Summary
Implements cloud subscription management UI and flow for ComfyUI Cloud
users.
Core Features:
- Subscription Status Tracking: Global reactive state management for
subscription status across all components
using shared subscriptionStatus ref
- Subscribe to Run Button: Replaces the Run button in the actionbar with
a "Subscribe to Run" button for users
without active subscriptions
- Subscription Required Dialog: Modal dialog with subscription benefits,
pricing, and checkout flow with video
background
- Subscription Settings Panel: New settings panel showing subscription
status, renewal date, and quick access to
billing management
- Auto-detection & Polling: Automatically polls subscription status
after checkout completion and syncs state
across the application
https://github.com/user-attachments/assets/f41b8e6a-5845-48a7-8169-3a6fc0d2e5c8
┆Issue is synchronized with this [Notion
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by [Unito](https://www.unito.io)
---------
Co-authored-by: GitHub Action <action@github.com>
Fixed the AUDIO_RECORD widget to display correctly in both rendering
modes:
- Removed conflicting AUDIO_RECORD registration from ComfyWidgets that
was blocking the custom widget implementation in uploadAudio.ts
extension
- Changed canvasOnly flags from true to false on both audioUIWidget and
recordWidget to enable Vue nodes rendering
- Added type override (recordWidget.type = 'audiorecord') after widget
creation to enable Vue component lookup while preserving LiteGraph
button rendering
- Removed unused IAudioRecordWidget type definition
The widget now works correctly:
- LiteGraph mode: Displays as a functional button
- Vue nodes mode: Displays full recording UI with waveform visualization
## Summary
<!-- One sentence describing what changed and why. -->
## Changes
- **What**: <!-- Core functionality added/modified -->
- **Breaking**: <!-- Any breaking changes (if none, remove this line)
-->
- **Dependencies**: <!-- New dependencies (if none, remove this line)
-->
## Review Focus
<!-- Critical design decisions or edge cases that need attention -->
<!-- If this PR fixes an issue, uncomment and update the line below -->
<!-- Fixes #ISSUE_NUMBER -->
## Screenshots (if applicable)
<!-- Add screenshots or video recording to help explain your changes -->
https://github.com/user-attachments/assets/cf6513d4-0a4b-4210-88e2-a948855b5206
┆Issue is synchronized with this [Notion
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by [Unito](https://www.unito.io)
---------
Co-authored-by: bymyself <cbyrne@comfy.org>
## Summary
Updates `ComfyApp.getRandParam()` to return an empty string on cloud
builds (detected via `isCloud`), letting hosted deployments rely on HTTP
caching for `/view` assets while local hosts retain the legacy cache
busting. The audio widget helpers now defer to the same method instead
of generating their own random suffix, so every frontend consumer shares
this logic.
This keeps the original overwrite protection for localhost workflows but
removes needless cache misses in the cloud stack, where GCS already
serve strong ETags and there is not really a concern about stale
filenames. Once the backend exposes a deterministic file-version field,
we can delete the remaining local-only randomness entirely.
┆Issue is synchronized with this [Notion
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by [Unito](https://www.unito.io)
## Summary
Refactor and cleanup `WorkflowTabs` scroll/overflow handling to improve
stability, ensure proper watcher disposal, and keep the active tab in
view more reliably.
note: honestly a nit, can drop if review is too annoying
## Changes
- **What**:
- Replace `ScrollPanel` ref with `containerRef` and query
`.p-scrollpanel-content` within the container.
- Add computed `scrollContent` to centralize access to the scrollable
element.
- Add `ensureActiveTabVisible({ waitForDom })` option to skip `nextTick`
when not needed.
- Rework watchers with explicit `WatchStopHandle`s and `onCleanup` to
stop previous watchers and dispose `overflowObserver` correctly when
`scrollContent` changes.
- Update arrow enable logic by watching `arrivedState.left/right`
together and setting `leftArrowEnabled`/`rightArrowEnabled` immediately.
- Only measure and re-ensure visibility when overflowing; call
`scrollState.measure()` and `ensureActiveTabVisible({ waitForDom: false
})` after arrows update.
