Select a range of rows with shift-click in the hierarchy (#241)
game-maker / gate (push) Successful in 3m21s
game-maker / suite (push) Failing after 9m5s

Ctrl- and shift-click only added single rows to the selection. With
many objects spread over the hierarchy, picking a run of them meant
clicking each one. Shift-click now selects everything between the
anchor and the clicked row, as in a file explorer.

- The anchor is the row last clicked without shift, plain or with
  ctrl. A second shift-click redraws the range from the same anchor.
- Ctrl+shift-click adds the range to the current selection instead
  of replacing it.
- A collapsed group inside the range brings all its members. Children
  hidden under a collapsed parent stay out, since they are not shown.
- Without an anchor from the hierarchy, the primary object picked in
  the scene view serves as anchor. With no selection at all,
  shift-click adds the single row as before.
- The range rule is a pure function in hierarchyRange.ts, so it is
  tested without a browser. HierarchyPanel keeps the anchor.

Not checked in the browser: ctrl+shift-click and the anchor taken from
the scene view. Only the code path covers them.

Tests:
- ./check.sh: 178 files, 2557 tests, CHECK EXIT 0
- e2e 1 + 52: ALL PASSED, 23 checks
- 5 new unit tests in tests/editor/hierarchy-range.test.ts
- New e2e check 52h with real clicks
- Counter-check: without the range, 52h fails with ["o2","o5"]

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-09-27 10:53:57 +02:00
1 parent 53fa63441b
commit 893b81f798
5 files changed
+149 -1

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+44
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@@ -17,6 +17,7 @@ import { groupRowItems, selectGroup } from '../objectGroups';
import { openObjectMenu } from '../objectMenu';
import { ASSET_ICON_SVG, GROUP_ICON_SVG } from './assetIcons';
import { hierarchyDrop } from './hierarchyDrop';
import { hierarchyRange } from './hierarchyRange';
import { type EditorState, objectSelection } from '../state';
/**
@@ -36,6 +37,8 @@ export class HierarchyPanel extends Panel {
private source: () => ObjectHolder | undefined = () => this.state.activeScene;
/** Id of the holder the rows were built from, to notice when the source starts naming another. */
private shownHolderId = '';
/** Row the last click without Shift landed on – where a Shift-click range starts. */
private anchor: string | null = null;
constructor(private readonly state: EditorState) {
super({ title: 'Scene objects', padding: 0, gap: 0 });
@@ -44,6 +47,8 @@ export class HierarchyPanel extends Panel {
this.list.onSelect = (id, modifiers) => {
const holder = this.holder();
if (!holder) return;
if (id && modifiers?.shift && this.selectRange(holder, id, modifiers.ctrl)) return;
this.anchor = id;
const groupId = id && groupIdOfRow(id);
const toggle = modifiers && (modifiers.ctrl || modifiers.shift);
if (groupId && toggle) this.toggleGroup(holder.id, groupId);
@@ -96,6 +101,45 @@ export class HierarchyPanel extends Panel {
this.state.select(objectSelection(holderId, next));
}
/**
* Shift-click: the rows from the anchor to the clicked one replace the selection, with Ctrl
* held they join it. The anchor stays, so a second Shift-click redraws the range from the same
* row. Returns false when there is no anchor to start from – the click then toggles as before.
*/
private selectRange(holder: ObjectHolder, clickedRowId: string, add: boolean): boolean {
const rows = this.rowOrder();
const anchor = this.anchorRow(holder, rows);
if (!anchor) return false;
const range = hierarchyRange(holder, rows, anchor, clickedRowId);
if (range.length === 0) return false;
const groupId = groupIdOfRow(clickedRowId);
const primary = groupId ? groupMemberIds(holder, groupId)[0] : clickedRowId;
const current = add ? this.state.selectedObjectIds : [];
this.anchor = anchor;
this.state.select(objectSelection(holder.id, [...new Set([...current, ...range])], primary));
return true;
}
/**
* The remembered anchor while it is shown and still selected; otherwise the row of the primary
* selection – which may come from the scene view – or its folded group's row.
*/
private anchorRow(holder: ObjectHolder, rows: readonly string[]): string | null {
const selected = this.state.selectedObjectIds;
const anchor = this.anchor;
if (anchor && rows.includes(anchor)) {
const groupId = groupIdOfRow(anchor);
const ids = groupId ? groupMemberIds(holder, groupId) : [anchor];
if (ids.some((id) => selected.includes(id))) return anchor;
}
const s = this.state.selection;
const primary = s?.kind === 'object' && s.holderId === holder.id ? s.objectId : null;
if (!primary) return null;
if (rows.includes(primary)) return primary;
const groupId = findObject(holder, primary)?.groupId;
return groupId && rows.includes(groupRowId(groupId)) ? groupRowId(groupId) : null;
}
/**
* Lists another holder's objects – the Container tab hands in its template, the Scene tab the
* active scene again.
+24
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@@ -0,0 +1,24 @@
import { groupIdOfRow, groupMemberIds, type ObjectTree } from '../../core/model/hierarchy';
/**
* The objects a Shift-click selects: every shown row from the anchor to the clicked one, both
* included, in either direction. A group row stands for all its members, so a folded group in the
* range comes in whole; objects folded away under a parent stay out, as they are not shown.
* Empty when either row is not shown.
*/
export function hierarchyRange(
tree: ObjectTree,
rowIds: readonly string[],
anchorRowId: string,
clickedRowId: string,
): string[] {
const from = rowIds.indexOf(anchorRowId);
const to = rowIds.indexOf(clickedRowId);
if (from < 0 || to < 0) return [];
const rows = rowIds.slice(Math.min(from, to), Math.max(from, to) + 1);
const ids = rows.flatMap((rowId) => {
const groupId = groupIdOfRow(rowId);
return groupId ? groupMemberIds(tree, groupId) : [rowId];
});
return [...new Set(ids)];
}