: 9, duration: 9 },
{ id: "solution", start: 18, duration: 9 },
// ... all main-line scenes ...
// branch scene — listed last, NOT in main slides array in the island
{ id: "market-sizing", start: 99, duration: 9 },
];
function postTimeline() {
parent.postMessage(
{
source: "hf-preview",
type: "timeline",
durationInFrames: totalFrames,
scenes: scenes,
},
"*",
);
}
// ~300ms delay after load to let the parent settle
if (document.readyState === "complete") {
setTimeout(postTimeline, 300);
} else {
window.addEventListener("load", function () {
setTimeout(postTimeline, 300);
});
}
})();
Omitting any scene (including branch scenes) from this manifest means the slideshow component cannot seek to it. Include every scene declared in the HTML, even scenes only reachable via a hotspot.
6. Audio/SFX — built-in mute control via <hyperframes-slideshow sound>
Audio must live in the parent page, not the composition iframe. Browsers enforce user-activation for AudioContext and HTMLAudioElement.play() — an iframe without its own activation (i.e., the user never clicked inside it) is permanently autoplay-blocked. The user's keypress lands on the parent, so the parent is the only frame that can get the activation token.
Mute toggle — built-in chrome control
Add the sound boolean attribute to <hyperframes-slideshow> in demo.html. The component renders a speaker/speaker-muted SVG button as the leftmost item in the nav capsule, styled identically to the prev/next ghost buttons. No separate mute button in the composition.
<hyperframes-slideshow tabindex="0" sound style="..."> ... </hyperframes-slideshow>
The component:
- Tracks
mutedstate (defaultfalse); exposes amutedgetter - Reflects to a
data-hf-mutedattribute on the host when muted - Dispatches
CustomEvent("hf-sound", { detail: { muted }, bubbles: true, composed: true })on every toggle
The parent audio player gates on the hf-sound event:
var muted = false;
var slideshow = document.querySelector("hyperframes-slideshow");
if (slideshow) {
slideshow.addEventListener("hf-sound", function (e) {
muted = e.detail && e.detail.muted === true;
});
}
// In message handler:
if (muted) return; // skip play
If sound is not present on <hyperframes-slideshow> (decks without audio), the mute control is hidden — the capsule shows only nav.
Composition: post cues unconditionally
The composition posts sfx cues unconditionally — it does not track mute state. The parent gates on muted:
In the composition (index.html):
// Post an sfx cue at transition points — unconditionally.
// The parent audio player gates on the slideshow component's mute state.
function playSfx(name) {
try {
parent.postMessage({ type: "hf-sfx", name: name }, "*");
} catch (e) {}
}
// Fire at scene transitions:
// playSfx("advance") — moving to the next main-line slide
// playSfx("back") — returning from a branch
// playSfx("branch-enter") — entering a branch
// playSfx("fragment") — a fragment item is revealed
Do NOT add a mute button inside the composition. The #sfx-mute coral button pattern is removed; the nav capsule in the parent chrome owns mute.
In the parent (demo.html):
<script>
(function () {
// Audio elements are preloaded here, in the frame that receives user gestures.
var clips = {
advance: new Audio("sfx/advance.mp3"),
fragment: new Audio("sfx/fragment.mp3"),
"branch-enter": new Audio("sfx/branch-enter.mp3"),
back: new Audio("sfx/back.mp3"),
};
clips.advance.volume = 0.45;
clips.fragment.volume = 0.4;
clips["branch-enter"].volume = 0.4;
clips.back.volume = 0.4;
Object.keys(clips).forEach(function (k) {
clips[k].preload = "auto";
});
// Track mute state from the slideshow component's hf-sound event.
var muted = false;
var slideshow = document.querySelector("hyperframes-slideshow");
if (slideshow) {
slideshow.addEventListener("hf-sound", function (e) {
muted = e.detail && e.detail.muted === true;
});
}
var unlocked = false;
function unlock() {
if (unlocked) return;
unlocked = true;
// Prime each clip: play muted then immediately pause/reset.
// This moves the clip into the "allowed" state so later plays are instant.
Object.keys(clips).forEach(function (name) {
var el = clips[name];
var v = el.volume;
el.volume = 0;
el.play()
.then(function () {
el.pause();
el.currentTime = 0;
el.volume = v;
})
.catch(function () {
el.volume = v;
});
});
}
// Unlock on the first user gesture in the parent frame.
window.addEventListener("keydown", unlock, true);
window.addEventListener("pointerdown", unlock, true);
window.addEventListener("click", unlock, true);
window.addEventListener("message", function (e) {
var d = e.data;
if (!d || d.type !== "hf-sfx") return;
// Gate on mute state — the component owns this.
if (muted) return;
var el = clips[d.name];
if (!el || !unlocked) return;
try {
el.currentTime = 0;
el.play().catch(function () {});
} catch (err) {}
});
})();
</script>
Sourcing SFX files: use the HeyGen MCP search_audio_sounds tool with type=sound_effects and keywords like "whoosh", "click", "transition". Download the results to a local sfx/ directory next to demo.html and reference them by relative path. Do not fetch SFX at render time — the HyperFrames determinism rule forbids runtime network requests; pre-download and commit them.
