Since the Instrument joined the + menu, its last entries can sit
below the fold of the test window. CI for 8a4e4a6 stopped in step 12
with 'widget with text "Texture" not found', and every step after it
was skipped.
- pickAssetType looked first with locate, which throws on a row
scrolled out of its list. So it never reached its own scroll. It
now looks with find and scrolls when the hit is not in the menu.
- A hit outside the menu counts as a miss, so the centre tab
"Texture" cannot take the click meant for the entry.
- Steps 12, 26 and 28 picked their entry by hand and now go through
pickAssetType ("Texture", "State machine", "Shader").
Tests:
- e2e 1-12, 26, 28 (melektaus-atx): ALL PASSED, 635 checks.
Before the fix step 12 failed there as in CI.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
242 lines
7.9 KiB
JavaScript
242 lines
7.9 KiB
JavaScript
/**
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* The throwaway rig steps 17–20 share in the fixture scene: a behavior asset cloned off `mover` with the
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* step's graph, a crate to hold it, and a logic child that runs it.
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*/
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/**
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* Where each step parks its box. The fixture scene is shared, so two steps at the same y would
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* overlap and each would fail for reasons belonging to the other.
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*/
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export const LANES = {
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editorRun: 400,
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editorRunContainer: 800,
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editorRunEdits: 1200,
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pause: 300,
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nested: 700,
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keyRepeat: -300,
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stateMachine: -700,
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console: -1100,
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transform: -1500,
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font: -1900,
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particles: -2300,
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sound: -2700,
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tilemap: -3100,
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physics: -3500,
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shapes: -3900,
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queries: -4300,
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symbols: -4700,
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vectorArt: -5100,
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pixelArt: -5400,
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eyedropper: -5800,
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containerReference: -6200,
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nestedReference: -6600,
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};
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/**
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* Source for a `make(id, assetId, parentId, y, name)` factory, to paste inside a `mutate()`
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* string. It clones `scene.objects[0]`, so a new object carries whatever shape the fixture has.
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*/
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export const MAKE_OBJECT = `
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const make = (id, assetId, parentId, y, name = '') => {
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const o = structuredClone(scene.objects[0]);
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Object.assign(o, {
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id,
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assetId,
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name,
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position: { x: 0, y, z: 0 },
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parentId,
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overrides: {},
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instanceEdits: {},
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});
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return o;
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};`;
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/**
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* Returns the created ids plus `remove()`, so a step's cleanup matches what it made. `front` puts the
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* asset at the head of the list: a row appended at the end scrolls out of `dragAsset`'s reach.
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*/
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export async function scaffoldBehavior(t, options) {
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const {
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assetId,
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name,
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graph,
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boxId,
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boxName = 'Box',
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logicId,
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y,
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front = false,
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props = { enabled: true, runInEditor: false },
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} = options;
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await t.mutate(`
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const p = __gm.state.project;
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const scene = __gm.state.activeScene;
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const asset = structuredClone(p.assets.find((a) => a.id === 'mover'));
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Object.assign(asset, {
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id: ${JSON.stringify(assetId)},
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name: ${JSON.stringify(name)},
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props: ${JSON.stringify(props)},
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variables: [],
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graph: ${JSON.stringify(graph)},
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});
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p.assets.${front ? 'unshift' : 'push'}(asset);
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${MAKE_OBJECT}
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scene.objects.push(
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make(${JSON.stringify(boxId)}, 'crate', '', ${y}, ${JSON.stringify(boxName)}),
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make(${JSON.stringify(logicId)}, ${JSON.stringify(assetId)}, ${JSON.stringify(boxId)}, 0, ${JSON.stringify(name)}),
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);
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`);
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return {
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assetId,
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boxId,
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logicId,
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/** Removes everything this rig added and reports what survived (should be all zeroes). */
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async remove() {
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await t.evaluate('__gm.state.select(null)');
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await t.mutate(`
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const p = __gm.state.project;
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const scene = __gm.state.activeScene;
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const objects = ${JSON.stringify([boxId, logicId])};
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const assets = ${JSON.stringify([assetId])};
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scene.objects = scene.objects.filter((o) => !objects.includes(o.id));
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p.assets = p.assets.filter((a) => !assets.includes(a.id));
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`);
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return t.json(`{
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objects: __gm.sceneObjects().filter((o) => ${JSON.stringify([boxId, logicId])}.includes(o.id)).length,
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assets: __gm.state.project.assets.filter((a) => a.id === ${JSON.stringify(assetId)}).length,
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}`);
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},
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};
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}
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/** What each tab button reads – the text a check has to click to open it. */
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export const TAB_LABELS = {
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scene: 'Scene',
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game: 'Game',
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graph: 'Behavior',
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statemachine: 'State machine',
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shader: 'Shader',
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texture: 'Texture',
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vectorart: 'Vector art',
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pixelart: 'Pixel art',
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animation: 'Animation',
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curve: 'Curve',
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tile: 'Tile',
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container: 'Container',
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list: 'List',
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particles: 'Particles',
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// Added at start-up by the demo plugin (plugins/demo-plugin.js), after every built-in tab.
