Symbol names in the scene view were plain grey text. On a background of a similar colour they could not be read, and names of symbols close together were drawn over each other. - Each name stands on a rounded, nearly black plate at 70 % opacity, 3 px padding left and right, 1 px top and bottom. - The text is light (viewportLabel) instead of muted grey. - The plate of a selected object gets an accent border. - New rule stackLabels in src/viewport/labelRows.ts. A name that overlaps another name or an icon moves one row down, then one up, then two down and so on, until a row is free. - Names are placed top to bottom, so the upper one keeps its row. A name only moves vertically and stays on the side of its icon. - Names outside the view still claim their row. Otherwise the visible names would jump while panning. - New hook __gm.sceneLabels() for the e2e check. The frame names in the texture editor already had a plate, so they are unchanged. Not covered by tests: the accent border on selection. Readability on a light background was only judged from a screenshot on a dark one. Tests: - 5 unit tests in tests/viewport/label-rows.test.ts: free names stay, the lower of two colliding names moves, the stacking order, names avoid icons, 30 crowded names never overlap. - e2e 5c-ii: 8 symbols on one spot give 8 plates, no overlap with each other or with icons, each name on the side of its icon. - Counter-checks: without the overlap test in the rule 4 of 5 unit tests fail. With the scene view ignoring the rows exactly 5c-ii fails. - ./check.sh: 161 files, 2369 tests, CHECK EXIT 0. - e2e 1-5: ALL PASSED, 140 checks. The e2e sum is now 1382 (computed). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
203 lines
9.5 KiB
JavaScript
203 lines
9.5 KiB
JavaScript
import { LANES, MAKE_OBJECT } from './lib/scaffold.mjs';
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/** Draw order: symbols always above sprites, `z` above hierarchy order. */
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export async function drawing(t) {
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const { check, json, shot, click, drag, locate, typeText, press, undo, mutate, select, object } = t;
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const orderOfCrates = () => json(`__gm.drawOrder().filter(id => id === 'o1' || id === 'o2')`);
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// 5a. Symbols stay on top: put the camera first in the hierarchy (drawn first) and a crate
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// right on top of its icon → the icon must still be drawn above the sprite.
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await mutate(`
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const objs = __gm.state.activeScene.objects;
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const cam = objs.splice(objs.findIndex(o => o.id === 'o3'), 1)[0];
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objs.unshift(cam);
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const crate = objs.find(o => o.id === 'o1');
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crate.position.x = 0; crate.position.y = 0;
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__gm.state.select(null)`);
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const layers = await json(`[__gm.layerOf('o3'), __gm.layerOf('o1'), __gm.layerOf('o2')]`);
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check(
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'camera symbol is drawn in the overlay layer above sprites',
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JSON.stringify(layers) === '["overlay","objects","objects"]',
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JSON.stringify(layers),
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);
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await shot('13-symbol-on-top');
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// 5b. Z-order: put both crates on the origin. With equal z the hierarchy order wins
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// (o1 before o2 → o2 on top); raising o1's z draws it above o2; undo restores it.
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await mutate(
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`const o2 = __gm.state.activeScene.objects.find(o => o.id === 'o2'); o2.position.x = 0; o2.position.y = 0`,
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);
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check(
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'equal z keeps hierarchy order',
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JSON.stringify(await orderOfCrates()) === '["o1","o2"]',
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JSON.stringify(await orderOfCrates()),
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);
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await select({ kind: 'object', holderId: 'scene1', objectId: 'o1' });
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const zLabel = await locate('Z');
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await click(zLabel.x + 160, zLabel.y); // plain click → text editing with everything selected
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await typeText('5');
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await press('Enter');
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check(
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'Z field sets position.z',
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(await object('o1')).position.z === 5,
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`z=${(await object('o1')).position.z}`,
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);
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check(
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'higher z is drawn on top',
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JSON.stringify(await orderOfCrates()) === '["o2","o1"]',
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JSON.stringify(await orderOfCrates()),
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);
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await shot('14-z-order');
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await undo();
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check('undo restores z', (await object('o1')).position.z === 0, `z=${(await object('o1')).position.z}`);
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// 5c. The symbols are the asset panel's icons, white in a dark outline and without a plate
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// behind them: one of each in a lane of its own, the pixels read on a grid over each icon
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// (±12 world units round its centre). Each must show white and the outline, and none of the
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// colours the symbols had before.
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const PLACED = { 's-beh': 'mover', 's-box': 's-box-a', 's-rb': 's-rb-a', 's-cam': 'cam', 's-pt': 's-pt-a' };
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const ids = Object.keys(PLACED);
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await mutate(`
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const p = __gm.state.project;
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const scene = __gm.state.activeScene;
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${MAKE_OBJECT}
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p.assets.push(
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{ id: 's-box-a', type: 'container', name: 's-box-a', props: { enabled: true }, objects: [] },
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{ id: 's-rb-a', type: 'rigidbody', name: 's-rb-a', props: { bodyType: 'static' } },
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{ id: 's-pt-a', type: 'particles', name: 's-pt-a', props: {}, graph: { nodes: [], edges: [] } },
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);
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Object.entries(${JSON.stringify(PLACED)}).forEach(([id, assetId], i) => {
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const o = make(id, assetId, '', ${LANES.symbols}, id);
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o.position.x = (i - 2) * 120;
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scene.objects.push(o);
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});
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__gm.state.select(null);
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__gm.lookAt(0, ${LANES.symbols});`);
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const looks = await json(`(() => {
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const zoom = __gm.objectRect('s-beh').w / 28;
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const old = ['#b066ff', '#3fb8c9', '#4fd18b', '#c26a1f'];
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const rgb = (c) => [1, 3, 5].map((i) => parseInt(c.slice(i, i + 2), 16));
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const near = (a, b, max) => Math.hypot(...rgb(a).map((v, i) => v - rgb(b)[i])) < max;
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return ${JSON.stringify(ids)}.map((id) => {
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const icon = __gm.sceneIcon(id);
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const seen = { id, white: 0, outline: 0, old: [] };
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for (let dx = -12; dx <= 12; dx += 1.5)
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for (let dy = -12; dy <= 12; dy += 1.5) {
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const got = __gm.pixelAt(Math.floor(icon.screen.x + dx * zoom), Math.floor(icon.screen.y + dy * zoom));
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if (got === '#ffffff') seen.white++;
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// The outline is thin, so at this zoom it is mostly an edge pixel blended into the
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// background (#111216 and the like), rarely the exact #0b0c0f.
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else if (near(got, '#0b0c0f', 20)) seen.outline++;
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else if (old.includes(got)) seen.old.push(got);
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}
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return seen;
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});
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})()`);
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const wrong = looks.filter((s) => s.white < 4 || s.outline < 4 || s.old.length > 0);
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check(
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'every symbol draws its icon white in a dark outline, in none of the old colours',
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wrong.length === 0,
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JSON.stringify(wrong.length ? wrong : looks.map((s) => `${s.id} ${s.white}/${s.outline}`)),
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);
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await shot('15-symbols');
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// 5c-ii. Eight symbols on one spot stand on a ring, their names beside them on dark plates. Names
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// that would cover each other go a row up or down instead – none overlaps another or an
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// icon – and every name stays on its icon's side of the ring.
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const crowd = Array.from({ length: 8 }, (_, k) => `s-crowd-${k}`);
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await mutate(`
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const scene = __gm.state.activeScene;
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${MAKE_OBJECT}
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const assets = ${JSON.stringify(Object.values(PLACED))};
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${JSON.stringify(crowd)}.forEach((id, k) => {
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scene.objects.push(make(id, assets[k % assets.length], '', ${LANES.symbols}, 'crowded name ' + k));
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});
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__gm.lookAt(0, ${LANES.symbols});`);
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const plates = await json(`(() => {
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const crowd = ${JSON.stringify(crowd)};
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const icons = crowd.map((id) => __gm.sceneIcon(id));
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const labels = __gm.sceneLabels().filter((l) => crowd.includes(l.id));
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return { icons: icons.map((i) => ({ x: i.x, y: i.y, size: i.size })), labels };
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})()`);
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const cross = (a, b) =>
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a.x < b.x + b.w - 1e-6 && b.x < a.x + a.w - 1e-6 && a.y < b.y + b.h - 1e-6 && b.y < a.y + a.h - 1e-6;
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const iconBoxes = plates.icons.map((i) => ({
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x: i.x - i.size / 2,
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y: i.y - i.size / 2,
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w: i.size,
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h: i.size,
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}));
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const clashes = [];
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plates.labels.forEach((a, i) => {
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plates.labels.slice(i + 1).forEach((b) => cross(a, b) && clashes.push(`${a.id}/${b.id}`));
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iconBoxes.forEach((box, k) => cross(a, box) && clashes.push(`${a.id}/icon ${k}`));
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});
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const sides = plates.labels.filter((l) => {
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const icon = plates.icons[crowd.indexOf(l.id)];
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return l.left ? l.x + l.w > icon.x : l.x < icon.x;
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});
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check(
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'names crowded on one spot stand on plates in rows of their own, on their icons’ side',
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plates.labels.length === 8 && clashes.length === 0 && sides.length === 0,
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`${plates.labels.length} plates, clashes ${JSON.stringify(clashes)}, wrong side ${JSON.stringify(sides.map((l) => l.id))}`,
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);
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await shot('15a-crowded-names');
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await mutate(`
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const p = __gm.state.project;
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const scene = __gm.state.activeScene;
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scene.objects = scene.objects.filter((o) => ![...${JSON.stringify(ids)}, ...${JSON.stringify(crowd)}].includes(o.id));
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p.assets = p.assets.filter((a) => !['s-box-a', 's-rb-a', 's-pt-a'].includes(a.id));
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__gm.lookAt(0, 0);`);
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// 5d. A pan only moves the camera: no collect and no redraw of every shape per move. What it
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// leaves on screen – the crate, its outline, the grid – must be what a full redraw draws, and
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// an object panned back into view must be drawn again.
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await select({ kind: 'object', holderId: 'scene1', objectId: 'o1' });
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const vr = await json('__gm.viewportRect()');
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const cx = Math.round(vr.x + vr.w / 2);
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const cy = Math.round(vr.y + vr.h / 2);
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const info = () => json('__gm.viewportInfo()');
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const rows = () =>
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json(`(() => {
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const r = __gm.objectRect('o1');
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const x = Math.round(r.x - r.w / 2 - 20);
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return [r.y, r.y - r.h / 2 - 2, r.y + r.h / 2 + 2].map((y) => __gm.pixelRow(x, Math.round(y), Math.round(r.w + 40)).join());
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})()`);
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const sameAsRedraw = async () => {
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const panned = await rows();
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await json('(__gm.viewportRedraw(), true)');
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const fresh = await rows();
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return panned.filter((row, i) => row !== fresh[i]).length;
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};
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const before = await info();
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await drag(cx, cy, cx + 36, cy + 24, { steps: 12, button: 'middle' });
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const after = await info();
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const moves = after.cameraMoves - before.cameraMoves;
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const redraws = after.redraws - before.redraws;
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check(
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'a pan moves the camera without redrawing the scene',
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moves >= 8 && redraws <= 4,
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`${moves} camera moves, ${redraws} redraws in 12 steps`,
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);
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const offAfterPan = await sameAsRedraw();
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check('a panned view draws what a full redraw draws', offAfterPan === 0, `${offAfterPan} of 3 rows differ`);
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// Far enough that the crate's right edge passes the view's left one.
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const crate = await json(`__gm.objectRect('o1')`);
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const away = Math.round(crate.x + crate.w / 2 - vr.x + 20);
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await drag(cx, cy, cx - away, cy, { steps: 12, button: 'middle' });
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const gone = !(await json('__gm.drawOrder()')).includes('o1');
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const back0 = await info();
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// Pressed inside the view again: a press out over the panel would pan nothing.
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await drag(cx, cy, cx + away, cy, { steps: 12, button: 'middle' });
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const back = await info();
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const shown = (await json('__gm.drawOrder()')).includes('o1');
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const offAfterReturn = await sameAsRedraw();
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check(
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'an object panned out of view and back is drawn again',
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gone && shown && back.redraws > back0.redraws && offAfterReturn === 0,
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`gone=${gone} shown=${shown} redraws=${back.redraws - back0.redraws} rowsOff=${offAfterReturn}`,
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);
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await shot('15b-panned');
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await mutate(`__gm.state.select(null); __gm.lookAt(0, 0)`);
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}
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