Files
feuerwerk/tools/e2e/04-assets.mjs
T
adminandClaude Opus 5.5 043c224cc3 Rename Game Maker to Feuerwerk and serve it at /feuerwerk/ (#422)
The editor gets a name of its own that fits beside Brandmauer,
Glutspeicher and Feuerwehr. This is stage 1, 2 and 4 of #422: the
name, the URL and the stored state in the browser. Repository, CI
runners, containers and the GAME_MAKER_* variables follow in stage 3.

- All paths come from SITE_PATH in src/core/site.ts: the API endpoint,
  the data folders, the play page and the base in vite.config.ts. A
  later move is one line instead of fifteen.
- The window title, the sign-in screen, the playground and the README
  say Feuerwerk. The package, __feuerwerkPlay, the take worklet and the
  writing app in Ogg and Matroska follow.
- The session cookie is now feuerwerk_session, so everyone signs in
  once more.
- localStorage keys are now feuerwerk.*. moveOldStoredKeys copies the
  old game-maker.* keys over on the first start, so settings, panel
  sizes and save games survive.
- tools/ci/serve.sh serves the build under /feuerwerk/. The variable
  GAME_MAKER_BASE_URL keeps its name until stage 3.

Outside the repository, nockal.com/feuerwerk/ is a second symlink to
the same tree. nginx sends the bare /game-maker/ folder there with a
301. Everything else under /game-maker/ is still served directly, so
shared play links and the API keep working.

Finding: when nginx redirects a path without a trailing slash or with
a query, the Brandmauer answers with its own 307 to the same URL plus
a slash, placed after the query. A play link would lose its token that
way, which is why only the bare folder is redirected.

Tests:
- Gate on melektaus-atx: CHECK EXIT 0, 307 files, 4756 tests
  (4 new in site.test.ts).
- Counter-check: when the migration misses the old prefix, 3 of the
  4 new tests fail.
- e2e 60 under /feuerwerk/: ALL PASSED, 20 checks.
- From outside: /feuerwerk/ 200, /game-maker/ 301, an old play
  link 200.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 13:27:43 +02:00

684 lines
30 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
import { colourDistance } from '../lib/harness.mjs';
import { pickAssetType } from './lib/scaffold.mjs';
/** One per entry of `ASSET_TYPES` – a new asset type counts here too. */
const ASSET_TYPE_COUNT = 33;
/** The categories of the asset panel and the `+` menu, in their order (`ASSET_CATEGORIES`). */
const CATEGORIES = ['Basics', 'Visuals', 'Logics', 'Physics', 'Audio'];
/** The asset panel: placing by dragging into the view, creating through "+", and resetting an asset value. */
export async function assets(t) {
const {
check,
sleep,
evaluate,
json,
shot,
click,
doubleClick,
clickText,
mouse,
mutate,
press,
redo,
undo,
select,
objects,
asset,
showTab,
has,
} = t;
// 4a. Context menu on the Crate asset. Placing left the menu when it became a drag. The groups
// start folded (#176) – the hook unfolds Crate's.
await json("__gm.assetRow('crate')");
await clickText('Crate', 'right');
check('asset context menu opens', Boolean(await evaluate(`__gm.locate('Delete…')`)));
check('placing is no longer a menu item', !(await evaluate(`__gm.locate('Place in scene')`)));
await shot('11-context-menu');
await clickText('Duplicate');
const copy = await json(`(() => {
const assets = __gm.state.project.assets;
const c = assets[assets.findIndex((a) => a.id === 'crate') + 1];
const s = __gm.state.selection;
return c ? { name: c.name, type: c.type, open: s?.kind === 'asset' && s.assetId === c.id } : null;
})()`);
check(
'Duplicate puts "Crate 2" right behind the Crate and opens it',
copy?.name === 'Crate 2' && copy.type === 'sprite' && copy.open,
JSON.stringify(copy),
);
await undo();
check(
'one undo takes the copy back out',
!(await json("__gm.state.project.assets.some((a) => a.name === 'Crate 2')")),
);
await showTab('scene');
await addMenuOnRightClick(t);
await emptyGroupsOnSwitch(t);
// 4b. Drag the Crate asset from the panel into the scene view. Driven step by step rather than
// with `drag()`, because the preview only exists while the button is still down.
