# Manifold UI — Agent Onboarding > **Purpose of this doc:** everything an agent needs to make a tweak or fix to the Manifold > front-end without re-grepping the tree. Read this + the relevant section's source files; you > should not need to read the 40KB design specs for routine work (they're pointers at the end). > > **Voice:** ground-truth map. If something here contradicts the code, the code wins — fix this doc > in the same commit. --- ## 1. What Manifold is A **convertible-mode React front-end** on the real, parity-tested NISPS ML+audio engine (same `nisps/` C++ core that the firmware and the `playground/` use, compiled to WASM). It lets you drive a neural net's mapping from a small input space (XY pad / gamepad / MIDI) to many outputs, shape that mapping with interactive ML feedback ("explore & place" / dislike), and route the outputs to several backends (built-in synth, MIDI, OSC, particles, VCV, MEMLNaut hardware). - **Stack:** Vite + React 18 + TypeScript (strict). No CSS-in-JS — design-token CSS variables. - **Lives at:** `manifold/` (beside `playground/`). Deploys to **https://meml.lnfinitemonkeys.org/next/**. - **Synth is labelled "Powerful Synth Engine" / "Built-in Synth" — NEVER "C15".** British spelling. --- ## 2. Run / build / deploy / test ```bash cd manifold bun install bun run dev # Vite dev server, port 5273 (COOP/COEP headers set) bun run typecheck # tsc --noEmit ← run before every commit bun run build # tsc --noEmit && vite build → dist/ bun run preview # serve dist/ on :4273 (honours COOP/COEP — needed by WASM/worklet) bun run test:e2e # Playwright smoke (needs `bun run build` first; runs against preview) ``` - **Typecheck is the cheap gate.** It catches most regressions; run it after any edit. - **E2E on the VPS** needs a non-snap node runner (bun is snap-confined and hides libs from Chromium): `PLAYWRIGHT_BROWSERS_PATH=/home/w1n5t0n/snap/bun-js/87/.cache/ms-playwright node node_modules/.bin/playwright test`. Preview via bun is fine. The smoke spec (`tests/e2e/smoke.spec.ts`) asserts: engine WASM loads, spine invariant (setInputs → outputs change), feedback runs, console renders, **no "C15" in the bundle**, no console errors. `shot.spec.ts` takes screenshots. - **Deploy is automatic on push to GitHub `main`** → webhook → builds `manifold/` → rsyncs to the live `/next/` subdir. See the `manifold-deploy-pipeline` memory for the full chain and gotchas (the `cp index.html a-immersive.html` 403 workaround; git-ignored `bun.lock`). - **`?debug=1`** installs `window.__nisps` (synchronous probe for Playwright/console — see `src/debug/probe.ts`). **`base: './'`** in `vite.config.ts` keeps asset URLs relative so one `dist/` mounts at both `/` and `/next/`. **WASM URLs must resolve via `document.baseURI`**, never hardcoded (see the assetUrl gotcha in §6). --- ## 3. The big picture — three layers ``` ┌─────────────────────────────────────────────────────────────────┐ │ UI layer (React) src/console/ src/dock/ src/primitives/ │ ConsoleApp = spine of the UI: holds state, picks a Stage, │ │ renders the Dock. "Convertible" = swappable Stages. │ └───────────────┬─────────────────────────────────────────────────-┘ │ reads engine.version (useSyncExternalStore), reads buffers imperatively │ writes via engine.setInput / setParam / feedback.