2e4c0a09ea8da2bc8817582f973bdb92de344c3d
14
Commits
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2e4c0a09ea |
Open clips and frames from the asset panel by double click (#430)
A double click on a clip row did not open its tab. The first click of the double click had already selected the clip for the inspector, so the second click selected the same thing again and the editor saw no change. Frames of textures and pixel art had no rows at all. - A double click now asks for the tab with openSelection, even when the selection is already right. - Textures with frames and pixel art with more than one frame get a chevron and one row per frame, like sounds and videos. Which rows an asset has is decided in one place, src/core/model/assetParts.ts, used by the panel and the inspector link. - A texture frame shows in the inspector on click and opens the texture with the frame selected on double click. - A pixel art frame selects the pixel art on click, so an open tab paints on that frame. A double click opens the tab on the frame. - A frame can be dragged onto a composition track like a video clip. The item carries the sprite of the whole image, the frame becomes the texture of its object, and it is 3 s long. The agent can do the same with add_composition_item. - A texture label that names a frame now points at the frame row. Found on the way: the e2e check from #425 only double clicked the texture label, where the first click is a ping, so the bug never showed there. Tests: - Unit: asset-parts (new, 6), composition-sprites and references extended, related tests 303/303, agent tests 21/21 - 5 mutations, all red in the matching test - e2e 69 (atx): ALL PASSED, 26 checks, 69t new - Gate (atx): CHECK EXIT 0, 325 files, 5017 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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406839baea |
Drag clips of videos and sounds straight onto a track (#425)
A clip of a video could not be laid on a composition track at all, and neither could a clip of a sound, although #418 and the wiki said so. The only place a drag starts is the asset panel, and it listed assets, not clips. The texture label of an item playing a video clip was dead too, because the reference lookup did not know video clips. - The asset panel gives a sound or video with clips a chevron of its own. It unfolds one row per clip and starts closed. - A clip row drags like an asset. One click shows the clip in the inspector without leaving the tab (`EditorState.glance`). A double click opens its sound or video with the clip picked. - A video clip dropped on a composition track becomes an item as long as the clip. It wears the sprite of its whole video, so a composition keeps one sprite per video, and the clip is a texture override on the object. Sprite, item and override are one undo step (`droppedPicture`). - A sound clip becomes an audio item as long as the clip. The song tab takes sound clips on the same way, through `findSound`. - `referencedTarget` lets a reference label link to the clip itself. One click pings the clip row, a double click opens the asset with the clip picked. The Plays row of an audio item reads "Sound / Clip". - `clipOwner` in `sound.ts` finds the sound or video a clip id belongs to. `activateAssetOrClip` uses it for the double clicks. Found on the way: the Blip of the e2e seed is only 0.25 s long, so a clip of 0.2 to 0.7 s on it is cut to one frame. 69s takes the Drone (0.75 s) instead. Tests: - tsc, eslint, Prettier clean - Unit on stein2 (composition, references, sound, video, editor): 94 files, 1238 tests green - e2e 69 on melektaus-atx: ALL PASSED, 25 checks, 2 of them new (69s) - Gate on melektaus-atx with the fix for 68k on top: CHECK EXIT 0, 313 files, 4841 tests - Counter checks, all red: no clip rows in e2e 69 (no drag starts), no clip override in the unit test, the link aimed at the asset instead of the clip - Not covered by its own e2e check: sound clips on the song tab Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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0701fe3856 |
Share the parts the sound devices and timelines repeated (#85)
Round 12 of the clean-up. Duplicate code had grown from 33 clones (249 lines) after round 11 to 140 clones (1263 lines), almost all of it in the panels and faces of the sound FX devices (#379 to #401). It is down to 57 clones (416 lines) now, and src is 816 lines shorter. - deviceParts.ts holds what the device panels built by hand: the head, rows of knobs, the screen style and the row layout for groups of knobs. Twelve panels use it. panel.knobs stays because the debug hooks read it. - DeviceFace is the base of the twelve faces. It finds the node and does wired, preview, commit, set, hide, reload and audition. compressorWired lives there as paramWired. - TextPool replaces ten copies of "make texts as needed, hide the rest" in the wave and video tabs, the rulers, the piano roll and the song and composition timelines. clipStrip.ts