Add a Texture tab for defining frames
A new Texture tab next to Scene/Game/Graph shows a texture sheet and lets frames be drawn on it: drag to create, move, resize via eight handles, edit name and rect in the inspector, Delete to remove. Every change is a command, so one gesture is one undo step. "Slice..." cuts a grid from columns and rows with optional offset and spacing, previewing the resulting frame count and cell size live. Sprites pick a frame instead of the whole texture through the same `texture` property: it now holds either a texture id or a frame id. Frame ids come from the same generator and are document-wide unique, so one picker, one property and one set of instance overrides cover both cases, and every sprite written before this still means the same thing. A Graphics fill ignores a Pixi sub-texture's frame and draws the whole image, because it derives its uvs from the shape bounds and the inverted style matrix. The cutout is therefore a matrix (`viewport/textureFill.ts`), which keeps a sheet at a single GPU upload no matter how many of its frames are on screen at once. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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import type { TextureAsset, TextureFrame } from '../model/Asset';
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import { findAsset, type Project } from '../model/Project';
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import { findFrame } from '../model/texture';
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/** Shown for a `texture` property that references nothing. */
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export const NO_TEXTURE_LABEL = 'None';
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/** Separates a texture's name from a frame's name wherever the two are shown together. */
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const FRAME_SEPARATOR = ' / ';
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/** One thing a sprite's `texture` property can be set to. */
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export interface TextureChoice {
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/** Asset id for the whole picture, frame id for one cut-out of it. */
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id: string;
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label: string;
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/** The texture this choice belongs to – frames of one sheet stay together in the menu. */
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asset: TextureAsset;
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/** Null for the whole-picture entry. */
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frame: TextureFrame | null;
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}
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/**
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* How a texture reference reads wherever it is displayed: the texture's name for a whole
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* picture, "Sheet / Frame" for a frame, "None" for the empty id, and `<id>?` when the id no
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* longer resolves.
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*
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* A dangling reference keeps showing its id instead of falling back to "None": the id is the
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* only trace left of what was meant, and blanking it would make a deleted frame look like a
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* field that was never filled in. `project` may be null while a view has no project yet.
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*/
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export function textureRefLabel(project: Project | null, id: string): string {
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if (id === '') return NO_TEXTURE_LABEL;
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if (!project) return `${id}?`;
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const asset = findAsset(project, id);
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if (asset) return asset.type === 'texture' ? asset.name : `${id}?`;
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const found = findFrame(project, id);
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return found ? `${found.asset.name}${FRAME_SEPARATOR}${found.frame.name}` : `${id}?`;
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}
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/**
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* Everything a sprite may wear, in menu order: each texture followed by its own frames.
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*
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* The whole picture stays on offer next to the frames rather than being replaced by them.
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* A texture that was never sliced has no frames at all, and a sheet's full image is
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* occasionally what you want (a background, a check of the sheet itself) – forcing a frame
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* would mean slicing every single-image texture into one pointless frame.
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*
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* Textures are sorted by name so the order does not depend on upload time; frames keep the
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* order they were created in, which for a sliced sheet is reading order and therefore the
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* order the animation runs in.
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*/
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export function textureRefChoices(project: Project): TextureChoice[] {
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const textures = project.assets
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.filter((a): a is TextureAsset => a.type === 'texture')
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.sort((a, b) => a.name.localeCompare(b.name));
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const choices: TextureChoice[] = [];
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for (const asset of textures) {
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choices.push({ id: asset.id, label: asset.name, asset, frame: null });
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for (const frame of asset.frames)
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choices.push({
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id: frame.id,
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label: `${asset.name}${FRAME_SEPARATOR}${frame.name}`,
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asset,
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frame,
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});
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}
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return choices;
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}
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