* ┌───────────────▼─────────────────────────────────────────────────┐ │ Engine layer (NO React) src/engine/ src/inputs/ src/feedback/ src/backends/ │ Spine = reactive store below React. Per-frame ML inference is │ │ eager + synchronous, OFF the render cycle. React only watches │ │ a monotonic version counter. │ └───────────────┬─────────────────────────────────────────────────┘ │ C ABI ┌───────────────▼─────────────────────────────────────────────────┐ │ WASM (nisps.wasm) — built from the C++ nisps/ core │ │ Loaded TWICE: main thread (ML inference + training + feedback) │ │ and AudioWorklet (audio DSP, separate instance). │ └──────────────────────────────────────────────────────────────────┘ ``` **Golden rule of the reactivity model:** components subscribe to `engine.version()` via `useEngineVersion()` and then read live `Float32Array`s **imperatively** (`engine.getOutputs()`, `engine.routedOutput()`). They do **not** get outputs as React state — that was a deliberate perf decision. Buffers are reused frame-to-frame; never assume a fresh array. --- ## 4. UI layer (where most tweaks happen) ### Entry & composition - `src/App.tsx` → mounts `` (async WASM load, shows `Loading`) → ``. Installs the `?debug=1` probe once the engine is live. - `src/console/ConsoleApp.tsx` (**~1040 lines — the UI spine**). Holds nearly all UI state: `focus`, `modeId`, `params` (`MFParam[]`), `pos` (2D input), feedback state (`feedbackMode`/`soloMode`/`exploring`/`picking`/`anchorCount`), output config (`outputMode`/`midiOutputId`/`oscUrl`/`vcvUrl`), and UI flags (`sandwich`, `split`, `stripPinned`, `snapshots`, `markers`, `health`, `rev`). Builds the flat `ConsoleCtx` passed to the Dock + drawers. ### The "convertible" Stages (one renders at a time, chosen by `focus` + `outputMode`) | Stage | File | Renders when | What it is | |---|---|---|---| | Manifold | `Manifold.tsx` | `focus==='in'` (default input view) | Full-bleed 2D input surface; canvas trail + pins + feedback markers; pointer → `onMove`. | | OutputStage | `OutputStage.tsx` | `focus==='out'` | Full-bleed output columns; drag bars set value; `InputMini` docked in a corner. | | SplitStage | `SplitStage.tsx` | `focus==='split'` | Manifold left, OutputStage right, equal width. | | CompositeStage | `CompositeStage.tsx` | `focus==='composite'` (**app default / hero**) | Draggable split-ratio; magnet-snaps to 0.14/0.33/0.5/0.66/0.86; collapses a side to a corner minimap at extremes. | | SandwichStage | `SandwichStage.tsx` | `sandwich===true` (overrides) | 3D parameter-landscape view (input → MLP heatmap grid → outputs); drag to orbit. | | ParticleStage | `ParticleStage.tsx` | `outputMode==='particles'` | Flow-field visualiser (`flow-field.ts`, 400-particle Canvas2D port) + macro-axis bar + corner joystick. | - **Output modes** (the TOP dock selector, NOT the same axis as `focus`): `src/console/output-mode.ts` defines `OUTPUT_MODES` = **particles** (default) / midi / osc / synth / editor, each mapping to a `BackendId`. `DEFAULT_OUTPUT_MODE='particles'`. - `src/console/output-mode.ts`, `types.ts`, `model.ts` are the shared vocabulary — read these first when touching anything cross-cutting: - `types.ts`: `Focus`, `OutputMode`, `DrawerKey`, `DrawerDepth`, `FeedbackModeUI`, `SoloMode`, `Pin`, `FeedbackMarker`, `Snapshot`, and **`ConsoleCtx`** (the flat context handed to the dock). - `model.ts`: the static instrument catalogue `MF_MODES`, `MFParam`, `ParamStatus` (`off|fixed|live`), `ParamGroup`, plus `shapeValues()` (applies min/max/curve to raw engine outputs) and `seededGradient()`. ### The Dock (right-edge rail) — `src/console/Dock.tsx` + `Drawers.tsx` - 48px right rail: **TOP** = mode selector (the 5 output modes, popover); **MIDDLE** = 5 drawer icons, vertically centred macOS-dock