Structs and lists were capped at two fixed levels (list of structs, struct with a list field). Anything deeper was dropped silently on load, in node settings and when written to a variable. The cap came from an early design choice, not from a technical need, so it is lifted completely instead of adding a third fixed level. - One kind list NESTED_KINDS replaces ListItemKind and StructFieldKind. The flat special cases in listItems.ts are gone, every value goes through one recursive path. - A struct inside a struct is declared, like a top-level struct. Values coming in over an edge are brought into that shape. Struct items in lists still take their fields from the value. - New valuePath.ts addresses any nested spot by keys and indices. ListSlot.field is now ListSlot.path. - Field commands (add, rename, remove) take the path to the struct. They change declaration, own value and all overrides in one undo step, as before on the top level. - Inspector: "+ Field" offers Struct and List on every level. A nested struct is a header row with its own "+ Field", its fields are indented one step further. - List tab: a list item shows "n items" and opens one level deeper. The title shows the path, e.g. "Listy · nums · [3]". - Pack in Pack now writes a struct into a struct field instead of text. Objects are kept at any depth and stripped at every exit. - A list edit in a struct field without an existing object override now starts from the shown value instead of an empty struct. - Old projects load unchanged. Save, load and save again gives the same result. Tests: - ./check.sh: 172 files, 2498 tests, CHECK EXIT 0 - e2e 21 + 22: ALL PASSED, 90 checks (new 21d-iii, 22f-ii, 21d and 22f updated) - 20 new unit tests in nested-values.test.ts and nested-list-slot.test.ts, three tests that pinned the old cap turned around - 6 counter-probes, each fails 1 to 8 tests, originals restored and checked with cmp - Not covered: a nested struct inside a struct item in the list tab has no e2e click Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
627 lines
22 KiB
TypeScript
627 lines
22 KiB
TypeScript
import { type FederatedPointerEvent, Graphics } from 'pixi.js';
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import { isList, isStruct, type PropertyValue, textOf } from '../../core/model/Properties';
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import type { Project } from '../../core/model/Project';
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import {
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layerIndexOf,
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layerMaskOf,
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layerName,
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maskHas,
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maskLabel,
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maskWith,
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} from '../../core/model/collisionLayers';
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import {
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assetChoiceLabel,
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assetRefChoices,
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assetRefLabel,
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NO_ASSET_LABEL,
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} from '../../core/properties/assetRef';
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import { keyName } from '../../core/keys';
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import { FIRST_TILE_LAYER } from '../../core/model/liveTilemap';
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import { tilemapLayerNames } from '../../core/model/tilemap';
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import { isKindWith, type ReferenceKind } from '../../core/properties/kinds';
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import {
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emptyFieldValue,
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structOf,
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flatDef,
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type PropertyDef,
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type StructFieldDef,
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} from '../../core/properties/PropertySchema';
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import { referencedAssetId } from '../../core/properties/references';
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import { NO_TEXTURE_LABEL, pictureChoices, textureRefLabel } from '../../core/properties/textureRef';
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import {
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Button,
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CHEVRON_SLOT,
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Checkbox,
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ColorField,
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drawChevron,
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Dropdown,
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HStack,
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Label,
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Menu,
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type MenuItem,
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NumberField,
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type Size,
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Spacer,
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TextField,
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Theme,
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ui,
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VStack,
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type Widget,
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} from '../../ui';
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import { ROW_ACTION_ICON_SVG } from '../panels/markIcons';
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/**
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* What a field needs beyond its own value: the project, to resolve an asset reference to a name
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* and to list what the picker may offer. A getter rather than the project itself – loading and
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* entering play mode replace that object.
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*/
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export interface FieldContext {
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project(): Project;
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/**
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* A press on the label of a reference row that names an asset (#221). Without it the label stays
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* plain text – only the inspector knows what a click (ping) and a double-click (open) do.
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*/
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followReference?(assetId: string, e: FederatedPointerEvent): void;
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}
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export interface FieldHandlers {
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/** Live value while dragging/typing – apply as a preview, no undo entry. */
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onInput: (value: PropertyValue) => void;
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/** Final value – commit as a command. */
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onChange: (value: PropertyValue) => void;
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/** Sends a list to the List tab; only the caller knows where the value it edits lives. */
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openList?: () => void;
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/**
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* Handlers for one field of a struct, `path` being the keys from the bundle down to it (a struct
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* field nests further, #239). Writing a field means writing the whole bundle, so only the caller –
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* which knows where that bundle lives – can build them. Without them a struct row can only show
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* what it holds.
