This release bundles three independently-useful pieces of work that
overlap heavily in shared files (types, store, i18n, App, CanvasStage,
tests), so they ship together.
SVG asset editor
- New asset kind 'svg' (SvgAsset { canvas, layers }), authored from
inside the existing shape primitives (rect / circle / text / polygon /
freeform). "+" button under the Images sidebar header; opens a
sub-editor that swaps the library sidebar for a dedicated layer
panel, hides the timeline, and uses the same canvas-resize flow
("Edit canvas size" via right-click → no Document settings entry
while in scope). Children carry a single t=0 keyframe each.
- Multi-select rotation in SVG scope only: a temporary group pivot
appears at the selection centroid (draggable), rotation around it
shifts each layer's x/y/rotation. Pivot follows the centroid drift
on Konva-transformer scale/move. Outside SVG, transformer
rotateEnabled stays off (group-rotate write-back is unreliable
per prior feedback).
- Authored SVGs are placed as layers in the main scene and rendered
via drawMaskedGroup at t=0; thumbnails surface in the sidebar via
renderSvgThumbnail. Drop / click / drag / dbl-click-to-edit work
via a transparent svg-hit catcher rect routed in the stage handler.
- Freeform default stroke is red (#e23b3b) so the open path is
visible immediately. addDrawingPoint resolves the layer through
activeLayers so freeform draws correctly inside SVG and clip
scopes too.
End keyframe type
- Keyframe.kind: 'normal' | 'end'. End kfs carry no props, mark the
visibility cap. layerActiveRange / isLayerActiveAt / sampleKeyframeSet
ignore them for interpolation and use them only as the visible-from
/ visible-until bounds.
- One-time migration in normalizeProject synthesizes an end kf at the
time of the last normal kf for layers that relied on the legacy
"last kf = disappears" semantics; layers using hold:true to extend
visibility past the end skip the migration. Idempotent.
- Timeline UI: new "+end" toolbar button (multi-select fan-out, toggle),
"Convert to end" / "Back to normal" entries in the kf context menu
(easing / still-frame / duplicate hidden for end kfs), end kfs
render as a flat axis-aligned square (vs. the diamond-rotated normal
kf). Render filter drops end kfs that collide with a normal kf at
the same time so legacy migrated projects don't read as four-point
stars.
UX polish
- TAB-collapse stage anchoring: the canvas content stays put when the
asset / properties asides toggle (CanvasStage's ResizeObserver
compensates viewX/Y by the container's bounding-rect drift).
- Topbar clipboard button copies the current frame to the system
clipboard as a PNG via navigator.clipboard.write([ClipboardItem]).
- chromeClick predicate adds .timeline to the editing-panels bail so
the synthetic click after a Timeline box-select drag no longer
wipes the just-committed kf selection.
- Right-click on a polygon vertex stops propagation so the vertex
context menu wins instead of the generic stage menu opening on top.
69 lines
5.8 KiB
Plaintext
69 lines
5.8 KiB
Plaintext
# Plan — SVG asset authoring view
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## Concept
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A new asset kind `svg` (sibling to `button`) with its own sub-editor scope. Created from a "+" button under the Images section. The sub-editor reuses the canvas + shape primitives but has no time axis: each sub-layer is a single static frame.
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## 1. Data model — `src/types/scene.ts`
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- Extend `AssetKind` union with `'svg'`.
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- Add `SvgAsset { id; kind: 'svg'; name; canvas: { width; height; background? }; layers: Layer[] }`.
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- Add to the `Asset` discriminated union.
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- Layers reuse the existing `Layer` type — single keyframe at `t=0` is all the renderer/sampler needs.
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## 2. Store scope — `src/stores/scene.ts`
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- New state: `activeSvgAssetId: string | null`.
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- Actions (mirroring the button pair):
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- `addSvgAsset(name, canvas)` → creates asset, returns it.
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- `enterSvgAssetEdit(assetId)` → sets `activeSvgAssetId`, clears layer / clip / button selections, parks playhead at 0.
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- `exitSvgAssetEdit()` → nulls scope + selection.
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- The existing `addLayer(assetId)` and `addAsset(...)` already write into the active scope (button / clip / main); extend the same scope-resolver so `activeSvgAssetId` is recognised. That means `addSampleRect / addSampleCircle / addSampleText / addSamplePolygon / startFreeformDrawing` all work unchanged inside the SVG scope.
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- Block keyframe-creating paths inside SVG scope (`upsertKeyframe`, the "+ keyframe" button, arrow-nudge keyframe writes) — silently bake into the single frame at `t=0` instead of inserting a new one. Cheaper and cleaner than scrubbing them out post-hoc.