7. Three.js (optional)
Add a Three.js scene behind the slides for ambient motion. The key rules:
- Own rAF loop — do not integrate with the HF seek timeline. Three.js runs its own
requestAnimationFrameloop independent of playhead position. - One persistent canvas — create the canvas once; update geometry/materials in-place per scene.
- Guard renderer creation — WebGL may be unavailable (software-GL environments, some CI contexts). Create the renderer inside try/catch once; if it fails, hide the canvas and expose no-op stubs. Do not spam
console.error— silence it during creation and restore it infinally. - Full-bleed, behind content — fix the canvas at
z-index: 0,pointer-events: none, behind scene frames atz-index: 1. - Transparent scene frames — set scene backgrounds to
transparentso the 3D canvas shows through. Use a radial-gradient scrim on the text container (not the scene frame itself) to keep type legible while letting 3D show in the margins. - Expose a mood hook — export
window.__threeApplyMood(sceneKey)so the visibility controller can switch particle colors, toggle sub-objects, or change the clear color when the active scene changes.
// In index.html — Three.js setup (module script)
import * as THREE from "https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js";
var canvas = document.getElementById("three-canvas");
var renderer = null;
var _err = console.error;
console.error = function () {}; // silence THREE's multi-line GPU error during init
try {
renderer = new THREE.WebGLRenderer({ canvas: canvas, alpha: true, antialias: true });
} catch (e) {
// renderer stays null
} finally {
console.error = _err;
}
if (!renderer) {
// Graceful degradation — branded layout is the fallback.
canvas.style.display = "none";
window.__threeApplyMood = function () {};
// Do NOT start the rAF loop.
} else {
renderer.setSize(1920, 1080);
renderer.setPixelRatio(1);
canvas.style.cssText =
"position:fixed;top:0;left:0;width:1920px;height:1080px;z-index:0;pointer-events:none";
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, 1920 / 1080, 0.1, 1000);
camera.position.set(0, 0, 5);
// --- build your particle system, meshes, etc. here ---
// Mood config: map sceneId → visual state (colors, sub-object visibility, bg color)
var MOODS = {
cover: {
/* particle color, opacity, bg ... */
},
problem: {
/* ... */
},
// one entry per scene key
};
window.__threeApplyMood = function (sceneKey) {
var m = MOODS[sceneKey] || MOODS["cover"];
// update geometry attributes, material opacity, sub-group visibility, etc.
};
window.__threeApplyMood("cover"); // apply initial state
// --- own rAF loop ---
var lastTime = null;
function animate(ts) {
requestAnimationFrame(animate);
if (lastTime === null) lastTime = ts;
var dt = Math.min((ts - lastTime) / 1000, 0.05);
lastTime = ts;
// update particles, rotate objects, etc.
renderer.render(scene, camera);
}
requestAnimationFrame(animate);
}
CSS for transparent scene frames + scrim:
/* Three.js canvas — always behind everything */
#three-canvas {
position: fixed;
top: 0;
left: 0;
width: 1920px;
height: 1080px;
z-index: 0;
pointer-events: none;
}
/* Scene frames are transparent so the 3D canvas shows through */
.scene-frame {
position: absolute;
top: 0;
left: 0;
width: 1920px;
height: 1080px;
background: transparent; /* NOT opaque — 3D would be occluded */
z-index: 1;
}
/* Scrim on the TEXT container — not the scene frame.
Radial gradient: opaque in the center where text is, transparent at edges
so 3D shows in the whitespace margins. */
.slide-inner.scrim-light {
background: radial-gradient(
ellipse 75% 80% at 50% 50%,
rgba(255, 255, 255, 0.88) 30%,
rgba(255, 255, 255, 0.6) 65%,
rgba(255, 255, 255, 0) 100%
);
}
8. Foot-gun checklist
| Failure | Symptom | One-line fix |
|---|---|---|
| Island not duplicated in wrapper | Slideshow chrome never renders; no slide counter, no prev/next | Copy the <script type="application/hyperframes-slideshow+json"> block verbatim into the <hyperframes-slideshow> element in demo.html |
| Audio in the iframe | All SFX silent | Move Audio elements and unlock logic to demo.html; post {type:'hf-sfx',name} from index.html |
| No self-clock in composition | All scene frames stacked / wrong slide visible at load | Add the root GSAP timeline (window.__timelines["root"]) and the onUpdate visibility controller as shown in Section 3 |
| Content opacity:0 with no engine | Blank slides — [data-anim] elements invisible at rest |
Call updateVisibility(0) synchronously after defining the controller so the first slide is shown immediately |
| Keydown bound to the element without focus | ArrowLeft/Right dead | Add tabindex="0" to <hyperframes-slideshow> so it can receive keyboard focus |
| Opaque scene background occluding Three.js canvas | 3D never visible | Set background: transparent on .scene-frame; put the visual fill on the text scrim container instead |
| WebGL renderer creation spams errors in headless envs | Console noise, rAF loop starts anyway | Silence console.error during new THREE.WebGLRenderer(...), restore in finally, guard the rAF start on renderer !== null |
| Branch scene missing from postMessage manifest | Hotspot navigates but slide is blank | Include every scene — main line and branch — in the scenes array of the postTimeline() message |
| Prominent 3D/content in nav-capsule zone | Bright element bleeds behind/beside the nav pill | Keep the bottom-right ~360×140px region clear; add a background-matching gradient overlay on any slide whose 3D mood is bright in that corner |