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*/
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structFieldHandlers?: (path: readonly string[], field: StructFieldDef) => FieldHandlers;
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}
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export interface FieldRow {
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row: Widget;
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/** Push a model value into the widget (no events fired). */
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setValue(value: PropertyValue): void;
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/**
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* Colour the label as deviating from its base value (an override on scene objects, a
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* non-default value on assets) and re-evaluate which actions currently apply.
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*/
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setModified(modified: boolean): void;
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}
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/**
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* The inspector's one column grid. A variable row is mark + name, a plain row a label spanning
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* both, so every value starts at the same x. The mark column fits `≡Aa` (24 px measured) with air.
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*/
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export const MARK_WIDTH = 28;
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export const NAME_WIDTH = 90;
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export const FIELD_INDENT = 12;
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const FIELD_LABEL_WIDTH = MARK_WIDTH + Theme.gap + NAME_WIDTH;
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/**
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* A name column `depth` indent steps in, narrowed by what the indent takes so the value after it
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* starts on the same column at any depth. Deep enough, it stops shrinking and the values move right.
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*/
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export function nameWidth(depth: number): number {
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return Math.max(MIN_NAME_WIDTH, NAME_WIDTH - depth * (FIELD_INDENT + Theme.gap));
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}
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const MIN_NAME_WIDTH = 40;
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/** One way of resetting or applying a value ("Reset to asset", "Apply to container", …). */
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export interface FieldAction {
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label: string;
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onSelect: () => void;
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}
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/**
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* The actions available *right now* – asked again on every refresh and on every click.
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* Anything that would not change the value is left out, so a row never offers a dead entry.
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*/
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export type FieldActions = () => FieldAction[];
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export const actionIf = (offered: unknown, label: string, onSelect: () => void): FieldAction[] =>
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offered ? [{ label, onSelect }] : [];
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/** One trailing button of a row: its picture (an SVG file), and what it currently offers. */
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export interface FieldActionGroup {
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icon: string;
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available: FieldActions;
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}
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export interface RowActions {
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reset?: FieldActions;
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apply?: FieldActions;
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/** Row-specific buttons, drawn left of ↑/↺ – they act on the value rather than on its origin. */
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extra?: readonly FieldActionGroup[];
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}
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/** A row starting with the fixed-width, muted label column. */
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export function labelledRow(text: string): { row: HStack; label: Label } {
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const row = new HStack({ gap: Theme.gap, align: 'center' });
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row.minHeight = Theme.rowHeight;
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const label = new Label(text, { style: 'muted' });
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label.minWidth = FIELD_LABEL_WIDTH;
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row.add(label);
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return { row, label };
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}
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/** Adds the trailing reset/apply/extra buttons and returns their refresh; `buildVariable` uses it for its first row too. */
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export function attachRowActions(row: HStack, rowActions: RowActions): () => void {
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const actions: { button: RowActionButton; available: FieldActions }[] = [];
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const addActions = (icon: string, available: FieldActions): void => {
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const button = new RowActionButton(icon);
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// Asked again on click: the menu must not act on a state that has moved on since the
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// last refresh (an undo between refreshes, a value edited in the viewport).
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button.onClick = () => {
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const items = available();
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if (items.length === 0) return;
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if (items.length === 1) return items[0]!.onSelect();
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new Menu(items.map((a) => ({ label: a.label, onSelect: a.onSelect }))).openBelow(button);
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};
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button.visible = false;
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actions.push({ button, available });
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row.add(button);
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};
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for (const group of rowActions.extra ?? []) addActions(group.icon, group.available);
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if (rowActions.apply) addActions(ROW_ACTION_ICON_SVG.apply, rowActions.apply);
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if (rowActions.reset) addActions(ROW_ACTION_ICON_SVG.reset, rowActions.reset);
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const refreshActions = (): void => {
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let changed = false;
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for (const { button, available } of actions) {
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const count = available().length;
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const visible = count > 0;
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if (button.visible !== visible) {
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button.visible = visible;
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changed = true;
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}
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if (visible && button.setMenu(count > 1)) changed = true;
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}
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if (changed) row.relayout();
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};
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refreshActions();
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return refreshActions;
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}
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/** A row action: its picture alone, or with a chevron once it offers more than one thing. */
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class RowActionButton extends Button {
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private readonly chevron = new Graphics();
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private menu = false;
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constructor(icon: string) {
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super('', { variant: 'ghost', minWidth: Theme.controlHeight, icon });
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this.addChild(this.chevron);
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}
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/** Whether the menu form changed – the row has to be laid out again then. */
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setMenu(menu: boolean): boolean {
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if (menu === this.menu) return false;
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this.menu = menu;
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this.invalidate();
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return true;
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}
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override get opensMenu(): boolean {
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return this.menu;
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}
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override measure(): Size {
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const size = super.measure();
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return this.menu ? { w: size.w + CHEVRON_SLOT, h: size.h } : size;
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}
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protected override trailingRoom(): number {
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return this.menu ? CHEVRON_SLOT : 0;
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}
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override redraw(): void {
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super.redraw();
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if (this.menu) drawChevron(this.chevron, this.w, this.h, Theme.colors.textMuted);
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else this.chevron.clear();
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}
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}
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/**
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* Maps one schema entry to a labelled row. Action groups are asked again on each refresh: none means
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* no button, one a button, several a menu.
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*/
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export function createFieldRow(
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ctx: FieldContext,
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def: PropertyDef,
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value: PropertyValue,
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handlers: FieldHandlers,
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rowActions: RowActions = {},
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): FieldRow {
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const { row, label } = labelledRow(def.label);
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const field = createField(ctx, def, value, handlers);
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addValue(row, field);
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const refreshActions = attachRowActions(row, rowActions);
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const paintLabel = linkLabel(ctx, label);
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let modified = false;
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let target: string | null = null;
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const retarget = (v: PropertyValue): void => {
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target = referencedAssetId(ctx.project(), def, v);
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paintLabel(target, modified);
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};
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retarget(value);
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return {
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row,
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setValue: (v) => {
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field.setValue(v);
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retarget(v);
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},
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setModified(isModified) {
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modified = isModified;
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paintLabel(target, modified);
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refreshActions();
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},
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};
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}
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/**
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* Turns a row label into a link to an asset (#221): blue and underlined while it names one, a
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* click pings it, a double-click opens it. Returns the repaint, to be called whenever the target
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* or the modified state changes. Without `followReference` the label stays plain text.
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*/
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export function linkLabel(
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ctx: FieldContext,
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label: Label,
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): (target: string | null, modified?: boolean) => void {
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const follow = ctx.followReference?.bind(ctx);
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let target: string | null = null;
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if (follow)
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label.on('pointerdown', (e: FederatedPointerEvent) => {
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if (e.button === 0 && target) follow(target, e);
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});
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return (next, modified = false) => {
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target = follow ? next : null;
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// An override keeps its colour: that it deviates says more than that it can be followed.
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label.setStyle(modified ? 'override' : target ? 'link' : 'muted');
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label.setUnderline(target !== null);
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label.eventMode = target ? 'static' : 'none';
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};
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}
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export interface Field {
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widget: Widget;
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/** Whether the widget should take the remaining row width. */
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grow: boolean;
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setValue(value: PropertyValue): void;
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/** The per-field widgets of a struct, so a caller can address one of them. */
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parts?: ReadonlyMap<string, Widget>;
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}
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/** A widget that does not grow gets a spacer after it, so whatever follows sits at the row's end. */
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export function addValue(row: HStack, field: Field): (value: PropertyValue) => void {
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row.add(field.widget, field.grow ? 1 : 0);
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if (!field.grow) row.add(new Spacer(), 1);
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return field.setValue;
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}
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export function removeButton(onClick: () => void): Button {
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return new Button('×', { variant: 'ghost', width: Theme.controlHeight, onClick });
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}
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export const READ_ONLY: FieldHandlers = { onInput: () => {}, onChange: () => {} };
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/**
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* A struct field as a property definition – a list field becomes the same row a list property has,
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* a struct field the same block a struct property has.
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*/
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export function fieldDef(field: StructFieldDef, label = field.key): PropertyDef {
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if (field.kind === 'list') return { key: field.key, label, kind: 'list', default: [] };
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if (field.kind === 'struct')
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return {
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key: field.key,
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label,
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kind: 'struct',
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fields: field.fields,
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default: structOf(field.fields, undefined),
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};
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return flatDef(field.key, field.kind, { label });
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}
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/** The handlers of a struct field that is a struct again: its own fields answer one step deeper. */
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export function nestedStructHandlers(handlers: FieldHandlers, key: string): FieldHandlers {
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const per = handlers.structFieldHandlers;
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return per ? { ...READ_ONLY, structFieldHandlers: (path, field) => per([key, ...path], field) } : READ_ONLY;
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}
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/** What a reference kind names in the project: how an id reads, and what its picker may offer. */
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interface Reference {
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none: string;
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label(project: Project | null, id: string): string;
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choices(project: Project, def: PropertyDef): { id: string; label: string }[];
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}
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const REFERENCES: Record<ReferenceKind, Reference> = {
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asset: {
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none: NO_ASSET_LABEL,
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label: assetRefLabel,
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choices: (project, def) =>
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assetRefChoices(project, def.kind === 'asset' ? def.assetTypes : undefined).map((asset) => ({
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id: asset.id,
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label: assetChoiceLabel(asset),
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})),
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},
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texture: {
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none: NO_TEXTURE_LABEL,
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label: textureRefLabel,
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choices: (project, def) =>
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pictureChoices(project).filter(
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(choice) => !(def.kind === 'texture' && def.uploadedOnly) || choice.asset.type === 'texture',
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),
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},
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statemachine: {
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none: NO_ASSET_LABEL,
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label: assetRefLabel,
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choices: (project) =>
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assetRefChoices(project, ['statemachine']).map((a) => ({ id: a.id, label: a.name })),
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},
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sound: {
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none: NO_ASSET_LABEL,
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label: assetRefLabel,
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choices: (project) => assetRefChoices(project, ['sound']).map((a) => ({ id: a.id, label: a.name })),
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},
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scene: {
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none: NO_ASSET_LABEL,
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label: assetRefLabel,
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choices: (project) => assetRefChoices(project, ['scene']).map((a) => ({ id: a.id, label: a.name })),
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},
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animation: {
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none: NO_ASSET_LABEL,
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label: assetRefLabel,
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choices: (project) => assetRefChoices(project, ['animation']).map((a) => ({ id: a.id, label: a.name })),
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},
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};
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/** An id in the words of its reference kind; nothing for a kind that names nothing. */
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export function referenceLabel(def: PropertyDef, project: Project | null, id: string): string | undefined {
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return isKindWith('reference', def.kind) ? REFERENCES[def.kind].label(project, id) : undefined;
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}
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function referenceField(
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ctx: FieldContext,
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def: PropertyDef,
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ref: Reference,
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value: PropertyValue,
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handlers: FieldHandlers,
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): Field {
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// The current id is kept here rather than read back off the label: the label is a name, two
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// assets may share one (a frame's label repeats its sheet's), and a dangling reference has none.
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let current = textOf(value);
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const button = new Dropdown(ref.label(ctx.project(), current));
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button.onClick = () => {
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const items: MenuItem[] = [
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{ label: ref.none, current: current === '', onSelect: () => handlers.onChange('') },
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// Built on click, not once per row: assets are created, renamed and deleted while the
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// inspector stands. Searchable: one sliced sheet alone contributes an entry per frame.
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...ref.choices(ctx.project(), def).map((choice) => ({
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label: choice.label,
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current: choice.id === current,
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onSelect: () => handlers.onChange(choice.id),
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})),
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];
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new Menu(items, { searchable: true }).openBelow(button);
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};
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return {
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widget: button,
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grow: true,
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setValue: (v) => {
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current = textOf(v);
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button.setText(ref.label(ctx.project(), current));
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},
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};
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}
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/** One field out of a bundle; a field the value does not carry reads as the empty one of its kind. */
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export function structFieldValue(value: PropertyValue, field: StructFieldDef): PropertyValue {
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return (isStruct(value) ? value[field.key] : undefined) ?? emptyFieldValue(field);
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}
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/** The bare widget for a property definition (no label, no reset). */
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export function createField(
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ctx: FieldContext,
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def: PropertyDef,
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value: PropertyValue,
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handlers: FieldHandlers,
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): Field {
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switch (def.kind) {
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case 'number': {
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const field = new NumberField(Number(value), {
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min: def.min,
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max: def.max,
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step: def.step ?? 1,
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decimals: def.decimals,
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onInput: handlers.onInput,
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onChange: handlers.onChange,
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});
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return { widget: field, grow: true, setValue: (v) => field.setNumber(Number(v)) };
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}
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case 'text': {
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const field = new TextField(textOf(value), { onInput: handlers.onInput, onChange: handlers.onChange });
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return { widget: field, grow: true, setValue: (v) => field.setValue(textOf(v)) };
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}
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case 'color': {
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||
const field = new ColorField(Number(value), { onInput: handlers.onInput, onChange: handlers.onChange });
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return { widget: field, grow: true, setValue: (v) => field.setValue(Number(v)) };
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}
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case 'list': {
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// A board is hundreds of entries: the row says how many and hands the editing to the
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// List tab, where a row per item has the space for it.
|
||
const count = (v: PropertyValue) => `${(isList(v) ? v : []).length} items`;
|
||
const button = new Button(count(value), { variant: 'ghost', onClick: handlers.openList });
|
||
return { widget: button, grow: true, setValue: (v) => button.setText(count(v)) };
|
||
}
|
||
case 'struct': {
|
||
// A bundle has few fields, so unlike a list they fit under each other right here. Editing
|
||
// one writes the whole bundle, which is why the handlers come per field from the caller.
|
||
const per = handlers.structFieldHandlers ?? (() => READ_ONLY);
|
||
const stack = new VStack({ gap: Theme.gap });
|
||
const fields = new Map<string, Field>();
|
||
for (const field of def.fields) {
|
||
const { row } = labelledRow(field.key);
|
||
const own =
|
||
field.kind === 'struct' ? nestedStructHandlers(handlers, field.key) : per([field.key], field);
|
||
const sub = createField(ctx, fieldDef(field), structFieldValue(value, field), own);
|
||
addValue(row, sub);
|
||
fields.set(field.key, sub);
|
||
stack.add(row);
|
||
}
|
||
return {
|
||
widget: stack,
|
||
grow: true,
|
||
setValue: (v) => {
|
||
for (const field of def.fields) fields.get(field.key)?.setValue(structFieldValue(v, field));
|
||
},
|
||
parts: new Map([...fields].map(([key, sub]) => [key, sub.widget])),
|
||
};
|
||
}
|
||
case 'object': {
|
||
// Nothing to pick: the object is written by a graph while the game runs, and never stored.
|
||
return { widget: new Label('(null)', { style: 'muted' }), grow: true, setValue: () => {} };
|
||
}
|
||
case 'boolean': {
|
||
const field = new Checkbox(Boolean(value));
|
||
field.onChange = handlers.onChange;
|
||
return { widget: field, grow: false, setValue: (v) => field.setChecked(Boolean(v)) };
|
||
}
|
||
case 'enum': {
|
||
const labelOf = (v: PropertyValue) =>
|
||
def.options.find((o) => o.value === textOf(v))?.label ?? (textOf(v) || '—');
|
||
const button = new Dropdown(labelOf(value));
|
||
button.onClick = () => {
|
||
new Menu(
|
||
def.options.map((o) => ({ label: o.label, onSelect: () => handlers.onChange(o.value) })),
|
||
).openBelow(button);
|
||
};
|
||
return { widget: button, grow: true, setValue: (v) => button.setText(labelOf(v)) };
|
||
}
|
||
case 'layer': {
|
||
// The names live in the project, not in the row: renaming a layer renames it everywhere.
|
||
const names = () => ctx.project().collisionLayers;
|
||
const labelOf = (v: PropertyValue) => layerName(names(), layerIndexOf(v));
|
||
const button = new Dropdown(labelOf(value));
|
||
button.onClick = () => {
|
||
new Menu(names().map((name, i) => ({ label: name, onSelect: () => handlers.onChange(i) }))).openBelow(
|
||
button,
|
||
);
|
||
};
|
||
return { widget: button, grow: true, setValue: (v) => button.setText(labelOf(v)) };
|
||
}
|
||
case 'layers': {
|
||
const names = () => ctx.project().collisionLayers;
|
||
const labelOf = (v: PropertyValue) => maskLabel(layerMaskOf(v), names());
|
||
let mask = layerMaskOf(value);
|
||
const button = new Dropdown(labelOf(value));
|
||
// A tick per layer, and the menu stays open: picking several is the normal case here.
