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feuerwerk/tools/e2e/06-graph.mjs
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adminandClaude Opus 5 3b039384c4
game-maker / suite (push) Failing after 10m23s
A search that ignores what a thing is called is no search, so the name wins (#43)
Typing "variable" into the node palette landed on `Run behavior`, because the
filter weighed label, type and description alike and then sorted by category.
`searchRank` in `src/ui/search.ts` now ranks a match: exact label or type, then
prefix, then label, then type, and only last a hit that lives in the
description alone. Category and alphabet order within a rank. The searchable
`Menu` uses the same function, so searching means the same thing everywhere.

The `+` menu grew to fifteen entries in declaration order. It is built in two
alphabetical groups now -- the types that go into a scene, then the ones that
stay in the library -- with a separator between them, the split `isPlaceableType`
already draws. `ASSET_TYPES` itself stays untouched: it is also the
serialisation and check order. A search flattens the groups and drops the lines.

Popups were capped at fixed heights (320 menu, 260 palette, 340 pickers) while
the canvas had room to spare. `Popup.roomFor()` measures its own chrome and
takes the window height minus a tenth at each end. Placement clamps
asymmetrically: the bottom margin is enforced, the top is only a budget, so a
menu anchored near the top stays at its button instead of being pushed off it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 10:21:20 +02:00

982 lines
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/**
* The behavior graph editor: binding to the selection, dragging nodes, the palette (row click
* and Enter), connecting ports, deleting, the live highlight while playing, variables.
*/
export async function graph(t) {
const {
check,
sleep,
evaluate,
json,
find,
shot,
click,
clickText,
drag,
mouse,
locate,
typeText,
press,
holdKey,
undo,
state,
select,
stop,
asset,
api,
navigate,
projectId,
} = t;
const nodeOf = async (id) => (await asset('mover')).graph.nodes.find((n) => n.id === id);
const graphCounts = async () => {
const g = (await asset('mover')).graph;
return { nodes: g.nodes.length, edges: g.edges.length };
};
const variableKeys = async () => (await asset('mover')).variables.map((v) => v.key).join(',');
// 6a. Selecting the Mover asset binds the graph; the Behavior tab shows it.
await clickText('Mover');
await evaluate(`__gm.showTab('graph')`);
await sleep(250);
check(
'graph editor shows the selected behavior',
(await evaluate(`__gm.graph.current()`)) === 'mover' && (await evaluate('__gm.tab()')) === 'graph',
);
await shot('16-graph');
// 6b. Drag a node: clicking its title selects it, dragging moves it (undoable).
const axisBefore = await nodeOf('n-axis');
const axisPos = await json(`__gm.graph.nodeAt('n-axis')`);
// The fit zoom follows the canvas size, so 60 screen pixels are 60/zoom graph units, not 60.
const fitZoom = Number(await evaluate('__gm.graph.zoom()'));
await drag(axisPos.x, axisPos.y, axisPos.x + 60, axisPos.y + 40);
let s = await state();
const axisAfter = await nodeOf('n-axis');
check(
'dragging a node selects and moves it',
s.selection?.kind === 'node' &&
s.selection.nodeId === 'n-axis' &&
Math.abs(axisAfter.x - (axisBefore.x + 60 / fitZoom)) <= 2 &&
Math.abs(axisAfter.y - (axisBefore.y + 40 / fitZoom)) <= 2,
`${JSON.stringify(s.selection)} ${axisBefore.x},${axisBefore.y} → ${axisAfter.x},${axisAfter.y}`,
);
check(
'node inspector shows the node',
Boolean(await evaluate(`__gm.locate('Axis input')`)) &&
Boolean(await evaluate(`__gm.locate('DATA NODE')`)),
);
await undo();
const axisUndone = await nodeOf('n-axis');
check(
'undo moves the node back',
axisUndone.x === axisBefore.x && axisUndone.y === axisBefore.y,
`${axisUndone.x},${axisUndone.y}`,
);
// 6c. Typing a query and then *clicking* a row adds exactly one node: the search field's
// blur-commit must not pick the first match as well.
