Files
feuerwerk/src/editor/actions.ts
T
adminandClaude Opus 5.5 42a3759d9d Cut a sound into named clips, as a texture into frames (#357)
A sound could only be cut to one stretch, set on the asset itself. To
play two parts of one file, the file had to be imported twice. Now a
sound is always the whole file, and its clips are the stretches of it,
each with a name and a cut of its own.

- A clip is { id, name, props } on SoundAsset.clips. Its id shares the
  generator with asset ids, so a sound field holds a sound or a clip,
  as a texture field holds a texture or a frame.
- props are the cut: start, end, the fades and their curves, reverse.
  Volume, loop, sound FX and bus stay on the sound for all its clips.
  The cut rows left the sound's schema for CLIP_ROWS.
- findSound resolves either id. Play sound, the Sample of an
  instrument, a Reverb impulse, song items, the scheduler and the test
  sound of the Sound FX tab all go through it.
- Every sound field offers each sound followed by its clips, "Kick",
  "Kick / Clip 1". A clip that is gone reads as "<id>?".
- The Sound tab has a strip under the ruler with the clips as bands.
  A drag there makes a clip, a click picks one, beside the bands the
  sound. Only the picked clip has handles. Reverse, fades and curves
  in the header work on it and are greyed out without one.
- Whole file is gone from the header, as the user asked.
- Picking a clip is a selection of its own, like a frame. The
  inspector shows its name, its cut rows and Delete clip. Delete
  takes it away without asking, as with a frame. Ctrl+Z brings it
  back.
- Copies get fresh clip ids: Duplicate, Embed a copy, a song
  duplicated with its takes, and the copy a split or paste makes of
  an embedded take. An item on a clip plays the same clip of its copy.
- A double-click on a song item playing a clip opens its sound with
  the clip picked. The Sound row of an item on an embedded take
  offers the take and its clips, which no list shows.
- A new take stays the whole sound. Clips are made by hand, as the
  user decided.
- No migration in the code, as the user decided. The one project
  with cut sounds was changed over by hand.

Deviation from the issue: deleting a used clip does not warn. A frame
does not warn either, and the issue had promised "like a frame".

Tests:
- Unit sound-clips (new): 11 green, 7 counter-checks each red
- Unit sounds, embedded: adjusted to clips, green
- e2e 34 (melektaus-atx): ALL PASSED, 90 checks (3 new, 12 rewritten)
- Counter-check in the browser: clips left out of the sound fields,
  the picker check fails
- Gate (melektaus-atx): CHECK EXIT 0, 271 files, 4194 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 20:18:47 +02:00

300 lines
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/**
* Editor actions that several places trigger the same way (inspector, hierarchy context
* menu, keyboard): they run the command and put the selection where the user expects it.
*/
import { RemoveAnimationKeysCommand, RemoveAnimationTracksCommand } from '../core/commands/animationCommands';
import { annotationNoun, RemoveAnnotationCommand } from '../core/commands/annotationCommands';
import { DeleteAssetCommand, SetActiveSceneCommand } from '../core/commands/assetCommands';
import {
AddColliderCommand,
AddJointCommand,
AddRigidbodyCommand,
colliderRefusal,
jointRefusal,
rigidbodyRefusal,
} from '../core/commands/colliderCommands';
import { oneStep } from '../core/commands/CompoundCommand';
import { CreateContainerCommand } from '../core/commands/containerCommands';
import { RemoveClipCommand } from '../core/commands/clipCommands';
import { RemoveFrameCommand } from '../core/commands/frameCommands';
import { DisconnectCommand, FoldEdgeCommand, RemoveNodeCommand } from '../core/commands/graphCommands';
import { RemoveSceneObjectsCommand } from '../core/commands/sceneObjectCommands';
import { RemoveVectorShapeCommand, RemoveVectorShapesCommand } from '../core/commands/vectorArtCommands';
import type { AssetType } from '../core/model/AssetTypes';
import { curveUsages } from '../core/model/curve';
import { structTypeUsages } from '../core/model/structTypes';
import { generatesPictures } from '../core/model/generated';
import { isTemplateContent } from '../core/model/instance';
import type { Command } from '../core/commands/Command';
import { findAnnotation, findNode, nodeDef } from '../core/graph';
import { findAsset, findGraphAsset, type ObjectHolder, type Project } from '../core/model/Project';
import { ownerSong } from '../core/music/embedded';
import type { SceneObject } from '../core/model/SceneObject';
import { pixelArtRefIds } from '../core/model/pixelart';
import { textureRefIds } from '../core/model/texture';
import {
animationsUsing,
cellsPainted,
tilesUsing,
findPropertyUsages,
findUsages,
} from '../core/model/usages';
import { Dialog } from '../ui';
import { removeSongItems, removeTrack } from './song/songActions';
import { type EditorState, graphSelection, objectSelection } from './state';
/**
* What a double-click on an asset does, wherever it happens (asset panel, "Open …" entries, a link
* in the inspector): open its tab – and a scene, whose tab is the scene view, becomes the active one.