style; **BOTTOM** = sandwich toggle. - Five drawers (`DRAWERS` in `Drawers.tsx`, each has `.render(ctx, depth)` — condensed 360px panel vs expanded 80vw×80vh modal): - **learn** — feedback mode (explore-and-place / geometric-dislike) + solo mode + per-output arm. - **inputs** — enable/configure input sources (XY pad / MIDI / gamepad). - **route** (label "Outputs") — per-output control matrix + per-backend config. - **settings** — icon style (monochrome/colour), input-map shape (xy/joystick/rect/circular), corner radius. - **help** — keymap pills + loop explanation. - `src/dock/` holds the output-routing internals used by the `route` drawer: - `output-state.ts` — the per-output control model: `OutputControl` (state/muted/armed/min/max/ curve/fixedValue + backend specs `MidiCcSpec`/`OscSpec`/`VcvSpec`), `toOutputControl()`, `buildArmMask()` (solo focus). - `OutputControlRow.tsx` — one output row: name · M(mute) · S(solo/arm) · off|fixed|live · dual-range · curve pad · live value. **Writes eagerly to the shared `MFParam` store via `onChange`.** - `OutputsBackendConfig.tsx` — preset bar (save/restore/rename/delete) + per-backend config (MIDI CC#/channel, OSC path/range, VCV polarity). - `BackendAdvanced.tsx` — full-depth modal version of the same editors. ### Primitives — `src/primitives/` (barrel: `index.ts`) `Button`, `Slider`, `PillToggle`, `Panel`, `Badge`, `Switch`, `StatusLine`, `XYPad`, `VirtualJoystick`, `ControlAxis`, `CurvePlot`, `Sparkline`. Dumb, reusable, no engine knowledge. Side-effect import of `styles/primitives.css` styles the range inputs. ### Other shared UI files - `shared-ui.tsx` — `AltitudeNav` (focus IN/DUAL/OUT/FLEX switcher) + `MiniMeters` (read-only output bars). - `icons.tsx` — monochrome inline-SVG icons (mode icons + drawer icons + `GLYPH_FALLBACK` for when monochrome is off). - `ReadoutStrip.tsx` — thin horizontal heatmap strip (pinned, `focus==='in'`); same per-output control as OutputStage. - `VerdictCluster.tsx` — floating bottom-centre feedback UI (perturb ▽ / undo ↺ / commit △ + A/B); labels adapt to feedback mode. - `CurvePad.tsx` — square canvas curve editor (vertical drag reshapes [0,1]; ~0.43 ≈ linear). Used in OutputEditor + OutputControlRow. - `InputMini.tsx` — compact XYPad/joystick docked in a corner when input is demoted. - `OutputEditor.tsx` — inline min/max/curve popup for a single output (hover/click on a bar). ### Styling — `src/styles/` CSS-variable design tokens, no CSS-in-JS. `tokens.css` `@import`s `tokens/{base,colors,fonts, typography,spacing,effects}.css`. All vars on `:root`, consumed via `var(--name)`. Dark theme: deep black bg, warm-orange `--accent` (#ff6a00), cyan `--accent-2` (#00ccff). Corner radius is driven by a setting → `--r-*` tokens. --- ## 5. Engine / inputs / feedback / backends (touch when behaviour, not chrome, changes) ### Engine — `src/engine/` (no React except the two binding files) - `spine.ts` — **the reactive store.** `setInput(x,y)`/`setInputs(arr)` drive raw input synchronously through input-pipeline → `WasmIML.processInto()` → output-pipeline → backend, all off the render cycle, reusing buffers. Bumps a monotonic `version`. `reprocess()` re-ticks the last input after a weight change (stores the full N-D vector so extra axes survive). - `engine-api.ts` — **`EngineApi`, the framework-neutral facade** everything in the UI talks to: `setInput/setInputs`, `getOutputs/routedOutput`, training (`addExample/train/trainAsync/evalLoss`), weights (`getWeights/setWeights/process/randomise`), `subscribe/version/on`, plus nested `.feedback` and `.audio` facades. - `EngineProvider.tsx` / `useEngine.ts` — the **only** React coupling. `useEngine()` returns the API (null until WASM ready); `useEngineVersion()` = `useSyncExternalStore(subscribe, version)`. - `engine-host.ts` — main-thread audio wiring: AudioContext (user-gesture gated), fetch `nisps.wasm`, register + feed the worklet. - `wasm-iml.ts` (**~750 lines**) — the ML interface to `nisps.wasm`: one MLP handle, dataset, heap buffers, feedback C-ABI bindings (`nisps_ml_feedback_*`), lazy training worker. - `wasm-worker.ts` — off-thread training worker. `worklet/nisps-processor.ts` — the AudioWorklet's separate WASM instance (raw `WebAssembly.instantiate`, no Emscripten glue; 128-sample blocks). - `input-pipeline.ts` — per-axis: invert → deadzone → circular clamp → zoom → centred power curve → EMA smoothing → momentum. **First 2 axes get the full pad pipeline; axes 2+ feed raw to the spine.** - `output-pipeline.ts` — global power curve → per-output EMA smoothing → slew limit → freeze gate. - `dataset.ts` — JS-side example store + sample-weight modes (uniform/recency/spatial/combined). - `curves.ts` — math primitives. **Must stay lockstep with C++ `nisps/core/math.hpp`** (golden tests compare WASM vs TS). `sink.ts` — `EngineSink` framework boundary. `types.ts` — C-ABI surface types. ### Inputs — `src/inputs/` - `input-layer.ts` — composition hub. One rAF loop polls sources, pulls all axes into a vector, forwards N→engine. **`MAX_AXES = 32`** (WASM net over-provisioned to 32 inputs). **Dedicated dimensions, NO mean-blending** — each active axis drives its own engine slot 1:1; unused slots zero-padded (inert). Changing axis count requires a **net reset** (UI confirm modal). - `base-source.ts` + sources: `xy-pad-source.ts` (push, 2 axes), `gamepad-source.ts` (single=2 / double=4 axes, deadzone 0.08), `midi-input-source.ts` (Web MIDI, batch CC-learn, multi-port). - `useInputLayer.ts` — React binding; manages exclusive input mode + gamepad stick mode + MIDI device/learn map; exposes `pushPad`, `sources`, `channelLayout`, etc. - **Reshape status:** the WASM head is over-provisioned to 32 but the spine's `setInputs` historically treated the head as effectively 2-D — confirm current behaviour in `spine.ts`/`input-layer.ts` before relying on >2 active dims. See the `manifold-mixed-inputs` memory for the locked design (reshapeable net, reset-on-reshape modal, adaptive slider viz when >2 dims). ### Feedback — `src/feedback/` - `controller.ts` (**~490 lines**) — `FeedbackController`, framework-neutral, owned by ConsoleApp. Two modes: **explore-and-place** (default, Mode 2, positive-only — drives the C++ core's snapshot/scratchpad/undo lifecycle; caller accumulates anchors and trains on finalise with warm-start) and **geometric-dislike** (Mode 1, selectable). Solo/arm via per-output mask. - `rng.ts` — `SeededRng` (deterministic xorshift32 + gaussian). **Stand-in** until the C++ nudge owns the stream — not bit-identical to `nisps::Rng`. - **`--- C++ GAP ---` markers** flag behaviour approximated in TS pending C++ port: true geometric push (firmware k-NN), feedback nudge → `nisps_ml_feedback_nudge`, loss-history plumbing. Grep for `C++ GAP` before changing feedback maths. ### Backends — `src/backends/` - `manager.ts` — `BackendManager`, the **single consumer of the engine spine** for output: subscribes, reads `routedOutput()` each version bump, calls `active.send(routed)`. Gates audio (mutes synth when a non-synth backend is active). - Registered: `midi` (`midi-backend.ts`, CC out, ~20Hz throttle), `osc` (`osc-client.ts` → WebSocket to the Deno bridge in `osc-bridge/bridge.ts`), `synth`/`cvgate` (`passthrough-backend.ts`), `particles` (`particle-backend.ts`, no-op — the visualiser is a separate `flow-field.ts` consumer), `vcv` (`vcv-backend.ts`, bidirectional). `mapping.ts`, `presets.ts`, `useBackendManager.ts` support config. `backend.ts` defines the `OutputBackend` interface + `OutputMapping`. ### Misc - `src/serial/memlnaut-serial.ts` — **STUB** Web Serial scaffold for the MEMLNaut Editor mode (protocol TODO). `EditorPanel.tsx` is its UI. - `src/settings/settings-store.ts` — localStorage settings (`mf-settings`): icon style, input-map shape, corner radius. - `src/midi-devices/` — codegen'd external-synth device templates. - `src/debug/probe.ts` — `window.__nisps` synchronous probe (engine/audio/bus). Some playground feature-store methods are present-but-inert (not ported yet) to keep the surface stable. --- ## 6. Gotchas & non-obvious rules 1. **Outputs are read imperatively, not via React state.** Subscribe to `version`, then call `getOutputs()`/`routedOutput()`. Buffers are reused — copy if you need to retain. 2. **Asset URLs must resolve against `document.baseURI`, not `location.origin`.** `base: './'` + the `/next/` subpath mean a hardcoded `/nisps.wasm` 404s. The `assetUrl()` helper (in `engine-host.ts`, `wasm-iml.ts`, `wasm-worker.ts`) handles this — use it. 3. **`nisps.js` is non-module Emscripten glue (no ES exports).** Workers/worklet fetch + indirect-eval to install the global `createNispsModule`; the worklet uses raw `WebAssembly.instantiate`. 4. **WASM architecture is hardwired at build time** (`nisps/wasm/bindings.cpp`): 2→126 outputs, fixed hidden layers, 32 input slots. Requesting other sizes in options is a logged warning, not dynamic. Changing it means rebuilding WASM (`bash scripts/build-wasm.sh`) and updating the parity test (`tests/cpp/parity_check.cpp`) or parity CI goes red. 5. **`curves.ts` ↔ `nisps/core/math.hpp` must stay lockstep** (golden-vector parity tests). 6. **COOP/COEP headers are mandatory** for the WASM/worklet path — set in `vite.config.ts` for dev+preview, and at nginx server scope in prod (inherited by `/next/`). 7. **Never emit "C15"** in code or bundle — the smoke test fails on it. Synth is "Powerful Synth Engine"/"Built-in Synth". 8. **Two `MFParam` writers** (stage controls AND dock rows) share one store — edits in either re-render both. --- ## 7. Deeper references (only when this doc isn't enough) All in `docs/specs/` (at the repo root, not under `manifold/`), with subdirectories: - `plans/BUILD-PLAN.md` — locked decisions + the 12-step build sequence + spec pointers (the resume anchor). - `engine-architecture.md` — full engine/spine/WASM design. - `dock-spec.md` — dock + drawers spec. `inputs-spec.md` — mixed-input design. `backends-spec.md` — backends. - `docs/adr/rl-feedback-design.md` + `feedback-modes-port-spec.md` + `recon/findings-feedback-behaviour.md` — feedback modes (Mode 1/Mode 2). - `aimmersive-clone-spec.md` / `recon/playground-2026.md` — the a-immersive feature parity target. - `src/backends/README.md` — backend wiring notes. **Memories** (auto-loaded): `manifold-build` (status + locked decisions), `manifold-mixed-inputs` (N-D input design), `manifold-deploy-pipeline` (the auto-deploy chain), `single-double-joystick-toggle`. --- *Keep this in sync with the code — update it in the same commit as any change to UI structure, the engine spine, the dock/drawers, or the build/deploy commands.*