Give a list its own tab instead of a comma line

A list property in the inspector was a single text field holding a comma
separated line -- unreadable past a handful of items, and it could not
carry anything but text. It becomes a button ("3 items") that opens a
sixth centre tab, where every item is a row built by the very widget the
inspector would build for that item kind.

The renderer was free: a PropertyDef of kind 'list' already carries
`items`, so item i becomes a synthetic def of that kind -- number, text,
boolean and colour rows appear without a new branch.

The way into the tab goes through the state (EditorState.listSlot,
openList(), event 'list'), like every other tab switch here; a tab may
not call showTab itself. ListSlot lives next to Selection rather than in
the tab folder, or state.ts would have to import upwards.

A row's handlers must not close over a snapshot of the list: they outlive
a commit, since the tab only rebuilds when the length changes, and the
second edited row would otherwise revive the value the first replaced.

showTab switched five `visible` lines by hand, where a sixth tab is
silently forgotten; it is a Record<CentreTab, Widget> now.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
rootandClaude Opus 5 committed 2026-09-10 10:30:57 +02:00
1 parent 5a440ba433
commit e52e95c0e9
15 files changed
+750 -70

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+10 -4
View File
@@ -93,11 +93,16 @@ shown on the node and editable in the inspector.
appear in the inspector, can be overridden per placed instance, and each running instance
gets its own mutable copy. `Get variable` / `Set variable` read and write them. A variable is a
**number, a yes/no, a text or a list**; a list holds numbers, texts, yes/nos or colours (its
item kind decides how the inspector reads the one comma-separated line it is typed as) and is
item kind decides which widget an item gets) and is
compared by its items, never by identity – otherwise every reload would look like an override.
There is no list *of objects*: a list is stored in the project file and an object is a live
handle that no reload survives. A set of objects is a list of their names, walked with `Repeat`
and `Object by name`.
and `Object by name`. A list property is shown as a button saying how many items it holds;
clicking it opens the **List** tab, which gives each item a row with the same widget the
inspector would use for that kind — plus the comma-separated line, kept for pasting a whole
list at once. The inspector stays visible beside the tab, so what the list belongs to is still
on screen. Which list the tab shows is a `ListSlot` (asset property, object override or node
setting) on the editor state, because no tab may reach into the `Editor` to switch itself on.
- **Owner** = parent: a placed behavior is usually parented to the object it controls
(inspector → Parent, or drag it onto that object in the hierarchy; dashed line in the
viewport). The `Owner` node returns it; `Self` returns the behavior itself; `Parent` walks up
@@ -534,6 +539,7 @@ src/editor/panels/ AssetPanel, HierarchyPanel, Toolbar
src/editor/graph/ GraphEditor (header + picker), GraphCanvas, NodeView, NodePalette, folding (hidden links)
src/editor/container/ ContainerEditor (header + picker), ContainerCanvas (a SceneViewport on a template)
src/editor/texture/ TextureEditor (header + picker), TextureCanvas (picture + frames), SliceDialog, sheetView (the grid maths)
src/editor/list/ ListEditor (a row per item), slot (which list is being edited, and how it is written back)
api/ PHP backend data/projects/ persisted projects
tests/ Vitest unit tests tools/ seed-*, e2e (steps in tools/e2e/, rig in tools/e2e/lib/), smoke-*, lib/
```
@@ -563,7 +569,7 @@ npm run format # Prettier over src, tests and tools
npm run check # typecheck + lint + format:check + tests, what CI would run
npm run build # writes dist/ and regenerates index.html
export GM_REMOTE=user@host # optional: run the browser elsewhere; see below
node tools/seed-e2e.mjs && node tools/e2e.mjs # 419 editor checks, screenshots in /tmp/gm-e2e-*.png
node tools/seed-e2e.mjs && node tools/e2e.mjs # 436 editor checks, screenshots in /tmp/gm-e2e-*.png
GM_STEPS=20 node tools/e2e.mjs # or 1-12, or 6,20 – a subset while working on one step
node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs # 24 checks: the example game, played end to end
node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs # 19 checks: the Tetris example, played end to end
@@ -619,7 +625,7 @@ to touch it.
The e2e run is a list of steps in `tools/e2e/` (hierarchy, inspector, play, assets, drawing,
graph, parenting, colliders, containers, text/enabled, menus, textures, frames, overflow, aspect,
container tab, run-in-editor, pause, nested behaviors, key repeat) that build on each other's
container tab, run-in-editor, pause, nested behaviors, key repeat, list tab) that build on each other's
scene state and share the CDP driver in `tools/lib/harness.mjs` – `press`, `undo`, `play`,
`object(id)`, `world()`, `mutate(js)` and friends, so a check reads like the interaction it
exercises.