const from = await json("__gm.assetRow('crate')");
const centre = await json('__gm.viewportCenter()');
const to = { x: centre.x + 70, y: centre.y - 50 };
await mouse('mouseMoved', from.x, from.y);
await mouse('mousePressed', from.x, from.y);
for (let i = 1; i <= 8; i++) {
const x = from.x + ((to.x - from.x) * i) / 8;
const y = from.y + ((to.y - from.y) * i) / 8;
await mouse('mouseMoved', x, y, 'left', { buttons: 1 });
await sleep(16);
}
const preview = await json('__gm.dropPreview()');
check(
'dragging an asset over the view previews where it would land',
Boolean(preview) && preview.assetId === 'crate' && preview.rejection === '',
JSON.stringify(preview),
);
await shot('11b-drop-preview');
await mouse('mouseReleased', to.x, to.y);
await sleep(200);
const count = (await objects()).length;
check('dropping the asset adds an object', count === 8, `objects=${count}`);
const placed = await json(
'(() => { const id = __gm.state.selectedObjectIds[0]; return __gm.sceneObjects().find(o => o.id === id) ?? null; })()',
);
// The preview is a promise: whatever it drew has to be where the object then sits, or the
// outline was decoration rather than a prediction.
check(
'the object lands where the preview promised, and is selected',
Boolean(placed) &&
placed.assetId === 'crate' &&
placed.position.x === preview.x &&
placed.position.y === preview.y,
JSON.stringify({ placed: placed && placed.position, preview }),
);
check('the preview is gone once the asset is placed', (await json('__gm.dropPreview()')) === null);
await undo();
const afterUndo = (await objects()).length;
check('one undo takes the dropped object back out', afterUndo === 7, `objects=${afterUndo}`);
await redo();
check('redo puts it back', (await objects()).length === 8);
// 4c. Create a new asset through the + menu. The menu lists the categories of the asset panel, in
// the panel's order; each opens the types filed under it, sorted by label, beside the menu.
await clickText('+');
const rows = await json('__gm.menuRows()');
const opens = await json('__gm.menuSubmenus()');
const menuBox = await json('__gm.overlayRect()');
const title = await json('__gm.menuTitle()');
check(
'the + menu lists the categories of the asset panel, each opening a submenu, under "Create asset"',
String(rows) === String(CATEGORIES) && opens.every(Boolean) && title === 'Create asset',
JSON.stringify({ rows, opens, title }),
);
const offered = {};
for (const category of CATEGORIES) {
await clickText(category);
offered[category] = await json('__gm.menuRows()');
}
const flat = Object.values(offered).flat();
check(
'every asset type is offered once, each category sorted by label',
flat.length === ASSET_TYPE_COUNT &&
new Set(flat).size === flat.length &&
Object.values(offered).every((list) => String(list) === String([...list].sort())),
JSON.stringify(offered),
);
check(
'a type sits under the category the asset panel files it under',
offered.Basics.includes('Scene') &&
offered.Visuals.includes('Sprite') &&
offered.Logics.includes('Behavior') &&
offered.Physics.includes('Collider') &&
offered.Audio.includes('Song'),
JSON.stringify(offered),
);
// The submenu opens right of the menu, its first entry level with the row that opened it. The
// pointer resting on another category swaps it after a short wait.
await clickText('Visuals');
const visualsRow = await json("__gm.locate('Visuals')");
const subBox = await json('__gm.overlayRect()');
const firstEntry = await json(`__gm.locate(${JSON.stringify(offered.Visuals[0])}, true)`);
await shot('tmp-plus-menu');
const screenH = await json('__gm.app.screen.height');
check(
'the submenu stands right of the menu, its first entry level with its category, all on screen',
subBox.x >= menuBox.x + menuBox.w - 4 &&
Math.abs(firstEntry.y - visualsRow.y) <= 2 &&
subBox.y + subBox.h <= screenH - Math.round(screenH * 0.1) + 1,
JSON.stringify({ menuBox, subBox, visualsRow, firstEntry, screenH }),
);
const audioRow = await json("__gm.locate('Audio')");
await mouse('mouseMoved', audioRow.x, audioRow.y);
await sleep(400);
const hovered = await json('__gm.menuRows()');
check(
'resting the pointer on another category swaps the submenu',
String(hovered) === String(offered.Audio),
JSON.stringify(hovered),
);
await clickText('Visuals');
await clickText('Sprite');
const names = await json('__gm.state.project.assets.map(a => a.name)');
const leftOpen = await json('__gm.menuRows()');
check(
'+ menu creates a sprite asset, and picking it closes menu and submenu',
names.includes('Sprite') && leftOpen === null,
JSON.stringify({ names, leftOpen }),
);
await shot('12-new-asset');
// 4d. Double-click on a scene row: the one thing activating an asset still does since placing
// became a drag. The second scene goes in through the model – the "+" menu's "Scene" entry
// shares its label with the Scene tab, so a click by text could land on either.
await mutate(
`__gm.state.project.assets.push({ id: 'scene2', type: 'scene', name: 'Level 2', props: { backgroundColor: 0x22252c }, objects: [] })`,
);
const secondScene = await json("__gm.assetRow('scene2')");
await evaluate('__gm.lookAt(5000, 5000)');
const pannedAway = await json(`__gm.objectRect('o1')`);
await showTab('graph');
await doubleClick(secondScene.x, secondScene.y);
check(
'double-clicking a scene asset makes it the active scene',
(await json('__gm.state.project.activeSceneId')) === 'scene2',
await json('__gm.state.project.activeSceneId'),
);
check('and opens the Scene tab', (await json('__gm.tab()')) === 'scene', await json('__gm.tab()'));
const firstScene = await json("__gm.assetRow('scene1')");
await doubleClick(firstScene.x, firstScene.y);
check(
'double-clicking the first one switches back',
(await json('__gm.state.project.activeSceneId')) === 'scene1',
await json('__gm.state.project.activeSceneId'),
);
// An opened scene comes up framed, as if Fit had been clicked (#295) – not where the view stood.
const opened = await json(`__gm.objectRect('o1')`);
const fitAt = await json(`__gm.sceneHeaderAt('fit')`);
await click(fitAt.x, fitAt.y);
const fitted = await json(`__gm.objectRect('o1')`);
const sameRect = (a, b) =>
Boolean(a && b) && ['x', 'y', 'w', 'h'].every((k) => Math.abs(a[k] - b[k]) < 0.01);
check(
'a scene that is opened comes up framed like after a click on Fit',
sameRect(opened, fitted) && !sameRect(opened, pannedAway),
JSON.stringify({ pannedAway, opened, fitted }),
);
await mutate(`__gm.state.project.assets = __gm.state.project.assets.filter((a) => a.id !== 'scene2')`);
// 4d′. Opening an asset: a click on its row only selects, a double-click opens the tab it
// lives in – every type that has one. The fixture lacks five of them; they go in through
// the model, empty.
await mutate(`__gm.state.project.assets.push(
{ id: 'sm-open', type: 'statemachine', name: 'Machine', props: {}, graph: { nodes: [], edges: [] } },
{ id: 'tex-open', type: 'texture', name: 'Sheet', props: {}, file: '', width: 0, height: 0, frames: [] },
{ id: 'anim-open', type: 'animation', name: 'Walk', props: {}, root: '', tracks: [] },
{ id: 'box-open', type: 'container', name: 'Box', props: {}, objects: [] },
{ id: 'at-open', type: 'tile', name: 'Grass', props: {}, pictures: [] },
)`);
const openable = [
['mover', 'graph', '__gm.graph.current()'],
['sm-open', 'statemachine', '__gm.stateMachine.current()'],
['adjust-colors', 'shader', '__gm.shader.current()'],
['tex-open', 'texture', '__gm.texture.current()'],
['anim-open', 'animation', '__gm.animation.current()'],
['box-open', 'container', '__gm.container.current()'],
['at-open', 'tile', '__gm.tile.current()'],
];
for (const [id, tab, shown] of openable) {
await showTab('scene');
const row = await json(`__gm.assetRow(${JSON.stringify(id)})`);
await click(row.x, row.y);
await sleep(500); // past the double-click window, so the next press starts a fresh pair
const clicked = {
tab: await json('__gm.tab()'),
selected: (await json('__gm.state.selection'))?.assetId,
};
check(
`a click on the ${tab} asset selects it and leaves the Scene tab alone`,
clicked.tab === 'scene' && clicked.selected === id,
JSON.stringify(clicked),
);
await doubleClick(row.x, row.y);
const opened = { tab: await json('__gm.tab()'), shown: await json(shown) };
check(
`a double-click opens the ${tab} tab on it`,
opened.tab === tab && opened.shown === id,
JSON.stringify(opened),
);
}
// Enter goes the same way (`onActivate`), but only once the list holds keyboard focus, which a
// click does not give it – so it is not driven here.
await showTab('scene');
await clickText('+');
await pickAssetType(t, 'Behavior');
const created = await json(
"(__gm.state.project.assets.find((a) => a.type === 'behavior' && !['mover', 'spawner'].includes(a.id)) ?? {}).id ?? ''",
);
const fresh = { created, tab: await json('__gm.tab()'), shown: await json('__gm.graph.current()') };
check(
'creating an asset through + opens its tab on the new one',
Boolean(created) && fresh.tab === 'graph' && fresh.shown === created,
JSON.stringify(fresh),
);
await undo();
await mutate(
`__gm.state.project.assets = __gm.state.project.assets.filter((a) => !['sm-open', 'tex-open', 'anim-open', 'box-open', 'at-open'].includes(a.id))`,
);
await showTab('scene');
// 4e. Asset defaults: the Crate deviates in height (60 against the schema's 100) and colour,
// so two rows carry a reset. Rows run Enabled, Width, Height, Color, Texture, so height's
// reset is the first on screen and colour's the last.
await select({ kind: 'asset', assetId: 'crate' });
const heightReset = await evaluate(`__gm.locateIcon('reset')`);
const colorReset = await evaluate(`__gm.locateIcon('reset', true)`);
check('asset inspector shows a reset per deviating property', Boolean(heightReset));
// The reset is a picture since #214, no longer a character from the system font: its circle
// passes 4.8 units right of its centre, drawn in the muted text colour.
const onResetRing = await json(`__gm.pixelAt(${heightReset.x + 4}, ${heightReset.y + 1})`);
const muted = await json("__gm.themeColor('textMuted')");
check(
'the reset button draws its picture',
colourDistance(onResetRing, muted) < 40,
JSON.stringify({ onResetRing, muted }),
);
check(
'the two deviations have two separate resets',
Boolean(colorReset) && colorReset.y > heightReset.y,
JSON.stringify({ heightReset, colorReset }),
);
await click(heightReset.x, heightReset.y);
check(
'reset puts the asset property back to its default',
(await asset('crate')).props.height === 100,
`height=${(await asset('crate')).props.height}`,
);
const remaining = await evaluate(`__gm.locateIcon('reset')`);
check(
'the reset of the property now at its default is gone, the other one stays',
Boolean(remaining) &&
remaining.y === colorReset.y &&
remaining.y === (await evaluate(`__gm.locateIcon('reset', true)`)).y,
JSON.stringify({ remaining, colorReset }),
);
await shot('15-asset-reset');
await undo();
check(
'undo restores the asset value',
(await asset('crate')).props.height === 60,
`height=${(await asset('crate')).props.height}`,
);
check(
'the height reset is back after undo',
(await evaluate(`__gm.locateIcon('reset')`))?.y === heightReset.y,
JSON.stringify(await evaluate(`__gm.locateIcon('reset')`)),
);
// 4f. The same gold in the asset list: a row is marked while the asset carries anything the
// inspector marks. The Crate deviates twice, so it takes two resets to turn it plain.