- **Breaking**: None
- **Dependencies**: None
## Review Focus
- Correctness of watcher lifecycle and cleanup when `scrollContent`
changes
- Arrow enablement behavior at scroll boundaries
- Reliability of `ensureActiveTabVisible` across tab selection and
overflow changes
- Regressions in scroll performance and tab visibility
## Screenshots (if applicable)
N/A
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by [Unito](https://www.unito.io)
> "The watcher that should keep the active workflow tab visible compares
the tab’s bounds against the scroll panel’s content element, whose
rectangle spans the entire scroll width instead of the visible viewport.
As a result, when the active tab starts off-screen, the computed offsets
stay ≤ 0 and no corrective scroll occurs, so the selected tab remains
hidden."
fixes#6057
------
https://chatgpt.com/codex/tasks/task_e_68efe2b5b4a08330940a20552c1db339
## Summary
Added Vue mode guards to LiteGraph canvas to prevent dual event handling
between Vue node components and LiteGraph node event handlers. Fixes a
bug where the litegraph and vue positions become out of sync and then
there are effectively dead spots on the canvas (the user should still be
able to interact with the graph even if the positions desync - the only
real downside of desync should just be mispositioned nodes in the
serialized state).
Returns early only in `processNodeClick` and the node-related
(alt+click+drag node cloning) canvas handlers. In general, the LiteGraph
canvas still owns some events/interactions - but the node interactions
are fully owned by Vue when in Vue nodes mode.
## Changes
- **What**: Added `LiteGraph.vueNodesMode` checks in
[LGraphCanvas.ts](src/lib/litegraph/src/LGraphCanvas.ts) to skip native
event processing when Vue components handle interactions
- **Breaking**: This could have some side effects or break some
extensions if anything was relying on these. However, prior to this
change, things like `processNodeClick` should only have been getting the
click events in de-sync scenarios anyway (described in
[Summary](##Summary) section)
## Review Focus
Any possible side-effects you can think of.
┆Issue is synchronized with this [Notion
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by [Unito](https://www.unito.io)
When renaming a workflow through the breadcrumb bar. It is intended to
complete the rename operation if the user clicks away from the text
input. However, completing the text input by pressing enter can cause
the rename operation to occur twice: On pressing enter and on loss of
focus. When this occurs, the second rename causes, an error to be raised
because renaming a workflow to the same name is not allowed.
Worse, a user should be able to cancel a rename by pressing escape, but
this still causes the "loss of focus" event to fire and rename the
workflow anyways.
As a simple fix to both of these, this PR disables rename on loss of
focus. A rename only occurs when the user completes a rename operation
with the enter key.
Resolves#6051
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by [Unito](https://www.unito.io)
Allow for Right Click -> Save Image to work for the "SaveAnimatedWEBP"
node.
Fixing this revealed other existing issues:
- Attempting to resize the node causes runaway scaling
- Right clicking on the image directly causes a browser context menu
without a save option.
Significant rewriting has been performed to resolve both of these
issues.
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by [Unito](https://www.unito.io)
## Summary
Enhancing and further modernizing the UI, giving users more usable area
whilst keeping farmiliar positioning and feel of elements.
## Changes
- **What**: Significant restructure of the UI elements, changing
elements from large blocks to floating elements, updating:
- Side toolbar menu (floating style, supports small/normal mode,
combines to scroll on height overflow)
- Bottom tabs panel (floating style, tabs redesigned)
- Action bar (support for docking/undocking menu)
- Added login/user menu button to top right
- Restyled breadcrumbs (still collapse when overflows)
- Add litegraph support for fps info position (so it isn't covered by
the sidebar)
- **Breaking**:
- Removed various elements and added new ones, I have tested custom
sidebars, custom actions, etc but if scripts are inserting elements into
"other" elements they may have been (re)moved.
- Remove support for bottom menu
- Remove support for 2nd-row tabs
## Screenshots
<img width="1116" height="907" alt="ui"
src="https://github.com/user-attachments/assets/b040a215-67d3-4c88-8c4d-f402a16a34f6"
/>
https://github.com/user-attachments/assets/571dbda5-01ec-47e8-b235-ee1b88c93dd0
┆Issue is synchronized with this [Notion
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by [Unito](https://www.unito.io)
---------
Co-authored-by: GitHub Action <action@github.com>
Co-authored-by: github-actions <github-actions@github.com>
Prior to #6014, I had identified and started on #6015 to resolve what I
believed to be a larger class of issues. While the issue I was solving
produced the same error log on the same line, I misunderstood the
circumstances in which the reported issue would occur. As proxyWidgets
do not have their own value, only linked widgets should have their value
restored from `widgets_values`. This PR adds an additional check both
that the property entry is within bounds, and that the property entry is
for a linked widget.