+50 -32
View File
@@ -2,7 +2,7 @@ import type { Application } from 'pixi.js';
import { findAsset, findObjectHolder } from '../core/model/Project';
import type { ProjectStore } from '../core/store/ProjectStore';
import type { TextureStore } from '../core/store/TextureStore';
import { Button, HStack, Splitter, Theme, ui, VStack } from '../ui';
import { Button, HStack, Splitter, Theme, ui, VStack, type Widget } from '../ui';
import { GameViewport } from './viewport/GameViewport';
import { SceneViewport } from './viewport/SceneViewport';
import { attachAutosave } from './autosave';
@@ -10,6 +10,7 @@ import { ContainerEditor } from './container/ContainerEditor';
import { EditorRun } from './EditorRun';
import { GraphEditor } from './graph/GraphEditor';
import { Inspector } from './inspector/Inspector';
import { ListEditor } from './list/ListEditor';
import { AssetPanel } from './panels/AssetPanel';
import { HierarchyPanel } from './panels/HierarchyPanel';
import { Toolbar } from './panels/Toolbar';
@@ -20,9 +21,18 @@ import type { EditorState } from './state';
import { TextureEditor } from './texture/TextureEditor';
import { installTextureImport } from './textureImport';
export type CentreTab = 'scene' | 'graph' | 'game' | 'texture' | 'container';
export type CentreTab = 'scene' | 'graph' | 'game' | 'texture' | 'container' | 'list';
const TAB_ORDER = ['scene', 'game', 'graph', 'texture', 'container'] as const;
const TAB_ORDER = ['scene', 'game', 'graph', 'texture', 'container', 'list'] as const;
const TAB_LABELS: Record<CentreTab, string> = {
scene: 'Scene',
game: 'Game',
graph: 'Graph',
texture: 'Texture',
container: 'Container',
list: 'List',
};
const MIN_LEFT_WIDTH = 160;
const MAX_LEFT_WIDTH = 500;
@@ -42,6 +52,7 @@ export class Editor implements PlayHost {
readonly graphEditor: GraphEditor;
readonly textureEditor: TextureEditor;
readonly containerEditor: ContainerEditor;
readonly listEditor: ListEditor;
readonly hierarchy: HierarchyPanel;
readonly assets: AssetPanel;
readonly inspector: Inspector;
@@ -57,6 +68,7 @@ export class Editor implements PlayHost {
private readonly workspace: HStack;
private readonly centre: VStack;
private readonly tabButtons: Record<CentreTab, Button>;
private readonly panes: Record<CentreTab, Widget>;
private readonly toolbar: Toolbar;
private fpsFrames = 0;
private fpsElapsed = 0;
@@ -75,6 +87,7 @@ export class Editor implements PlayHost {
this.graphEditor = new GraphEditor(state);
this.textureEditor = new TextureEditor(state);
this.containerEditor = new ContainerEditor(state);
this.listEditor = new ListEditor(state);
this.hierarchy = new HierarchyPanel(state);
this.inspector = new Inspector(state);
this.play = new PlaySession(state, this);
@@ -109,32 +122,30 @@ export class Editor implements PlayHost {
this.centre = new VStack();
const tabs = new HStack({ gap: 2, padding: 4, align: 'center' });
tabs.minHeight = Theme.controlHeight + 8;
// Written out per tab rather than derived, because a `Record<CentreTab, …>` is what makes
// adding a tab a type error everywhere it has to be handled instead of a silent omission.
this.panes = {
scene: this.viewport,
game: this.gameView,
graph: this.graphEditor,
texture: this.textureEditor,
container: this.containerEditor,
list: this.listEditor,
};
this.tabButtons = {
scene: new Button('Scene', { variant: 'ghost', width: 90, onClick: () => this.showTab('scene') }),
game: new Button('Game', { variant: 'ghost', width: 90, onClick: () => this.showTab('game') }),
graph: new Button('Graph', { variant: 'ghost', width: 90, onClick: () => this.showTab('graph') }),
texture: new Button('Texture', {
variant: 'ghost',
width: 90,
onClick: () => this.showTab('texture'),
}),
container: new Button('Container', {
variant: 'ghost',
width: 90,
onClick: () => this.showTab('container'),
}),
scene: this.tabButton('scene'),
game: this.tabButton('game'),
graph: this.tabButton('graph'),
texture: this.tabButton('texture'),
container: this.tabButton('container'),
list: this.tabButton('list'),
};
for (const tab of TAB_ORDER) tabs.add(this.tabButtons[tab]);
this.centre.add(tabs);
this.centre.add(this.viewport, 1);
this.centre.add(this.graphEditor, 1);
this.centre.add(this.gameView, 1);
this.centre.add(this.textureEditor, 1);
this.centre.add(this.containerEditor, 1);
this.graphEditor.visible = false;
this.gameView.visible = false;
this.textureEditor.visible = false;
this.containerEditor.visible = false;
for (const tab of TAB_ORDER) {
tabs.add(this.tabButtons[tab]);
this.centre.add(this.panes[tab], 1);
this.panes[tab].visible = tab === 'scene';
}
this.tabButtons.scene.setToggled(true);
this.leftColumn.minWidth = this.leftWidth;
@@ -177,6 +188,11 @@ export class Editor implements PlayHost {
)
this.showTab('container');
});
// Opening a list is a request to look at it, so this switches even when the slot is unchanged.
state.on('list', () => {
if (state.listSlot) this.showTab('list');
else if (this.tab === 'list') this.showTab('scene');
});
state.on('project', () => {
this.play.syncFromModel();
this.editorRun.invalidate();
@@ -187,22 +203,24 @@ export class Editor implements PlayHost {
showTab(tab: CentreTab): void {
this.tab = tab;
this.viewport.visible = tab === 'scene';
this.graphEditor.visible = tab === 'graph';
this.gameView.visible = tab === 'game';
this.textureEditor.visible = tab === 'texture';
this.containerEditor.visible = tab === 'container';
// The hierarchy lists what the visible tab edits; every other tab is about the scene.
this.hierarchy.showObjectsOf(
tab === 'container'
? () => findObjectHolder(this.state.project, this.containerEditor.currentAssetId)
: () => this.state.activeScene,
);
for (const key of TAB_ORDER) this.tabButtons[key].setToggled(key === tab);
for (const key of TAB_ORDER) {
this.panes[key].visible = key === tab;
this.tabButtons[key].setToggled(key === tab);
}
this.centre.relayout();
ui().focus.validate();
}
private tabButton(tab: CentreTab): Button {
return new Button(TAB_LABELS[tab], { variant: 'ghost', width: 90, onClick: () => this.showTab(tab) });
}
boot(): Promise<void> {
return this.projects.boot();
}
+5
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@@ -223,6 +223,11 @@ export function installDebugHook(app: Application, state: EditorState, editor: E
objectScreen: (id: string) => containerEditor.objectScreen(id),
dropPreview: () => containerEditor.dropInfo(),
},
list: {
info: () => editor.listEditor.debugInfo(),
/** Where an item's widget sits, so a check can click it – a number field has no findable text. */
fieldAt: (index: number) => editor.listEditor.fieldAt(index),
},
world: () => editor.worldSnapshot(),
playInfo: () => editor.playInfo(),
/** Behaviors running without Play (`Run in editor`), and how long they have been at it. */
+11 -8
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@@ -23,7 +23,7 @@ import { Button, Dropdown, HStack, Label, Menu, Spacer, TextField, Theme } from
import { aspectActions, sizeCommand } from './aspectAction';
import { createField, createFieldRow, type FieldHandlers, labelledRow } from './fieldFactory';
import { addNote, addTitle, type InspectorHost } from './host';
import { previewingHandlers } from './previewHandlers';
import { listOpener, previewingHandlers } from './previewHandlers';
const VARIABLE_KIND_LABELS: Record<VariableKind, string> = {
number: 'Number',
@@ -124,13 +124,16 @@ function buildProps(host: InspectorHost, asset: Asset, schema: readonly Property
/** Previews straight into the asset while editing; the command records the value from before the preview. */
function assetHandlers(host: InspectorHost, assetId: string, def: PropertyDef): FieldHandlers {
return previewingHandlers<Asset>(host, {
target: () => findAsset(host.state.project, assetId),
read: (asset) => asset.props[def.key],
write: (asset, value) => (asset.props[def.key] = value),
// No `remove`: an asset bag is dense – loading fills the defaults, a new variable brings its own.
commit: (value) => new SetAssetPropertyCommand(assetId, def.key, value),
});
return {
...previewingHandlers<Asset>(host, {
target: () => findAsset(host.state.project, assetId),
read: (asset) => asset.props[def.key],
write: (asset, value) => (asset.props[def.key] = value),
// No `remove`: an asset bag is dense – loading fills the defaults, a new variable brings its own.
commit: (value) => new SetAssetPropertyCommand(assetId, def.key, value),
}),
...listOpener(host.state, def, () => ({ kind: 'asset', assetId, key: def.key })),
};
}
/** Variables of a behavior: kind mark, name, default value, remove – plus an "add" menu. */
+15 -3
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@@ -39,6 +39,11 @@ export interface FieldHandlers {
onInput: (value: PropertyValue) => void;
/** Final value – commit as a command. */
onChange: (value: PropertyValue) => void;
/**
* Sends a list to the List tab. Only the caller knows where the value it edits lives, so a
* list row falls back to the comma-separated text field wherever this is not given.
*/
openList?: () => void;
}
export interface FieldRow {
@@ -195,9 +200,16 @@ export function createField(
return { widget: field, grow: true, setValue: (v) => field.setValue(Number(v)) };
}
case 'list': {
// Typed as one comma-separated line rather than a row per item: a board is hundreds of
// entries, and a growing list of fields would push everything else out of the inspector.
const asText = (v: PropertyValue) => listToText(isList(v) ? v : [], def.items);
const asList = (v: PropertyValue) => (isList(v) ? v : []);
const { openList } = handlers;
if (openList) {
// A board is hundreds of entries: the row says how many and hands the editing to the
// List tab, where a row per item has the space for it.
const count = (v: PropertyValue) => `${asList(v).length} items`;
const button = new Button(count(value), { variant: 'ghost', onClick: openList });
return { widget: button, grow: true, setValue: (v) => button.setText(count(v)) };
}
const asText = (v: PropertyValue) => listToText(asList(v), def.items);
const field = new TextField(asText(value), {
onChange: (text) => handlers.onChange(listFromText(String(text), def.items)),
});
+20 -11
View File
@@ -17,7 +17,7 @@ import { Button, Label } from '../../ui';
import { createFieldRow, type FieldHandlers } from './fieldFactory';
import { addGap, addNote, addTitle, type InspectorHost } from './host';
import { buildPortSection } from './portSection';
import { previewingHandlers } from './previewHandlers';
import { listOpener, previewingHandlers } from './previewHandlers';
/** Structure-defining facts of a node selection: ports, connected inputs, declared variables. */
export function nodeSignature(project: Project, assetId: string, nodeId: string): string {
@@ -60,7 +60,7 @@ export function buildNodeSection(host: InspectorHost, assetId: string, nodeId: s
host,
effective,
node.params[param.key] ?? effective.default,
paramHandlers(host, assetId, nodeId, param.key),
paramHandlers(host, assetId, nodeId, effective),
);
host.fields.set(`param:${param.key}`, row);
host.body.add(row.row);
@@ -74,7 +74,7 @@ export function buildNodeSection(host: InspectorHost, assetId: string, nodeId: s
host,
inline,
node.params[port.key] ?? inline.default,
paramHandlers(host, assetId, nodeId, port.key),
paramHandlers(host, assetId, nodeId, inline),
);
host.fields.set(`input:${port.key}`, row);
host.body.add(row.row);
@@ -116,14 +116,23 @@ function resolveParamDef(param: PropertyDef, asset: Asset): PropertyDef {
}