|
||
button.onClick = () => {
|
||
new Menu(
|
||
names().map((name, i) => ({
|
||
label: name,
|
||
checked: () => maskHas(mask, i),
|
||
keepOpen: true,
|
||
onSelect: () => {
|
||
mask = maskWith(mask, i, !maskHas(mask, i));
|
||
handlers.onChange(mask);
|
||
},
|
||
})),
|
||
).openBelow(button);
|
||
};
|
||
return {
|
||
widget: button,
|
||
grow: true,
|
||
setValue: (v) => {
|
||
mask = layerMaskOf(v);
|
||
button.setText(labelOf(v));
|
||
},
|
||
};
|
||
}
|
||
case 'tileLayer': {
|
||
const labelOf = (v: PropertyValue) => textOf(v) || FIRST_TILE_LAYER;
|
||
const button = new Dropdown(labelOf(value));
|
||
button.onClick = () => {
|
||
const names = ['', ...tilemapLayerNames(ctx.project())];
|
||
new Menu(
|
||
names.map((name) => ({ label: name || FIRST_TILE_LAYER, onSelect: () => handlers.onChange(name) })),
|
||
{ searchable: true },
|
||
).openBelow(button);
|
||
};
|
||
return { widget: button, grow: true, setValue: (v) => button.setText(labelOf(v)) };
|
||
}
|
||
case 'key': {
|
||
const button = new KeyCaptureButton(textOf(value), (key) => handlers.onChange(key));
|
||
return { widget: button, grow: true, setValue: (v) => button.setKey(textOf(v)) };
|
||
}
|
||
case 'asset':
|
||
case 'texture':
|
||
case 'statemachine':
|
||
case 'sound':
|
||
case 'scene':
|
||
case 'animation':
|
||
return referenceField(ctx, def, REFERENCES[def.kind], value, handlers);
|
||
}
|
||
}
|
||
|
||
/** Shows a key name; click, then press a key to change it (Escape cancels). */
|
||
class KeyCaptureButton extends Button {
|
||
private key: string;
|
||
private capturing = false;
|
||
|
||
constructor(
|
||
key: string,
|
||
private readonly onCapture: (key: string) => void,
|
||
) {
|
||
super(keyLabel(key));
|
||
this.key = key;
|
||
this.onClick = () => {
|
||
this.capturing = true;
|
||
this.setText('Press a key…');
|
||
ui().focus.focus(this);
|
||
};
|
||
}
|
||
|
||
setKey(key: string): void {
|
||
this.key = key;
|
||
if (!this.capturing) this.setText(keyLabel(key));
|
||
}
|
||
|
||
override onKeyDown(event: KeyboardEvent): boolean {
|
||
if (!this.capturing) return super.onKeyDown(event);
|
||
event.preventDefault();
|
||
this.capturing = false;
|
||
if (event.key === 'Escape') {
|
||
this.setText(keyLabel(this.key));
|
||
return true;
|
||
}
|
||
if (['Shift', 'Control', 'Alt', 'Meta'].includes(event.key)) {
|
||
this.capturing = true;
|
||
return true;
|
||
}
|
||
this.key = keyName(event.key); // Shift + A is "a", the name the game hears it by
|
||
this.setText(keyLabel(this.key));
|
||
this.onCapture(this.key);
|
||
return true;
|
||
}
|
||
|
||
override onBlur(): void {
|
||
super.onBlur();
|
||
if (this.capturing) {
|
||
this.capturing = false;
|
||
this.setText(keyLabel(this.key));
|
||
}
|
||
}
|
||
}
|
||
|
||
/** Display name of a `KeyboardEvent.key` value: "Space", "Left arrow", "—" for none. */
|
||
export function keyLabel(key: string): string {
|
||
if (key === ' ') return 'Space';
|
||
if (key === '') return '—';
|
||
return key.replace(/^Arrow/, '') + (key.startsWith('Arrow') ? ' arrow' : '');
|
||
}
|