A composition can now sit in a scene like a container and play there. Its items become real objects while they run, so behaviors, colliders and events work on them as on any other object. - A composition is placeable with its own symbol, transform and render layer. The scene view shows its picture at frame 0. A click on that picture selects the placement, not a single item. - CompositionSystem spawns each item as an object under the placement when it begins, with the id <placement>~<item>. On start and the other events run. The object is destroyed when the item ends. - The top track lies in front no matter which item started first. World.arrange() orders the entity list and the scene objects. - Clips and driven videos follow the same rules as compositionAt(). Loop, restart, stop and the game pause work. - New nodes: Play composition (with restart), Stop composition and the event On composition finished. They were planned for step 4 but come now, because without autoplay nothing could play otherwise. - The editor run ignores Play composition and says so in the log. It writes into the saved project, and the items would stay behind. - contentId() moved to instance.ts. The animation system uses it for nested ids too. - Compositions get no "Sort with parent" for now. Tests: the gate passed with 301 files and 4643 tests, 18 more than step 1. 13 of them are in tests/core/composition-play.test.ts. The first gate run failed in event-order.test.ts, which counts the event nodes and now finds 19. Five counter-checks each turned exactly their test red. Two order tests stayed green without the fix at first and were rebuilt. e2e 68 is new and passed with 5 own checks. Its counter-check without arrange() failed as expected. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
185 lines
8.2 KiB
TypeScript
185 lines
8.2 KiB
TypeScript
import { describe, expect, it } from 'vitest';
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import { ASSET_TYPES } from '../../src/core/model/AssetTypes';
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import { DECLARED_PORT_KINDS, FIELD_KINDS, kindMark, VARIABLE_KINDS } from '../../src/core/properties/kinds';
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import {
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ASSET_ICON_SVG,
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GAME_ICON_SVG,
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GROUP_ICON_SVG,
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LIST_ICON_SVG,
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PLUGINS_ICON_SVG,
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USERS_ICON_SVG,
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} from '../../src/editor/panels/assetIcons';
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import { HEADER_ICON_SVG } from '../../src/editor/panels/headerIcons';
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import { ARROW_ICON_SVG, KIND_ICON_SVG, ROW_ACTION_ICON_SVG } from '../../src/editor/panels/markIcons';
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import { TOOLBAR_ICON_SVG, VISIBILITY_ICON_SVG } from '../../src/editor/panels/toolbarIcons';
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import { UI_ICON_SVG } from '../../src/ui/icons';
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import { tintSvg } from '../../src/ui/svg';
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import { SYMBOL_SVG } from '../../src/viewport/symbolIcons';
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/** Opening tags as name + attributes; the files are flat, so no real XML parser is needed. */
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function tags(svg: string): { name: string; attrs: Record<string, string> }[] {
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return [...svg.matchAll(/<([a-z]+)([^>]*?)\/?>/g)].map(([, name, rest]) => ({
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name: name!,
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attrs: Object.fromEntries([...rest!.matchAll(/([a-zA-Z-]+)="([^"]*)"/g)].map(([, k, v]) => [k!, v!])),
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}));
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}
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describe('icon files', () => {
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it('has a scene view symbol for every symbol (#175)', () => {
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expect(Object.keys(SYMBOL_SVG).sort()).toEqual([
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'behavior',
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'camera',
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'collider',
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'composition',
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'container',
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'joint',
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'particles',
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'rigidbody',
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]);
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});
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it('has an asset panel icon for every asset type, each its own picture (#176)', () => {
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expect(Object.keys(ASSET_ICON_SVG).sort()).toEqual([...ASSET_TYPES].sort());
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expect(new Set(Object.values(ASSET_ICON_SVG)).size).toBe(ASSET_TYPES.length);
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});
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const icons = [
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...Object.entries(SYMBOL_SVG).map(([name, svg]) => [`symbol ${name}`, svg]),
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...Object.entries(ASSET_ICON_SVG).map(([name, svg]) => [`asset ${name}`, svg]),
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['list tab', LIST_ICON_SVG],
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['game tab', GAME_ICON_SVG],
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['hierarchy group', GROUP_ICON_SVG],
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['plugins tab', PLUGINS_ICON_SVG],
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['user management tab', USERS_ICON_SVG],
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...Object.entries(TOOLBAR_ICON_SVG).map(([name, svg]) => [`toolbar ${name}`, svg]),
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...Object.entries(VISIBILITY_ICON_SVG).map(([name, svg]) => [`visibility ${name}`, svg]),
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...Object.entries(HEADER_ICON_SVG).map(([name, svg]) => [`header ${name}`, svg]),
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...Object.entries(UI_ICON_SVG).map(([name, svg]) => [`ui ${name}`, svg]),
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...Object.entries(KIND_ICON_SVG).map(([name, svg]) => [`kind ${name}`, svg]),
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...Object.entries(ROW_ACTION_ICON_SVG).map(([name, svg]) => [`row action ${name}`, svg]),
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...Object.entries(ARROW_ICON_SVG).map(([name, svg]) => [`arrow ${name}`, svg]),
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];
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// The symbols that were characters until #214: the font the editor ships has no such glyphs.
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it('marks every kind a user can pick once – by a picture, or by letters where it has none (#214)', () => {
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const picked = [...new Set([...VARIABLE_KINDS, ...FIELD_KINDS, ...DECLARED_PORT_KINDS])];
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const marks = picked.map((kind) => {
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const icon = KIND_ICON_SVG[kind];
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const letters = kindMark(kind);
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expect(Boolean(icon) !== Boolean(letters), `${kind}: a picture or letters, not both`).toBe(true);
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return icon ?? letters;
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});
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expect(new Set(marks).size).toBe(picked.length);
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});
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// A test finds a picture by the id of its file (`locateIcon`), so every id names one file.
