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Commits
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ec0b23f3ce |
fix(studio): make Delete remove the whole canvas selection (#3339)
* fix(studio): delete every clip in the selection, not just the first Select all in the timeline, press Delete, and one clip disappeared while the rest stayed — still drawn as selected. The Delete hotkey built the selection set correctly and then called `elements.find(...)`, which stops at the first match, and handed that single element to a handler that deletes exactly one. The comment above it claimed the handler "expands a clip that is part of the multi-selection into an atomic delete of the whole selection (single undo)" — no such expansion existed anywhere; `useTimelineEditing` never read `selectedElementIds`. `handleTimelineElementsDelete` takes the whole selection and removes every element before saving once, so the delete is a single history entry and a single undo — what the comment already promised. The hotkey layer now takes only that plural handler, since it never deletes one element in isolation; the singular entry point stays for the context menu and clip chrome. The store drops every deleted key and clears the marquee set, rather than leaving a selection drawn around clips that no longer exist. Elements whose `sourceFile` is not the composition being edited are dropped from the pass rather than written to the wrong file. Also removes the preview's double-click-to-reset-zoom. It was a document-level capture listener, so any double-click anywhere over the viewport snapped the zoom back to fit — including double-clicks meant for the content under it. The explicit reset control beside the zoom HUD stays. Reproduced by test: restoring `elements.find` reds the new marquee case. * fix(studio): delete every canvas element in the selection, not just the primary Selecting several elements on the canvas and pressing Delete removed one of them and left the rest — still drawn as selected. The delete path only ever took the primary selection; the marquee group it belongs to was ignored. Expand the session-level delete through the group ref, the same way the other group commits already do, and let the lifecycle op remove every member under a single save so one Undo restores the whole selection. * fix(studio): let the canvas selection own Delete instead of its timeline mirror Marquee-selecting elements on the canvas and pressing Delete removed a fraction of them. The hotkey routed to the timeline delete whenever the timeline store held anything, and the timeline's copy of a canvas selection is derived and lossy by construction — a member with no timeline row of its own is dropped from it. Selecting 73 elements published 14 ids, so 14 went and 59 stayed, still drawn as selected. The canvas selection is what the user drew the marquee around, so it owns Delete whenever it holds something; the timeline path stays as the fallback for rows with no canvas node to select. Both paths already remove through the same endpoint, so this is one addressing scheme replacing two. That makes the canvas delete the path a Delete press normally takes, so it picks up the same mid-recording refusal the timeline delete has. * fix(studio): let the marquee see the whole document, not the first 80 elements Dragging a marquee over the entire canvas selected a fraction of what it covered, so Delete left most of the page behind. The hit test sourced its candidates from the layers-panel collector, which stops after 80 items — a budget for how many rows that panel is willing to render, silently reused as if it described the document. Everything past the 80th element in document order was unselectable no matter where the user dragged. The off-canvas indicators were reading the same truncated list. The cap now belongs to the panel that wants it; the collector returns everything. To pay for that, the marquee measures its candidates once when the drag passes the threshold instead of re-reading layout for every element on every pointer-move: unbounded plus per-move stalled the tab outright, and the iframe DOM does not mutate mid-drag, so one pass stays true for the gesture. On a captured page: one marquee, one Delete, 734 elements down to 81. * fix(studio): report a no-op delete instead of claiming the elements went A target the file no longer holds answers `changed: false`, which is normal for a member nested inside another member already removed. Every target answering that is not — it means the preview is describing a document the file does not have, so each removal misses and the file is written back untouched. The toast still said "Deleted 503 elements. Use Undo to restore them." That is how a delete that did nothing at all looked from the outside: press Delete, the page stays, nothing on screen explains it. Say the preview is out of date and reload it instead. * fix(studio): keep the canvas hotkeys alive across preview reloads Pressing Delete with a canvas selection did nothing at all — no removal, no toast, nothing on screen to explain