is the clip label strip the wave and video tabs share. - core/util/bytes.ts has the concat that ogg, matroska and avcColour each wrote out. - Dead code is gone: clear on the video players (never called since #402), posterFileOf and videoTimeAt (only tests called them) and easeOut (the same as glide(t, 3)). Values only used in their own file lose their export. - Comments over 125 columns are wrapped, and comments that told the history ("as before", "used to") say what is, in src and in the e2e modules. - Left alone on purpose: AnimationEditor and CompositionEditor share only the play button, and the curve panels are built differently. - Chip now places its boxes through put, which rounds. They were whole numbers already. The three row layouts are byte-identical before and after. - README lists the video and composition assets and the Videos and Compositions pages. Tests: - Gate (melektaus-atx): CHECK EXIT 0, 313 files, 4835 tests. - e2e 25, 34, 64, 65, 66, 69 (melektaus-atx): ALL PASSED, 330 checks. - TextPool without keeping its texts and framesToRoom without making room both go red. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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4d0a696327 |
Keep composition sound in step and give compositions a bus of their own
A composition's sound ran on the audio clock while its picture ran on the frames. A frame counts at most 0.1 s, so after a hitch the sound stayed ahead of the picture until the next stop. Songs in a trailer drifted off the cut. The items of a composition also had no bus of their own, and a video sprite could not pick where its sound goes. - CompositionSound.follow compares the audio clock with the picture each frame. More than 40 ms apart, it starts the sound again where the picture is. This holds in the tab and in a run. - A time scale other than 1 now restarts the sound again and again. It stays in time but comes in pieces. - The sprite of a video item shows "Driven (by composition)" as a fixed Video clock row. Video time is hidden there, because the composition sets it every frame. - Every composition has a bus in the mix and a node in the master routing. A new one goes to the master unless other compositions are linked elsewhere, apart from where the sounds go. - Audio items pick From asset, To composition, Master or a bus. New items start with To composition. Items saved before keep From asset, so music already sent through a bus does not bypass it. - Video sprites have a new row Video bus: From asset by default, the master or a bus. In a composition the default is the composition's bus, also for video sprites inside a container item. - The chosen bus is part of the key of the video player, so a sprite with another bus gets a player of its own. Found along the way: - Six tests with full lists of sprite defaults expected the old rows and now list Video bus too. Tests: - tsc, eslint, Prettier clean - Unit: 971 green in the 28 files touched - npm run check on melektaus-atx: green, 309 files, 4804 tests - e2e 68 (melektaus-atx): 13 checks green, 68i new. The sound item and the video item go into mix:cp68-cut, which goes to the master. - e2e 69 (melektaus-atx): ALL PASSED, 23 checks, 69q and 69r new. After a hitch of 500 ms the sound restarted twice and then lay 0.5 to 5 ms off the playhead. - Counter-checks in unit tests: without the comparison the hitch test fails, without the bus in the preload the run test fails. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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acd12326dc |
Fade sounds and videos in and out on the items of a composition
A trailer needs its music and its clips to come in softly and leave
softly. Until now an item of a composition could only play at one
level, and a video item could not even be turned down on its own.
- Every item with sound gets a grip at its upper left and upper right
corner. Dragging one inwards fades the item in or out. Dragging it
back to the edge removes the fade. Lower down the same edge still
trims as before.
- The fade is drawn as its curve, with the part above it darkened.
The inspector shows Fade in and Fade out in seconds, each with the
curves sound clips already know.
- The model keeps fadeIn and fadeOut in frames plus curveIn and
curveOut on the item. Old projects load unchanged. An item shorter
than its fades plays them cut to its length but keeps the setting.
- Sound, pattern and song items ramp the gain of their own bus. The
scheduler plans the ramps on the audio clock next to the notes.
Starting in the middle of a fade picks it up from there.
- Video items set the new sprite property Video volume each frame.
It multiplies with the fade and is only shown for a driven video.
The player glides to each new level over 15 ms so it does not click
between frames.
Not covered: a container item that carries a video further down gets
no grips. Only a video on the item's own sprite counts.
Tests:
- tsc, eslint, Prettier clean.