See #6014
A potential additional issue is still being investigated.
- Additional issue seems unrelated to fix here. Will leave issue open,
but recommend merging this as is to not block v1.28.7
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by [Unito](https://www.unito.io)
## Summary
- Enhanced video control visibility logic for better UX
- Added fullscreen gallery view with zoom-in button
- Fixed hover interaction issues with overlays
## Changes
### Video Controls
- **Before**: Controls hidden when not hovering
- **After**: Controls always visible when not playing, hover-based
during playback
### Overlay Behavior
- **Before**: All overlays hidden during video playback
- **After**: All overlays (actions, tags, layers) show on hover even
during playback
### Gallery View
- Added zoom-in button to top-right corner (all media types except 3D)
- Integrated with existing ResultGallery component
- Gallery closes when clicking dimmed background area
### Bug Fixes
- Fixed hover flicker issue by proper event handling on overlay elements
## Test Plan
- [x] Test video controls visibility (paused vs playing)
- [x] Test overlay hover behavior during video playback
- [x] Test zoom-in button opens gallery view
- [x] Test gallery closes on background click
- [x] Test 3D assets don't show zoom button
- [x] Test in Storybook with various media types
🤖 Generated with [Claude Code](https://claude.ai/code)
┆Issue is synchronized with this [Notion
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by [Unito](https://www.unito.io)
---------
Co-authored-by: Claude <noreply@anthropic.com>
This pull request refactors how top bar badges are handled in the
application, making badge rendering extensible and moving cloud badge
logic into the extension system. The main changes include replacing the
old `CloudBetaBadge` component with a new, generic badge system,
introducing a Pinia store for badge management, and updating the
extension API to support top bar badges.
**Badge System Refactor and Extensibility**
* Replaced the hardcoded `CloudBetaBadge` with a new `TopbarBadges`
component, which dynamically renders badges from the store instead of
relying on the `isCloud` flag in `TopMenubar.vue`.
[[1]](diffhunk://#diff-b7d7bf1028f09fb907c09edf27631214d005c93b80eaff7cf15cfd53671b1e8aL9-R9)
[[2]](diffhunk://#diff-b7d7bf1028f09fb907c09edf27631214d005c93b80eaff7cf15cfd53671b1e8aL43-R48)
* Renamed and refactored `CloudBetaBadge.vue` to `TopbarBadge.vue`,
making it accept a generic `badge` prop and removing i18n logic from the
component.
* Added a new `TopbarBadges.vue` component to render all badges from the
`topbarBadgeStore`.
**Badge Data Management**
* Introduced a new Pinia store `topbarBadgeStore` that aggregates top
bar badges from all extensions, enabling dynamic badge management.
**Extension System Integration**
* Updated the extension API (`ComfyExtension` interface) to support a
new `topbarBadges` property, allowing extensions to contribute badges to
the top bar.
* Added a core extension (`cloudBadge.ts`) that registers a "Comfy
Cloud" beta badge when running in a cloud environment, using the new
badge system.
[[1]](diffhunk://#diff-b7818ca9daae2411d56695777160b8132507f2a3ff4f700d2510453c8833ca75R1-R16)
[[2]](diffhunk://#diff-236993d9e4213efe96d267c75c3292d32b93aa4dd6c3318d26a397e0ae56bc87R2)
**Type Definitions**
* Added a new `TopbarBadge` type to `comfy.ts` to define the structure
for top bar badges, supporting optional labels.
This pull request introduces a new system for displaying
environment-specific badges in the application's top bar, with a focus
on supporting a "Comfy Cloud" badge in production environments. The
changes include new badge types, extension support, UI components, and
environment detection logic to ensure badges are only shown in
appropriate contexts.
**Topbar Badge System**
* Added a new `TopbarBadge` type and support for topbar badges in the
`ComfyExtension` interface to allow extensions to specify badges for the
top bar.
[[1]](diffhunk://#diff-c29886a1b0c982c6fff3545af0ca8ec269876c2cf3948f867d08c14032c04d66R24-R31)
[[2]](diffhunk://#diff-c29886a1b0c982c6fff3545af0ca8ec269876c2cf3948f867d08c14032c04d66R85-R88)
* Created a Pinia store `topbarBadgeStore` to aggregate topbar badges
from all registered extensions for display.