it. A keypress goes to whichever document has focus, and clicking the canvas puts focus inside the preview iframe, so the app's hotkeys have to be forwarded there. They were, but only from the iframe element's ref callback, which fires when the element mounts. A preview reload keeps the same element, so the callback never runs again, and keeps the same WindowProxy, so the forwarder's identity check saw no change and skipped re-attaching — while the inner window holding the listeners had been replaced. After the first reload the canvas had no app hotkeys left. Undo and redo kept working because their forwarder re-attaches on every load, which is why this read as "only Delete is broken". Fold the app handler into that per-load forwarder so both attach in the same place, on every load, and drop the mount-only one. Window only: the history pair also listens on the document, and capture listeners on both would run the app handler twice per press. * perf(studio): stop re-probing every restored selection member on load The hash carries the whole canvas selection, and restoring it asked the server whether each member still exists in the source — one request per member, awaited one after another. A marquee over a captured page puts hundreds of members in the URL, so every later load of that URL spent hundreds of serial round trips rebuilding the selection before the canvas answered anything, keypresses included. The marquee that produced those members already skips the probe. Restoring them skips it too; only the primary, whose panel reads the flag, still pays for one. * fix(studio): delete a canvas selection in one pass and say the key landed Reproduced with a real, focus-routed keypress instead of a synthetic one: the press does reach the handler and the delete does run to completion, but at hundreds of members it takes seconds during which the canvas is unchanged and nothing acknowledges the key. Silence for that long is indistinguishable from Delete being broken, and pressing it again or reloading mid-flight lands in a worse state. Two things, one per cause. The removal now sends the whole selection in a single request against a new remove-elements route, which reads the file once, drops every member and writes once — it was a round trip AND a full rewrite of the file per element. And a multi-element delete announces itself before the work starts, so the press is visibly acknowledged instead of leaving the canvas looking untouched until it finishes. Measured on a captured page, 84 members: 933ms of serial round trips against 84 rewrites, down to 583ms and one. * refactor(studio): narrow the SDK delete targets instead of asserting them The batch SDK path guarded on every member having an hfId and then asserted it away per member. Narrow once into a string list so the guard and the values come from the same place, and drop a threaded content variable that never changed — the SDK owns the document it edits, so every member is removed against the same starting content. Also mounts the new forwarding test through the existing harness rather than repeating its setup. * fix(studio): stop Delete acting on a canvas selection the user replaced Two things the reordered Delete arbitration got wrong, both found in review. A clip with no canvas node left the canvas selection pointing at whatever was picked before it, and the canvas branch wins whenever that ref is non-null — so selecting an audio clip and pressing Delete removed the previously selected canvas element and left the clip, right after the toast said the clip was not in the preview. The timeline fallback the comment described could not be reached. Clearing that selection has to stay quiet: the clear is announced to the timeline, so echoing it would deselect the clip that was just picked. Expanding the primary to the marquee group also moved out of the delete handler and up to the Delete key. Cut copies the primary alone, so expanding for every caller put one element on the clipboard and removed every other member with it — undo brought them back, paste restored one. The rule is a named function now, so the two callers can differ without either guessing. Also throttles the off-canvas indicator rebuild, which the cap had been hiding. It walks every element in the preview and reads layout for each — measured at 6.5ms on an 825-element captured page against a 16.7ms frame — and what marks it dirty is a MutationObserver on inline style, which is how animation writes. * fix(studio): hold the canvas selection inside the timeline selection The stale-canvas-selection defect survived at the second writer. The store-driven sync bails when a member has not resolved yet and returned without touching the canvas, so a pick with no canvas node at all left the previous selection in place — and Delete acts on the canvas first, so it deleted that. Reachable from the sidebar audio and asset reveals and from an asset drop, none of which go through the handler already fixed. Clearing on every bail would be wrong: the bail exists for a member whose node is not ready, which a later run resolves, and clearing there would flicker. Only a canvas anchor that resolves OUTSIDE the current selection goes, which is the state that is dangerous rather than merely unfinished. Quietly, for the same reason as the first writer: announcing would deselect the clip just picked. The invariant is named now, since Delete depends on it: the canvas selection never points outside the current timeline selection. Also drops the x-hf-removed header, which nothing read and whose comment promised a partial-vs-no-op distinction the response cannot make, and pins the indicator throttle that was measured but uncovered. |
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17ac986bfe |
fix(studio): canvas selection, drag and resize correctness (#3146)
* fix(studio): size the selection box by the transform the element actually paints under The box around a text layer inside the playground card stopped mid-word. The layer is 260px wide and paints 313, because its parent carries `scale(1.2)`, and the chrome read only the element's OWN transform. The top-left looked right, since the corners are anchored to the real bounding rect, so only the right and bottom edges fell short, by exactly 1/1.2. The same read decides whether to draw the box rotated at all, so an element whose parent is rotated got an upright box over a rotated one. The transform is now accumulated from the element up to the composition root. Only the linear part matters: each transform's origin contributes translation, and translation is already discarded by matching the corners to the element's bounding rect, so composing the matrices is enough and no per-ancestor origin has to be unpicked. The walk stops inside the composition document, because the canvas zoom lives on the iframe in Studio's own document and is applied separately. The fake DOMMatrix the geometry tests use gained the `multiply` it now needs. * fix(studio): drag by the movement the element actually makes, not the one assumed An element that had never been dragged skipped the movement measurement and took the canvas zoom as the whole screen mapping. Nothing above the element was considered, so any parent transform broke the drag: a card at rotationY 180 with scale 1.2 maps a rightward drag to -1.2x the zoom, meaning the text walked LEFT while the overlay followed the pointer, and the overlay only snapped onto the text at drop, when it re-measured. Measured on the live element in that card: one unit of drag offset moved it -0.757 px on x and +0.757 on y, where the skipped path assumed +0.631 on both. The measurement it skipped already handles this — it moves the element, watches where it lands, and inverts that, which is right for rotation, mirroring, scale and perspective alike. So the special case is gone and every drag measures. Same element after: a 120x80 pointer drag moves it 120.3x80.2. Rewrote the test that asserted the skipped path's identity matrix for an unmovable element. It now asserts the honest outcome: an element with no measurable movement is reported unmeasurable whether or not it carries a path offset, and the caller's existing fallback covers it. * fix(studio): shift-click adds the element under the pointer, not the last one hovered Shift-click read the hover cache and used it without checking what it described. That cache is filled asynchronously as the pointer moves, so passing over one element on the way to another leaves it naming the element you left. The shift-click then added THAT element, and because the same branch prevented the default and set the suppression flags, the mousedown path that would have resolved the point correctly never ran. Multi-select looked like it grabbed things at random, or like it did nothing. Reproduced on the canvas with a trace: hover #card, shift-click #dot-b, and the group gained #card. Same gesture after: the guard rejects the cache, the mousedown path resolves the point, and the group gains #dot-b. The cache is still used when it is provably about the point clicked, including when it names a clip ancestor of the element there, so the fast path survives for the common case of clicking straight at something. Adds `hf-select-debug` (localStorage, off by default) recording which selection branch ran and what it decided, and pulls the flag/format shared with `hf-reload-debug` into one place rather than copying it. * fix(studio): keep every element a marquee caught, not just the first The marquee built the group correctly and then threw it away. It announced only the primary to the timeline, and the timeline is the source of truth for what is selected: the sync back to the canvas saw one selected id against a group of several, decided the canvas was stale, and replaced the group with that single element a moment after the drop. Drag a box around four things, get one. The whole set is announced now, and the primary goes in as its anchor rather than as a new single selection, so the set it just joined survives. This is the same reason the single-select path already anchors with preserveSet. A test drives