Waranima

Roadmap Checklist

Current: v0.0.001 · Timeline Mock + Spec Draft

Waranima (aka Wargif) is the dedicated animated-GIF editor in the War suite. Core workflow: import a GIF → split into frames → show a Photoshop/Premiere-style timeline → edit frames (and layers) in a Warpaint-like tool environment → export an optimized GIF.

Done In progress / partly live Planned / not started
One row = one build slice
Phase 0 Triple-Dark Shell + Timeline Layout
UI structure: tools (left), canvas (center), properties (right), timeline (bottom).
In Progress
  • 0.A — Layout Skeleton (Canvas + Timeline) UI
    Warpaint-like 3-panel editor with a bottom timeline strip (Photoshop animation pane / Premiere vibe). Includes inert placeholders for transport, frame list, and properties.
    Next · “looks real” before it does real work
  • 0.B — Project Constraints + Viewport Rules Spec
    Enforce sane limits: frame size ≤ 1920×1080, safe scaling modes, and responsive layout for windowed vs F11 fullscreen.
    Planned · prevents “chrome fights” early
  • 0.C — Input Model (Mouse/Touch/Stylus) Input
    Unified pointer handling with pressure-ready plumbing (optional) and consistent hotkeys (space-pan, ctrl-zoom, etc.).
    Planned · cross-platform by default
Phase 1 GIF I/O + Frame Decode/Encode v1
Load GIF → extract frames + durations → preview → save back out.
Planned
  • 1.A — Import Animated GIFI/O
    File open/drag-drop; parse logical screen size, loop count, and basic metadata.
    Planned · entry point
  • 1.B — Frame ExtractionFrames
    Split into frames with per-frame delay, disposal handling, and a correct composite preview.
    Planned · correctness first
  • 1.C — Export Animated GIF v1Export
    Re-encode frames into a new GIF (baseline palette + simple dithering later).
    Planned · round-trip test harness
Phase 2 Timeline v1 + Playback Controls
Scrub, play/stop, set frame durations, reorder, duplicate, delete.
Planned
  • 2.A — Frame Strip UI (Thumbnails)Timeline
    Thumbnail strip that mirrors Photoshop’s animation pane (with a scrollable timeline rail).
    Planned · foundation for editing
  • 2.B — Playback + Loop ControlsPlayer
    Play/pause/step; loop mode; FPS view derived from per-frame delays.
    Planned · real-time preview
  • 2.C — Timeline EditingEdit
    Reorder frames, duplicate, insert blank frame, delete; adjust delay with presets + manual input.
    Planned · “Premiere-lite” basics
Phase 3 Frame Editing Tools v1
Brush, eraser, selection, transform — applied to the current frame or a scoped range.
Planned
  • 3.A — Brush/Eraser on Current FrameTools
    Non-destructive feel: edits tracked per frame with future undo/redo hooks.
    Planned · make it “usable” fast
  • 3.B — Selections + Marching AntsSelect
    Rect/ellipse/lasso selection overlay (“marching ants”) with move/copy/clear inside selection.
    Planned · essential control
  • 3.C — Onion SkinningAnim
    Show previous/next frame overlays with opacity sliders and frame window settings.
    Planned · classic animation workflow
Phase 4 Layers + Compositing
Per-frame layers, global layers, blend modes, and layer-aware drawing.
Planned
  • 4.A — Layer Stack v1 (Per Frame)Layers
    Add/remove/reorder layers within a frame; visibility, lock, rename.
    Planned · moves beyond “simple gif tools”
  • 4.B — Global/Linked LayersRig
    A layer can be shared across multiple frames (e.g., watermark, static background, HUD).
    Planned · fewer repetitive edits
  • 4.C — Blend Modes + OpacityComp
    Normal/multiply/screen/overlay (GIF-safe approximations), per-layer opacity, flatten previews.
    Planned · “Photoshop-lite” compositing
Phase 5 Advanced Animation Controls
Timing ramps, batching edits across ranges, tween helpers, and multi-track timeline.
Planned
  • 5.A — Range OperationsBatch
    Apply edits to a frame range: duration changes, transforms, palette shifts, layer toggles.
    Planned · speeds up real work
  • 5.B — Timing RampsTime
    Ease-in/ease-out timing presets by distributing frame delays across a selected range.
    Planned · “animate like a human”
  • 5.C — Tween Helpers (Optional)Assist
    Non-magic deterministic helpers: frame interpolation via duplicated layers + transform stepping.
    Planned · no “AI chaos,” just tools
Phase 6 History + Project Files + Safety
Undo/redo, snapshots, autosave, and a Waranima project format.
Planned
  • 6.A — Multi-Step Undo/RedoUndo
    History across frame edits, layer edits, and timeline operations with hotkeys.
    Planned · editor credibility
  • 6.B — Project Save/Load (.waranima)Project
    Save frames, per-frame layers, timeline metadata, and settings to a portable project file.
    Planned · pause/resume workflows
  • 6.C — Autosave + Crash RecoverySafety
    Local autosave checkpoints; restore last session after refresh (with opt-out).
    Planned · browser-grade resilience
Phase 7 Export Optimization + Engine Acceleration
Palette control, dithering, compression, workers/WASM, and Warpaint handoff.
Planned
  • 7.A — Palette & Dithering ControlsExport
    Palette size, adaptive vs fixed palette, dithering modes; preview file size impact.
    Planned · smaller, cleaner GIFs
  • 7.B — Workers / WASM Encoding PathEngine
    Non-blocking encode/decode, progress reporting, cancel, and safe fallbacks.
    Planned · performance ceiling raiser
  • 7.C — “Send to Warpaint” BridgeBridge
    Export a chosen frame or flattened preview to Warpaint for post-production polish.
    Planned · suite integration
Roadmap is aspirational and will evolve as Waranima grows. Each slice is intentionally small so we can ship progress without stalling.