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'plugin:assets': 'Assets',
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};
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/**
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* Opens a tab by clicking it, through the `»` menu when the row had to hide it. Since the tenth tab
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* (#73) that is the normal case at the test window's width: a plain `clickText('Container')` found
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* nothing and took the whole suite down with it.
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*/
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export async function openTab(t, tab) {
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// A kind of document has no tab of its own since #171; the hook shows the one the selection is about.
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if (DOCUMENT_KINDS.includes(tab)) {
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await t.evaluate(`__gm.showTab(${JSON.stringify(tab)})`);
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return;
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}
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const label = TAB_LABELS[tab];
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const row = await t.json('__gm.tabRow()');
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if (row.hidden.includes(tab)) {
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await t.clickText('»');
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await t.clickText(label);
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return;
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}
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// The label alone is not the tab: the toolbar labels its scene selector "Scene" too, and being
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// drawn first that is what `clickText` had been hitting – so the tab stayed where it was
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// (measured 2026-09-17: step 39 ended on the Autotile tab – now Tile – although it asks for the Scene tab).
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// The hit is therefore picked by the box the tab row reports for that tab.
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const entry = row.shown.find((e) => e.tab === tab);
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const hits = entry ? await t.json(`__gm.locateAll(${JSON.stringify(label)})`) : [];
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const hit = hits.find(
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(p) => p.x >= entry.x && p.x <= entry.right && p.y >= entry.y && p.y <= entry.y + entry.h,
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);
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if (hit) await t.click(hit.x, hit.y);
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else await t.clickText(label);
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}
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const DOCUMENT_KINDS = [
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'graph',
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'statemachine',
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'shader',
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'particles',
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'texture',
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'vectorart',
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'pixelart',
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'animation',
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'curve',
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'tile',
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'container',
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'variables',
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'management',
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];
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/**
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* Clicks the tab of an open document (`asset:<id>` or `values:<key>`), through the `»` menu when the row
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* hides it. The press lands left of the ×, on the name.
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*/
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export async function clickDocumentTab(t, doc) {
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const row = await t.json('__gm.tabRow()');
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const entry = row.shown.find((e) => e.tab === doc);
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if (entry) {
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await t.click(entry.x + (entry.close.x - entry.x) / 2, entry.y + entry.h / 2);
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return;
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}
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if (!row.hidden.includes(doc)) throw new Error(`no tab for ${doc}`);
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const label = await t.json(`(() => {
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const id = ${JSON.stringify(doc)};
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if (id.startsWith('values:')) return __gm.tabRow().labels?.[id] ?? null;
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const asset = __gm.state.project.assets.find((a) => 'asset:' + a.id === id);
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return asset ? asset.name : null;
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})()`);
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await t.clickText('»');
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const item = (await t.json('__gm.menuRows()')).find((r) => r === label);
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const at = await t.locate(item, true);
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await t.click(at.x, at.y);
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}
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/**
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* Picks an asset type from the already-open `+` menu. Since #43 the menu may grow to the height of
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* the canvas, and since the Instrument (#331) its last entries can sit below the fold of this
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* window (`Texture` in step 12). `locate` refuses a row scrolled out of its list, so the first look is `find`,
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* and a hit outside the menu (the centre tab "Texture") counts as a miss.
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*/
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export async function pickAssetType(t, label) {
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const box = await t.json('__gm.overlayRect()');
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let p = await t.find(label, true);
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let scrolled = false;
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const inMenu = (at) =>
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at && at.x >= box.x && at.x <= box.x + box.w && at.y >= box.y && at.y <= box.y + box.h - 4;
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if (box && !inMenu(p)) {
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await t.wheel(box.x + box.w / 2, box.y + box.h / 2, 300);
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p = await t.locate(label, true);
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scrolled = true;
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}
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await t.click(p.x, p.y);
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return { box, p, scrolled };
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}
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/**
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* A point of a panel (`panel` and `point` are hook expressions), scrolled into view first: a
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* collider's material rows sit below the fold of the inspector, and after the earlier steps the
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* hierarchy is long enough to hide this step's objects. A click beside the panel would land on
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* whatever is drawn there instead.
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*/
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export async function inView(t, panel, point) {
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for (let i = 0; i < 15; i++) {
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const rect = await t.json(panel);
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const at = await t.json(point);
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if (!rect) return null;
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if (at && at.y > rect.y + 8 && at.y < rect.y + rect.h - 8) return at;
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await t.wheel(rect.x + rect.w / 2, rect.y + rect.h / 2, at && at.y < rect.y ? -200 : 200);
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await t.settle();
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}
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return null;
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}
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