Define a struct once as an asset and reuse its shape (#253)
game-maker / gate (push) Successful in 3m30s
game-maker / suite (push) Successful in 10m33s

A struct used to declare its fields wherever it stood. The same shape
in two variables meant typing it twice, and Pack/Expand copied it once
without staying in sync. A Struct asset now holds the shape in one
place, and every struct that picks it as its type follows it.

- New asset type "Struct" (not placeable, group Structs, own icon).
  The inspector shows its fields with name, kind and default value,
  and "Open" shows them in the variables tab.
- Struct variables and struct fields get a Type row: own fields, any
  Struct asset, or "Make struct type". With a type the fields come
  from the asset and cannot be added, renamed or removed there. The
  values stay per variable, overrides on placed objects still work.
- Pack and Expand get the setting Type. With a type their ports are
  the fields of the asset and read-only in the inspector.
- A change to the asset reaches every typed place in one undo step
  (syncStructTypes). A new field arrives with its default. A removed
  field goes along with its port, edge and typed value. A renamed
  field keeps its value in variables, overrides and on ports with
  edges, also through nested types.
- Undo for these edits records plain assignments (Recorder), because
  the reach of a change is not known in advance.
- Cycles such as Loot in Loot, also through another type, are refused
  and not offered in the picker.
- Deleting the asset names how many places use it. Afterwards each
  place keeps its fields as its own.
- Loading reshapes a stale copy in a project file to its type.
- "Make struct type" creates an asset from an existing struct and
  links the place to it.

Differs from the plan:

- A changed default value applies to new fields and newly typed
  places only. Existing values stay.
- Removing a single field shows no warning. Undo brings it back.

Typed lists are left for #254. Lists stay dynamic for now.

Found by e2e: after deleting or renaming the type the inspector did
not rebuild and kept showing the old name. Fixed, the check was red
before.

Tests:
- ./check.sh: 182 files, 2661 tests, CHECK EXIT 0
- GM_STEPS=1,4,21,22,54: ALL PASSED, 176 checks
- 14 unit tests in tests/core/struct-types.test.ts
- New e2e module 54 with 14 checks, real mouse. Module 04 counts
  23 asset types.
- Counter-probes: without the rename pass 4 unit tests fail, without
  reshaping values 8, without the cycle rule 1. In the browser,
  without spreading changes and with + Field despite a type, 3
  checks fail.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-09-28 06:04:40 +02:00
1 parent 4857bb75e6
commit 61bbb96a96
29 files changed
+1523 -66

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@@ -18,13 +18,17 @@ import {
resolveDef,
STATE_TRANSITION,
stateName,
STRUCT_TYPE_PARAM,
STRUCT_TYPE_SETTING,
TRANSITION_PARAM,
variablesSourceOf,
} from '../../core/graph';
import type { GraphAsset } from '../../core/model/Asset';
import { graphLookup } from '../../core/model/graphLookup';
import { findGraphAsset, type Project } from '../../core/model/Project';
import { textOf } from '../../core/model/Properties';
import { type PropertyValue, textOf } from '../../core/model/Properties';
import { isTypedNode, nodeStructType, structAssetOf } from '../../core/model/structTypes';
import { SetStructTypeCommand } from '../../core/commands/structTypeCommands';
import type { PropertyDef } from '../../core/properties/PropertySchema';
import { Label } from '../../ui';
import { createFieldRow, type FieldHandlers } from './fieldFactory';
@@ -63,7 +67,8 @@ export function nodeSignature(project: Project, assetId: string, nodeId: string)
.join(',')
: `${textOf(node.params[TRANSITION_PARAM] ?? '')}:${textOf(node.params[MACHINE_PORT] ?? '')}`;
// The source names which declarations the port menu offers, so switching it has to rebuild.
const source = variablesSourceOf(node.params);
const typeName = structAssetOf(project, nodeStructType(node))?.name ?? '';
const source = `${variablesSourceOf(node.params)}:${nodeStructType(node)}:${typeName}`;
const choices = variableChoices(project, assetId, node)
.map((v) => v.key)
.join(',');
@@ -94,25 +99,34 @@ export function buildNodeSection(host: InspectorHost, assetId: string, nodeId: s
addNote(host, def.description);
const problem = callProblem(node, graphLookup(host.state.project), assetId);
if (problem) addNote(host, problem, 'warning');
const addSetting = (param: PropertyDef) => {
const row = createFieldRow(
host,
param,
node.params[param.key] ?? param.default,
paramHandlers(host, assetId, nodeId, param),
);
const addSetting = (param: PropertyDef, handlers = paramHandlers(host, assetId, nodeId, param)) => {
const row = createFieldRow(host, param, node.params[param.key] ?? param.default, handlers);
host.fields.set(`param:${param.key}`, row);
host.body.add(row.row);
};
// Both draw their settings inside the port section: a setting decides what the menu offers.
const ownSettings = declaresPropertyPorts(node.type) || declaresVariablePorts(node.type);
// The type of a Pack/Expand decides its fields (#253), so it stands above them – and picking one
// rewrites the ports, which a plain param edit would not.
const typed = isTypedNode(node);
if (typed) {
const pick = (value: PropertyValue) => {
const target = { kind: 'node', assetId, nodeId } as const;
host.state.execute(new SetStructTypeCommand(target, textOf(value)));
};
addSetting(STRUCT_TYPE_SETTING, { onInput: () => {}, onChange: pick });
}
if (declaresVariablePorts(node.type)) buildVariablePortSection(host, assetId, node, addSetting);
else if (ownSettings) buildPropertyPortSection(host, assetId, node, addSetting);
else if (def.declaresPorts) buildPortSection(host, assetId, node, variablesOf(asset));
else if (def.declaresPorts) {
const typeName = structAssetOf(host.state.project, nodeStructType(node))?.name ?? null;
buildPortSection(host, assetId, node, variablesOf(asset), typeName);
}
if (!ownSettings && def.params.length > 0) {
const settings = def.params.filter((param) => !(typed && param.key === STRUCT_TYPE_PARAM));
if (!ownSettings && settings.length > 0) {
addTitle(host, 'SETTINGS');
for (const param of def.params) {
for (const param of settings) {
if (param.key === TRANSITION_PARAM && node.type === STATE_TRANSITION)
buildTransitionPicker(host, assetId, node, asset.graph);
else addSetting(param);