/** Previews straight into the node's params; the command records the value from before the preview. */
function paramHandlers(host: InspectorHost, assetId: string, nodeId: string, key: string): FieldHandlers {
return previewingHandlers<GraphNode>(host, {
target: () => currentNode(host.state.project, assetId, nodeId)?.node,
read: (node) => node.params[key],
write: (node, value) => (node.params[key] = value),
remove: (node) => delete node.params[key],
commit: (value) => new SetNodeParamCommand(assetId, nodeId, key, value),
});
function paramHandlers(
host: InspectorHost,
assetId: string,
nodeId: string,
def: PropertyDef,
): FieldHandlers {
const key = def.key;
return {
...previewingHandlers<GraphNode>(host, {
target: () => currentNode(host.state.project, assetId, nodeId)?.node,
read: (node) => node.params[key],
write: (node, value) => (node.params[key] = value),
remove: (node) => delete node.params[key],
commit: (value) => new SetNodeParamCommand(assetId, nodeId, key, value),
}),
...listOpener(host.state, def, () => ({ kind: 'node', assetId, nodeId, key })),
};
}
/** The node together with the graph it sits in, because its ports are derived from both. */
+11 -8
View File
@@ -43,7 +43,7 @@ import { aspectActions, sizeCommand } from './aspectAction';
import { createFieldRow, type FieldRow, labelledRow } from './fieldFactory';
import { addGap, addNote, addTitle, type InspectorHost } from './host';
import { parentRow } from './parentRow';
import { previewingHandlers } from './previewHandlers';
import { listOpener, previewingHandlers } from './previewHandlers';
import { currentProps, currentRef, deviations, positionMoved, targetOf, viewOf } from './objectQueries';
import { componentRow, OFFSET_AXES, offsetKey, POSITION_AXES } from './vectorRows';
@@ -314,13 +314,16 @@ function propertyRow(
host,
def,
values[def.key] ?? def.default,
previewingHandlers<ObjectRef>(host, {
target: () => currentRef(host.state, holderId, objectId),
read: (ref) => ref.object.overrides[def.key],
write: (ref, value) => ref.setOverride(def.key, value),
remove: (ref) => ref.setOverride(def.key, undefined),
commit: (value) => new SetOverrideCommand(holderId, objectId, def.key, value),
}),
{
...previewingHandlers<ObjectRef>(host, {
target: () => currentRef(host.state, holderId, objectId),
read: (ref) => ref.object.overrides[def.key],
write: (ref, value) => ref.setOverride(def.key, value),
remove: (ref) => ref.setOverride(def.key, undefined),
commit: (value) => new SetOverrideCommand(holderId, objectId, def.key, value),
}),
...listOpener(host.state, def, () => ({ kind: 'object', holderId, objectId, key: def.key })),
},
{
extra: aspectActions(
host,
+15 -2
View File
@@ -1,7 +1,20 @@
import type { PropertyDef } from '../../core/properties/PropertySchema';
import type { Command } from '../../core/commands/Command';
import type { PropertyValue } from '../../core/model/Properties';
import type { EditorState, ListSlot } from '../state';
import type { FieldHandlers } from './fieldFactory';
import type { InspectorHost } from './host';
/**
* The `openList` half of a row's handlers, for the sections that know where their value lives.
* Empty for every other kind, so spreading it into the handlers is always safe.
*/
export function listOpener(
state: EditorState,
def: PropertyDef,
slot: () => ListSlot,
): Pick<FieldHandlers, 'openList'> {
return def.kind === 'list' ? { openList: () => state.openList(slot()) } : {};
}
/** Where an inspector row finds the value it edits, and what committing it means. */
export interface PreviewedValue<Target, Model = PropertyValue> {
@@ -24,7 +37,7 @@ export interface PreviewedValue<Target, Model = PropertyValue> {
* written back first – including "the key did not exist", via `remove`.
*/
export function previewingHandlers<Target, Model = PropertyValue>(
host: InspectorHost,
host: { state: EditorState },
spec: PreviewedValue<Target, Model>,
): FieldHandlers {
const toModel = spec.toModel ?? ((input: PropertyValue) => input as unknown as Model);
+185
View File
@@ -0,0 +1,185 @@
/**
* Edits one list, a row per item, with the same field widgets the inspector builds. A list row in
* the inspector has one line for a value that can be hundreds long; the inspector stays visible
* beside this tab, so what the list belongs to is still on screen while it is edited.
*/
import {
listFromText,
type ListItemKind,
listToText,
type PropertyDef,
} from '../../core/properties/PropertySchema';
import {
Button,
HStack,
Label,
ScrollContainer,
Spacer,
TextField,
Theme,
VStack,
type Widget,
} from '../../ui';
import { createField, type FieldContext } from '../inspector/fieldFactory';
import type { EditorState } from '../state';
import { type ListAccess, resolveList } from './slot';
const INDEX_WIDTH = 40;
type ItemDef = Extract<PropertyDef, { kind: ListItemKind }>;
export class ListEditor extends VStack {
private readonly ctx: FieldContext;
private readonly title = new Label('', { style: 'bodyBold' });
private readonly count = new Label('', { style: 'small', align: 'right' });
private readonly scroll = new ScrollContainer();
private readonly addButton: Button;
private readonly bulk: TextField;
private rows = new VStack({ padding: Theme.padding, gap: Theme.gap });
/** The structure the rows were built for; only a change here may destroy a row being typed in. */
private signature = '';
private setters: ((value: number | string | boolean) => void)[] = [];
private fields: Widget[] = [];
constructor(private readonly state: EditorState) {
super({ gap: 0 });
this.ctx = { project: () => this.state.project };
const header = new HStack({ gap: Theme.gap, padding: Theme.padding, align: 'center' });
header.minHeight = Theme.controlHeight + 2 * Theme.padding;
header.add(this.title, 1);
header.add(this.count);
this.add(header);
this.scroll.setContent(this.rows);
this.add(this.scroll, 1);
// The comma text is what the inspector used to show. It stays, as the way to paste a whole
// list at once – per-item rows do not replace that.