const GOLD = '#f2c84b';
const PLAIN = '#e6e8ee';
const assetColor = (id) => json(`__gm.assetRowColor('${id}')`);
check('a deviating asset is marked gold in the list', (await assetColor('crate')) === GOLD);
check('an asset at its defaults is not', (await assetColor('cam')) === PLAIN, await assetColor('cam'));
// The Mover's `speed` is 200 against a declared variable default of 0. The inspector marks no
// variable, so neither may the list – the two must say the same thing.
check(
'a behavior is not marked for a variable value, which the inspector does not mark either',
(await assetColor('mover')) === PLAIN,
await assetColor('mover'),
);
await click(heightReset.x, heightReset.y);
check(
'the mark stays while the second deviation is left',
(await assetColor('crate')) === GOLD,
await assetColor('crate'),
);
const colorOnly = await evaluate(`__gm.locateIcon('reset')`);
await click(colorOnly.x, colorOnly.y);
check(
'resetting the last deviation clears the mark, without a reload',
(await assetColor('crate')) === PLAIN,
`${await assetColor('crate')} props=${JSON.stringify((await asset('crate')).props)}`,
);
await shot('15b-asset-marks');
await undo();
await undo();
check(
'undo brings the mark back',
(await assetColor('crate')) === GOLD,
`${await assetColor('crate')} props=${JSON.stringify((await asset('crate')).props)}`,
);
// 4g. The list is grouped by category and in it by type (#176): a heading per category, under it
// a heading per type, groups and the assets in them alphabetical, each type heading with an
// icon of its own. A freshly opened project shows every category open and every group folded
// – reloaded here, since the modules before have unfolded groups by selecting.
await evaluate('__gm.state.loadProject(__gm.state.project, __gm.state.revision)');
await sleep(100);
const groups = await json('__gm.assetGroups()');
const categories = await json('__gm.assetCategories()');
const nameOf = Object.fromEntries(
(await json('__gm.state.project.assets.map((a) => [a.id, a.name])')).map(([id, name]) => [id, name]),
);
const collator = new Intl.Collator('en', { numeric: true, sensitivity: 'base' });
const sorted = (list) => list.every((v, i) => i === 0 || collator.compare(list[i - 1], v) <= 0);
check(
'the assets panel groups by category and type, groups and assets sorted by name',
groups.length >= 4 &&
categories.length >= 2 &&
sorted(categories.map((c) => CATEGORIES.indexOf(c.category)).map(String)) &&
categories.every((c) => sorted(groups.filter((g) => g.category === c.category).map((g) => g.label))) &&
groups.every((g) => sorted(g.ids.map((id) => nameOf[id]))) &&
groups.flatMap((g) => g.ids).length === Object.keys(nameOf).length,
JSON.stringify({
categories,
groups: groups.map((g) => [g.category, g.label, g.ids.map((id) => nameOf[id])]),
}),
);
check(
'a loaded project shows every category open and every group folded',
categories.every((c) => c.expanded) &&
groups.every((g) => !g.expanded) &&
(await json("__gm.assetRowShown('crate')")) === null,
JSON.stringify({ categories, groups: groups.map((g) => [g.label, g.expanded]) }),
);
// Read in the drawn picture: every icon inks its 16 units in the muted colour, and no two alike.
// Every pixel against the row's own background (`+`), since a 1.5 unit outline on half pixels is
// smoothed and never quite the colour; the exact colour (`#`) still shows where the ink is solid.
const MUTED = '#8a90a0';
const icons = await json(`(() => Object.fromEntries(__gm.assetGroups().map((g) => {
const c = __gm.assetGroupIcon(g.type);
const grid = [];
for (let dy = -7; dy <= 7; dy++) for (let dx = -7; dx <= 7; dx++) grid.push({ x: c.x + dx, y: c.y + dy });
const [background, ...ink] = __gm.pixels([{ x: c.x, y: c.y - 9 }, ...grid]);
const mask = ink.map((p) => (p === '${MUTED}' ? '#' : p === background ? '.' : '+')).join('');
return [g.type, mask];
})))()`);
const masks = Object.values(icons);
check(
'every heading draws its icon in the muted colour, and no two icons look alike',
masks.every((m) => m.replaceAll('.', '').length >= 20 && m.includes('#')) &&
new Set(masks.map((m) => m.replaceAll('#', '+'))).size === masks.length,
JSON.stringify(icons),
);
// A press on the heading unfolds the group, a second folds it again: rows come and go, the
// heading and its count stay, and the selection is left where it was.