// Bare canvas, searched rather than guessed: the console panel below shortens the canvas.
const bare = await json('__gm.graph.emptySpot()');
const beforeClickPick = await graphCounts();
await click(bare.x, bare.y, 'right');
await sleep(100);
check('node palette opens (row-click case)', Boolean(await evaluate(`__gm.locate('Search nodes…')`)));
await typeText('stop');
await sleep(150);
const stopRow = await locate('Stop game'); // nothing else on screen shows this label
await click(stopRow.x, stopRow.y);
await sleep(100);
const afterClickPick = await graphCounts();
check(
'clicking a palette row adds exactly one node',
afterClickPick.nodes === beforeClickPick.nodes + 1,
JSON.stringify({ beforeClickPick, afterClickPick }),
);
check('palette closed after row click', !(await evaluate(`__gm.locate('Search nodes…')`)));
await undo(); // so the next step finds the same empty spot and the expected graph
check('undo removes the clicked node again', (await graphCounts()).nodes === beforeClickPick.nodes);
// 6d. Right-click the empty canvas → palette → search "log" → Enter adds a Log node.
const before13 = await graphCounts();
await click(bare.x, bare.y, 'right');
await sleep(100);
check('node palette opens', Boolean(await evaluate(`__gm.locate('Search nodes…')`)));
// Unfiltered the palette holds far more nodes than fit, so it grows to the full height it may
// have – and that height is the canvas minus a tenth at each end. Shifting it up to fit used to
// put the entire gap above it and leave it flush on the bottom edge. Opened this far down it ends
// up with a tenth at both ends; the gap above is what is left over, not a rule of its own.
const paletteBox = await json('__gm.overlayRect()');
const paletteScreenH = await json('__gm.app.screen.height');
const paletteMargin = Math.round(paletteScreenH * 0.1);
const gapAbove = paletteBox.y;
const gapBelow = paletteScreenH - (paletteBox.y + paletteBox.h);
check(
'a palette shifted up to fit keeps the tenth of the canvas below it',
Math.abs(gapBelow - paletteMargin) <= 1 && gapAbove >= 0,
JSON.stringify({ gapAbove, gapBelow, paletteMargin, paletteScreenH }),
);
await typeText('log');
await sleep(100);
await press('Enter');
await sleep(250);
const after13 = await graphCounts();
s = await state();
const newNode = s.selection?.kind === 'node' ? await nodeOf(s.selection.nodeId) : null;
check(
'palette adds a Log node and selects it',
after13.nodes === before13.nodes + 1 && newNode?.type === 'Log',
JSON.stringify({ after13, newNode }),
);
await shot('17-node-added');
// 6d2. The palette ranks by how well an entry answers the query (#43): a node *named* after it
// comes before one that merely mentions it in its description. "variable" used to hand
// Enter the first row alphabetically, which was `Run behavior`.
const beforeRank = await graphCounts();
await click(bare.x, bare.y, 'right');
await sleep(100);
await typeText('variable');
await sleep(150);
const ranked = await json('__gm.graph.paletteRows()');
const hits = (row) => `${row.label} ${row.type}`.toLowerCase().includes('variable');
const lastNamed = ranked.map(hits).lastIndexOf(true);
const firstOther = ranked.map(hits).indexOf(false);
check(
'the palette lists the nodes named after the query first',
lastNamed >= 0 && (firstOther === -1 || lastNamed < firstOther) && hits(ranked[0]),
JSON.stringify(ranked),
);
await press('Enter');
await sleep(250);
s = await state();
const rankPick = s.selection?.kind === 'node' ? await nodeOf(s.selection.nodeId) : null;
check(
'Enter takes that node, not the one whose description mentions it',
rankPick !== null && rankPick.type.toLowerCase().includes('variable'),
JSON.stringify(rankPick),
);
await undo();
await sleep(150);
check('undo removes it again', (await graphCounts()).nodes === beforeRank.nodes);
// 6e. Connect: drag from the Move node's exec output onto the Log node's exec input. An
// exec output must not connect to a data input: dragging onto "message" does nothing.
const fromPort = await json(`__gm.graph.portAt('n-move', 'exec', true)`);
const toPort = await json(`__gm.graph.portAt(${JSON.stringify(newNode.id)}, 'exec', false)`);
await drag(fromPort.x, fromPort.y, toPort.x, toPort.y, 16);
const connected = await graphCounts();
check(
'dragging port to port connects the nodes',
connected.edges === before13.edges + 1,
JSON.stringify(connected),
);
const dataPort = await json(`__gm.graph.portAt(${JSON.stringify(newNode.id)}, 'message', false)`);
await drag(fromPort.x, fromPort.y, dataPort.x, dataPort.y, 16);
// Released on the port itself, which sits at the node's very edge: that is a drop on the node, not
// on empty canvas. An open palette here swallows every later click – it did, for four checks.