const footer = new HStack({ gap: Theme.gap, padding: Theme.padding, align: 'center' });
this.addButton = new Button('+ Item', { variant: 'ghost', onClick: () => this.addItem() });
footer.add(this.addButton);
this.bulk = new TextField('', {
placeholder: 'comma-separated',
onChange: (text) => this.setAll(text),
});
footer.add(this.bulk, 1);
this.add(footer);
state.on('list', () => this.rebuild());
state.on('load', () => this.rebuild());
state.on('project', () => this.refresh());
this.rebuild();
}
/** For the check scripts: where an item's widget sits, since a number field carries no findable text. */
fieldAt(index: number): { x: number; y: number } | null {
const widget = this.fields[index];
if (!widget) return null;
const p = widget.getGlobalPosition();
return { x: p.x + widget.w / 2, y: p.y + widget.h / 2 };
}
/** For the check scripts: what the tab shows and how its rows read right now. */
debugInfo(): { title: string; items: string[]; kind: string } {
const access = this.access();
if (!access) return { title: '', items: [], kind: '' };
return {
title: access.title,
items: access.value.map((item) => String(item)),
kind: access.def.items,
};
}
private access(): ListAccess | null {
const slot = this.state.listSlot;
return slot ? resolveList(this.state, slot) : null;
}
/** Everything that decides how many rows there are and of what kind. */
private signatureOf(access: ListAccess | null): string {
return access ? `${access.title}|${access.def.items}|${access.value.length}` : '';
}
private refresh(): void {
const access = this.access();
if (this.signatureOf(access) !== this.signature) {
this.rebuild();
return;
}
if (!access) return;
this.setters.forEach((set, i) => set(access.value[i] ?? ''));
this.bulk.setValue(listToText(access.value, access.def.items));
}
private rebuild(): void {
const access = this.access();
this.signature = this.signatureOf(access);
this.rows.destroy({ children: true });
this.rows = new VStack({ padding: Theme.padding, gap: Theme.gap });
this.scroll.setContent(this.rows);
this.setters = [];
this.fields = [];
this.title.setText(access ? access.title : 'No list open');
this.count.setText(access ? `${access.value.length} items` : '');
this.addButton.visible = access !== null;
this.bulk.visible = access !== null;
if (!access) {
this.rows.add(new Label('Open a list from its row in the inspector.', { style: 'muted' }));
} else {
this.bulk.setValue(listToText(access.value, access.def.items));
access.value.forEach((item, index) => this.rows.add(this.itemRow(access, item, index)));
if (access.value.length === 0) this.rows.add(new Label('The list is empty.', { style: 'muted' }));
}
this.scroll.relayoutContent();
this.relayout();
}
private itemRow(access: ListAccess, item: number | string | boolean, index: number): HStack {
const row = new HStack({ gap: Theme.gap, align: 'center' });
row.minHeight = Theme.rowHeight;
const label = new Label(String(index), { style: 'small', align: 'right' });
label.minWidth = INDEX_WIDTH;
row.add(label);
const field = createField(this.ctx, itemDef(access.def.items, index), item, access.itemHandlers(index));
row.add(field.widget, field.grow ? 1 : 0);
if (!field.grow) row.add(new Spacer(), 1);
row.add(
new Button('×', {
variant: 'ghost',
width: Theme.controlHeight,
onClick: () => access.replace(access.value.filter((_, i) => i !== index)),
}),
);
this.setters.push(field.setValue);
this.fields.push(field.widget);
return row;
}
private addItem(): void {
const access = this.access();
if (access) access.replace([...access.value, itemDef(access.def.items, 0).default]);
}
private setAll(text: string): void {
const access = this.access();
if (access) access.replace(listFromText(text, access.def.items));
}
}
/** One item as a property definition, so the inspector's own widget renders it. */
function itemDef(items: ListItemKind, index: number): ItemDef {
const key = String(index);
switch (items) {
case 'number':
return { key, label: key, kind: 'number', default: 0 };
case 'text':
return { key, label: key, kind: 'text', default: '' };
case 'boolean':
return { key, label: key, kind: 'boolean', default: false };
case 'color':
return { key, label: key, kind: 'color', default: 0 };
}
}
+155
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@@ -0,0 +1,155 @@
/**
* Resolves a `ListSlot` to the list in it and to the two ways of writing it back. Each of the
* three cases is the spec the matching inspector section already uses, so an item edited in the
* List tab goes through the same command, the same coercion and the same undo step as the row
* it replaces.
*/
import { SetAssetPropertyCommand } from '../../core/commands/assetCommands';
import { SetNodeParamCommand } from '../../core/commands/graphCommands';
import { SetOverrideCommand } from '../../core/commands/sceneObjectCommands';
import { findNode, type GraphNode } from '../../core/graph/Graph';
import { resolveDef } from '../../core/graph/nested';
import type { Asset } from '../../core/model/Asset';
import { behaviorLookup } from '../../core/model/behaviorPrograms';
import type { ObjectRef } from '../../core/model/instance';
import { isList, type ListValue, type PropertyValue } from '../../core/model/Properties';
import { findAsset } from '../../core/model/Project';
import {
coerceListItem,
type PropertyDef,
type PropertySchema,
schemaForAsset,
} from '../../core/properties/PropertySchema';
import { resolveAssetProps } from '../../core/properties/resolve';
import type { FieldHandlers } from '../inspector/fieldFactory';
import { currentProps, currentRef } from '../inspector/objectQueries';
import { previewingHandlers, type PreviewedValue } from '../inspector/previewHandlers';
import type { EditorState, ListSlot } from '../state';
export type ListDef = Extract<PropertyDef, { kind: 'list' }>;
/** What the tab needs of a slot: what is in it, and the two ways of writing it back. */
export interface ListAccess {
readonly def: ListDef;
readonly value: ListValue;
/** What the tab header says the list belongs to. */
readonly title: string;
/** One item, previewed and committed exactly as the inspector does it. */
itemHandlers(index: number): FieldHandlers;
/** A whole new list in one command – adding, deleting, and the bulk text field. */
replace(next: ListValue): void;
}
export function resolveList(state: EditorState, slot: ListSlot): ListAccess | null {
if (slot.kind === 'asset') return assetAccess(state, slot);
if (slot.kind === 'object') return objectAccess(state, slot);
return nodeAccess(state, slot);
}
const asList = (value: PropertyValue | undefined): ListValue => (isList(value) ? value : []);
const listDefIn = (schema: PropertySchema, key: string): ListDef | null => {
const def = schema.find((d) => d.key === key);
return def?.kind === 'list' ? def : null;
};
const withItem = (list: ListValue, index: number, item: number | string | boolean): ListValue =>
list.map((value, i) => (i === index ? item : value));
/**
* `current` re-resolves rather than closing over a snapshot: a preview writes into the model, so
* the next keystroke has to build on what is in there now, and the commit on what the restore
* put back. Everything else is the spec the matching inspector section already uses.