await select({ kind: 'asset', assetId: 'cam' });
const sprites = await json("__gm.assetRow('group:sprite')");
const spriteGroup = async () => ({
expanded: (await json('__gm.assetGroups()')).find((g) => g.type === 'sprite').expanded,
crate: await json("__gm.assetRowShown('crate')"),
heading: await json("__gm.assetRow('group:sprite')"),
selected: (await json('__gm.state.selection'))?.assetId,
});
await click(sprites.x, sprites.y);
const unfolded = await spriteGroup();
check(
'a click on a folded heading unfolds its group below it and selects nothing',
unfolded.expanded === true &&
Boolean(unfolded.crate) &&
Boolean(unfolded.heading) &&
unfolded.heading.y < unfolded.crate.y &&
unfolded.selected === 'cam' &&
(await has('Sprite')),
JSON.stringify(unfolded),
);
await shot('15c-asset-groups');
await click(sprites.x, sprites.y);
const folded = await spriteGroup();
check(
'a second click folds it again',
folded.expanded === false &&
folded.crate === null &&
Boolean(folded.heading) &&
folded.selected === 'cam',
JSON.stringify(folded),
);
// Selecting a folded asset from elsewhere – a picker, a graph – unfolds its group.
await select({ kind: 'asset', assetId: 'crate' });
check(
'selecting an asset in a folded group unfolds it',
(await json('__gm.assetGroups()')).find((g) => g.type === 'sprite').expanded === true &&
Boolean(await json("__gm.assetRowShown('crate')")),
JSON.stringify(await json('__gm.assetGroups()')),
);
// Folding the group of the selected asset lets go of the selection – it would unfold it again.
const heading = await json("__gm.assetRow('group:sprite')");
await click(heading.x, heading.y);
const released = await spriteGroup();
check(
'folding the group of the selected asset folds it and clears the selection',
released.expanded === false && released.crate === null && released.selected === undefined,
JSON.stringify(released),
);
// A category folds the same way: its type headings go, and selecting an asset in it opens it again.
const visual = await json("__gm.assetRowShown('category:Visuals')");
await click(visual.x, visual.y);
const visualFolded = {
category: (await json('__gm.assetCategories()')).find((c) => c.category === 'Visuals'),
sprites: await json("__gm.assetRowShown('group:sprite')"),
};
await select({ kind: 'asset', assetId: 'crate' });
const visualAgain = {
category: (await json('__gm.assetCategories()')).find((c) => c.category === 'Visuals'),
crate: await json("__gm.assetRowShown('crate')"),
};
check(
'a click on a category heading folds its groups away, selecting an asset in it unfolds it',
visualFolded.category?.expanded === false &&
visualFolded.sprites === null &&
visualAgain.category?.expanded === true &&
Boolean(visualAgain.crate),
JSON.stringify({ visualFolded, visualAgain }),
);
await select(null);
const spritesAgain = await json("__gm.assetRow('group:sprite')");
await click(spritesAgain.x, spritesAgain.y);
// 4h. The same icons elsewhere: in front of every type in the `+` menu, and at the right edge of
// a scene object's row, where its type used to be spelled out.
