import { TAB_LABELS } from './lib/scaffold.mjs'; /** * Labels must be shortened to fit their control, not written past it. Runs last because it renames * assets to absurd lengths to provoke the case. */ /** A name far wider than any 200 px picker, so a control that does not truncate must spill. */ const LONG_NAME = 'Player movement with jumping and coyote time'; export async function overflow(t) { const { check, sleep, json, evaluate, shot, mutate, drag, clickText, showTab } = t; const pickerWidths = async () => { const out = {}; for (const tab of ['graph', 'texture', 'container']) { await showTab(tab); out[tab] = await json(`__gm.${tab}.pickerWidth()`); } return out; }; const before = await pickerWidths(); await mutate(` for (const asset of __gm.state.project.assets) { if (asset.type === 'behavior' || asset.type === 'texture' || asset.type === 'container') asset.name = ${JSON.stringify(LONG_NAME)}; } __gm.state.select(null)`); await sleep(600); // 14a. The pickers keep the width they were given instead of growing with the name they show. const after = await pickerWidths(); for (const tab of ['graph', 'texture', 'container']) { check( `the ${tab} picker keeps its width when the name gets long`, before[tab] === 200 && after[tab] === 200, `before ${before[tab]}, after ${after[tab]}`, ); } // 14b. The tab row itself: a button past the centre column's edge sits under the inspector, and // a click on it lands there (nine tabs on a 90 px floor did exactly that at 1280 px wide). await showTab('scene'); const columnRight = async () => { const column = await json('__gm.viewportRect()'); return column.x + column.w; }; const spillOf = (row, right) => row.shown.filter((b) => b.right > right); const wide = await json('__gm.tabRow()'); check( 'every tab button ends inside the centre column', spillOf(wide, await columnRight()).length === 0, JSON.stringify({ spilled: spillOf(wide, await columnRight()), hidden: wide.hidden }), ); // The tenth tab (Particles, #73) is the case #84 was built for: 631 px of nine tabs already left // 35 px in a 1280 px window, so at ten the row has to put something away even undisturbed. check( 'at the test window’s width the row already needs its overflow, and still shows what is edited', wide.hidden.length > 0 && wide.shown.some((b) => b.tab === 'scene'), JSON.stringify({ hidden: wide.hidden, shown: wide.shown.map((b) => b.tab) }), ); // 14b-ii. Narrowed until the row cannot hold nine tabs, the leftovers go behind the overflow // button instead of under the inspector – the guard against the tenth tab (#84). const widenPanels = async (by) => { const bars = await json('__gm.panelSplitters()'); await drag(bars.left.x, bars.left.y, bars.left.x + by, bars.left.y, { steps: 8 }); const after = await json('__gm.panelSplitters()'); await drag(after.right.x, after.right.y, after.right.x - by, after.right.y, { steps: 8 }); }; await widenPanels(250); const narrow = await json('__gm.tabRow()'); const narrowRight = await columnRight(); check( 'a row too narrow for its tabs puts the leftovers away instead of past the edge', narrow.hidden.length > 0 && spillOf(narrow, narrowRight).length === 0, JSON.stringify({ hidden: narrow.hidden, spilled: spillOf(narrow, narrowRight) }), ); check( 'the tab being edited stays in the row', narrow.shown.some((b) => b.tab === 'scene'), JSON.stringify(narrow.shown.map((b) => b.tab)), ); await shot('35-tab-overflow'); // The overflow button names them, and picking one brings it into the row. const wanted = narrow.hidden[narrow.hidden.length - 1]; await clickText('»'); const offered = await json('__gm.overlayTexts()'); check( 'the overflow button offers every tab that had to go', narrow.hidden.every((tab) => offered.includes(TAB_LABELS[tab])), JSON.stringify({ offered, hidden: narrow.hidden }), ); await clickText(TAB_LABELS[wanted]); const picked = await json('__gm.tabRow()'); check( `picking ${TAB_LABELS[wanted]} from the overflow menu opens it and puts it in the row`, (await json('__gm.tab()')) === wanted && picked.shown.some((b) => b.tab === wanted), JSON.stringify({ tab: await json('__gm.tab()'), shown: picked.shown.map((b) => b.tab) }), ); await widenPanels(-250); await showTab('scene'); const back = await json('__gm.tabRow()'); check( 'giving the room back brings tabs into the row again, and none past the edge', back.hidden.length < narrow.hidden.length && spillOf(back, await columnRight()).length === 0, JSON.stringify({ hidden: back.hidden, narrow: narrow.hidden }), ); // 14b-iii. The divider between asset panel and scene objects moves the height from one to the // other, and dragged shut either keeps its header to grab it by again. const column = () => json('__gm.leftColumn()'); const near = (a, b) => Math.abs(a - b) <= 1; const start = await column(); await drag(start.splitter.x, start.splitter.y, start.splitter.x, start.splitter.y + 80, { steps: 6 }); const lower = await column(); check( 'dragging the left column’s divider down gives the assets 80 px the scene objects lose', near(lower.assets.h, start.assets.h + 80) && near(lower.objects.h, start.objects.h - 80), JSON.stringify({ start, lower }), ); await drag(lower.splitter.x, lower.splitter.y, lower.splitter.x, lower.splitter.y - 2000, { steps: 10 }); const shut = await column(); check( 'dragged all the way up the asset panel stops at its header', near(shut.assets.h, 30) && shut.objects.y > shut.assets.y, JSON.stringify(shut), ); await drag(shut.splitter.x, shut.splitter.y, shut.splitter.x, start.splitter.y, { steps: 10 }); const restored = await column(); check( 'and dragged back it returns to the split it started with', near(restored.assets.h, start.assets.h) && near(restored.objects.h, start.objects.h), JSON.stringify({ start, restored }), ); // 14c. Every tab, because each one owns a different set of controls. for (const tab of ['scene', 'graph', 'texture', 'game', 'container', 'list', 'particles']) { await showTab(tab); const spills = await json('__gm.textOverflows()'); check( `no label is drawn past its control in the ${tab} tab`, spills.length === 0, JSON.stringify(spills), ); } // 14d. Shortened, not simply dropped: the value must still be readable and marked as cut. await showTab('graph'); const shown = (await json('__gm.textOverflows(true)')).find((e) => e.text.startsWith('Player movement')); check( 'a value too wide for its dropdown is cut with an ellipsis', Boolean(shown) && shown.text.endsWith('…') && shown.text.length > 8, JSON.stringify(shown), ); await shot('36-long-labels'); // 14e. An inspector full of dropdowns – the parent row and the enum fields – with a selection // whose asset name is now overlong too. await showTab('scene'); await evaluate("__gm.state.select({ kind: 'object', objectId: 'otex' })"); await sleep(500); const inspector = await json('__gm.textOverflows()'); check('no label spills in the inspector', inspector.length === 0, JSON.stringify(inspector)); // 14f. 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', 'list', 'particles']) { await showTab(tab); const dropped = await json('__gm.labelsDropped()'); check( `no button is left without its label in the ${tab} tab`, dropped.length === 0, JSON.stringify(dropped), ); } // The narrowest buttons in the editor sit on a behaviour's variable rows. await evaluate("__gm.state.select({ kind: 'asset', assetId: 'mover' })"); const onVariables = await json('__gm.labelsDropped()'); check( 'the variable rows keep their buttons labelled', onVariables.length === 0, JSON.stringify(onVariables), ); }