- Unit tests for composition, music, song and sound (12 files): 269
passed, 7 of them new.
- e2e 69 on melektaus-atx: ALL PASSED, 21 checks. 69p drags a grip to
a fade in of 10 frames and hears the item bus rise from 0.127 over
0.229 and 0.339 to 1 within one second.
- Counter-checks as unit tests: without the audio ramps, and without
the level on the video sprite in the game, both go red.
- Gate on melektaus-atx: 309 files, 4796 tests passed, 8 more than
at
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77ac9d1aaf |
Play sounds, patterns and songs on the tracks of a composition (#418)
A trailer needs its music and effects on the same timeline as its pictures. Until now a composition could only place objects, so sound had to be started by hand from a behavior and drifted against the picture. - Audio items: a sound, a clip of a sound, a pattern or a song dragged from the asset panel onto a track becomes an item as long as one pass of it. It may share a track with object and video items and overlap them. - Editing works as for other items: move, resize, trim on the left (moves the offset), fit to media, delete, copy and paste, box selection. Sounds draw their waveform, the colour tells the kind. - The inspector shows what it plays, start, length, offset, volume (-60 to +12 dB) and bus. The bus is "From asset", the master or one of the buses, as asked for in the issue. - An item longer than its material plays in rounds. Sounds and patterns start over, a song runs on in its loop. Loop marks on the item follow the same rule, a song's first mark sits at its loop end. - compositionAudio.ts turns the items into sequences, each with its own tempo. CompositionSound plays them, in the tab and in a game. - In the tab the items are heard from the playhead on, straight into the master like every tab. A scrub is silent. Playing a song or pattern in its own tab stops the composition, and the other way round. - In a game they are planned on the audio clock for the moment the composition clock reaches them, with the scheduler's LEAD made up. While the clock stands (waiting for a video, paused, placement off) they are silent and resume at the right spot. Found along the way: - The asset panel never let a song out of its list, so a song could not be dragged anywhere. Song and scene tab reject it as they reject a pattern. - The asset panel scrolled to the selected asset on every rebuild of its list, so folding a group far below the selection jumped back up. Only a new selection scrolls now. - At the end of the list, folding a group pulled every row down by the rows that went away. ScrollContainer has a new opt-in holdOffset, set only in the asset panel, that keeps the offset until the user scrolls up. Limits: a time scale other than 1 or a frame longer than 0.1 s moves the picture and not the sound. A baked song plays its notes here, not the bake. Tests: - tsc, eslint, Prettier clean. Gate on melektaus-atx green, 309 files, 4788 tests (4772 plus 16 new). - Unit: composition-audio.test.ts 13 new, scroll-container 3 new. Counter-checks: without catching up on load time or without the silence on pause the unit tests go red. - e2e 68h: the sound is planned 1.2 ms after the composition reaches 0.5 s. Without the LEAD make-up it is 54 ms late and red. - e2e 04 and 69 ALL PASSED, 86 checks. 69o-ii drags a pattern and a song onto a track, 20 frames each. - e2e 04: folding Sound at the end of the list keeps its header at y 234. With the old panel it jumps to 984 and the check is red. - Not run in a browser: the loop marks of a song item, copy and paste of audio items, the bus choice. - README and wiki count 2072 checks. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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126a5a3a62 |
Let a composition item's clips move along with it
A clip only hung at its track and frame and worked on whatever item it
overlapped. Moving an item left its clips behind, so they started to
animate the next item that came along.
- A clip belongs to the item that lies on its track at its start frame.
With two there, it belongs to the one in front. A clip that only
reaches into an item stays with the item before. The model does not
change, the rule is worked out each time.
- Dragging an item, also onto another track, and typing its Start in
the inspector take its clips along in the same undo step.
- Where a carried clip would land on a foreign one, the whole move
holds at the last place where everything fits, as dragging clips
already does.