*/
function access<Target>(
state: EditorState,
def: ListDef,
title: string,
current: () => ListValue,
spec: Omit<PreviewedValue<Target>, 'toModel'>,
): ListAccess {
return {
def,
title,
value: current(),
itemHandlers: (index) =>
previewingHandlers<Target>(
{ state },
{ ...spec, toModel: (input) => withItem(current(), index, coerceListItem(input, def.items)) },
),
// No coercion here: every command behind `commit` runs the value through `coerceValue`.
// A preview does not, which is why `toModel` above has to.
replace: (next) => state.execute(spec.commit(next)),
};
}
function assetAccess(state: EditorState, slot: Extract<ListSlot, { kind: 'asset' }>): ListAccess | null {
const asset = findAsset(state.project, slot.assetId);
const def = asset && listDefIn(schemaForAsset(asset), slot.key);
if (!asset || !def) return null;
const at = () => findAsset(state.project, slot.assetId);
return access<Asset>(
state,
def,
`${asset.name} · ${def.label}`,
() => {
const now = at();
return now ? asList(resolveAssetProps(now)[slot.key]) : [];
},
{
target: at,
read: (found) => found.props[slot.key],
write: (found, value) => (found.props[slot.key] = value),
commit: (value) => new SetAssetPropertyCommand(slot.assetId, slot.key, value),
},
);
}
function objectAccess(state: EditorState, slot: Extract<ListSlot, { kind: 'object' }>): ListAccess | null {
const ref = currentRef(state, slot.holderId, slot.objectId);
const owner = ref && findAsset(state.project, ref.object.assetId);
const def = owner && listDefIn(schemaForAsset(owner), slot.key);
if (!ref || !def) return null;
return access<ObjectRef>(
state,
def,
`${ref.object.name} · ${def.label}`,
() => asList(currentProps(state, slot.holderId, slot.objectId)?.[slot.key]),
{
target: () => currentRef(state, slot.holderId, slot.objectId),
read: (found) => found.object.overrides[slot.key],
write: (found, value) => found.setOverride(slot.key, value),
remove: (found) => found.setOverride(slot.key, undefined),
commit: (value) => new SetOverrideCommand(slot.holderId, slot.objectId, slot.key, value),
},
);
}
function nodeAccess(state: EditorState, slot: Extract<ListSlot, { kind: 'node' }>): ListAccess | null {
const found = nodeIn(state, slot);
if (!found) return null;
const nodeDef = resolveDef(found.node, found.graph, behaviorLookup(state.project));
const def = nodeDef && listDefIn(nodeDef.params, slot.key);
if (!def) return null;
return access<GraphNode>(
state,
def,
`${nodeDef.label} · ${def.label}`,
() => asList(nodeIn(state, slot)?.node.params[slot.key] ?? def.default),
{
target: () => nodeIn(state, slot)?.node,
read: (node) => node.params[slot.key],
write: (node, value) => (node.params[slot.key] = value),
remove: (node) => delete node.params[slot.key],
commit: (value) => new SetNodeParamCommand(slot.assetId, slot.nodeId, slot.key, value),
},
);
}
/** The node together with its graph, because `resolveDef` needs both. */
function nodeIn(state: EditorState, slot: Extract<ListSlot, { kind: 'node' }>) {
const asset = findAsset(state.project, slot.assetId);
if (asset?.type !== 'behavior') return null;
const node = findNode(asset.graph, slot.nodeId);
return node ? { node, graph: asset.graph } : null;
}
+38
View File
@@ -26,6 +26,27 @@ export type Selection =
| { kind: 'frame'; assetId: string; frameId: string }
| null;
/**
* Which list the List tab edits. Deliberately not a `Selection`: a list is not something one
* selects, it is a value inside something already selected, and exactly three places hold one.
*/
export type ListSlot =
| { kind: 'asset'; assetId: string; key: string }
| { kind: 'object'; holderId: string; objectId: string; key: string }
| { kind: 'node'; assetId: string; nodeId: string; key: string };
export function sameSlot(a: ListSlot | null, b: ListSlot | null): boolean {
if (!a || !b) return a === b;
switch (a.kind) {
case 'asset':
return b.kind === 'asset' && b.assetId === a.assetId && b.key === a.key;
case 'object':
return b.kind === 'object' && b.holderId === a.holderId && b.objectId === a.objectId && b.key === a.key;
case 'node':
return b.kind === 'node' && b.assetId === a.assetId && b.nodeId === a.nodeId && b.key === a.key;
}
}
/** Builds an object selection; the last id is the primary one unless given explicitly. */
export function objectSelection(holderId: string, objectIds: readonly string[], primary?: string): Selection {
const picked = pickIds(objectIds, primary);
@@ -53,6 +74,8 @@ export type EditorEvent =
/** A different project was loaded. */
| 'load'
| 'selection'
/** The List tab was pointed at another list (or at none). */
| 'list'
| 'mode'
| 'save'
| 'notice'
@@ -75,6 +98,7 @@ export class EditorState {
revision = 0;
commands = new CommandStack(this.project);
selection: Selection = null;
listSlot: ListSlot | null = null;
mode: EditorMode = 'edit';
/**
* Play is on but the world is not being ticked. A sub-state of `mode === 'play'` rather than a
@@ -110,6 +134,7 @@ export class EditorState {
this.revision = revision;
this.commands = new CommandStack(project);
this.selection = null;
this.listSlot = null;
this.saveStatus = 'saved';
this.emit('load');
this.emit('project');
@@ -230,6 +255,19 @@ export class EditorState {
this.emit('save');
}
/**
* Points the List tab at a list. No tab knows the `Editor`, so this is how the button on a
* list row gets there: the state changes, the editor switches.
