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>
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>