applyMarqueeSelection with two elements and asserts both reach the timeline; it fails against the old single-id announce. * fix(studio): stop a group selection from erasing itself on the timeline Every canvas selection is mirrored onto the timeline, and the timeline syncs back — whatever it holds replaces the canvas selection a moment later. The mirror announced only the primary and anchored it with preserveSet, but preserving a set that does not contain the id empties the set, and an empty set syncs back as "nothing is selected". Adding a second element, or re-resolving a group after moving it, could therefore drop the whole selection rather than keep it. One helper now owns the mirror: publish the members, then anchor. A single selection keeps the previous contract deliberately, so a late async primary still cannot collapse a live group and a fresh click still collapses a stale one. The group re-resolve path also gains the ancestor id fallback the other callers already had — without it a member with no direct timeline row resolved to null and deselected everything. Two tests: a second element joining a selection, and a marquee, both assert the full set reaches the timeline. Both fail against the announce-the-primary-only version. * chore(studio): trace what moves a dragged group and when A drag that jumps is a position that changed without the pointer asking for it, and nothing on that path says anything today, so the frame it diverges can only be guessed at. `hf-drag-debug` (localStorage, off by default) records the whole gesture: the mapping and start position each member got, the pointer delta against the delta actually applied on every eighth move, what each member was told to commit, and where they all sit at the drop, once the commit resolves, and 120/400/900ms later. That last group is the point of it. The source write, the preview reload and the timeline resume all land within a few frames of the drop, and any of them can put the elements back where they started before the new position arrives — a snap-back shows up as a settle sample reverting to the gesture-start reading. A gap between `pointer` and `applied` instead means snapping pulled the group off the cursor, which is a different fault with a different fix. * chore(studio): name the path that clears a selection after a group move The drag trace showed the group landing exactly where it was dropped and staying there — no snap-back at any settle sample, and the pointer and the applied delta never more than 2px apart — but two milliseconds after the drop the selection was cleared with seven members still in it. The clear comes from the timeline sync deciding the timeline holds nothing, and that branch said nothing. It says so now, along with whether it is about to act on it. The mirror alongside it reports how many members it managed to publish and whether the anchor was among them, because a member with no timeline row of its own resolves to null and is dropped silently — publish none and the sync reads it back as an empty selection. * fix(studio): losing one member of a group no longer deselects all of it After a move the preview re-syncs and the selection is re-resolved against the new document. When the primary could not be found there, both re-resolve paths cleared the entire selection — so a group of five, all still on screen, was deselected because one of them failed to resolve. The trace showed the clear landing 600ms after the drop with five members still held, and the timeline sync running afterwards on an already-empty canvas, which ruled it out as the cause. A live group now re-resolves as a group and keeps whoever survived, picking a new primary from them; it only clears when nobody did. That is what refreshDomEditGroupSelectionsFromPreview was written for — it existed and was never called. Both clears also say which one they are and how many members were held, so if this is not the last of it the next trace names the path immediately. * feat(studio): carry a multi-selection in the URL, and name the member that breaks away A link to a bug hit with several elements selected only reproduced one of them, so the report read as "works for me". The hash now carries the rest as selGroup and reopens the whole selection; members whose element is gone are dropped rather than failing the others. Verified end to end in a real browser: select three, copy the hash, open it fresh, the same three come back. The drag trace also gains a rigidity check. A group moves as one object, so every member travels the same distance; one that does not IS the fault. Drift was being computed but only printed on every eighth frame, which is exactly how a single-frame divergence hides — it now prints on the frame it happens. The frame handler moves to its own module on the way past. It had grown a snap block and a trace block inside a function already juggling four gesture kinds, and it was over both the complexity and file-size gates. Not fixed: the jump itself. Two headful runs driving a real group drag showed the members staying rigid to the pixel, at the drop and 900ms after, so I have not reproduced it yet and will not guess at a fix. * fix(studio): stop snapping from moving a selection you have not dragged yet Your log caught it on the first frame of the drag: pointer "0,0", applied "4,-3", and all four members jumped 12,-8 composition px before the pointer had moved at all. An element resting within the 6px snap threshold of a guide is already snappable, so the snap computed on frame one closes that gap immediately — picking the selection up moves it. Snapping now sits out until the gesture has travelled the same 4px a drag needs to count as a drag rather than a click, on both the group and single-element paths. Nothing below that distance moves anything, and a real drag snaps exactly as before. The test builds a box resting 4px from a guide and asserts the ungated call still returns dx 4 — the very displacement from your log — while the gated one returns 0 for a pointer that has not moved. * fix(studio): a dropped group stays selected Your Jam confirmed the first-frame jump is gone — pointer "0,0" now reads applied "0,0" — and caught what was left: two milliseconds after each drop, a `[hf-select] clear` with the group still holding three, then four members. Every pointerup trails a click. The group gesture ref is cleared before the commit runs, so by the time that click arrives the box no longer looks busy and it reaches the canvas as an ordinary click — landing in the gap between the members, resolving to nothing, and clearing the selection the drag just moved. The under-threshold path already ate that click; the committed path never did. The flag is now set before the two paths diverge, so neither can forget it. The test drives a real pointerup through the handlers and fails on the committed path with the flag moved back down. * feat(studio): marquee from anywhere on the canvas, including outside the frame An element dragged past the edge sits out in the grey, and the rubber band refused to start there — it only began when the press landed inside the composition rect. The one gesture that could reach those elements could not be begun near them, so the timeline was the only way to select something plainly visible on screen. The collecting half never had that limit: it compares rects in overlay space and never clipped to the frame, so those elements have always been selectable once the band could begin. Only the start gate had to go. A press in the grey that never travels still commits an empty selection, which is the deselect it used to be, so the old behaviour of clicking out there to clear is unchanged. * refactor(studio): keep the selection files under the size cap The selection work above pushed four files past the 600-line gate. Same split the branch made later, landed with the changes that caused it. * fix(studio): preserve selector groups in share URLs * fix(studio): close multi-selection review gaps * fix(studio): stabilize selection store reads * fix(studio): preserve canvas-only group anchors * fix(studio): stop a group drag from jumping one element back Dragging several elements at once and dropping them made one of them snap back to where it started for a frame or two, then jump forward again. Each member of the group is written separately, and every write patched the live GSAP tween in place and then seeked the player. A seek re-renders the WHOLE timeline, not the tween that changed, so the members still queued behind that write got repainted from their un-patched tweens: back to their pre-drag position, where they sat until their own write landed. Only members whose tween actually renders at the playhead showed it, which is why a group of three flashed one element and left the others still. The group commit now defers the seek for every member but the last, so the queued members keep the transform the gesture left on them and the whole group repaints once, from the fully patched timeline. * perf(studio): commit a group drag in one request Dragging N elements cost N writes and 9 reads for a three-element group: each member fetched the composition's parse to preflight, fetched it again to resolve its tween, then wrote the file on its own round trip. Every one of those writes re-read, re-parsed and re-serialized the whole composition. Three changes, same behaviour: - The parse endpoint shares an in-flight request per file, so callers asking for the same composition at the same moment get one request. Only overlapping calls share — the entry is dropped as soon as it settles, so a read after a write still gets a fresh parse. - The group preflight runs its members together instead of one at a time. A preflight writes nothing, so there is nothing to order. - Members' mutations are queued and sent as one batch write. Anything that re-reads the file flushes the queue first, so a member resolving a shared or stale tween never reads a composition missing writes it is about to build on. The batch carries each member's runtime patch, and only the last one re-renders. A three-element group drag now issues 2 reads and 1 write, down from 9 and 3. * fix(studio): harden batched drag commits * fix(studio): carry deferred preview fallbacks * chore(studio): name whoever puts the pre-resize size back Resizing the card commits correctly — the source and a fresh load both read 273x181 — but 200ms after the drop, mid-commit, the element renders at 395x261 with the studio size vars still holding 273x181. Something writes the pre-gesture size back inline while the reload is still in flight, and every writer of that size was silent. Both are traced now under the existing hf-resize-debug flag, each with the size going in, the size being replaced, and a short stack. Restoring the pre-gesture size is right on a cancel and wrong after a successful commit, and the function doing it cannot tell the two apart from the inside — so the caller has to be named before this can be fixed at the right end. * fix(studio): hold a resized element's size while the timeline is rebuilt Your log caught it across two resizes. The first commits 305x202 and the element is 305x202 at the drop; 200ms later it renders 395x261, its stylesheet size, while --hf-studio-width still reads 305. The second gesture then starts with `actual` at 305 against a live box of 395, and its very first move — a pointer delta of 0.1px — snaps the element back to 305. That snap is the jump. The gap belongs to the soft reload: it reverts the old timeline before building the new one, and GSAP hands back each tween's recorded starting width on the way out. Nothing held the size in between, because the seek reapply that exists for exactly this stands aside for elements GSAP animates. Standing aside is right for the offset — those channels compose, and applying both doubles the move — and wrong for size, where both channels write width and height so the later write simply wins on the same committed number. It applies now. Only an element mid-edit carries the vars, so nothing else is touched. A test seeks an element whose size GSAP owns after the revert put the stylesheet size back, and fails with the skip restored. * refactor(studio): keep the resize files under the size cap * docs(studio): fold the resize note into the size-reapply comment * fix(studio): rotate the child outlines with the element they outline Selecting a rotated element drew upright dashed boxes across its children: the chrome co-rotated with the element and the child outlines did not, so a text layer inside a rotated card got a square outline lying across the rotated glyphs. The chrome already measures an oriented box; the child outlines were still measured axis-aligned. They now use the same oriented measurement and render with the same rotation. An unrotated element measures identically to before, since the oriented rect returns the plain bounding box at angle 0. |
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96861cbafc |
perf(studio-server): coordinate cancelable thumbnail generation (#2720)
* perf(studio): schedule adaptive timeline thumbnails * perf(studio): bound thumbnail decoding resources * perf(studio): virtualize timeline thumbnail media * perf(studio): prioritize timeline thumbnail work * perf(studio-server): coordinate cancelable thumbnail generation --------- Co-authored-by: Codex <codex@local> |
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6673c32868 |
fix(studio): keep timeline selection authoritative in the preview sync
The store-to-preview sync no longer applies a partial selection: if a resolvable member's DOM node is not ready yet it bails and retries on the next effect run, so the write-back can never shrink the store's selection by dropping an unresolved member. Marquee row hit-testing reuses shouldShowTimelineLayerGroupHeader instead of re-deriving the group-header placement rule, keeping one owner for that predicate. |
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0fe38e8cc8 |
refactor(studio): single-source timeline selection id-resolution
The DOM-selection to timeline sync routes through the canonical resolveTimelineIdForSelection (source-file, ancestor, active-comp fallback) instead of a narrow domId/id match that mismatched sub-composition clips. The preview-sync equality check compares selection as sets both ways and includes the anchor, so duplicate resolutions no longer mask an unsynced member. |
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3c6c1d3f27 |
refactor(studio): single-source timeline id-resolution and resize-clamp math
Extract resolveTimelineIdForSelection so DOM-to-timeline id mapping lives in one place with a single sourceFile / activeCompPath / index.html fallback, fixing a sub-composition selection that previously diverged between callers. Extract shared start-trim delta helpers used by both single-clip and group resize, and remove the never-called refreshDomEditGroupSelectionsFromPreview. |
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1d858f004d |
feat(studio): highlight timeline selection sets
Render selected styling from selectedElementIds in the timeline. Sync the set into preview group selection boxes without collapsing the anchor. |