*/
openList(slot: ListSlot | null): void {
if (sameSlot(this.listSlot, slot)) {
if (slot) this.emit('list');
return;
}
this.listSlot = slot;
this.emit('list');
}
select(selection: Selection): void {
// Test hooks pass the short form `{ kind: 'object', holderId, objectId }` without `objectIds`.
// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition
+137
View File
@@ -0,0 +1,137 @@
/**
* The address the List tab edits through. What matters here is not that a list can be read, but
* that writing one item goes through the same command (and the same undo) as the inspector row
* it replaces, and that a row keeps answering for the list as it is *now*.
*/
import { beforeEach, describe, expect, it } from 'vitest';
import { CreateAssetCommand } from '../../src/core/commands/assetCommands';
import { AddNodeCommand } from '../../src/core/commands/graphCommands';
import { AddVariableCommand } from '../../src/core/commands/variableCommands';
import type { BehaviorAsset } from '../../src/core/model/Asset';
import { createEmptyProject, findAsset } from '../../src/core/model/Project';
import { variableDef } from '../../src/core/properties/PropertySchema';
import { resolveList } from '../../src/editor/list/slot';
import { EditorState, type ListSlot } from '../../src/editor/state';
function setup(): { state: EditorState; behavior: BehaviorAsset } {
const state = new EditorState();
state.loadProject(createEmptyProject('p', 'P'), 1);
const create = new CreateAssetCommand('behavior', 'B');
expect(state.execute(create)).toBe(true);
const behavior = create.asset as BehaviorAsset;
expect(state.execute(new AddVariableCommand(behavior.id, 'nums', 'list'))).toBe(true);
return { state, behavior };
}
describe('the address a list is edited through', () => {
let f: ReturnType<typeof setup>;
let slot: ListSlot;
beforeEach(() => {
f = setup();
slot = { kind: 'asset', assetId: f.behavior.id, key: 'nums' };
resolveList(f.state, slot)!.replace([3, 1, 4]);
});
const list = () => resolveList(f.state, slot)!;
it('finds the list, its item kind and what it belongs to', () => {
expect(list().value).toEqual([3, 1, 4]);
expect(list().def.items).toBe('number');
expect(list().title).toBe('B · nums');
});
it('writes one item through the property command, and undo puts it back', () => {
list().itemHandlers(1).onChange(99);
expect(list().value).toEqual([3, 99, 4]);
f.state.commands.undo();
expect(list().value).toEqual([3, 1, 4]);
});
it('takes a preview back before committing, so undo lands before the preview', () => {
const handlers = list().itemHandlers(0);
handlers.onInput(7);
handlers.onInput(8);
handlers.onChange(8);
expect(list().value).toEqual([8, 1, 4]);
f.state.commands.undo();
expect(list().value).toEqual([3, 1, 4]);
});
/**
* A row's handlers outlive a commit – the tab only rebuilds when the length changes. Reading
* the list at edit time rather than at build time is what keeps the earlier edit alive.
*/
it('lets two rows built at the same time be edited one after the other', () => {
const first = list().itemHandlers(0);
const second = list().itemHandlers(2);
first.onChange(10);
second.onChange(20);
expect(list().value).toEqual([10, 1, 20]);
});
it('coerces what it is given to the declared item kind', () => {
list().itemHandlers(1).onChange('42');
expect(list().value).toEqual([3, 42, 4]);
list().replace(['5', 'nonsense']);
expect(list().value).toEqual([5, 0]);
});
it('coerces a node setting the same way, where the value is not schema-checked on read', () => {
const add = new AddNodeCommand(f.behavior.id, 'List', 0, 0);
expect(f.state.execute(add)).toBe(true);
const node: ListSlot = { kind: 'node', assetId: f.behavior.id, nodeId: add.node.id, key: 'value' };
resolveList(f.state, node)!.replace(['5', 'nonsense']);
expect(resolveList(f.state, node)!.value).toEqual([5, 0]);
});
/** A preview writes past the command, so it is the one write that has to coerce for itself. */
it('leaves a well-typed list behind even mid-preview', () => {
list().itemHandlers(0).onInput('7');
const previewed = (findAsset(f.state.project, f.behavior.id) as BehaviorAsset).props.nums;
expect(previewed).toEqual([7, 1, 4]);
});
it('adds and removes whole items in one command', () => {
list().replace([...list().value, 9]);
expect(list().value).toEqual([3, 1, 4, 9]);
list().replace(list().value.filter((_, i) => i !== 0));
expect(list().value).toEqual([1, 4, 9]);
f.state.commands.undo();
expect(list().value).toEqual([3, 1, 4, 9]);
});
it('is nothing at all once its target is gone', () => {
expect(resolveList(f.state, { kind: 'asset', assetId: 'no-such', key: 'nums' })).toBe(null);
expect(resolveList(f.state, { kind: 'asset', assetId: f.behavior.id, key: 'no-such' })).toBe(null);
});
it('refuses a key that is not a list', () => {
expect(resolveList(f.state, { kind: 'asset', assetId: f.behavior.id, key: 'runInEditor' })).toBe(null);
});
it('keeps text items as text rather than coercing them to numbers', () => {
const behavior = findAsset(f.state.project, f.behavior.id) as BehaviorAsset;
behavior.variables.push(variableDef('words', 'list', [], 'text'));
const words: ListSlot = { kind: 'asset', assetId: f.behavior.id, key: 'words' };
resolveList(f.state, words)!.replace(['red', 'green']);
resolveList(f.state, words)!.itemHandlers(1).onChange('blue');
expect(resolveList(f.state, words)!.value).toEqual(['red', 'blue']);
});
it('reaches a node setting too, which is the other place a list lives', () => {
const add = new AddNodeCommand(f.behavior.id, 'List', 0, 0);
expect(f.state.execute(add)).toBe(true);
const node: ListSlot = { kind: 'node', assetId: f.behavior.id, nodeId: add.node.id, key: 'value' };
resolveList(f.state, node)!.replace([1, 2]);
expect(resolveList(f.state, node)!.value).toEqual([1, 2]);
expect(resolveList(f.state, node)!.title).toBe('List · Value');
f.state.commands.undo();
expect(resolveList(f.state, node)!.value).toEqual([]);
});
});
+2 -2
View File
@@ -43,7 +43,7 @@ export async function overflow(t) {
}
// 21a. Every tab, because each one owns a different set of controls.