check(
'incompatible ports are rejected without taking the drop for empty canvas',
(await graphCounts()).edges === before13.edges + 1 &&
(await state()).mode === 'edit' &&
!(await evaluate(`__gm.locate('Search nodes…')`)),
);
await shot('18-connected');
// 13d2. A drop on the node's body instead of a port: it takes the first free compatible input,
// and the highlight names that port while the button is still down.
const axisX = await json(`__gm.graph.portAt('n-axis', 'x', true)`);
const logBody = await json(`__gm.graph.nodeAt(${JSON.stringify(newNode.id)})`);
await mouse('mouseMoved', axisX.x, axisX.y);
await mouse('mousePressed', axisX.x, axisX.y);
await mouse('mouseMoved', toPort.x, toPort.y, 'left', { buttons: 1 });
await sleep(50);
const overExec = await json(`__gm.graph.dropTarget()`);
check('a number drag over an exec port predicts nothing', overExec === null, JSON.stringify(overExec));
await mouse('mouseMoved', logBody.x, logBody.y, 'left', { buttons: 1 });
await sleep(50);
const overBody = await json(`__gm.graph.dropTarget()`);
check(
'over the node body it predicts the first free compatible input',
overBody?.nodeId === newNode.id && overBody.port === 'message' && overBody.isOutput === false,
JSON.stringify(overBody),
);
await shot('18b-drop-prediction');
await mouse('mouseReleased', logBody.x, logBody.y);
await sleep(150);
const dropped = await graphCounts();
const messageEdge = (await asset('mover')).graph.edges.find(
(e) => e.to.node === newNode.id && e.to.port === 'message',
);
check(
'the drop connects exactly the predicted port',
dropped.edges === before13.edges + 2 && messageEdge?.from.port === 'x',
JSON.stringify({ dropped, messageEdge }),
);
check('the prediction is dropped with the drag', (await json(`__gm.graph.dropTarget()`)) === null);
await undo();
check('undo removes that edge again', (await graphCounts()).edges === before13.edges + 1);
// 13d3. Dropped into empty space, the drag opens the palette filtered to what it could reach,
// and the picked node arrives already wired – as one undo step.
const empty = await json('__gm.graph.emptySpot()');
const beforeDrop = await graphCounts();
await mouse('mouseMoved', axisX.x, axisX.y);
await mouse('mousePressed', axisX.x, axisX.y);
await mouse('mouseMoved', empty.x, empty.y, 'left', { buttons: 1 });
await sleep(50);
await mouse('mouseReleased', empty.x, empty.y);
await sleep(150);
check('a drop into empty space opens the palette', Boolean(await evaluate(`__gm.locate('Search nodes…')`)));
// "Restart game" takes exec only. Its label must not appear – and unlike "On update" it is not
// a node on the canvas, where `locate` would find it whatever the palette lists.
check(
'it lists a node that takes a number, not one that cannot',
Boolean(await evaluate(`__gm.locate('Clamp')`)) && !(await evaluate(`__gm.locate('Restart game')`)),
);
check(
'the dragged edge stays on screen while the palette decides',
(await json(`__gm.graph.danglingEdge()`)) === true,
);
await shot('18c-drop-into-empty');
const clampRow = await locate('Clamp');
await click(clampRow.x, clampRow.y);
await sleep(200);
const afterDrop = await graphCounts();
const wired = await state();
const clampEdge = (await asset('mover')).graph.edges.find(
(e) => e.from.node === 'n-axis' && e.from.port === 'x' && e.to.node === wired.selection?.nodeId,
);
check(
'the new node arrives connected to its first compatible input',
afterDrop.nodes === beforeDrop.nodes + 1 &&
afterDrop.edges === beforeDrop.edges + 1 &&
clampEdge?.to.port === 'value',
JSON.stringify({ afterDrop, clampEdge }),
);
check(
'and the dangling edge gives way to the real one',
(await json(`__gm.graph.danglingEdge()`)) === false,
);
await undo();
const undone = await graphCounts();
check(
'one undo takes back both the node and its edge',
undone.nodes === beforeDrop.nodes && undone.edges === beforeDrop.edges,
JSON.stringify(undone),
);
// Cancelling the palette has to take the dangling edge with it, or it would hang there forever.
