Move, turn and scale an item in the composition picture live
Dragging an object in the Composition tab's picture writes the copy of the composition at the playhead and asks for a preview once a frame. The tab answered every such preview by building that copy again from the composition, which still held the old value. So the object stood still while dragged, and a move often did nothing at all, because its end was read from a copy that had just been rebuilt. Values typed in the inspector were not affected. - SceneViewport gets editing(), which says whether a gesture of this view is under way: a drag, a size or turn handle, a polygon corner, a joint anchor or a tilemap stroke. - CompositionCanvas leaves its copy alone while such a gesture sends its frame previews. The command at the end writes the composition as before, and the copy is built again from it. Tests: - tsc, eslint and Prettier are clean. - e2e 69 on melektaus-atx: ALL PASSED, 16 checks, 69l is new. An item dragged 60 px to the right stands at +60 px while the button is still down (590 to 650) and has x = 60 in the model afterwards. - Counter-check: rebuilding the copy on every preview again turns 69l red. The item stays put while dragged and x is 0 after letting go. - Gate on melektaus-atx: green, 305 files, 4714 tests. - Turning and scaling by the handles were not tried in the browser. They take the same path and editing() covers them. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -47,7 +47,7 @@ npm run build # writes dist/ and regenerates index.html; the folder is wh
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The browser suite and the three example games need a machine with a GPU:
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```bash
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node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 2048 checks (GM_STEPS=20 for one step)
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node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 2049 checks (GM_STEPS=20 for one step)
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# every tool signs in first – see the Accounts page
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node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
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node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
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@@ -4,6 +4,7 @@ import { findAssetOf } from '../../core/model/Project';
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import { compositionVideosAhead } from '../../viewport/items';
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import type { VideoHearing } from '../../viewport/VideoLibrary';
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import type { Frame } from '../../viewport/WorldViewport';
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import { isDragFrame } from '../framePreview';
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import type { EditorState } from '../state';
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import { SceneViewport } from '../viewport/SceneViewport';
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@@ -24,7 +25,11 @@ export class CompositionCanvas extends SceneViewport {
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private readonly playhead: () => number,
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) {
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super(state);
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state.on('project', () => this.rebuildPicture());
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// A gesture here writes the copy shown and asks for a preview once a frame. Building the copy
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// again from the composition then would drop what it moved until the pointer lets go.
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state.on('project', () => {
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if (!(isDragFrame() && this.editing())) this.rebuildPicture();
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});
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state.on('load', () => this.rebuildPicture());
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}
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@@ -240,6 +240,17 @@ export class SceneViewport extends FreeViewport {
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if (this.collectFrame().items.length > 0) this.frameScene();
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}
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/** Whether a gesture of this view is under way: a drag, a handle, a corner, an anchor or a stroke. */
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protected editing(): boolean {
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return (
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this.dragging !== null ||
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this.sizer.active ||
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this.corners.active ||
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this.anchors.active ||
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this.painter.active
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);
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}
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/** The Container tab keeps the view of each container instead (#171). */
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protected framesOnOpen(): boolean {
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return true;
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@@ -6,7 +6,8 @@
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* takes an item with its object, and Play runs the playhead to the end. The video of an item about
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* to begin is opened ahead, so the cut to it shows its picture at once, and Play waits for a video
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* whose player is still loading. A copied item is pasted under the pointer or at the playhead. A
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* video dragged in wears a sprite the composition keeps to itself.
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* video dragged in wears a sprite the composition keeps to itself. An item dragged in the picture
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* follows the pointer while the button is down.
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*
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* Everything it adds carries a `ct69` id and goes again at the end.
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*/
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@@ -348,6 +349,34 @@ export async function compositionTab(t) {
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JSON.stringify({ videoDrop, one, row, two, undone }),
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);
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// 69l. An item dragged in the picture follows the pointer while the button is down, not only when
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// it is let go: the drag's preview each frame does not build the picture again from the document.
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await evaluate('__gm.composition.scrub(15)');
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await sleep(100);
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const front = (await json('__gm.composition.shown()')).at(-1)?.id ?? '';
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const startAt = await json(`__gm.composition.objectScreen('${front}')`);
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const objectX = () =>
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json(
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`__gm.state.project.assets.find((a) => a.id === '${CUT}').objects.find((o) => o.id === '${front}').position.x`,
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);
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const xBefore = await objectX();
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await mouse('mouseMoved', startAt.x, startAt.y);
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await mouse('mousePressed', startAt.x, startAt.y);
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for (let i = 1; i <= 6; i++) {
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await mouse('mouseMoved', startAt.x + i * 10, startAt.y, 'left', { buttons: 1 });
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await sleep(16);
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}
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await sleep(100);
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const during = await json(`__gm.composition.objectScreen('${front}')`);
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await mouse('mouseReleased', startAt.x + 60, startAt.y);
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await sleep(150);
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const xAfter = await objectX();
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check(
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'an item dragged in the picture follows the pointer while dragged and keeps the place let go',
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Math.abs(during.x - startAt.x - 60) < 2 && xAfter > xBefore,
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JSON.stringify({ front, startAt, during, xBefore, xAfter }),
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);
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await showTab('scene');
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await mutate(`
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const p = __gm.state.project;
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