- Pressing Alt during the drag moves the item alone. Alt on the press
already starts the clip band since
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0648853356 |
Select composition items with a band and copy clips too (#417)
The composition tab only took single clicks and Ctrl-clicks, and animation clips could not be copied at all. A band selection and Copy/Paste for clips make longer compositions quicker to arrange. - Dragging from an empty spot draws a band. It selects every item it touches, across tracks. Ctrl adds to the selection, because Shift plus drag already pans the view. - With Alt held the band selects clips instead and may start on an item, since items fill most of a track. - Ctrl+C copies the selected clips as their own clipboard kind. Ctrl+V places them like items: under the pointer over the tracks, otherwise at the playhead on the selected track. - Clips of a track never overlap. A paste onto taken frames moves the whole copy on frame by frame until every clip fits (`pastedClips`). - The paste is one undo step and selects the new clips. Tests: - Gate on melektaus-atx: tsc, eslint, Prettier clean, 305 files, 4724 tests (2 new). - e2e 69: ALL PASSED, 17 checks (69m new). Band over three items on two tracks, Alt band from an item picks both clips, first paste at frames 50 and 60, second paste moves on to 56 and 66. - Counter-check: without moving on, the paste unit test is red. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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33891acfb3 |
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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b16fe8c718 |
Drop a picture or video onto a composition track (#419)
A track item has always carried an object, and an object needs an asset. Instead of objects without one, a dropped picture or video gets a sprite the composition owns, the way a song owns its sounds (#355). To the rest of the code it is a sprite like any other. - The asset list starts a drag for textures, vector art, pixel art and videos. Dropped on a track, they make the sprite and the item in one undo step. A video item is as long as the video and follows it. - One sprite per picture and composition. A second drop of the same video shares it. Once no item wears it, it goes in the same step. - Deleting a composition takes its sprites along. A duplicate gets sprites of its own. - Pasting into a scene or container turns the sprite into a project asset. Pasting into another composition gives that one a copy. The clipboard carries the sprite, so cut and paste loses nothing. - Owned sprites stay out of the asset list and the pickers. The inspector shows them with a dot in front. - "Make project asset" in the item's menu, on the timeline and in the hierarchy, turns the sprite into an ordinary one. - The first track of the Composition tab gets its top line, as the Song tab's has. Found on the way: loading kept an owner only for the asset types a song can hold. A composition's sprite would have lost its owner and turned up in the list after a reload. Tests: - Unit composition-sprites: 11 new. Without the rule 5 of them are red, without the loading fix the loading test is. - e2e 69 on melektaus-atx: ALL PASSED, 15 checks, 69k new - Gate on melektaus-atx: 305 files, 4714 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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6e6b6a4d9a |
Wait for a composition's videos and copy and paste its items (#417)
A composition lost the first frames of a video item. Its clock ran while the player was still loading, in the tab and in the game. The game only waited for videos once, when it started. A composition that a behavior starts later spawned its items after that wait. - The view now records which video sprites it left out for lack of a first picture, one entry per object. - The composition tab holds its playhead while the preview misses a video, for at most VIDEO_WAIT_MS (3 s) like the game. - CompositionSystem holds a composition's clock while one of its live items misses its video. The rest of the game keeps running. - The editor play and the published game pass their view to the run as RunServices.pictures. - VIDEO_WAIT_MS moves to core/model/video.ts, because the runtime does not import from viewport/. - Videos loaded ahead for coming items do not hold the clock. Items can now be copied and pasted inside the composition tab. - Ctrl+C keeps the timing of the copied items next to the objects. - Ctrl+V pastes objects and items in one undo step. The earliest item lands at the frame under the pointer, on the track there. - Without the pointer over the tracks it lands at the playhead, on the selected track or on the top track of the selected items. - Several items keep their distances and tracks to each other. - The same copy pastes into a scene as plain objects. Objects copied from a scene do not paste into a composition, they have no timing. Tests: - Unit composition-edit, clipboard, composition-play: 3 new for pasting, 1 new for the clock waiting in the game - e2e 69i (play from the end waits for the video), 69j (paste under the pointer and at the playhead), 68d (a composition started from On start waits for its video) - each new check is red without its fix - README: 2036 editor checks Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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c4650e43f0 |
Let composition items overlap and show where their video lies (#417)
