- audio 'play' listener now sends client.send({ type: 'play', position }) to server
- audio 'pause' listener now sends client.send({ type: 'pause', position }) to server
- Server is_playing flag now set correctly on mouse-initiated playback
- UDP cue scheduler fires for both mouse and keyboard playback
- Space toggles play/pause, sends play/pause msg to server
- ArrowLeft/ArrowRight seek +/-5s, send seek msg, clear preview strips
- Ctrl+Z calls timeline.history.undo()
- Ctrl+Shift+Z and Ctrl+Y both call timeline.history.redo()
- Ctrl+S prevents browser dialog, fetches show and POSTs to save
- All shortcuts suppressed when focus is on input/select/textarea
- Space skips when active element is a button (prevents double-toggle)
- wireKeyboard() called at init after wireAudio()
- Import setCurrentShowId from commands.js
- Add preview_update WebSocket message handler that calls updatePreviewStrip
- Add updatePreviewStrip() function to update device strip color and animation
- Add buildPreviewStrips() function to populate #live-preview from device list
- Call buildPreviewStrips() inside device fetch callback in initTimeline
- Add async refreshShows() to populate show-select dropdown from /api/shows
- Add btn-load-show click handler: loads show, populates tracks, sends WebSocket load msg
- Clear preview strips on seek (remove active class, reset color and anim label)
- Add #live-preview div between timeline-canvas and block-inspector
- Add show selector (show-select + btn-load-show) to transport bar
- Add keyboard-hint span at far right of transport bar
- Append .live-preview, .device-strip, .strip-label, .strip-color, .strip-anim, .keyboard-hint CSS styles
- LOOKAHEAD = 0.060 (60ms window per D-02)
- Scheduler iterates show.tracks/cues on each tick, gated on is_playing and show
- Cues within lookahead window fire UDP via encode_animation_cmd + UDPSender.send
- Past cues (>100ms behind) silently marked fired without UDP dispatch
- active_cue tracking per track enables preview state for already-fired blocks
- preview_update messages broadcast to all clients on each tick (D-07)
- Clear preview_update (animation: null) sent when no active cue on a device
- Import encode_animation_cmd and ShowModel at module level
- Add show, fired_ids, is_playing per-connection state variables
- Extend load handler to load show from show_store by show_id (D-04)
- play handler sets is_playing=True
- pause handler sets is_playing=False without touching fired_ids
- seek handler rebuilds fired_ids from show cues before seek position (D-03)
- app.js imports BlockInspector and DeleteBlockCommand
- Inspector created with #block-inspector element and timeline.history
- timeline._onSelectBlock callback shows/hides inspector on block select
- inspector._onDelete fires DeleteBlockCommand and hides inspector
- inspector.tracks kept in sync after loadTracks() resolves
- timeline.js block rendering uses blockColor + '1a' for color accent fill
- undo/redo handlers re-trigger _onSelectBlock to refresh inspector values
- UpdateParamsCommand with execute/undo for color/speed/direction/length
- Uses module-level currentShowId (not this._showId) matching existing pattern
- BlockInspector renders compact strip with animation label, color swatch,
speed input, direction select, length input, and remove button
- Color change committed on 'change' event (not 'input') to avoid command flood
- _onDelete callback wired to remove button for app.js to handle
- Create beats.js with BeatGrid class: load(), getCalibratedBeats(), getCalibratedOnsets(), snap(), hasBeats getter
- BeatGrid manages calibrationOffset and snapEnabled state
- snap() uses 100ms threshold against calibrated beat positions
- Handles API field variants: beats/beat_times, tempo/tempo_bpm
- Refactor timeline.js: replace beatTimes/calibrationOffset/snapEnabled with this.beatGrid
- Add getters/setters for calibrationOffset and snapEnabled (backward compat with app.js)
- render() now shows DETECTING BEATS... loading indicator and error state
- render() draws beat marks via getCalibratedBeats(), onset ticks via getCalibratedOnsets()
- snapToBeat() delegates to beatGrid.snap()
- app.js chains BPM label update after loadBeats() resolves
- Import CommandHistory and all 4 command classes from new modules
- hitTest() with 8px EDGE for resize-left/resize-right/move zones
- _hasOverlap() check for time range collision on same track
- snapToBeat() with 0.1s threshold and calibrationOffset
- _setupInteractions() with mousedown/mousemove/keydown listeners
- _startMove(): live drag preview, snap on mouseup, overlap rejection
- _startResize(): left/right edge handles, 0.5s min duration, snap
- handleDrop(): place block from palette with crypto.randomUUID()
- Keyboard: Delete, Ctrl+Z (undo), Ctrl+Shift+Z / Ctrl+Y (redo)
- app.js: dragstart on palette, dragover/dragleave/drop on canvas
- Ghost block rendered during dragover for visual feedback
- Resize handle indicators drawn on selected block
- CommandHistory class with execute/undo/redo, 50-step max, redo-clear on new action
- PlaceBlockCommand, MoveBlockCommand, ResizeBlockCommand, DeleteBlockCommand
- setCurrentShowId() module-level function for backend sync routing
- syncBlock() fire-and-forget fetch helper for backend sync
- POST/PATCH/DELETE /api/shows/{show_id}/tracks/{device_id}/blocks endpoints
- timeline router registered in main.py with prefix=/api
- Create lightsync/frontend/timeline/timeline.js with TimelineCanvas class
- Per-device horizontal tracks with track headers and time axis
- HiDPI canvas rendering with devicePixelRatio handling
- Waveform peaks background layer, beat marks overlay, cue block rendering
- Playback cursor synced to audio.currentTime via requestAnimationFrame
- Auto-scroll when cursor approaches right edge
- Mouse wheel scrolling on timeline canvas
- loadTracks(), loadWaveform(), loadBeats() data loading methods
- Empty state messages when no devices or audio loaded
- Add timeline CSS to style.css (toolbar, canvas, inspector strip, snap button)
- Wire timeline into app.js: import, initTimeline(), zoom/beat-offset/snap controls
- Remove old animation-grid click listener (element no longer exists in main-area)
- Populate animation palette dynamically in sidebar with 7 animation types
Inspector panel below timeline (above transport) confirmed.
Block data model, canvas tech, and undo/redo architecture left to Claude's discretion with recommendations noted.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- SimulatorProtocol parses DRGB, DRGBW, DNRGB, ANIM_CMD packets
- PacketLog dataclass stores led_count, start_index, decoded cmd
- run_simulator() async factory for test and standalone use
- Runnable as __main__ standalone server on WLED_PORT
- All 7 e2e tests pass
- AnimationBase ABC with render(t, led_count) and from_params() contract
- SolidColorAnimation: time-independent uniform fill
- ChaseAnimation: moving lit segment with forward/reverse support
- PulseAnimation: sine-wave breathing effect (speed maps to period)
- RainbowAnimation: HSV hue cycle across strip via colorsys.hsv_to_rgb
- StrobeAnimation: on/off flashing at 1-20 Hz with configurable duty cycle
- ColorWipeAnimation: progressive fill from start or end
- FireAnimation: Fire2012 algorithm with cooling/sparking/heat-to-color mapping
- ANIMATION_REGISTRY + create_animation() factory function
- All 24 tests passing
- Tests for all 7 animation types (solid_color, chase, pulse, rainbow, strobe, color_wipe, fire)
- Tests for AnimationBase ABC contract
- Tests for ANIMATION_REGISTRY and create_animation() factory
- Tests for from_params() on all types
- Length invariant test covering all animations