A take used to land in the Assets panel as "Song – Take N", next to every other sound of the project. Now a song can keep a sound, a pattern or a sound FX to itself: an ordinary asset whose new field `owner` names the song. Everything that finds an asset by its id finds it, so playing, the tabs and the game need no change. Only the places that list assets leave it out. - `core/music/embedded.ts` holds the rules: which types can be embedded, `listedAssets`, the title "Song › Take 1", and the rows an embedded sound hides (Loop, Bus). - One user per embedded asset. `SetSongCommand` settles the song after every edit: a place naming an asset an earlier place claimed, or one of another song, gets a copy, and what nothing names any more goes in the same undo step. The outcome is worked out once, so a redo brings back the same copies. - A split, Ctrl+D and a paste get that for free. The clipboard keeps the embedded assets of the copied items, so a paste after a delete brings the take back. - Deleting a song deletes what it keeps. Duplicating it copies that and points the copy at the copies. A duplicate of an embedded asset is a project asset. - The item menu has Open, Make project asset and Embed a copy. - An embedded item carries a bullet in front of its name. The first pick was a diamond, which the gate's font test refused: the UI font has no glyph for it. - A take is "Take 1", 2, … numbered per song. With the song gone while it uploads, it becomes a project sound under a free name. - Left out of: the Assets panel, every asset picker, the sound FX menu of a track, the test sound of the Sound FX tab and the naming of new assets. Delete on an embedded asset only says where it lives. A ping lights up its song. - Loading drops an `owner` whose song is gone, the asset stays as a project asset. No migration: older projects have no owner. Tests: - Unit embedded (new): 13 green, 6 counter-checks each red - Unit take, song, song-edit, asset-fx, asset-ref, serialize and neighbours: 116 green - e2e 65 (melektaus-atx): ALL PASSED, 47 checks (1 new) - Counter-check e2e 65 (asset panel unfiltered): exactly that check red - Gate (melektaus-atx): CHECK EXIT 0, 269 files, 4167 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
37 lines
1.5 KiB
TypeScript
37 lines
1.5 KiB
TypeScript
import type { Asset } from '../model/Asset';
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import { type AssetType, isPlaceableType } from '../model/AssetTypes';
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import { findAsset, type Project } from '../model/Project';
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import { listedAssets } from '../music/embedded';
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import { NO_FX } from './assetFx';
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import { MASTER_BUS } from './buses';
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export const NO_ASSET_LABEL = 'None';
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export const MASTER_LABEL = 'Master';
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/**
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* The asset's name, "None" for the empty id, `<id>?` when it no longer resolves – a dangling
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* reference shows its id rather than passing for an empty field.
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*/
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export function assetRefLabel(project: Project | null, id: string): string {
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if (id === '' || id === NO_FX) return NO_ASSET_LABEL;
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if (id === MASTER_BUS) return MASTER_LABEL;
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return (project ? findAsset(project, id) : undefined)?.name ?? `${id}?`;
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}
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/**
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* The assets an `asset` property offers, in menu order; without `assetTypes` every placeable one.
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* Sorted by name so the order does not depend on creation time. What a song keeps to itself (#355)
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* is offered nowhere.
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*/
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export function assetRefChoices(project: Project, assetTypes?: readonly AssetType[]): Asset[] {
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const allowed = (asset: Asset): boolean =>
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assetTypes ? assetTypes.includes(asset.type) : isPlaceableType(asset.type);
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return listedAssets(project)
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.filter(allowed)
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.sort((a, b) => a.name.localeCompare(b.name) || a.type.localeCompare(b.type));
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}
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export function assetChoiceLabel(asset: Asset): string {
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return `${asset.name} (${asset.type})`;
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}
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