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feuerwerk/tests/ui/svg-icons.test.ts
T
adminandClaude Opus 5.5 0334d2508d Place compositions in scenes and play them from behaviors (#417)
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>
2026-10-12 07:06:33 +02:00

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import { describe, expect, it } from 'vitest';
import { ASSET_TYPES } from '../../src/core/model/AssetTypes';
import { DECLARED_PORT_KINDS, FIELD_KINDS, kindMark, VARIABLE_KINDS } from '../../src/core/properties/kinds';
import {
ASSET_ICON_SVG,
GAME_ICON_SVG,
GROUP_ICON_SVG,
LIST_ICON_SVG,
PLUGINS_ICON_SVG,
USERS_ICON_SVG,
} from '../../src/editor/panels/assetIcons';
import { HEADER_ICON_SVG } from '../../src/editor/panels/headerIcons';
import { ARROW_ICON_SVG, KIND_ICON_SVG, ROW_ACTION_ICON_SVG } from '../../src/editor/panels/markIcons';
import { TOOLBAR_ICON_SVG, VISIBILITY_ICON_SVG } from '../../src/editor/panels/toolbarIcons';
import { UI_ICON_SVG } from '../../src/ui/icons';
import { tintSvg } from '../../src/ui/svg';
import { SYMBOL_SVG } from '../../src/viewport/symbolIcons';
/** Opening tags as name + attributes; the files are flat, so no real XML parser is needed. */
function tags(svg: string): { name: string; attrs: Record<string, string> }[] {
return [...svg.matchAll(/<([a-z]+)([^>]*?)\/?>/g)].map(([, name, rest]) => ({
name: name!,
attrs: Object.fromEntries([...rest!.matchAll(/([a-zA-Z-]+)="([^"]*)"/g)].map(([, k, v]) => [k!, v!])),
}));
}
describe('icon files', () => {
it('has a scene view symbol for every symbol (#175)', () => {
expect(Object.keys(SYMBOL_SVG).sort()).toEqual([
'behavior',
'camera',
'collider',
'composition',
'container',
'joint',
'particles',
'rigidbody',
]);
});
it('has an asset panel icon for every asset type, each its own picture (#176)', () => {
expect(Object.keys(ASSET_ICON_SVG).sort()).toEqual([...ASSET_TYPES].sort());
expect(new Set(Object.values(ASSET_ICON_SVG)).size).toBe(ASSET_TYPES.length);
});
const icons = [
...Object.entries(SYMBOL_SVG).map(([name, svg]) => [`symbol ${name}`, svg]),
...Object.entries(ASSET_ICON_SVG).map(([name, svg]) => [`asset ${name}`, svg]),
['list tab', LIST_ICON_SVG],
['game tab', GAME_ICON_SVG],
['hierarchy group', GROUP_ICON_SVG],
['plugins tab', PLUGINS_ICON_SVG],
['user management tab', USERS_ICON_SVG],
...Object.entries(TOOLBAR_ICON_SVG).map(([name, svg]) => [`toolbar ${name}`, svg]),
...Object.entries(VISIBILITY_ICON_SVG).map(([name, svg]) => [`visibility ${name}`, svg]),
...Object.entries(HEADER_ICON_SVG).map(([name, svg]) => [`header ${name}`, svg]),
...Object.entries(UI_ICON_SVG).map(([name, svg]) => [`ui ${name}`, svg]),
...Object.entries(KIND_ICON_SVG).map(([name, svg]) => [`kind ${name}`, svg]),
...Object.entries(ROW_ACTION_ICON_SVG).map(([name, svg]) => [`row action ${name}`, svg]),
...Object.entries(ARROW_ICON_SVG).map(([name, svg]) => [`arrow ${name}`, svg]),
];
// The symbols that were characters until #214: the font the editor ships has no such glyphs.
it('marks every kind a user can pick once – by a picture, or by letters where it has none (#214)', () => {
const picked = [...new Set([...VARIABLE_KINDS, ...FIELD_KINDS, ...DECLARED_PORT_KINDS])];
const marks = picked.map((kind) => {
const icon = KIND_ICON_SVG[kind];
const letters = kindMark(kind);
expect(Boolean(icon) !== Boolean(letters), `${kind}: a picture or letters, not both`).toBe(true);
return icon ?? letters;
});
expect(new Set(marks).size).toBe(picked.length);
});
// A test finds a picture by the id of its file (`locateIcon`), so every id names one file.
it('names each picture a test looks for after its own file (#214)', () => {
const named = icons.map(([, svg]) => tags(svg!)[0]!.attrs.id).filter((id) => id !== undefined);
expect(new Set(named).size).toBe(named.length);
for (const svg of [
...Object.values(UI_ICON_SVG),
...Object.values(KIND_ICON_SVG),
...Object.values(ROW_ACTION_ICON_SVG),
...Object.values(ARROW_ICON_SVG),
])
expect(tags(svg)[0]!.attrs.id).toBeDefined();
});
// The magnet stands alone in the header, without the "Snap" it replaced (#194): a picture another
// button already wears would say that button's thing.