*/
export function activateAsset(state: EditorState, assetId: string): void {
if (findAsset(state.project, assetId)?.type === 'scene') state.execute(new SetActiveSceneCommand(assetId));
state.openAsset(assetId);
}
/** Groups the objects into a new container asset placed in their stead; selects the container. */
export function createContainer(state: EditorState, holderId: string, objectIds: readonly string[]): boolean {
const command = new CreateContainerCommand(holderId, objectIds);
if (!state.execute(command)) return false;
state.select(objectSelection(holderId, [command.objectId]));
return true;
}
/** The test `AddColliderCommand` makes; template content has no structure of its own to change. */
export function canAddCollider(project: Project, holder: ObjectHolder, object: SceneObject): boolean {
return !isTemplateContent(holder, object.id) && colliderRefusal(project, holder, object) === null;
}
/**
* Gives the object a collider child – a new one sized like it, or the existing `assetId` (#222);
* selects the collider.
*/
export function addCollider(state: EditorState, holderId: string, objectId: string, assetId = ''): boolean {
const command = new AddColliderCommand(holderId, objectId, assetId);
if (!state.execute(command)) return false;
state.select(objectSelection(holderId, [command.objectId]));
return true;
}
/** The test `AddRigidbodyCommand` makes; template content has no structure of its own to change. */
export function canAddRigidbody(project: Project, holder: ObjectHolder, object: SceneObject): boolean {
return !isTemplateContent(holder, object.id) && rigidbodyRefusal(project, holder, object) === null;
}
/** Gives the object a rigidbody child, new or the existing `assetId`; selects the rigidbody. */
export function addRigidbody(state: EditorState, holderId: string, objectId: string, assetId = ''): boolean {
const command = new AddRigidbodyCommand(holderId, objectId, assetId);
if (!state.execute(command)) return false;
state.select(objectSelection(holderId, [command.objectId]));
return true;
}
/** The test `AddJointCommand` makes; template content has no structure of its own to change. */
export function canAddJoint(project: Project, holder: ObjectHolder, object: SceneObject): boolean {
return !isTemplateContent(holder, object.id) && jointRefusal(project, holder, object) === null;
}
/** Gives the object a joint child (#154), new or the existing `assetId`; selects the joint. */
export function addJoint(state: EditorState, holderId: string, objectId: string, assetId = ''): boolean {
const command = new AddJointCommand(holderId, objectId, assetId);
if (!state.execute(command)) return false;
state.select(objectSelection(holderId, [command.objectId]));
return true;
}
/** Removes the objects (with their subtrees) as one undo step. */
export function removeObjects(state: EditorState, holderId: string, objectIds: readonly string[]): boolean {
return state.execute(new RemoveSceneObjectsCommand(holderId, objectIds));
}
/** Takes shapes of a vector art out as one undo step; the drawing itself stays selected. */
export function removeShapes(state: EditorState, assetId: string, shapeIds: readonly string[]): boolean {
if (shapeIds.length === 0) return false;
const removed = state.execute(
shapeIds.length === 1
? new RemoveVectorShapeCommand(assetId, shapeIds[0]!)
: new RemoveVectorShapesCommand(assetId, shapeIds),
);
if (removed) state.select({ kind: 'asset', assetId });
return removed;
}
/** Deletes graph nodes as one undo step, however many were selected. */
export function removeNodes(state: EditorState, assetId: string, nodeIds: readonly string[]): boolean {
const commands = nodeIds.map((id) => new RemoveNodeCommand(assetId, id));
return commands.length > 0 && state.execute(oneStep(`Delete ${commands.length} nodes`, commands));
}
/** What a link is called in this graph: between states it is a transition. */
export function linkNoun(state: EditorState, assetId: string): string {
return findGraphAsset(state.project, assetId)?.type === 'statemachine' ? 'transition' : 'link';
}
/**
* Hides the links as one undo step and lets go of them: a hidden link has no line left to be
* picked on, its mark at the port is the handle from then on.
*/
export function hideLinks(state: EditorState, assetId: string, edgeIds: readonly string[]): boolean {
const commands = edgeIds.map((id) => new FoldEdgeCommand(assetId, id, true));
if (
commands.length === 0 ||
!state.execute(oneStep(commands.length === 1 ? 'Hide link' : 'Hide links', commands))
)
return false;
state.select(
graphSelection(assetId, state.selectedNodeIds, state.selectedAnnotationIds) ?? { kind: 'asset', assetId },
);
return true;
}
/**
* Deletes everything a graph selection holds – nodes, boxes and links alike – as one undo step,
* since one band caught them and one keypress asked for them to go. Boxes still take none of
* their nodes. Links go first, so one at a node that goes too is not asked for twice.
*/
export function removeGraphSelection(
state: EditorState,
assetId: string,
nodeIds: readonly string[],
annotationIds: readonly string[],
edgeIds: readonly string[] = [],
): boolean {
const graph = findGraphAsset(state.project, assetId)?.graph;
const links = (graph?.edges ?? []).filter((e) => edgeIds.includes(e.id));
// A node that comes and goes on its own – a track of a song (#350) – stays, the rest goes.
const removable = nodeIds.filter((id) => !nodeDef((graph && findNode(graph, id))?.type ?? '')?.fixed);
const commands: Command[] = [
...links.map((e) => new DisconnectCommand(assetId, e.id)),
...removable.map((id) => new RemoveNodeCommand(assetId, id)),
];
let noun = links.length === 1 ? linkNoun(state, assetId) : '';
for (const id of annotationIds) {
const found = graph && findAnnotation(graph, id);
if (!found) continue;
noun = annotationNoun(found.kind);
commands.push(new RemoveAnnotationCommand(assetId, found.kind, id));
}
if (commands.length === 0) {
if (nodeIds.length > 0) state.setNotice('These nodes come and go on their own and cannot be deleted');
return false;
}
const label =
commands.length === 1 && noun !== ''
? `Delete ${noun}`
: removable.length === commands.length
? `Delete ${commands.length} nodes`
: `Delete ${commands.length} items`;
return state.execute(oneStep(label, commands));
}
/**
* What Delete does to the selection; false when nothing is selected. Every kind is a case of its
* own, so a new kind of selection cannot slip through without saying what Delete takes away.
*/
export function removeSelection(state: EditorState): boolean {
const s = state.selection;
if (!s) return false;
switch (s.kind) {
case 'asset':
confirmDeleteAsset(state, s.assetId);
return true;
case 'object':
removeObjects(state, s.holderId, s.objectIds);
return true;
case 'node':
removeGraphSelection(state, s.assetId, s.nodeIds, s.annotationIds, s.edgeIds);
return true;
case 'annotation':
removeGraphSelection(state, s.assetId, [], s.annotationIds, s.edgeIds);
return true;
case 'edge':
removeGraphSelection(state, s.assetId, [], [], s.edgeIds);
return true;
case 'frame':
state.execute(new RemoveFrameCommand(s.assetId, s.frameId));
return true;
case 'clip':
state.execute(new RemoveClipCommand(s.assetId, s.clipId));
return true;
case 'shape':
removeShapes(state, s.assetId, s.shapeIds);
return true;
case 'track':
// The keys when some are picked, else the row itself – like a frame of a texture.
state.execute(
s.keys.length > 0
? new RemoveAnimationKeysCommand(s.assetId, s.keys)
: new RemoveAnimationTracksCommand(s.assetId, [s.trackId]),
);
return true;
case 'song':
// The items when some are picked, else the track itself and what lies on it.
if (s.itemIds.length > 0) removeSongItems(state, s.assetId, s.itemIds);
else removeTrack(state, s.assetId, s.trackId);
return true;
}
}
/** Asks before deleting an asset, spelling out what goes with it. */
export function confirmDeleteAsset(state: EditorState, assetId: string): void {
const asset = findAsset(state.project, assetId);
if (!asset) return;
const song = ownerSong(state.project, asset);
if (song) {
state.setNotice(`"${asset.name}" lives in the song "${song.name}" and goes with what uses it there`);
return;
}
const usages = findUsages(state.project, assetId).length;
// A texture is never placed but worn through a property, so counting placed instances would
// report "unused". Its frames count as the texture itself.
const ids =
asset.type === 'texture'
? textureRefIds(asset)
: asset.type === 'pixelart'
? pixelArtRefIds(asset)
: [assetId];
const references = findPropertyUsages(state.project, ids).length;
// An asset that draws its own picture (#185) is worn the same way, only without frames.
const picture = asset.type === 'texture' || generatesPictures(asset.type);
const animations = picture ? animationsUsing(state.project, ids).length : 0;
const tiles = picture ? tilesUsing(state.project, ids).length : 0;
const eased = asset.type === 'curve' ? curveUsages(state.project, assetId) : { keys: 0, nodes: 0 };
const typed =
asset.type === 'struct' ? structTypeUsages(state.project, assetId) : { places: 0, lists: 0, nodes: 0 };
const lists = typed.lists > 0 ? `, ${typed.lists} list(s)` : '';
const painted = asset.type === 'tile' ? cellsPainted(state.project, assetId) : { tilemaps: 0, cells: 0 };
const detail =
asset.type === 'scene'
? `The scene and its ${asset.objects.length} object(s) are removed.`
: painted.cells > 0
? `${painted.cells} cell(s) on ${painted.tilemaps} tilemap(s) are painted with it and become empty.`
: eased.keys > 0 || eased.nodes > 0
? `${eased.keys} animation key(s) and ${eased.nodes} Lerp node(s) use it and blend linearly instead.`
: typed.places > 0 || typed.lists > 0 || typed.nodes > 0
? `${typed.places} struct(s)${lists} and ${typed.nodes} node(s) use it and keep its fields as their own.`
: references > 0 || animations > 0 || tiles > 0
? wornDetail(references, animations, tiles, asset.type)
: usages === 0
? 'This cannot be undone with Ctrl+Z after reload.'
: asset.type === 'container'
? `${usages} placed container(s) are removed together with their content.`
: `${usages} placed instance(s) are removed as well (scenes and container templates).`;
new Dialog(`Delete "${asset.name}"?`, detail, [
{ label: 'Cancel' },
{ label: 'Delete', danger: true, onClick: () => state.execute(new DeleteAssetCommand(assetId)) },
]).openCentered();
}
function wornDetail(sprites: number, animations: number, tiles: number, type: AssetType): string {
if (type === 'font') return `${sprites} text(s) reference it and fall back to the editor's own typeface.`;
const who = [
sprites > 0 ? `${sprites} sprite(s)` : '',
animations > 0 ? `${animations} animation(s)` : '',
tiles > 0 ? `${tiles} tile(s)` : '',
].filter(Boolean);
// "a, b and c" rather than "a and b and c", which three kinds of user made reachable.
const list =
who.length > 2 ? `${who.slice(0, -1).join(', ')} and ${who[who.length - 1]}` : who.join(' and ');
return `${list} reference it and show the plain color in its place.`;
}