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it('names each picture a test looks for after its own file (#214)', () => {
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const named = icons.map(([, svg]) => tags(svg!)[0]!.attrs.id).filter((id) => id !== undefined);
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expect(new Set(named).size).toBe(named.length);
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for (const svg of [
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...Object.values(UI_ICON_SVG),
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...Object.values(KIND_ICON_SVG),
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...Object.values(ROW_ACTION_ICON_SVG),
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...Object.values(ARROW_ICON_SVG),
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])
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expect(tags(svg)[0]!.attrs.id).toBeDefined();
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});
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// The magnet stands alone in the header, without the "Snap" it replaced (#194): a picture another
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// button already wears would say that button's thing.
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it('draws the snap switch as a magnet of its own, bent without arcs (#194)', () => {
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const others = [
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...Object.values(ASSET_ICON_SVG),
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...Object.values(TOOLBAR_ICON_SVG),
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LIST_ICON_SVG,
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GAME_ICON_SVG,
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PLUGINS_ICON_SVG,
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];
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expect(others).not.toContain(HEADER_ICON_SVG.snap);
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expect(HEADER_ICON_SVG.snap).toContain('C');
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for (const { attrs } of tags(HEADER_ICON_SVG.snap).slice(1)) expect(attrs.d ?? '').not.toMatch(/[Aa]/);
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});
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it('has one icon per button of the top bar, each its own picture (#183)', () => {
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expect(Object.keys(TOOLBAR_ICON_SVG).sort()).toEqual([
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'eye',
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'menu',
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'pause',
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'play',
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'record',
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'redo',
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'stop',
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'undo',
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]);
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expect(new Set(Object.values(TOOLBAR_ICON_SVG)).size).toBe(8);
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});
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it('has one picture per switch behind the eye', () => {
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expect(Object.keys(VISIBILITY_ICON_SVG).sort()).toEqual(['label', 'shader', 'shape', 'symbol']);
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expect(new Set(Object.values(VISIBILITY_ICON_SVG)).size).toBe(4);
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});
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// The bar carries no captions any more, so a picture shared with a tab or an asset type would be
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// the only thing left telling the two apart – and it would not.
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it('draws the top bar in pictures of its own, none of them an asset icon (#183)', () => {
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const others = [...Object.values(ASSET_ICON_SVG), LIST_ICON_SVG, GAME_ICON_SVG, PLUGINS_ICON_SVG];
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for (const svg of Object.values(TOOLBAR_ICON_SVG)) expect(others).not.toContain(svg);
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});
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// Pixi's parser draws an A in the middle of a path as a spike (the puzzle piece of #119); undo
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// and redo are the arcs of this set, so they are the ones that have to keep clear of it.
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it('bends the top bar arrows with cubic curves rather than arcs (#183)', () => {
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for (const svg of [TOOLBAR_ICON_SVG.undo, TOOLBAR_ICON_SVG.redo]) {
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expect(svg).toContain('C');
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for (const { attrs } of tags(svg).slice(1)) expect(attrs.d ?? '').not.toMatch(/[Aa]/);
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}
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});
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// Pixi draws the file's coordinates as they are and ignores the viewBox, so the viewBox only
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// shows the file right elsewhere – centred on the origin, it matches what the editor draws.
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it.each(icons)('%s is centred on its origin', (_, svg) => {
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const root = tags(svg)[0]!;
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expect(root.name).toBe('svg');
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const [x, y, w, h] = root.attrs.viewBox!.split(' ').map(Number);
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expect([x, y]).toEqual([-w! / 2, -h! / 2]);
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expect([Number(root.attrs.width), Number(root.attrs.height)]).toEqual([w, h]);
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});
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it('draws the asset icons in the 16 units a list row and a button reserve', () => {
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for (const svg of [
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...Object.values(ASSET_ICON_SVG),
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LIST_ICON_SVG,
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GAME_ICON_SVG,
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PLUGINS_ICON_SVG,
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USERS_ICON_SVG,
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])
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expect(tags(svg)[0]!.attrs.viewBox).toBe('-8 -8 16 16');
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});
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it('gives the List, Game, Plugins and User management tabs a picture no asset type has (#176, #119, #179)', () => {
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const tabs = [LIST_ICON_SVG, GAME_ICON_SVG, PLUGINS_ICON_SVG, USERS_ICON_SVG];
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for (const svg of tabs) expect(Object.values(ASSET_ICON_SVG)).not.toContain(svg);
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expect(new Set(tabs).size).toBe(tabs.length);
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});
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it.each(icons)('%s uses only what the Pixi parser draws like a browser', (_, svg) => {
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for (const { name, attrs } of tags(svg).slice(1)) {
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// polygon and polyline read their points as whole numbers; groups would carry transforms,
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// which the parser ignores.
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expect(['path', 'circle', 'rect', 'ellipse', 'line']).toContain(name);
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expect(attrs.transform).toBeUndefined();
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// Without a fill a browser fills black, Pixi does not fill at all once there is a stroke.
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expect(attrs.fill, `${name} states its fill`).toBeDefined();
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for (const paint of [attrs.fill, attrs.stroke].filter((p) => p !== undefined))
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expect(paint).toMatch(/^(none|currentColor|#[0-9a-f]{6})$/);
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}
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});
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it('puts the theme colour where the file says currentColor', () => {
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expect(tintSvg('<path fill="currentColor" stroke="currentColor"/>', 0x0000ff)).toBe(
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'<path fill="#0000ff" stroke="#0000ff"/>',
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);
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for (const [, svg] of icons) expect(tintSvg(svg!, 0xb066ff)).not.toContain('currentColor');
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});
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});
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