**UI Integration**
* Added a new `TopbarBadges.vue` component to render topbar badges and
integrated it into the top menu bar UI.
[[1]](diffhunk://#diff-6f460b1398fd033a2059daca1f991c74ce572cef86046a3726d1b1a70a3a4325R1-R32)
[[2]](diffhunk://#diff-b7d7bf1028f09fb907c09edf27631214d005c93b80eaff7cf15cfd53671b1e8aL5-R14)
* Updated CSS variables and menu styling to support the new badge
visuals.
[[1]](diffhunk://#diff-71b6b57a56095b04e47c797a5016149b76b27971cab04b93f033f1f846e0f5a0R88-R89)
[[2]](diffhunk://#diff-b7d7bf1028f09fb907c09edf27631214d005c93b80eaff7cf15cfd53671b1e8aL5-R14)
**Environment Detection and Extension Registration**
* Added a runtime environment detection utility to determine if the app
is running in production or staging, replacing the previous build-time
constant approach.
* Registered a new `cloudBadge` extension that conditionally adds a
"Comfy Cloud" badge with a "BETA" label when running in production.
[[1]](diffhunk://#diff-b7818ca9daae2411d56695777160b8132507f2a3ff4f700d2510453c8833ca75R1-R15)
[[2]](diffhunk://#diff-236993d9e4213efe96d267c75c3292d32b93aa4dd6c3318d26a397e0ae56bc87R2)
┆Issue is synchronized with this [Notion
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by [Unito](https://www.unito.io)
<img width="996" height="897" alt="Screenshot 2025-10-14 at 20 02 40"
src="https://github.com/user-attachments/assets/5a3258c5-87fc-46ae-ad23-7669696cb8b6"
/>
## Summary
Revise some traditional Chinese to simplified Chinese.
<!-- One sentence describing what changed and why. -->
## Changes
- **What**: <!-- Core functionality added/modified -->
- **Breaking**: <!-- Any breaking changes (if none, remove this line)
-->
- **Dependencies**: <!-- New dependencies (if none, remove this line)
-->
## Review Focus
<!-- Critical design decisions or edge cases that need attention -->
<!-- If this PR fixes an issue, uncomment and update the line below -->
<!-- Fixes #ISSUE_NUMBER -->
## Screenshots (if applicable)
<!-- Add screenshots or video recording to help explain your changes -->
┆Issue is synchronized with this [Notion
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by [Unito](https://www.unito.io)
## Summary
After #5292, at certain browser zoom levels, the xterm terminal did not
fill horizontal space properly, showing a gap with mismatched background
colors (`#171717` viewport vs `black` terminal content).
Fixes https://github.com/Comfy-Org/ComfyUI_frontend/issues/6049
## Problem
The hardcoded `#171717` terminal theme background only affected the
xterm viewport, while terminal content remained black, causing a visible
color mismatch at low zoom levels where the gap was more apparent.
Fixed by keeping original theme when not on desktop distribution.
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by [Unito](https://www.unito.io)
## Summary
Implements Ctrl+Alt+click batch disconnect functionality for Vue node
output slots to match LiteGraph behavior.
## Changes
- **Feature**: Add Ctrl+Alt+click handler in `useSlotLinkInteraction.ts`
to disconnect all links from output slots
- **Test**: Add test case in `linkInteraction.spec.ts` to verify batch
disconnect behavior
- Follows existing pattern from input slot disconnect implementation
## Implementation Details
The implementation:
- Checks for Ctrl+Alt+click on output slots with existing links
- Calls `resolvedNode.disconnectOutput(index)` to batch disconnect all
links
- Marks canvas as dirty and prevents event propagation
- Matches LiteGraph canvas behavior (`LGraphCanvas.ts:2727-2731`)
- Follows same pattern as existing input slot disconnect (lines 591-611)
Note: Test currently uses `dispatchEvent` for pointerdown with modifiers
and is failing. The feature implementation is correct and matches the
existing codebase patterns, but the test interaction needs debugging.
Under some infrequent circumstances, `audioWidget.value` is not a
string. Presumably if a workflow is loaded with a saved file choice that
does not exist and the value is set to undefined instead.
Instead of a cast, a proper type guard is used and the widget is not
updated if the new value is not a string.