Trying the tab turned up six things to fix. Items of a track could not overlap, so a drag stalled as soon as the pointer reached another item. An item's ends gave no hint they could be dragged, a trimmed video showed nowhere, clip names were hard to read and vanished when picked, and the track menu did not match the song tab. - Items of a track may overlap and nothing is cut or pushed aside. The later one lies in front, in the picture and on the timeline. The overlap is shaded and a line marks the covered end. - Edges win over bodies when hit, so the covered end of the lower item can still be dragged. Hovering an edge lights it up and shows the ew-resize cursor, as in the song tab. - A clip in the overlap plays on both items. Clips themselves still do not overlap; a moved clip now runs up to its neighbour instead of stopping short. - Fit to media and a new video no longer cap the length at the next item, which only made sense while overlaps were forbidden. - The left edge can be trimmed past the start of the video. The offset goes negative and the sprite shows the first picture until the video begins. - Video marks: a corner triangle where the item cuts into its video, a line with a triangle like the song loop where the video starts or ends inside the item. Edges snap to the video's ends within 6 px. - Clip names sit in their own layer above the bars, in text colour. - The track menu matches the song tab: add above or below, move up or down, delete. It opens on the head and on an empty spot of the track. The Remove track button left the inspector. Tests: - Unit composition and composition-edit: 67 green, several new or rewritten. Bending three spots in the rules turned their tests red. - e2e 69: ALL PASSED, 12 checks. 69b and 69c now drop the second item over the first and drag the covered end past it. Without edges winning the hit, 69c fails with hover: null. - Gate on melektaus-atx: CHECK EXIT 0, 302 files, 4672 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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4f0272638e |
Load the next item's video before a composition cuts to it (#417)
Two sprites with videos back to back left a blank frame at the cut. The video player only came into being once the item began, and a sprite is not drawn until its video has a first frame. So the second item was missing until its video had loaded. - compositionAhead lists the items that begin within the next second. Near the end of a looping composition it also lists the items at its start. - An item that is alive already is not loaded ahead. Two times would otherwise pull at the same player. - The frame carries these videos hidden and paused on their first picture at the item's offset. Their players get the id the item will have, so the cut reuses them instead of opening a second one. - This works the same in the tab's preview and in the game. - One second of lead (AHEAD_SECONDS) is an assumption. It can go up if large videos still flash. Tests: - Unit composition: 27 green, 2 new. Unit composition-play: 14 green, 1 new for the path in the game. - e2e 69: ALL PASSED, 12 checks. The new 69h puts two video items back to back and checks the second player is open and paused at its offset before the cut, and drawn in the same redraw as the cut. - Without loading ahead in the preview 69h fails with cut: null. Bending two spots in the model turned their unit tests red. - Gate on melektaus-atx: CHECK EXIT 0, 302 files, 4665 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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e435c54afb |
Edit a composition's tracks, items and clips in its own tab (#417)
A composition could be placed and played, but not filled. Its tab puts the picture at the playhead above a timeline of tracks, so a cut or a cutscene is laid out by dragging assets onto tracks. - The timeline takes the song tab's geometry with frames for ticks: ruler in seconds, scrubbing, play and pause, + Track. Zoom and pan glide through viewTween like the other tabs. - A placeable asset dropped on a track becomes an item, 3 s long or as long as its sprite's video. Dropped on an item it lands behind. - Items move without overlapping. The right edge stops at the next item. The left edge trims into a video and not before its start. - An animation dropped on a track becomes a narrower clip bar above the item it plays on. The asset panel now starts a drag for animations too. - The picture is a scene view over compositionHolder. A click picks an item or its child, a drag moves the real object. It takes no assets, since an object there would have no item. - The hierarchy lists the items alive at the playhead. Reparenting is off there, items stay at the top level. - The inspector shows a TIMING block on an item (start, length, offset for a video, Fit to media) and edits tracks and clips. - Delete, the context menu and Remove item take item and object in one undo step. - fitMedia: an override that gives an item another video sets its length in the same undo step, capped at the next item. Dragging an edge or typing a length turns it off. - A composition inside a composition is refused. Tests: - Unit composition-edit (new): 19 tests. Four counter-checks each turned their test red. The "back to 3 s" test got a step in between after one stayed green. - e2e 69 (new): 11 checks, 9 own. The hierarchy check reads the rows shown, after a counter-check on the model's rows stayed green. - Gate on melektaus-atx: CHECK EXIT 0, 302 files, 4662 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |