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d8e137c
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1 Parent(s): 01032e6

Update src/streamlit_app.py

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Files changed (1) hide show
  1. src/streamlit_app.py +57 -154
src/streamlit_app.py CHANGED
@@ -1,154 +1,57 @@
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- import streamlit as st
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- import json
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- from pathlib import Path
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-
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- st.set_page_config(page_title="Shader + Comments JSON", layout="wide")
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-
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- st.title("🌀 Shader + Comments (Hugging Face Ready)")
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-
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- # -------------------------------
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- # Use /data folder for persistent storage
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- # -------------------------------
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- DATA_DIR = Path("./data")
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- DATA_DIR.mkdir(exist_ok=True)
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- COMMENTS_FILE = DATA_DIR / "comments.json"
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-
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- # Load existing comments
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- if COMMENTS_FILE.exists():
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- with open(COMMENTS_FILE, "r") as f:
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- comments = json.load(f)
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- else:
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- comments = []
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-
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- # -------------------------------
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- # Determine current shader
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- # -------------------------------
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- shader_code_default = """
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- precision mediump float;
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- uniform vec2 iResolution;
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- uniform float iTime;
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-
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- void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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- vec2 uv = fragCoord / iResolution.xy;
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- vec3 col = 0.5 + 0.5*cos(iTime + uv.xyx + vec3(0,2,4));
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- fragColor = vec4(col,1.0);
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- }
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- void main() { mainImage(gl_FragColor, gl_FragCoord.xy); }
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- """
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-
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- latest_shader = shader_code_default
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- for c in reversed(comments):
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- if c.get("type") == "shader":
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- latest_shader = c["content"]
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- break
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-
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- # -------------------------------
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- # Shader editor
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- # -------------------------------
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- shader_code = st.text_area("Shader Code (GLSL Fragment Shader)", latest_shader, height=250)
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-
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- # -------------------------------
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- # WebGL Canvas
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- # -------------------------------
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- html_code = f"""
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- <canvas id="glcanvas" width="800" height="500"></canvas>
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- <script>
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- const canvas = document.getElementById('glcanvas');
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- const gl = canvas.getContext('webgl');
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- if (!gl) {{
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- alert('WebGL not supported');
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- }}
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-
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- const vertCode = `
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- attribute vec4 a_position;
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- void main() {{
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- gl_Position = a_position;
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- }}
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- `;
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-
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- const fragCode = `{shader_code}`;
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-
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- function createShader(gl, type, source) {{
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- const shader = gl.createShader(type);
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- gl.shaderSource(shader, source);
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- gl.compileShader(shader);
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- if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {{
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- alert(gl.getShaderInfoLog(shader));
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- }}
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- return shader;
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- }}
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-
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- const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertCode);
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- const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragCode);
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-
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- const program = gl.createProgram();
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- gl.attachShader(program, vertexShader);
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- gl.attachShader(program, fragmentShader);
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- gl.linkProgram(program);
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- gl.useProgram(program);
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-
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- const positionBuffer = gl.createBuffer();
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- gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
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- -1, -1, 1, -1, -1, 1,
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- -1, 1, 1, -1, 1, 1
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- ]), gl.STATIC_DRAW);
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-
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- const positionLoc = gl.getAttribLocation(program, "a_position");
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- gl.enableVertexAttribArray(positionLoc);
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- gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
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-
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- const iResolution = gl.getUniformLocation(program, "iResolution");
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- const iTime = gl.getUniformLocation(program, "iTime");
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-
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- function render(time) {{
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- gl.uniform2f(iResolution, canvas.width, canvas.height);
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- gl.uniform1f(iTime, time * 0.001);
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- gl.drawArrays(gl.TRIANGLES, 0, 6);
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- requestAnimationFrame(render);
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- }}
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-
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- requestAnimationFrame(render);
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- </script>
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- """
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-
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- st.components.v1.html(html_code, height=520)
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-
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- # -------------------------------
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- # Comments Section
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- # -------------------------------
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- st.markdown("---")
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- st.subheader("💬 Comments / Add New Shader")
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-
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- comment_type = st.radio("Type", ["Normal Comment", "New Shader"])
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-
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- with st.form("comment_form", clear_on_submit=True):
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- user_name = st.text_input("Your name", "")
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- user_content = st.text_area("Content", "", height=80)
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- submitted = st.form_submit_button("Submit")
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-
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- if submitted and user_content.strip():
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- new_comment = {
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- "name": user_name or "Anonymous",
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- "content": user_content,
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- "type": "shader" if comment_type == "New Shader" else "comment"
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- }
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- comments.append(new_comment)
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-
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- # Save to JSON in /data folder
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- with open(COMMENTS_FILE, "w") as f:
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- json.dump(comments, f, indent=2)
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-
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- st.success("Saved!")
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-
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- # If it's a shader, update editor immediately
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- if new_comment["type"] == "shader":
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- st.experimental_rerun()
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-
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- # Display all comments
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- for c in reversed(comments):
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- if c["type"] == "shader":
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- st.markdown(f"**{c['name']} added a new shader:**")
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- st.code(c["content"], language="glsl")
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- else:
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- st.markdown(f"**{c['name']}**: {c['content']}")
 
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+ import streamlit as st
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+ import json
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+ import os
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+
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+ # --- Paths ---
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+ COMMENTS_FILE = "data/comments.json"
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+ os.makedirs("data", exist_ok=True)
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+
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+ # --- Load existing comments ---
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+ if os.path.exists(COMMENTS_FILE):
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+ with open(COMMENTS_FILE, "r") as f:
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+ comments = json.load(f)
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+ else:
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+ comments = []
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+
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+ # --- Shader Editor ---
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+ st.subheader("Shader Editor")
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+ default_shader = """// Fresh GLSL shader example
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+ #ifdef GL_ES
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+ precision mediump float;
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+ #endif
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+
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+ uniform float iTime;
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+ uniform vec2 iResolution;
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+
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+ void main() {
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+ vec2 uv = gl_FragCoord.xy / iResolution.xy;
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+ vec3 color = 0.5 + 0.5 * cos(iTime + uv.xyx * 3.0);
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+ gl_FragColor = vec4(color, 1.0);
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+ }
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+ """
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+ shader_code = st.text_area("Edit shader code", default_shader, height=300)
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+
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+ # --- Comments Section ---
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+ st.subheader("Comments")
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+ if comments:
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+ for c in comments:
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+ st.write(f"**{c['name']}**: {c['content']}")
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+ else:
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+ st.write("_No comments yet_")
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+
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+ # --- Add a new comment ---
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+ with st.form("comment_form", clear_on_submit=True):
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+ user_name = st.text_input("Your name", "")
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+ user_content = st.text_area("Content", height=80)
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+ submitted = st.form_submit_button("Submit")
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+
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+ if submitted and user_content.strip():
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+ new_comment = {
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+ "name": user_name or "Anonymous",
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+ "content": user_content
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+ }
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+ comments.append(new_comment)
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+ with open(COMMENTS_FILE, "w") as f:
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+ json.dump(comments, f, indent=2)
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+ st.success("Saved!")
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+ st.experimental_rerun() # refresh to show new comment immediately