import { colourDistance } from '../lib/harness.mjs'; import { openTab } from './lib/scaffold.mjs'; const RED = '#ff0000'; const SIZE = 40; /** * Animations (#97, #98, #99, #110): a row is added through the dialog, keys are set, moved, banded * and deleted on the timeline with real gestures, and the preview above it is read at the playhead * – as a model value, as a screen rectangle and as pixels. The subject is a container whose child * is animated, since a row aiming inside the root is the case a single sprite cannot show. It * removes everything it made. */ export async function animation(t) { const { check, json, evaluate, mutate, shot, click, doubleClick, drag, press, typeText } = t; const { undo, settle, sleep, waitUntil, find } = t; await press('Escape'); await evaluate('document.activeElement instanceof HTMLElement && document.activeElement.blur()'); await mutate(` const p = __gm.state.project; const scene = __gm.state.activeScene; const sprite = structuredClone(p.assets.find((a) => a.id === 'crate')); Object.assign(sprite, { id: 'an-sprite', name: 'Arm sprite' }); sprite.props = { ...sprite.props, width: ${SIZE}, height: ${SIZE}, color: 0xff0000, texture: '', shader: '' }; const arm = structuredClone(scene.objects[0]); Object.assign(arm, { id: 'an-arm', assetId: 'an-sprite', name: 'Arm', parentId: '', position: { x: 0, y: 0, z: 0 }, overrides: {}, instanceEdits: {}, }); p.assets.push( sprite, { id: 'an-box', type: 'container', name: 'Dancer', props: { enabled: true }, objects: [arm] }, { id: 'an-walk', type: 'animation', name: 'Walk', props: { fps: 10, playback: 'loop' }, root: 'an-box', tracks: [] }, ); __gm.state.select({ kind: 'asset', assetId: 'an-walk' }); `); await openTab(t, 'animation'); await sleep(300); check('the animation tab shows the animation', (await json('__gm.animation.current()')) === 'an-walk'); const walk = () => json("__gm.state.project.assets.find((a) => a.id === 'an-walk')"); const template = () => json("JSON.stringify(__gm.state.project.assets.find((a) => a.id === 'an-box').objects)"); const keysOf = async () => (await walk()).tracks[0]?.keys ?? []; const templateBefore = await template(); // 25a. The dialog offers the root and what is placed inside it; a row aims at the child. const add = await json('__gm.animation.addRowAt()'); await click(add.x, add.y); const offered = await json('__gm.animation.rowDialog()'); check( 'the row dialog offers the root itself and the object placed inside it', JSON.stringify(offered?.targets) === JSON.stringify(['Dancer (itself)', 'Arm']), JSON.stringify(offered), ); await evaluate("__gm.animation.rowDialogPick('an-arm', 'x')"); await settle(); const armProperties = (await json('__gm.animation.rowDialog()')).properties.length; const addButton = await find('Add row', true); await click(addButton.x, addButton.y); const row = (await walk()).tracks; check( 'confirming adds one row aimed at the child, with no keys yet', row.length === 1 && row[0].target === 'an-arm' && row[0].property === 'x' && row[0].keys.length === 0, JSON.stringify(row), ); const trackId = row[0]?.id; await click(add.x, add.y); await evaluate("__gm.animation.rowDialogPick('an-arm', 'x')"); await settle(); const again = await json('__gm.animation.rowDialog()'); check( 'the same object and property is not offered a second time and cannot be confirmed', again.properties.length === armProperties - 1 && again.ok === false, JSON.stringify({ armProperties, again }), ); const cancel = await find('Cancel', true); await click(cancel.x, cancel.y); check('cancelling adds nothing', (await walk()).tracks.length === 1); // 25b. A double click sets a key with the value the row has there; the inspector edits the key. const cell = (frame) => json(`__gm.animation.cellAt(${JSON.stringify(trackId)}, ${frame})`); const c0 = await cell(0); await doubleClick(c0.x, c0.y); const c10 = await cell(10); await doubleClick(c10.x, c10.y); const doubled = await keysOf(); check( 'a double click sets a key holding the value in force there – the child stands at 0', JSON.stringify(doubled) === JSON.stringify([ { frame: 0, value: 0 }, { frame: 10, value: 0 }, ]), JSON.stringify(doubled), ); const selection = (await t.state()).selection; const valueField = await json("__gm.inspectorField('Value')"); check( 'the key just set is picked and the inspector shows its value', selection?.kind === 'track' && selection.keys?.[0]?.frame === 10 && Boolean(valueField), JSON.stringify({ selection, valueField }), ); await click(valueField.x, valueField.y); await press('a', { ctrl: true }); await typeText('100'); await press('Enter'); await settle(); const edited = await keysOf(); check( 'typing a value writes the key, and the container template stays as it was', edited.find((k) => k.frame === 10)?.value === 100 && (await template()) === templateBefore, JSON.stringify(edited), ); const info = await json('__gm.animation.info()'); check( 'the readout counts to the last key: 11 frames, 1.1 s', info === '1 row · 11 frames · 10 fps · 1.1 s', info, ); // 25c. The ruler scrubs, and the preview draws the child at the playhead. Framed at the far end, // so both ends and the middle are on screen together. const scrubTo = async (frame) => { const p = await json(`__gm.animation.rulerAt(${frame})`); await click(p.x, p.y); await sleep(100); }; const armId = await json("__gm.animation.preview.objectId('an-arm')"); const rectAt = async (frame) => { await scrubTo(frame); return json(`__gm.animation.preview.rect(${JSON.stringify(armId)})`); }; await scrubTo(10); const centre = await json('__gm.animation.preview.centreAt()'); await click(centre.x, centre.y); await sleep(200); const start = await rectAt(0); const end = await rectAt(10); const middle = await rectAt(5); const playhead = (await json('__gm.animation.view()')).playhead; const drawn = await json(`__gm.animation.preview.item(${JSON.stringify(armId)})`); const expectedX = start && end ? (start.x + end.x) / 2 : NaN; check( 'clicking the ruler at 5 puts the playhead there, and the child is drawn half way at x 50', playhead === 5 && drawn?.x === 50 && Math.abs(middle?.x - expectedX) <= 1 && end?.x - start?.x > SIZE, JSON.stringify({ playhead, drawn: drawn?.x, start, middle, end }), ); await shot('25-animation-preview'); if (!start || !middle || !end) return; // Pixels: red all over the child where it is drawn, and nothing red where it stood at frame 0. const grid = []; for (const fx of [-0.3, 0, 0.3]) for (const fy of [-0.3, 0, 0.3]) grid.push([fx, fy]); const samples = await json( `[${grid.map(([fx, fy]) => `__gm.pixelAt(${Math.round(middle.x + fx * middle.w)}, ${Math.round(middle.y + fy * middle.h)})`).join(',')}]`, ); const left = await json(`__gm.pixelAt(${Math.round(start.x)}, ${Math.round(start.y)})`); check( 'the preview paints the child red at frame 5, and the spot it held at frame 0 is empty', samples.every((c) => colourDistance(c, RED) < 30) && colourDistance(left, RED) > 150, JSON.stringify({ samples, left }), ); // 25d. Drag moves a key, landing on another replaces it; undo brings the replaced one back. const c5 = await cell(5); await doubleClick(c5.x, c5.y); const withMiddle = await keysOf(); const from = await cell(5); const to = await cell(10); await drag(from.x, from.y, to.x, to.y); const landed = await keysOf(); check( 'a key dragged onto another replaces it and keeps its own value', withMiddle.find((k) => k.frame === 5)?.value === 50 && JSON.stringify(landed) === JSON.stringify([ { frame: 0, value: 0 }, { frame: 10, value: 50 }, ]), JSON.stringify({ withMiddle, landed }), ); await undo(); check( 'undo takes the drag back, the replaced key included', JSON.stringify(await keysOf()) === JSON.stringify(withMiddle), JSON.stringify(await keysOf()), ); // 25e. A band from the empty space below the row over all three keys, then Delete. const bandFrom = { x: (await cell(14)).x, y: c0.y + 40 }; const bandTo = { x: c0.x - 12, y: c0.y - 11 }; await drag(bandFrom.x, bandFrom.y, bandTo.x, bandTo.y); const banded = (await json('__gm.animation.keys()')).filter((k) => k.selected).map((k) => k.frame); await press('Delete'); const deleted = await keysOf(); check( 'the band picks every key it spans, and Delete removes them all but keeps the row', banded.join() === '0,5,10' && deleted.length === 0 && (await walk()).tracks.length === 1, JSON.stringify({ banded, deleted }), ); await undo(); check( 'one undo brings all three keys back', JSON.stringify(await keysOf()) === JSON.stringify(withMiddle), JSON.stringify(await keysOf()), ); // 25f. Once (hold) keeps the last value; once (reset) puts the starting value back at the end. const playThrough = async (playback) => { await mutate(`__gm.state.project.assets.find((a) => a.id === 'an-walk').props.playback = '${playback}'`); await scrubTo(0); const play = await json('__gm.animation.playAt()'); await click(play.x, play.y); await waitUntil('!__gm.animation.view().playing', { timeout: 5000, label: `the ${playback} pass ended` }); await sleep(100); return { playhead: (await json('__gm.animation.view()')).playhead, x: (await json(`__gm.animation.preview.item(${JSON.stringify(armId)})`))?.x, button: (await json('__gm.animation.playAt()')).text, }; }; const held = await playThrough('once'); const reset = await playThrough('once-reset'); check( 'a once pass ends holding the last key, a once-reset pass ends showing the starting value', held.x === 100 && reset.x === 0 && reset.playhead >= 10 && reset.button === 'Play', JSON.stringify({ held, reset }), ); // 25g. Undo all the way: the key at 5, the value edit, the keys at 10 and 0, then the row. Exactly // that many – one more would take back a command of an earlier step, so the count is checked // on the way: after four the row is still there, empty. await mutate(`__gm.state.project.assets.find((a) => a.id === 'an-walk').props.playback = 'loop'`); await focusTimeline(); for (let i = 0; i < 4; i++) await undo(); const emptied = await walk(); await undo(); const undone = await walk(); check( 'undo takes back the keys and the value edit one by one, and the row last', emptied.tracks.length === 1 && emptied.tracks[0].keys.length === 0 && undone.tracks.length === 0 && (await template()) === templateBefore, JSON.stringify({ emptied: emptied.tracks, undone: undone.tracks }), ); await mutate(` const p = __gm.state.project; p.assets = p.assets.filter((a) => !['an-walk', 'an-box', 'an-sprite'].includes(a.id)); __gm.state.select(null); `); const leftOver = await json( "__gm.state.project.assets.filter((a) => ['an-walk', 'an-box', 'an-sprite'].includes(a.id)).length", ); check('the step leaves the fixture as it found it', leftOver === 0, String(leftOver)); /** Puts the keyboard on the timeline, so Ctrl+Z is not taken by a text field. */ async function focusTimeline() { const header = await json(`__gm.animation.headerAt(${JSON.stringify(trackId)})`); await click(header.x, header.y); } }