09 · Studio: file browser, editor, and asset gallery #10
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cmoriarty/trog#10
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Studio: file browser, editor, and asset galleryto 09 · Studio: file browser, editor, and asset galleryGallery seed exists (2026-07-24): the asset-review page pattern (user-approved) is now auto-generated per game —
scripts/asset-review.py, committed asassets/review.htmlafter every drain. Pattern to absorb into the studio gallery: pixel-true CSS upscales + native-scale specks, sprite sheets animated via steps() from their JSON manifests, audio players, spec Briefs as per-asset "why", the style block as header, findings called out. The studio can render the committed page directly or reimplement the pattern with live data.Note from #20 (user direction, 2026-07-25): model switcher for asset generation.
When the gallery grows regenerate/tweak controls, add a model selector per asset-gen request — with a short context hint per option so the choice is informed, e.g.:
Image seats (all weights + graphs on the RAID / in
server/trog_lib/workflows/, kept on disk deliberately):fineflag on /jobs)Audio seats (same treatment):
Backend note: the orchestrator already routes by spec flags (
fine, workflow keyed prompts). A generalized optionalmodel/workflowhint onJobRequest+ a smallGET /seatscatalog endpoint (id, label, hint, est. time) would give the UI everything it needs — the per-model context strings above can live in that catalog so UI and CLI stay in sync.Bench evidence for the hints: trog-games/sprite-bench review page +
docs/asset-gen-research.md05.7, audio equivalents indocs/audio-gen-research.md.Scope note from studio review (2026-07-25): "file editor" means a full-fledged VSCode-class experience — file tree, tabs, search, familiar keybindings — not a lone Monaco widget.
Two candidate shapes when this ticket starts:
Leaning (1) given the expectation level; decide here.
Second scope update from studio review (2026-07-25): this pane is the studio's only file surface — the copyparty iframes are retired and the assets pane is deleted from the shell.
Shape: VSCode-class file hierarchy over the game repo; the selection opens in a type-aware viewer:
image-rendering: pixelated, the review-page patterns)<audio controls>)steps()animation treatment where a manifest existsSo this ticket absorbs the asset-gallery role entirely — gallery-ish browsing IS the tree + viewer. Copyparty stays as backing storage/serving only, never as user-facing chrome.
Relevance review + remaining work implemented (
b79c15a,209f766)Nothing of this ticket existed yet (the pane was a placeholder). All three bullets now implemented:
Verified user-level in a real browser against the live fixture and cycle-test repos: tree, tabs, editor round-trip (committed 35c2796 to cycle-test, then reverted), knight.png viewer, tweak intake. e2e specs added (they self-skip on a stack that predates /orch/config). Unit tests cover the endpoint contracts.
Deploy note: needs a
make deploy(server + studio images) to go live on the stack.Closing — all three parts delivered and live
Deployed and verified against the real fixture/cycle-test repos (an editor round-trip committed and was reverted); e2e-covered.
Named residuals — global cross-file search, animated sheet preview in the viewer, tweak for animate/audio (the audio half blocked upstream on seat routes) — are tracked in #28.