/** * 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, find, shot, click, clickText, press, typeText, mutate, undo } = t; /** `locate` throws when the text is absent, which is the wrong shape for "is it there?". */ // 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'); 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. A short list opened after a long one. Its rows leave the content height pinned to the // viewport, so a layout skipped on "same size" would stack them all at the top. await mutate(` const a = __gm.state.project.assets.find((x) => x.id === 'listy'); a.props.nums = Array.from({ length: 60 }, (_, i) => i); __gm.state.preview(); `); await sleep(250); const longRows = [await json('__gm.list.fieldAt(0)'), await json('__gm.list.fieldAt(1)')]; check('a long list stacks its rows', longRows[0].y !== longRows[1].y, JSON.stringify(longRows)); await mutate(` const a = __gm.state.project.assets.find((x) => x.id === 'listy'); a.props.nums = [30, 11, 44]; __gm.state.preview(); `); await sleep(250); const shortRows = [await json('__gm.list.fieldAt(0)'), await json('__gm.list.fieldAt(1)')]; check( 'and a short list after it still stacks its own', shortRows[0].y !== shortRows[1].y, JSON.stringify(shortRows), ); 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'); // 6. 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); // 6b. What a list holds is a choice in the inspector, not only in a project file: the kind mark // doubles as the picker, and changing it runs every value through the new declaration. const numsOf = () => json(`__gm.state.project.assets.find((a) => a.id === 'listy')`); await clickText('\u2261#'); await sleep(150); await clickText('Texts'); await sleep(250); let listy = await numsOf(); check( 'the kind mark picks what the list holds', listy.variables[0].items === 'text', listy.variables[0].items, ); check('and the mark itself says what it holds now', (await find('≡Aa')) !== null); check( 'and every value follows the declaration', JSON.stringify(listy.props.nums) === '["1","2"]', JSON.stringify(listy.props.nums), ); await undo(); await sleep(250); listy = await numsOf(); check( 'undo puts the kind and the values back', listy.variables[0].items === 'number' && JSON.stringify(listy.props.nums) === '[1,2]', JSON.stringify(listy.props.nums), ); // The picker sits in the mark column, so it may not push the value off the inspector's grid. const lefts = await json( `[__gm.inspectorField('Name')?.left ?? null, __gm.inspectorField('nums')?.left ?? null]`, ); check( 'the picking mark keeps the list on the column every row shares', lefts[0] !== null && lefts[0] === lefts[1], JSON.stringify(lefts), ); // 7. 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'); // 8. A list whose items are structs: each row is the bundle's fields under each other, built by // the inspector's own struct renderer. Values are two digits so no row's index can match one. await mutate(` const p = __gm.state.project; p.assets.push({ id: 'celly', type: 'behavior', name: 'Celly', props: { enabled: true, runInEditor: false, cells: [{ x: 30, y: 11 }, { x: 44, y: 55 }] }, variables: [ { key: 'cells', label: 'cells', kind: 'list', default: [], items: 'struct', fields: [{ key: 'x', kind: 'number' }, { key: 'y', kind: 'number' }], }, ], graph: { nodes: [], edges: [] }, }); __gm.state.select({ kind: 'asset', assetId: 'celly' }); __gm.state.openList({ kind: 'asset', assetId: 'celly', key: 'cells' }); `); await sleep(250); info = await json('__gm.list.info()'); check('a list of structs opens with a row per bundle', info.items.length === 2, JSON.stringify(info)); check( 'and a row reads as its fields, not as an object', info.items[0] === 'x: 30, y: 11', JSON.stringify(info.items), ); check('the tab knows its items are structs', info.kind === 'struct', info.kind); check('the field labels of a bundle are on screen', (await find('x')) !== null); await shot('05-struct-rows'); // Editing one field must leave the others and the neighbouring item alone – the whole item is // rewritten on every keystroke, so a snapshot anywhere would silently revive an old value. const firstField = await json("__gm.list.fieldAt(0, 'x')"); await click(firstField.x, firstField.y); await typeText('77'); await press('Enter'); await sleep(250); const cells = await json(`__gm.state.project.assets.find((a) => a.id === 'celly').props.cells`); check( 'editing one field of one item leaves every other value untouched', JSON.stringify(cells) === JSON.stringify([ { x: 77, y: 11 }, { x: 44, y: 55 }, ]), JSON.stringify(cells), ); await undo(); await sleep(200); const back = await json(`__gm.state.project.assets.find((a) => a.id === 'celly').props.cells`); check( 'and undo takes back just that field', JSON.stringify(back) === JSON.stringify([ { x: 30, y: 11 }, { x: 44, y: 55 }, ]), JSON.stringify(back), ); // 8b. The item shape is declared in the inspector as well, with the control a struct has – and // primitives only, because a list inside a list item is the one shape the model does not store. const cellsOf = () => json(`__gm.state.project.assets.find((a) => a.id === 'celly').props.cells`); check('a list of structs carries the add-a-field control', (await find('+ Field')) !== null); await clickText('+ Field'); await sleep(150); await clickText('Boolean'); await sleep(250); check( '+ Field grows every item of the list at once', JSON.stringify(await cellsOf()) === JSON.stringify([ { x: 30, y: 11, field1: false }, { x: 44, y: 55, field1: false }, ]), JSON.stringify(await cellsOf()), ); info = await json('__gm.list.info()'); check( 'and the tab shows the new field on every row', info.items[0] === 'x: 30, y: 11, field1: false', info.items[0], ); await shot('06-item-field'); await undo(); await sleep(250); check( 'undo takes it out of every item again', JSON.stringify(await cellsOf()) === JSON.stringify([ { x: 30, y: 11 }, { x: 44, y: 55 }, ]), JSON.stringify(await cellsOf()), ); // 9. A node's unconnected `list` input lives in the same params bag as a setting, so it is a count // button too. await mutate(` const a = __gm.state.project.assets.find((x) => x.id === 'celly'); a.graph.nodes.push({ id: 'counter', type: 'Count', x: 40, y: 40, params: {} }); __gm.showTab('graph'); __gm.state.select({ kind: 'node', assetId: 'celly', nodeId: 'counter', nodeIds: ['counter'] }); __gm.state.preview(); `); await sleep(300); const portButton = await find('0 items'); check('an unconnected list input reads as an item count', portButton !== null); await click(portButton.x, portButton.y); await sleep(250); check('clicking it opens the List tab on the port', (await json('__gm.tab()')) === 'list'); info = await json('__gm.list.info()'); check('titled by the node and the port it belongs to', info.title === 'Count · list', info.title); await clickText('+ Item'); await sleep(250); const params = await json(`__gm.state.project.assets.find((a) => a.id === 'celly').graph.nodes[0].params`); check( 'and the item lands in the node params, where the node reads it', JSON.stringify(params) === '{"list":[0]}', JSON.stringify(params), ); await mutate(` const p = __gm.state.project; p.assets = p.assets.filter((a) => a.id !== 'celly'); __gm.state.select(null); __gm.showTab('scene'); __gm.state.preview(); `); await sleep(200); await mutate('__gm.state.openList(null)'); await sleep(200); const left = await json( '__gm.state.project.assets.filter((a) => a.id === "listy" || a.id === "celly").length', ); check('the step leaves the fixture as it found it', left === 0, String(left)); }