for (const tab of ['scene', 'graph', 'texture', 'game', 'container']) {
for (const tab of ['scene', 'graph', 'texture', 'game', 'container', 'list']) {
await evaluate(`__gm.showTab(${JSON.stringify(tab)})`);
await sleep(400);
const spills = await json('__gm.textOverflows()');
@@ -76,7 +76,7 @@ export async function overflow(t) {
// 21d. The other direction: a control narrow enough to swallow its whole label draws nothing
// at all, which the overflow walk cannot see – an empty text spills over no edge.
for (const tab of ['scene', 'graph', 'texture', 'container']) {
for (const tab of ['scene', 'graph', 'texture', 'container', 'list']) {
await evaluate(`__gm.showTab(${JSON.stringify(tab)})`);
await sleep(400);
const dropped = await json('__gm.labelsDropped()');
+94
View File
@@ -0,0 +1,94 @@
/**
* The List tab: a list property is a button saying how many items it has, clicking it opens the
* tab, and there a row per item edits, adds and removes them with the inspector's own widgets.
*/
export async function listTab(t) {
const { check, sleep, json, shot, click, clickText, press, typeText, mutate, undo } = t;
/** `locate` throws when the text is absent, which is the wrong shape for "is it there?". */
const find = (text) => json(`__gm.locate(${JSON.stringify(text)}, false)`);
// A throwaway behavior carrying one list variable; removed again at the end of the step. Its
// items are two digits so that no value can be confused with a row's index label.
await mutate(`
const p = __gm.state.project;
p.assets.push({
id: 'listy',
type: 'behavior',
name: 'Listy',
props: { enabled: true, runInEditor: false, nums: [30, 11, 44] },
variables: [{ key: 'nums', label: 'nums', kind: 'list', default: [], items: 'number' }],
graph: { nodes: [], edges: [] },
});
__gm.state.select({ kind: 'asset', assetId: 'listy' });
`);
await sleep(150);
// 1. The inspector shows the count, not a comma-separated line.
const button = await find('3 items');
check('a list property reads as its item count', button !== null, JSON.stringify(button));
check('the editor is still on the scene tab', (await json('__gm.tab()')) === 'scene');
await shot('01-count-button');
// 2. Clicking it opens the List tab on that very list.
await click(button.x, button.y);
await sleep(200);
check('clicking it switches to the List tab', (await json('__gm.tab()')) === 'list');
let info = await json('__gm.list.info()');
check('which shows the list it was opened from', info.title === 'Listy · nums', JSON.stringify(info));
check('with a row per item', JSON.stringify(info.items) === '["30","11","44"]', JSON.stringify(info.items));
check('and the inspector is still beside it', (await find('VARIABLES')) !== null);
await shot('02-list-tab');
// 3. A row edits its item, and it is one undo step.
const second = await json('__gm.list.fieldAt(1)');
await click(second.x, second.y);
await typeText('42');
await press('Enter');
await sleep(200);
info = await json('__gm.list.info()');
check('typing in a row writes that item', JSON.stringify(info.items) === '["30","42","44"]', info.items[1]);
await undo();
info = await json('__gm.list.info()');
check('undo takes just that item back', JSON.stringify(info.items) === '["30","11","44"]', info.items[1]);
// 4. Adding and removing whole items.
await clickText('+ Item');
await sleep(200);
info = await json('__gm.list.info()');
check('+ Item appends one', info.items.length === 4, JSON.stringify(info.items));
await undo();
check('undo removes it again', (await json('__gm.list.info()')).items.length === 3);
await shot('03-rows');
// 5. Back on the scene tab the button carries the current count.
await mutate('__gm.state.openList(null)');
await sleep(200);
check('closing the list leaves the tab', (await json('__gm.tab()')) === 'scene');
await mutate(`
__gm.state.project.assets.find((a) => a.id === 'listy').props.nums = [1, 2];
__gm.state.preview();
`);
await sleep(200);
check('and the count follows the value', (await find('2 items')) !== null);
// 6. A list whose target is gone empties the tab rather than showing a stale one.
await mutate("__gm.state.openList({ kind: 'asset', assetId: 'listy', key: 'nums' })");
await sleep(200);
check('a list can be opened from outside the inspector too', (await json('__gm.tab()')) === 'list');
await mutate(`
const p = __gm.state.project;
p.assets = p.assets.filter((a) => a.id !== 'listy');
__gm.state.select(null);
__gm.state.preview();
`);
await sleep(200);
info = await json('__gm.list.info()');
check('a deleted target empties the tab', info.title === '' && info.items.length === 0, info.title);
await shot('04-empty');
await mutate('__gm.state.openList(null)');
await sleep(200);
const left = await json('__gm.state.project.assets.filter((a) => a.id === "listy").length');
check('the step leaves the fixture as it found it', left === 0, String(left));
}
+2
View File
@@ -23,6 +23,7 @@ import { editorRun } from './17-editor-run.mjs';
import { pause } from './18-pause.mjs';
import { nestedBehavior } from './19-nested-behavior.mjs';
import { keyRepeat } from './20-key-repeat.mjs';
import { listTab } from './21-list.mjs';
export const STEPS = [
hierarchy,
@@ -45,4 +46,5 @@ export const STEPS = [
pause,
nestedBehavior,
keyRepeat,
listTab,
];