Z-order via position.z and reset-to-default for asset properties

- Position is now { x, y, z }; higher z draws on top, ties keep hierarchy order
- Viewport sorts the objects layer deterministically (syncDrawOrder)
- Inspector shows a Z field; asset properties that differ from the schema
  default are marked bold with a reset button (ResetAssetPropertyCommand)
- isModified() helper, unit tests, E2E checks and seed updated

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
rootandClaude Fable 5.1 committed 2026-09-07 11:42:18 +02:00
1 parent aaa8154adf
commit d4b1ffa051
18 files changed
+232 -63

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+29 -6
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@@ -1,7 +1,7 @@
import { Container, type FederatedPointerEvent, type FederatedWheelEvent, Graphics, Text } from 'pixi.js';
import { MoveSceneObjectCommand } from '../core/commands/sceneObjectCommands';
import type { AssetType } from '../core/model/AssetTypes';
import type { PropertyBag, Vec2 } from '../core/model/Properties';
import { type Position, type PropertyBag, sortByZ, type Vec2 } from '../core/model/Properties';
import { findAsset } from '../core/model/Project';
import { cameraFrame, rectAround, rectsIntersect, type WorldRect } from '../core/properties/camera';
import { resolveSceneObjectProps } from '../core/properties/resolve';
@@ -16,6 +16,8 @@ interface DrawItem {
name: string;
x: number;
y: number;
/** Draw order (see `Position.z`). */
z: number;
props: PropertyBag;
}
@@ -48,7 +50,7 @@ export class Viewport extends Widget {
/** Everything that may extend past the viewport (world and gizmos) is clipped through `content`. */
private readonly content = new Container();
private readonly world = new Container();
/** Scene objects (sprites) in hierarchy order. */
/** Scene objects (sprites), ordered by `z` then hierarchy order (see `syncDrawOrder`). */
private readonly objects = new Container();
/**
* Editor symbols (camera icon, labels). Always drawn above `objects` so that a sprite can never
@@ -63,7 +65,7 @@ export class Viewport extends Widget {
/** Edit-mode view: world point at the viewport centre and zoom. */
private view = { x: 0, y: 0, zoom: 1 };
private panning: { startX: number; startY: number; viewX: number; viewY: number } | null = null;
private dragging: { objectId: string; sceneId: string; start: Vec2; pointer: Vec2; moved: boolean } | null = null;
private dragging: { objectId: string; sceneId: string; start: Position; pointer: Vec2; moved: boolean } | null = null;
private visibleCount = 0;
constructor(private readonly state: EditorState) {
@@ -95,7 +97,7 @@ export class Viewport extends Widget {
this.dragging.moved = true;
const object = this.state.activeScene?.objects.find((o) => o.id === this.dragging?.objectId);
if (!object) return;
object.position = { x: Math.round(this.dragging.start.x + dx), y: Math.round(this.dragging.start.y + dy) };
object.position = { x: Math.round(this.dragging.start.x + dx), y: Math.round(this.dragging.start.y + dy), z: this.dragging.start.z };
this.state.preview();
}
});
@@ -154,6 +156,11 @@ export class Viewport extends Widget {
return node.parent === this.overlay ? 'overlay' : 'objects';
}
/** Object ids in the order they are drawn, back to front (test hook). */
drawOrder(): string[] {
return this.objects.children.filter((node) => node.visible).map((node) => node.label);
}
override measure(): Size {
return { w: Math.max(this.minWidth, 200), h: Math.max(this.minHeight, 200) };
}
@@ -199,7 +206,7 @@ export class Viewport extends Widget {
if (this.playWorld) {
return {
background: this.playWorld.backgroundColor,
items: this.playWorld.entities.filter((e) => e.type !== 'camera').map((e) => ({ id: e.objectId, type: e.type, name: e.name, x: e.x, y: e.y, props: e.props })),
items: this.playWorld.entities.filter((e) => e.type !== 'camera').map((e) => ({ id: e.objectId, type: e.type, name: e.name, x: e.x, y: e.y, z: e.z, props: e.props })),
};
}
const scene = this.state.activeScene;
@@ -208,7 +215,7 @@ export class Viewport extends Widget {
for (const object of scene.objects) {
const asset = findAsset(this.state.project, object.assetId);
if (!asset) continue;
items.push({ id: object.id, type: asset.type, name: object.name || asset.name, x: object.position.x, y: object.position.y, props: resolveSceneObjectProps(asset, object) });
items.push({ id: object.id, type: asset.type, name: object.name || asset.name, x: object.position.x, y: object.position.y, z: object.position.z, props: resolveSceneObjectProps(asset, object) });
}
return { items, background: Number(scene.props.backgroundColor ?? Theme.colors.viewport) };
}
@@ -250,6 +257,7 @@ export class Viewport extends Widget {
let node = this.nodes.get(item.id);
if (!node) {
node = new Graphics();
node.label = item.id;
node.cursor = 'move';
node.on('pointerdown', (e: FederatedPointerEvent) => this.onItemPointerDown(item.id, e));
this.nodes.set(item.id, node);
@@ -278,10 +286,25 @@ export class Viewport extends Widget {
this.labels.delete(id);
}
}
this.syncDrawOrder(items);
if (editing) this.drawGizmos(items, view);
}
/**
* Re-attach the object nodes so that Pixi draws them by ascending `z`, ties in hierarchy
* order. Done explicitly (instead of Pixi's lazy `sortableChildren`) so the order is
* deterministic and hierarchy changes are honoured too.
*/
private syncDrawOrder(items: DrawItem[]): void {
const ordered = sortByZ(items.filter((item) => !this.isSymbol(item)));
this.objects.removeChildren();
for (const item of ordered) {
const node = this.nodes.get(item.id);
if (node) this.objects.addChild(node);
}
}
/** Items drawn as editor symbols rather than as scene content. */
private isSymbol(item: DrawItem): boolean {
return item.type === 'camera';