it('draws the snap switch as a magnet of its own, bent without arcs (#194)', () => {
const others = [
...Object.values(ASSET_ICON_SVG),
...Object.values(TOOLBAR_ICON_SVG),
LIST_ICON_SVG,
GAME_ICON_SVG,
PLUGINS_ICON_SVG,
];
expect(others).not.toContain(HEADER_ICON_SVG.snap);
expect(HEADER_ICON_SVG.snap).toContain('C');
for (const { attrs } of tags(HEADER_ICON_SVG.snap).slice(1)) expect(attrs.d ?? '').not.toMatch(/[Aa]/);
});
it('has one icon per button of the top bar, each its own picture (#183)', () => {
expect(Object.keys(TOOLBAR_ICON_SVG).sort()).toEqual([
'eye',
'menu',
'pause',
'play',
'record',
'redo',
'stop',
'undo',
]);
expect(new Set(Object.values(TOOLBAR_ICON_SVG)).size).toBe(8);
});
it('has one picture per switch behind the eye', () => {
expect(Object.keys(VISIBILITY_ICON_SVG).sort()).toEqual(['label', 'shader', 'shape', 'symbol']);
expect(new Set(Object.values(VISIBILITY_ICON_SVG)).size).toBe(4);
});
// The bar carries no captions any more, so a picture shared with a tab or an asset type would be
// the only thing left telling the two apart – and it would not.
it('draws the top bar in pictures of its own, none of them an asset icon (#183)', () => {
const others = [...Object.values(ASSET_ICON_SVG), LIST_ICON_SVG, GAME_ICON_SVG, PLUGINS_ICON_SVG];
for (const svg of Object.values(TOOLBAR_ICON_SVG)) expect(others).not.toContain(svg);
});
// Pixi's parser draws an A in the middle of a path as a spike (the puzzle piece of #119); undo
// and redo are the arcs of this set, so they are the ones that have to keep clear of it.
it('bends the top bar arrows with cubic curves rather than arcs (#183)', () => {
for (const svg of [TOOLBAR_ICON_SVG.undo, TOOLBAR_ICON_SVG.redo]) {
expect(svg).toContain('C');
for (const { attrs } of tags(svg).slice(1)) expect(attrs.d ?? '').not.toMatch(/[Aa]/);
}
});
// Pixi draws the file's coordinates as they are and ignores the viewBox, so the viewBox only
// shows the file right elsewhere – centred on the origin, it matches what the editor draws.
it.each(icons)('%s is centred on its origin', (_, svg) => {
const root = tags(svg)[0]!;
expect(root.name).toBe('svg');
const [x, y, w, h] = root.attrs.viewBox!.split(' ').map(Number);
expect([x, y]).toEqual([-w! / 2, -h! / 2]);
expect([Number(root.attrs.width), Number(root.attrs.height)]).toEqual([w, h]);
});
it('draws the asset icons in the 16 units a list row and a button reserve', () => {
for (const svg of [
...Object.values(ASSET_ICON_SVG),
LIST_ICON_SVG,
GAME_ICON_SVG,
PLUGINS_ICON_SVG,
USERS_ICON_SVG,
])
expect(tags(svg)[0]!.attrs.viewBox).toBe('-8 -8 16 16');
});
it('gives the List, Game, Plugins and User management tabs a picture no asset type has (#176, #119, #179)', () => {
const tabs = [LIST_ICON_SVG, GAME_ICON_SVG, PLUGINS_ICON_SVG, USERS_ICON_SVG];
for (const svg of tabs) expect(Object.values(ASSET_ICON_SVG)).not.toContain(svg);
expect(new Set(tabs).size).toBe(tabs.length);
});
it.each(icons)('%s uses only what the Pixi parser draws like a browser', (_, svg) => {
for (const { name, attrs } of tags(svg).slice(1)) {
// polygon and polyline read their points as whole numbers; groups would carry transforms,
// which the parser ignores.
expect(['path', 'circle', 'rect', 'ellipse', 'line']).toContain(name);
expect(attrs.transform).toBeUndefined();
// Without a fill a browser fills black, Pixi does not fill at all once there is a stroke.
expect(attrs.fill, `${name} states its fill`).toBeDefined();
for (const paint of [attrs.fill, attrs.stroke].filter((p) => p !== undefined))
expect(paint).toMatch(/^(none|currentColor|#[0-9a-f]{6})$/);
}
});
it('puts the theme colour where the file says currentColor', () => {
expect(tintSvg('<path fill="currentColor" stroke="currentColor"/>', 0x0000ff)).toBe(
'<path fill="#0000ff" stroke="#0000ff"/>',
);
for (const [, svg] of icons) expect(tintSvg(svg!, 0xb066ff)).not.toContain('currentColor');
});
});