Commit Graph
4 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 cb32b4bc23 Draw scene symbols as white panel icons that make room for each other
game-maker / gate (push) Successful in 2m54s
game-maker / suite (push) Successful in 9m5s
The scene view drew its symbols from its own SVGs, each in a type
colour and some on a plate. They looked heavier than the panel icons
and were hard to read on busy ground. Symbols of different objects
also sat on top of each other whenever their positions met.

- Every symbol is now the panel icon of its kind, one file for both
  places. The scene-only SVGs in src/viewport/icons are gone.
- Symbols are white in a thin dark outline with no plate behind them.
  haloSvg widens each shape of the file by its own stroke and draws
  that silhouette dark under the icon, so no second file is needed.
- A butt stroke end would leave its end without outline. The halo caps
  such strokes square, and the rigidbody arrow shaft is now a filled
  rect so its top edge is outlined exactly.
- Symbols are 18 world units across, stay upright and are clickable.
  A click selects the object, a drag moves it.
- symbolLayout places every symbol on its object's position. Symbols
  that overlap stand on a ring round the middle of their positions,
  evenly spaced one icon apart. A ring that reaches into another
  symbol takes it in until nothing overlaps. Ownership plays no part.
- Names sit beside their symbol, on the outside of a ring. Selection
  frames and parent links follow the symbol.
- A collider icon no longer shows trigger or invalid state. The
  outline colour of the shape still does.
- A lone collider sits on its sprite's middle again. A press there on
  an unselected sprite drags the collider, so e2e 02 and 16 now grab
  the sprite beside its middle. Hook __gm.container.objectRect helps
  16 find that spot.

Tests:
- check.sh: 2245 tests, CHECK EXIT 0 (+8 for layout and halo)
- e2e 1-16,31,39-43: 670 PASS, 2 FAIL. Both were sampling too
  strictly for the thinner, smaller icons. 5c looked for the exact
  outline colour, which the thin outline only reaches blended at this
  zoom. 31n started the ring scan one pixel past the smaller ring.
  Both are fixed, and e2e 5,31 then passed with 48 checks.
- 5c checks white with an outline and none of the old colours, 41b
  checks the ring positions and that a click on a symbol selects its
  object, 31n checks the now white particle ring.
- Counter-checks: without the halo only 5c fails, also with the looser
  outline match. Without the layout the ring and click checks in 41b
  fail. Originals restored by cmp.
- The e2e check total stays 1351.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 20:07:47 +02:00
adminandClaude Opus 5.5 e3d47ca9c1 Show a clickable symbol for colliders in the scene view
game-maker / gate (push) Successful in 2m59s
game-maker / suite (push) Successful in 9m34s
Colliders were the only placed part without a symbol in the scene
view. A collider that sits exactly on its sprite was hard to find and
could only be picked by its outline.

- The symbol is the box with four corner handles from the asset
  panel. It stays upright and has a fixed size in world units.
- colliderColor() holds the colour rule of the outline (green,
  trigger colour, red for a shape that collides with nothing). The
  outline and the symbol share it.
- The symbol sits 28 units left of the collider centre. The sprite
  centre stays free for grabbing the sprite, and a rigidbody symbol
  on the same spot is not covered.
- The symbol has its own 26x26 hit area and the outline's handler.
  A click selects the collider and a drag moves it. sceneStack counts
  it as a hit under the pointer.
- The hook __gm.sceneIcon(id) also returns x, y, color, screen and
  clickable.

Findings:
- With the clickable symbol on the sprite centre, four checks in 01
  and 09 dragged the collider instead of the crate. That is why the
  symbol moved beside the centre.

Tests:
- ./check.sh: 153 files, 2237 tests, CHECK EXIT 0 (was 152 / 2234).
- New unit test for colliderColor. svg-icons.test.ts lists the
  collider symbol.
- e2e 41b: 3 new checks (beside the centre without and with a
  rigidbody, click selects the collider).
- e2e 1-16,39-43: ALL PASSED, 635 checks. e2e 41 alone: 20 checks.
- Counter-probes: no symbol fails both placement checks. A symbol
  without hit area fails only the click check.
- Check total 1348 + 3 = 1351, computed, not yet measured by CI.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 19:18:10 +02:00
adminandClaude Opus 5 e3ebf44593 Asset panel grouped by kind with icons: assets are listed under a header per kind (Sprites, Behaviors, ...) with the count on the right, empty groups are not shown, every group starts folded when a project is opened, a click on the header folds and unfolds it, selecting an asset elsewhere unfolds its group and folding the group of the selected asset clears the selection; every asset kind has an SVG icon in src/editor/panels/icons/ drawn before the name, the pure rule for grouping and sorting lives in assetGroups.ts; the same icons replace the kind word in document tabs and the overflow menu (a list icon for the List tab, which also fixes the close x lying over the end of the active tab's text), stand before every entry of the + menu (Button got an icon option) and on the right of scene object rows instead of the type name; the colour swatch next to sprite names is gone from both panels; the SVG loader moved to src/ui/svg.ts for both icon sets; test hook assetRow unfolds the group and scrolls to the row, assetRowShown only reads, new hook menuIcons; e2e 4g and 4h, 14 and 44a check the icons (#176)
game-maker / gate (push) Successful in 1m58s
game-maker / suite (push) Successful in 6m54s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 18:36:20 +02:00
adminandClaude Opus 5 1c212b1ccc Scene view symbols come from SVG files: the behavior, container, rigidbody, camera and particles icons live in src/viewport/icons/ and are changed by editing the file and running npm run build; they are bundled, parsed once and drawn into a Graphics by the new module symbolIcons.ts, currentColor becomes the theme color of the symbol, the origin sits in the middle with a centered viewBox and the same units as before, so the symbols are pixel for pixel unchanged; what depends on the object (camera frame, collider outline, one-way cone) stays in code; unit tests keep the files to what Pixi's SVG parser and a browser draw alike (no transform, no polygon, fill always given), e2e 5c reads the five symbols in the theme color (#175)
game-maker / gate (push) Successful in 1m56s
game-maker / suite (push) Successful in 6m48s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 17:07:56 +02:00