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## 3. AssetSidebar — `src/components/AssetSidebar.vue`
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- Add a `section-action` "+" button to the Images section header (same pattern as Clips/Buttons section).
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- Handler: prompt for name (and maybe canvas size — default `300×300`) → `addSvgAsset(...)` → `enterSvgAssetEdit(asset.id)`.
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- SVG assets show up in the Images section list as their own row (icon + name + click-to-edit + drag-to-stage to place a layer that references the asset). Pattern matches Buttons section.
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## 4. Sub-editor wiring — `src/App.vue`
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- Scope footer: add a third branch alongside `activeClipId` / `activeButtonAssetId`. SvgAsset name + back button → `exitSvgAssetEdit()`.
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- **Layout swap** (the "left side replaces library" bit): when `activeSvgAssetId` is truthy:
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- The `.sidebar` slot renders a new `SvgLayerPanel` instead of `AssetSidebar`.
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- The `.timeline` footer area is collapsed / hidden (toggle a `panels-no-timeline` class on `.app` that flips `--timeline-height` to 0 and skips rendering Timeline). Same machinery the TAB-panels feature uses, so the visual transition is consistent.
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- Header transport (play/pause/rewind/playhead) stays but should be disabled in SVG scope — there's nothing to play. Easiest: gate them on `!activeSvgAssetId`.
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## 5. New component — `src/components/SvgLayerPanel.vue`
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A purpose-built layer list. Cannot extract from Timeline — its track-name column is too coupled to the time axis. Surface area:
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- One row per layer in `asset.layers`, top = front.
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- Per row: type icon, inline-rename name, eye toggle (`editorHidden`), lock toggle, delete.
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- Drag-to-reorder calling `moveLayer`.
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- Top toolbar with the same shape-creation buttons currently in AssetSidebar (rect / circle / text / polygon / freeform). Reuse the existing `addSample*` handlers — they already obey active scope once step 2 lands.
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- Selection state: existing `selectedLayerIds` works as-is.
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## 6. CanvasStage — `src/components/CanvasStage.vue`
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- Already drives off `activeButtonAssetId` for the button stage. Add a parallel branch for `activeSvgAssetId` that resolves the source layers + canvas size from the SVG asset.
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- Skip the playhead animation: sample layers at `t=0` regardless of `store.playhead`. (Or: lock playhead to 0 in SVG scope so existing sampling Just Works.)
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- Disable / hide UI not relevant to authoring statics: keyframe overlays, in/out brackets, scrub guidance.
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## 7. Rendering the SVG asset back in the main scene — `src/lib/render.ts`
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When a layer references an `SvgAsset`, draw its sub-layers via the existing layer/group draw path at `t=0`, scaled into the asset's `canvas` rect (same idea as `drawButtonFrame`). New helper `drawSvgFrame(ctx, asset, scene, images)` — small, reuses `drawMaskedGroup` like the button code does.
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## 8. Persistence
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No work. `SvgAsset.layers` is just `Layer[]`; goes through `projectForSave` → JSON → `.ruw` round-trip transparently. The only gate is the `AssetKind` union — once that's extended, save/load + zip/unzip + scene-clone paths all continue to work unchanged.
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## 9. i18n
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Strings: section-action button label/tooltip, scope footer label, layer-panel toolbar tooltips, the new-svg prompt copy. EN + DE.
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## 10. Tests (devtools/tests.ts)
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- Store: `addSvgAsset` shape, `enterSvgAssetEdit` flips scope + clears selection, `exitSvgAssetEdit` reverses it, `addLayer` inside SVG scope appends to `asset.layers`.
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- Sidebar: "+" button under Images creates an asset and enters edit mode.
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- App: while `activeSvgAssetId`, sidebar shows the layer panel and the timeline area is hidden.
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- Render: a scene containing a layer referencing an SVG asset draws the asset's child shapes (snapshot via canvas pixel sample, like the existing button rendering tests).
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- Round-trip: save + reload preserves `kind: 'svg'` and the nested `layers`.
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## 11. Decisions (confirmed)
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- **Canvas size on creation**: inherit from current scene; user can resize later via the existing resize button.
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- **Background**: transparent.
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- **Placement after creation**: drop user straight into the sub-editor.
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- **Existing keyframe data**: strip on entry — SVG sub-layers carry a single t=0 keyframe.
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Implementation order: 1–2 (types + store) → 3 + 4 (sidebar entry + scope swap) → 5 (layer panel) → 6 (canvas stage scope) → 7 (main-scene render) → 8 (i18n) → 9 (tests).
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