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by [Unito](https://www.unito.io)
## Summary
Establishes distribution-specific code pattern using compile-time
constants and dead code elimination. Demonstrates with Help Center by
hiding extension manager and update buttons in cloud distribution.
Below commentary makes assumption that minifcation and tree-shaking is
enabled (which isn't true yet, but will be eventually).
## Changes
- **What**: Added `src/platform/distribution/types.ts` with distribution
detection via `__DISTRIBUTION__` variable
- **Build**: Vite replaces `__DISTRIBUTION__` at build time using
environment variables
- **Tree-shaking**: All code not relevant to target distribution is
DCR'd and eliminated from bundle
- **Example**: Help Center hides "Manager Extension" menu item and
"Update" buttons in cloud builds
## Pattern
This PR defines a `__DISTRIBUTION__` variable which gets replaced at
build time by Vite using environment variables. All code not relevant to
the given distribution is then DCR'd and tree-shaken.
For simple cases (like this Help Center PR), import `isCloud` and use
compile-time conditionals:
```typescript
import { isCloud } from '@/platform/distribution/types'
if (!isCloud) {
items.push({
key: 'manager',
action: async () => {
await useManagerState().openManager({ ... })
}
})
}
```
The code is DCR'd at build time so there's zero runtime overhead - we
don't even incur the `if (isCloud)` cost because Terser eliminates it.
For complex services later, we'll add interfaces and use an index.ts
that exports different implementations under the same alias per
distribution. It will resemble a DI container but simpler since we don't
need runtime discovery like backend devs do. This guarantees types and
makes testing easier.
Example for services:
```typescript
// src/platform/storage/index.ts
import { isCloud } from '@/platform/distribution/types'
if (isCloud) {
export { CloudStorage as StorageService } from './cloud'
} else {
export { LocalStorage as StorageService } from './local'
}
```
Example for component variants:
```typescript
// src/components/downloads/index.ts
import { isCloud } from '@/platform/distribution/types'
if (isCloud) {
export { default as DownloadButton } from './DownloadButton.cloud.vue'
} else {
export { default as DownloadButton } from './DownloadButton.desktop.vue'
}
```
## Implementation Details
Distribution types (`src/platform/distribution/types.ts`):
```typescript
type Distribution = 'desktop' | 'localhost' | 'cloud'
declare global {
const __DISTRIBUTION__: Distribution
}
const DISTRIBUTION: Distribution = __DISTRIBUTION__
export const isCloud = DISTRIBUTION === 'cloud'
```
Vite configuration adds the define:
```typescript
const DISTRIBUTION = (process.env.DISTRIBUTION || 'localhost') as
| 'desktop'
| 'localhost'
| 'cloud'
export default defineConfig({
define: {
__DISTRIBUTION__: JSON.stringify(DISTRIBUTION)
}
})
```
## Build Commands
```bash
pnpm build # localhost (default)
DISTRIBUTION=cloud pnpm build # cloud
DISTRIBUTION=desktop pnpm build # desktop
```
## Future Applications
This pattern can be used with auth or telemetry services - which will
guarantee all the telemetry code, for example, is not even in the code
distributed in OSS Comfy whatsoever while still being able to develop
off `main`.
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by [Unito](https://www.unito.io)
## Summary
Fixed Vue node opacity calculation to properly combine global opacity
setting with muted/bypassed state opacity.
**Root Cause**: When global opacity setting was added as inline style
(481aa8252), it began overriding CSS `opacity-50` classes due to higher
specificity.
**Solution**: Modified `nodeOpacity` computed property to calculate
effective opacity as `globalOpacity * 0.5` for muted/bypassed states,
removing conflicting CSS classes.
## Changes
- **What**: Fixed [CSS specificity
conflict](https://developer.mozilla.org/en-US/docs/Web/CSS/Specificity)
where inline `opacity` style overrode `opacity-50` classes for
muted/bypassed nodes
- **Breaking**: None - restores intended opacity behavior
## Review Focus
Multiplicative opacity calculation ensuring muted/bypassed nodes apply
0.5 opacity on top of global opacity setting rather than being
overridden by it.
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by [Unito](https://www.unito.io)
---------
Co-authored-by: github-actions <github-actions@github.com>
Makes the litegraph `node.widgets` array `shallowReactive` and makes the
`nodeData.widgets` a `reactiveComputed` derived from the litegraph
widget data.

Making changes to the structure of litegraph items is somewhat
dangerous, but code search verifies that there are no custom nodes using
`defineProperty` on `node.widgets`
This fixes display of promoted widgets on subgraph node and any custom
nodes that dynamically add or remove widgets.
TODO:
- Investigate occasional dropped widgets.
- Some of this was confusion with `canvasOnly` widgets and widgets not
implemented in vue. Will keep investigating, but I'm not terribly
concerned with actual test cases and it being an objective improvement.
Known Issue:
- Node does not grow/shrink to fit changed widgets
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by [Unito](https://www.unito.io)
Cherry picked over from #6025, should've been made to target main to
begin with
## Summary
Fixes the browser tab progress and favicon remaining at ~14% after
workflow completion on `main` by resetting execution state when a run
ends (success, error, or interruption).
## Changes
- Add `execution_success` listener in the execution store
- Centralize terminal-state cleanup in `resetExecutionState()`
- Clear `nodeProgressStates`, queued prompt entry,
`_executingNodeProgress`, and set `activePromptId` to `null`
- Ensures `isIdle` becomes `true` post-run so tab title and favicon no
longer freeze mid-progress
resolves#6024
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by [Unito](https://www.unito.io)
## Summary
Implements a comprehensive media asset card component system for the
Asset Manager sidebar, enabling display and interaction with various
media types (images, videos, audio, and 3D models).
## Changes
### New Components
- **MediaAssetCard**: Main card component for displaying media assets
- **Media type-specific components**: Specialized display logic for each
media type
- MediaImageTop/Bottom
- MediaVideoTop/Bottom
- MediaAudioTop/Bottom
- Media3DTop/Bottom
- **MediaAssetActions**: Top-left action buttons (delete, download, more
options)
- **MediaAssetMoreMenu**: Dropdown menu for additional actions
- **SquareChip**: Chip component for displaying duration and file format
with dark/light variants
- **MediaAssetButtonDivider**: Visual separator for button groups
### Features
- **Video playback**: Autoplay with native video controls
- Dynamic duration chip positioning based on control visibility
- Hides overlays when video is playing
- **Audio playback**: Audio icon with HTML5 audio element
- Duration chip with consistent positioning
- **3D model support**: Icon display for 3D assets
- **Selection state**: Proper hover and selected state handling with CSS
priority fixes
### Architecture Improvements
- **Domain-Driven Design structure**: Organized under
`src/platform/mediaAsset/` following DDD principles
- **Provide/Inject pattern**: Eliminates props drilling with
MediaAssetKey InjectionKey
- **Composable pattern**: `useMediaAssetActions` manages all action
handlers
- **Type safety**: Comprehensive TypeScript types for media assets and
actions
### UI/UX Enhancements
- **CardTop component**: Added custom class props for slot positioning
- **SquareChip component**: Backdrop blur effects with variant system
- **Lazy loading**: Image optimization with LazyImage component
- **Responsive states**: Loading, selected, and hover states
### Utilities
- **formatDuration**: Converts milliseconds to human-readable format
(45s, 1m 23s, 1h 2m)
## Testing
- Comprehensive Storybook stories for all media types
- Grid layout examples
- Loading and selected state demonstrations
## File Structure
```
src/platform/assets/
├── components/
│ ├── MediaAssetCard.vue
│ ├── MediaAssetCard.stories.ts
│ ├── MediaAssetActions.vue
│ ├── MediaAssetMoreMenu.vue
│ ├── MediaAssetButtonDivider.vue
│ ├── MediaImageTop.vue
│ ├── MediaImageBottom.vue
│ ├── MediaVideoTop.vue
│ ├── MediaVideoBottom.vue
│ ├── MediaAudioTop.vue
│ ├── MediaAudioBottom.vue
│ ├── Media3DTop.vue
│ └── Media3DBottom.vue
├── composables/
│ └── useMediaAssetActions.ts
└── schemas/
└── mediaAssetSchema.ts
```
## Screenshots
[media_asset_record.webm](https://github.com/user-attachments/assets/d13b5cc0-a262-4850-bb81-ca1daa0dd969)
---------
Co-authored-by: Claude <noreply@anthropic.com>
Co-authored-by: GitHub Action <action@github.com>
Co-authored-by: github-actions <github-actions@github.com>