597367c8043dbac878c0456171dab06eda1660af
7
Commits
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808e1eefc2 |
Clean up duplicates and dead code, and fix the + menu check (#85)
Refactoring round 9 covers everything since round 8 ( |
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393caadc9d |
Head the groups of the inspector with bands that fold (#290)
The groups of the inspector had a small grey label as their title, in the same grid as a property row, so with many rows one group hardly stood apart from the next. Now every group has a band as its head, from edge to edge of the panel, and a click on it folds the group. - A band runs across the padding of its column in the header colour, with the title and a mark that says whether the group is open. The titles stay as they are, as answered in the issue. - A click on a band folds its group: the rows go, the band stays and the next band moves up against it. A control in the band (Open, + Variable, + Property) does its own job and folds nothing. - A placed object has a group SWITCHES under its name, asset and parent: Enabled, Keep on scene load and the switches of a behavior. An asset has SWITCHES and PROPERTIES, and a group without rows is left out. - The same bands head the tilemap panel, the Variables tab, the side of the Pixel art tab and the shape list of vector art. A list with a title (Layers, Frames, Shapes) folds with a click on its header, clear of its plus. - ui/sections.ts holds the rules as pure functions, SectionStack is the column and SectionHeader the band. Every title of the inspector goes through addTitle or sectionHeader in inspector/host.ts. Decided here: - A fold is kept for good, in localStorage of this browser. The issue asked whether for the session or for good and the answer left it open. - A fold is remembered by title, per panel. PROPERTIES folded once is folded on every object, asset and node. A number in a title does not count. - A behavior asset has all its rows under SWITCHES. A Variables asset and a state machine get a group SCOPE. - A greyed out control in a band takes the click too. Without that the click fell through to the band and folded the group. - The Curve tab has no column of this kind and is unchanged. Found on the way: - The inspector of a sprite is taller than the 800 pixel window of the checks now. The hooks that hand out a row scroll it into view first, and module 28 scrolls before it looks for a row by its text. Tests: - Gate: 202 files, 3008 tests (2982 + 26), exit 0 - e2e: no complete run for this state. Modules 28 to 61 passed alone (749 checks). A full run was cut off in the accounts module at 1492 passes without a failure, the modules after it and the smokes are missing. The sum of 1639 (1635 + 4) is reckoned, CI measures it. - 26 unit tests in tests/editor/sections.test.ts - Four e2e checks with a real mouse, three in module 02 and one in module 48 - 25 unit counter-probes all fail tests, run on stein2 - Screenshots of the bands looked at before the last build, none after it Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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ded71a92c9 |
Pick the target of an object variable in the Scene View (#276)
Choosing the target of an object variable meant finding its name in a dropdown. With many objects, or several with the same sprite, the name alone does not say which one it is. The eyedropper lets you click the object where you see it instead. - Every object dropdown gets an eyedropper button next to it. This covers variables, struct fields and list entries, in the Inspector and in the Variables tab. - The button opens the Scene View or the container tab the object lives in. A strip above the view names the field and the current candidate and offers Take and Cancel. The cursor is a crosshair. - A click picks a candidate and writes nothing yet. The candidate gets its own cyan frame, the selection stays on the object with the variable. - Clicking follows the selection rule. `pickOn` in `src/viewport/pick.ts` uses `pressOn` and only counts objects the dropdown offers. A click on empty space keeps the candidate. - Enter or Take writes through the same handlers as the dropdown. That is one undo step, or none if nothing changes. - Esc, Cancel, a right click in the view or a second click on the button cancel without writing. So do a tab switch, another selection, undo, redo, play and loading a project. - After Take or Cancel the editor goes back to the tab the pick came from. - While the eyedropper runs, the view does not drag, marquee, paint, show handles or open its context menu. Panning and zooming stay. Found on the way: - Started from the Variables tab, the click missed the object. The Scene View is hidden while that tab is open, and the layout skips hidden children. The strip appeared then, the view moved down by 32 px but kept its old height. `Editor.display()` now lays the row out again after showing it. Tests (on melektaus-atx): - unit pick and object-pick: 27 passed, 13 new - gate: 196 files, 2844 tests, CHECK EXIT 0. Two more come from svg-icons, which checks every icon twice. - e2e 57: ALL PASSED, 12 checks, 5 new (57e to 57g) - Counter-checks work. Without the layout fix 57g fails. Picking objects the dropdown does not offer fails 2 tests. Writing on cancel fails 2 more. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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14972d057f |
Refactoring round 8: hide data files, safe saves, Esc as Cancel (#85)
Recurring cleanup round over the code since round 7 (
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f84defb9b6 |
Pick an object of the same scene for an Object variable (#258)
An Object variable could only be set by a graph while the game runs.
A placed object always showed "(null)", although the other objects of
its scene are there to choose from and the runtime can already find
any object by its id. Now the placed object stores a reference to one
of them, and the running game turns it into the real object.
- Stored as {"$object": "<id>"}. The empty placeholder stays as it
was, so old projects load unchanged and empty still means "(null)".
- The row of an Object variable on a placed object is a dropdown with
None and every object of the scene, indented like the Hierarchy.
The same goes for Object fields in structs and Object items in
lists, also in the Variables and List tabs.
- The behavior asset keeps "(null)". An asset has no scene, so "Apply
to asset" is gone from Object rows.
- The runtime resolves the reference when the Variables or Properties
node reads it. A destroyed target reads as null, a missing one shows
"(missing)" in the row.
- Inside a container only objects of the same container are offered.
The reference keeps the template id, so every placement finds its
own copy.
- Deleting the target clears the reference in the same undo step.
Paste points references inside the pasted group at the copies and
leaves outside references alone. Create container and Unpack carry
references along with the new ids.
- A value a graph writes while running stays in the run. The scene
keeps the picked object, also in "Run in editor".
Found on the way:
- Setting an override coerced every object slot to empty, in plain
values, struct fields and list items. The shared objectPlace() now
keeps the reference.
Not done:
- No eyedropper to pick in the scene, the dropdown is enough for now.
- Deleting a template object in the container editor does not clean up
references in other scenes. They read as null there.
Tests:
- ./check.sh: 187 files, 2724 tests, CHECK EXIT 0
- e2e 1-9, 51, 57: ALL PASSED, 389 checks
- e2e 1, 57 on the final bundle: ALL PASSED, 17 checks
- 13 unit tests in object-references.test.ts, 5 checks in e2e 57
- Counter-checks: 8 unit breaks fail their tests, the browser break
without a pick list fails 57b-57d
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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61bbb96a96 |
Define a struct once as an asset and reuse its shape (#253)
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> |
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4857bb75e6 |
Show lists in the inspector and variables in their own tab (#252)
The List tab could show one list at a time and was the only place to see its items. A list now shows its items right where it lives, and a new Variables tab shows all variables of an asset or placed object. - InlineList draws the items of a list under its row in the inspector, in struct fields and in the Variables tab. A list inside a list or a struct field is drawn the same way, one step indented. - The index column is the indent. Items sit under their list without an own margin, and the index column is 16 px wide instead of 28 px. - Above 20 items (INLINE_LIMIT) the rest collapses into "... N more - open in tab". During a run the rows show the values from the game. - ListHead puts "N items" and "+ Item" in one row. "N items" opens the list in a tab. A separate Open button squeezed the counter to zero width in the narrow inspector column. - VariablesEditor shows every variable of a behavior asset, a variables asset or a placed behavior. On an asset it edits the declarations. On a placed object an edit only overrides that object, with the usual reset and push buttons. - Opening a list inside a tab adds a new tab and keeps the open one. valuesKey gives each list its own document, so a list that is already open is shown instead of opened twice. - Titles read "Pickup · Variables" or "Listy · nums · [3]". The tab closes when its asset or object is deleted. - Lists on node inputs stay inline only, a node owns no variables. - The List tab, ListEditor and the __gm.list hook are gone. Tests: - ./check.sh: 181 files, 2645 tests, CHECK EXIT 0 - GM_STEPS=1,21,22,32: ALL PASSED, 123 checks - e2e 21 is rewritten for inline lists and the new tab, 22 and 32 are adapted. Sum in README: 1486 (+6 in 21, -1 in 22), counted by hand. - Counter-probes fail as expected: sub-lists not told apart (1 unit test), sub-list replacing the open tab, all items drawn inline (60 rows instead of 20), no live values (0 rows at 24 items in a run). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |