Timeline keys can be copied and pasted at the playhead, duplicated with Ctrl+drag, and frames inserted or removed from a right-click menu (#102)
game-maker / gate (push) Successful in 1m34s
game-maker / suite (push) Successful in 5m38s

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5 committed 2026-09-17 12:53:56 +02:00
1 parent 195fc94e08
commit bf02c9e8b3
11 files changed
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@@ -20,6 +20,7 @@ import { particleLibrary } from '../viewport/ParticleLibrary';
import { shaderLibrary } from '../viewport/ShaderLibrary';
import { soundLibrary } from '../viewport/SoundLibrary';
import { textureLibrary } from '../viewport/TextureLibrary';
import { currentFramesDialog } from './animation/FramesDialog';
import { currentRowDialog } from './animation/RowDialog';
import type { CentreTab, Editor } from './Editor';
import { currentFontPicker } from './font/FontPicker';
@@ -482,6 +483,16 @@ export function installDebugHook(app: Application, state: EditorState, editor: E
/** The open row dialog: what it offers and holds, and a way to pick without clicking through menus. */
rowDialog: () => currentRowDialog()?.debugInfo() ?? null,
rowDialogPick: (target: string, property: string) => currentRowDialog()?.pick(target, property),
/** Copy/paste and frames (#102): what the clipboard holds, and the open frames dialog. */
clipboard: () => structuredClone(state.keyClipboard),
framesDialog: () => currentFramesDialog()?.debugInfo() ?? null,
framesDialogCount: (count: number) => currentFramesDialog()?.setCount(count),
framesDialogConfirm: () => {
const dialog = currentFramesDialog();
if (!dialog) return null;
const g = dialog.confirm.getGlobalPosition();
return { x: g.x + dialog.confirm.w / 2, y: g.y + dialog.confirm.h / 2 };
},
/** The preview above the timeline (#99): where a row's target is drawn and with which values. */
preview: {
/** The id the preview draws a row's target under (`''` = the root itself). */