await clickText('+');
const menuIcons = {};
for (const category of CATEGORIES) {
await clickText(category);
menuIcons[category] = await json('__gm.menuIcons()');
}
await shot('15d-add-menu');
await press('Escape');
const iconRows = Object.values(menuIcons).flat();
check(
'every type in the + menu has its icon in front',
iconRows.length === ASSET_TYPE_COUNT && iconRows.every((icon) => icon === true),
JSON.stringify(menuIcons),
);
await showTab('scene');
const first = (await json('__gm.hierarchyOrder()'))[0];
const typeOfFirst = await json(`(() => {
const scene = __gm.state.activeScene;
const o = scene.objects.find((x) => x.id === ${JSON.stringify(first)});
return __gm.state.project.assets.find((a) => a.id === o.assetId).type;
})()`);
const rowAt = await json(`__gm.hierarchyRow(${JSON.stringify(first)})`);
const iconAt = await json(`__gm.hierarchyIcon(${JSON.stringify(first)})`);
const ink = await json(`(() => {
const c = __gm.hierarchyIcon(${JSON.stringify(first)});
const grid = [];
for (let dy = -7; dy <= 7; dy++) for (let dx = -7; dx <= 7; dx++) grid.push({ x: c.x + dx, y: c.y + dy });
const [background, ...ink] = __gm.pixels([{ x: c.x - 12, y: c.y }, ...grid]);
return ink.filter((p) => p !== background).length;
})()`);
const typeWords = (await json(`__gm.locateAll(${JSON.stringify(typeOfFirst)})`)).filter(
(p) => Math.abs(p.y - rowAt.y) < 8,
);
check(
'a scene object shows its type as an icon at the right edge, no longer as a word',
Boolean(iconAt) && iconAt.x > rowAt.x && ink >= 20 && typeWords.length === 0,
JSON.stringify({ first, typeOfFirst, rowAt, iconAt, ink, typeWords }),
);
}
/**
* 4a-ii. Where no menu of its own opens, a right-click brings up the + menu (#244): on the empty
* space below the rows all of it, on a category heading the types of that category, on a group
* heading only its type (#361). The heading stays folded as it was.
*/
async function addMenuOnRightClick(t) {
const { check, json, shot, click, clickText, press, undo, showTab } = t;
const addRows = (rows) => String(rows) === String(CATEGORIES);
const heading = await json("__gm.assetRowShown('group:scene')");
const sceneFolded = async () =>
!(await json('__gm.assetGroups()')).find((g) => g.type === 'scene').expanded;
const foldedBefore = await sceneFolded();
await click(heading.x, heading.y, 'right');
const onHeading = await json('__gm.menuRows()');
const headingTitle = await json('__gm.menuTitle()');
check(
'a right-click on a group heading offers only its type, under "Create asset", and leaves the group as it was',
String(onHeading) === 'Scene' &&
headingTitle === 'Create asset' &&
(await sceneFolded()) === foldedBefore,
JSON.stringify({ onHeading, headingTitle, foldedBefore }),
);
await press('Escape');
const basics = await json("__gm.assetRowShown('category:Basics')");
await click(basics.x, basics.y, 'right');
const onCategory = {
rows: await json('__gm.menuRows()'),
submenus: await json('__gm.menuSubmenus()'),
};
onCategory.filedUnder = await json(
`${JSON.stringify(onCategory.rows)}.map((label) => __gm.addMenuCategory(label))`,
);
check(
'a right-click on a category heading offers the types of that category, sorted, without submenus',
onCategory.rows.length >= 4 &&
onCategory.rows.includes('Scene') &&
onCategory.filedUnder.every((c) => c === 'Basics') &&
String(onCategory.rows) === String([...onCategory.rows].sort()) &&
onCategory.submenus.every((open) => !open) &&
(await json('__gm.assetCategories()')).find((c) => c.category === 'Basics').expanded,
JSON.stringify(onCategory),
);
await press('Escape');
const groups = await json('__gm.assetGroups()');
const lastGroup = groups.at(-1);
const lastShown = await json(
`__gm.assetRowShown(${JSON.stringify(lastGroup.expanded ? lastGroup.ids.at(-1) : `group:${lastGroup.type}`)})`,
);
const panel = await json('__gm.assetsRect()');
const empty = { x: panel.x + panel.w / 2, y: panel.y + panel.h - 12 };
await click(empty.x, empty.y, 'right');
const onEmpty = await json('__gm.menuRows()');
check(
'a right-click on the empty space below the rows opens the + menu',
empty.y > lastShown.y + 20 && addRows(onEmpty),
JSON.stringify({ empty, lastShown, onEmpty }),
);
await shot('11c-add-menu-on-right-click');
const before = (await json('__gm.state.project.assets')).length;
// The headings of the panel read like the menu's categories and entries and are drawn first: the
// menu still wins, for the category as for the type.
await clickText('Logics');
const behaviorWords = (await json("__gm.locateAll('Behavior')")).length;
await clickText('Behavior');
const fromMenu = await json('__gm.state.project.assets.at(-1)');
check(
'an entry of that menu creates the asset like the + button does, even under a heading of the same word',
(await json('__gm.state.project.assets')).length === before + 1 &&
fromMenu.type === 'behavior' &&
behaviorWords >= 2,
JSON.stringify({ fromMenu: fromMenu && { type: fromMenu.type, name: fromMenu.name }, behaviorWords }),
);
await undo();
await showTab('scene');
}
/**
* 4a-iii. A switch in "General settings…" lists every category and type, the empty ones faint
* (#361); off again, only what holds assets is left. A right-click on an empty type's heading
* creates the first asset of it.
*/
async function emptyGroupsOnSwitch(t) {
const { check, json, shot, click, clickText, clickToolbar, sleep, undo, showTab } = t;
const flip = async () => {
await clickToolbar('menu');
await clickText('General settings…');
const box = await json('__gm.generalSettingsEmptyGroupsAt()');
await click(box.x, box.y);
await clickText('Apply');
await sleep(100);
};
const shape = (groups) => JSON.stringify(groups.map((g) => [g.type, g.ids]));
const before = await json('__gm.assetGroups()');
await flip();
const all = await json('__gm.assetGroups()');
const categories = await json('__gm.assetCategories()');
// One that an entry creates at once – a texture, a font or a sound opens a picker instead.
const empty = all.find(
(g) => g.ids.length === 0 && !['texture', 'font', 'sound', 'pixelart'].includes(g.type),
);
const full = all.find((g) => g.ids.length > 0);
const emptyCategory = CATEGORIES.find((c) =>
all.filter((g) => g.category === c).every((g) => g.ids.length === 0),
);
const seen = {
stored: await json(`JSON.parse(localStorage.getItem('feuerwerk.general-settings') ?? 'null')`),
emptyAlpha: await json(`__gm.assetRowAlpha('group:${empty?.type}')`),
fullAlpha: await json(`__gm.assetRowAlpha('group:${full?.type}')`),
categoryAlpha: emptyCategory ? await json(`__gm.assetRowAlpha('category:${emptyCategory}')`) : null,
filledCategoryAlpha: await json(`__gm.assetRowAlpha('category:${full?.category}')`),
};
check(
'the switch lists every category and type, the empty ones faint, the rest as before',
all.length === ASSET_TYPE_COUNT &&
String(categories.map((c) => c.category)) === String(CATEGORIES) &&
before.every(
(g) => JSON.stringify(all.find((a) => a.type === g.type)?.ids) === JSON.stringify(g.ids),
) &&
seen.stored?.showEmptyAssetGroups === true &&
Boolean(empty) &&
seen.emptyAlpha === 0.5 &&
seen.fullAlpha === 1 &&
seen.filledCategoryAlpha === 1 &&
(!emptyCategory || seen.categoryAlpha === 0.5),
JSON.stringify({ ...seen, empty: empty?.type, emptyCategory, all: all.length }),
);
await shot('11d-empty-asset-groups');
// Scrolled into view first: with every type listed the panel is longer than it is high.
const heading = await json(`__gm.assetRow('group:${empty.type}')`);
await click(heading.x, heading.y, 'right');
const offered = await json('__gm.menuRows()');
await clickText(offered[0]);
const made = await json('__gm.state.project.assets.at(-1)');
const after = {
offered,
made: made && { type: made.type, name: made.name },
alpha: await json(`__gm.assetRowAlpha('group:${empty.type}')`),
};
check(
'a right-click on an empty type offers just that type, and its first asset makes the heading solid',
offered.length === 1 && made?.type === empty.type && after.alpha === 1,
JSON.stringify(after),
);
await undo();
await showTab('scene');
await flip();
const off = await json('__gm.assetGroups()');
check(
'switched off again, only the types with assets are listed',
shape(off) === shape(before) &&
(await json(`JSON.parse(localStorage.getItem('feuerwerk.general-settings'))`)).showEmptyAssetGroups ===
false,
JSON.stringify({ before: shape(before), off: shape(off) }),
);
}