await mouse('mouseMoved', axisX.x, axisX.y);
await mouse('mousePressed', axisX.x, axisX.y);
await mouse('mouseMoved', empty.x, empty.y, 'left', { buttons: 1 });
await mouse('mouseReleased', empty.x, empty.y);
await sleep(150);
await press('Escape');
await sleep(150);
const cancelled = await graphCounts();
check(
'escaping the palette clears the edge and adds nothing',
(await json(`__gm.graph.danglingEdge()`)) === false &&
cancelled.nodes === beforeDrop.nodes &&
cancelled.edges === beforeDrop.edges,
JSON.stringify(cancelled),
);
// 6f. Delete removes the selected node together with its edge; undo brings both back.
await select({ kind: 'node', assetId: 'mover', nodeId: newNode.id });
await sleep(200);
check('the node inspector has no delete button of its own', !(await t.has('Delete node')));
await press('Delete');
await sleep(150);
const deleted = await graphCounts();
check(
'Delete removes the node and its edge',
deleted.nodes === before13.nodes && deleted.edges === before13.edges,
JSON.stringify(deleted),
);
await undo();
const restored = await graphCounts();
check(
'undo restores node and edge',
restored.nodes === before13.nodes + 1 && restored.edges === before13.edges + 1,
JSON.stringify(restored),
);
// 6g. The fps readout runs in both modes. Play always starts on the Game tab; switching to
// Graph while playing shows the live highlight: hold ArrowRight → the exec edge is hot.
const fpsEdit = await evaluate('__gm.fps()');
check('fps readout is measured in edit mode', typeof fpsEdit === 'number' && fpsEdit > 0, `fps=${fpsEdit}`);
check(
'the canvas bypasses the compositor queue by default',
(await evaluate('__gm.lowLatency()')) === true,
);
// Single evaluate: the readout refreshes twice a second, so read value and label together.
check(
'fps label is visible in the toolbar',
(await evaluate(`!!__gm.locate(__gm.fps() + ' fps')`)) === true,
);
await t.play();
check('play switches to the game tab', (await evaluate('__gm.tab()')) === 'game');
await sleep(600);
const fpsPlay = await evaluate('__gm.fps()');
check(
'fps readout keeps running in play mode',
typeof fpsPlay === 'number' && fpsPlay > 0,
`fps=${fpsPlay}`,
);
await evaluate(`__gm.showTab('graph')`);
await sleep(100);
const holding = holdKey('ArrowRight', 300);
await sleep(250);
await shot('19-graph-live');
await holding;
await stop();
// 6h. Variables: the "+ Variable" dropdown → Number adds "var1" with default 0; undo removes it.
await select({ kind: 'asset', assetId: 'mover' });
await sleep(150);
await clickText('+ Variable');
await clickText('Number');
await sleep(100);
check(
'adding a variable declares it on the behavior',
(await variableKeys()) === 'speed,var1',
await variableKeys(),
);
await shot('20-variable-added');
await undo();
check('undo removes the variable', (await variableKeys()) === 'speed', await variableKeys());
// 6i. The tab keeps its subject: selecting something else leaves the graph alone, and the
// header picker switches behaviors without any selection at all.
const size = await graphCounts();
const readout = `${size.nodes} nodes · ${size.edges} links`;
check(
'the header reports the size of the shown graph',
Boolean(await evaluate(`__gm.locate(${JSON.stringify(readout)})`)),
readout,
);
check('the header has no Add node button – the right-click palette is the way', !(await find('Add node…')));
await select(null);
await sleep(100);
check(
'graph editor keeps its behavior when nothing is selected',
(await evaluate(`__gm.graph.current()`)) === 'mover',
);
await select({ kind: 'asset', assetId: 'cam' });
await sleep(100);
check(
'graph editor keeps its behavior for a non-behavior asset',
(await evaluate(`__gm.graph.current()`)) === 'mover',
);
// The picker is the *last* "Mover" on screen: the assets panel shows one too.
const pickerAt = await locate('Mover', true);
await click(pickerAt.x, pickerAt.y);
await sleep(150);
const spawnerRow = await locate('Spawner', true);
await click(spawnerRow.x, spawnerRow.y);
await sleep(200);
check(
'the header picker switches the graph to another behavior',
(await evaluate(`__gm.graph.current()`)) === 'spawner',
String(await evaluate(`__gm.graph.current()`)),
);
await select({ kind: 'asset', assetId: 'mover' });
await sleep(100);
check(
'graph editor rebinds when a behavior is selected again',
(await evaluate(`__gm.graph.current()`)) === 'mover',
);
// 6j. Mouse behaviour, as in the scene view: the middle button pans from anywhere – a node
// under it included – and the left button no longer pans at all.
await clickText('Fit');
await sleep(250);
const positions = async () =>
(await asset('mover')).graph.nodes.map((n) => `${n.id}:${n.x},${n.y}`).join(' ');
const area = await json('__gm.graph.canvasRect()');
const before13i = await positions();
const axisScreenBefore = await json(`__gm.graph.nodeAt('n-axis')`);
await drag(axisScreenBefore.x, axisScreenBefore.y, axisScreenBefore.x + 120, axisScreenBefore.y + 60, {
button: 'middle',
});
const axisScreenPanned = await json(`__gm.graph.nodeAt('n-axis')`);
check(
'the middle button pans even when it starts on a node',
Math.abs(axisScreenPanned.x - axisScreenBefore.x - 120) < 3 &&
Math.abs(axisScreenPanned.y - axisScreenBefore.y - 60) < 3,
JSON.stringify({ axisScreenBefore, axisScreenPanned }),
);
check(
'panning over a node leaves the node where it was',
(await positions()) === before13i,
await positions(),
);
// Fit again: the pan just now pushed a node out of view, and a band takes only what it sees.
await clickText('Fit');
await sleep(250);
// An empty spot: after a fit every node sits at least a margin away from the corner.
const corner = { x: area.x + 6, y: area.y + 6 };
const opposite = { x: area.x + area.w - 6, y: area.y + area.h - 6 };
const axisBeforeBand = await json(`__gm.graph.nodeAt('n-axis')`);
await drag(corner.x, corner.y, corner.x + 60, corner.y + 40);
const axisAfterBand = await json(`__gm.graph.nodeAt('n-axis')`);
check(
'dragging with the left button no longer pans',
Math.abs(axisAfterBand.x - axisBeforeBand.x) < 3 && Math.abs(axisAfterBand.y - axisBeforeBand.y) < 3,
JSON.stringify({ axisBeforeBand, axisAfterBand }),
);
// 6k. A rubber band across the whole canvas takes every node – the count comes from the model,
// so this cannot agree with the canvas by sharing its rule.
const nodeCount = (await asset('mover')).graph.nodes.length;
await drag(corner.x, corner.y, opposite.x, opposite.y, { steps: 16 });
const banded = await json('__gm.graph.selected()');
check(
'a rubber band selects every node it spans',
banded.length === nodeCount,
`${banded.length} of ${nodeCount}`,
);
await shot('21-graph-multiselect');
// 6l. The whole selection moves as one, and one undo takes all of it back.
const beforeMove = (await asset('mover')).graph.nodes.map((n) => ({ id: n.id, x: n.x, y: n.y }));
const grabAt = await json(`__gm.graph.nodeAt('n-axis')`);
// Screen pixels become graph units through the zoom, which the fit picks from the canvas size.
const units = async (px) => px / Number(await evaluate('__gm.graph.zoom()'));
const [mx, my] = [await units(40), await units(30)];
await drag(grabAt.x, grabAt.y, grabAt.x + 40, grabAt.y + 30);
const afterMove = await asset('mover');
const movedTogether = beforeMove.every((n) => {
const now = afterMove.graph.nodes.find((m) => m.id === n.id);
return Math.abs(now.x - (n.x + mx)) <= 2 && Math.abs(now.y - (n.y + my)) <= 2;
});
check('dragging one of them moves the whole selection', movedTogether, await positions());
await undo();
check('one undo takes the group move back', (await positions()) === before13i, await positions());
// 13k2. Grid snapping. Distances are stated in graph units, which `units()` reads off the
// current zoom – the canvas is not wide enough here for a zoom of 1.
const GRID = 24;
const onGrid = (n) => n.x % GRID === 0 && n.y % GRID === 0;
check('snapping is off until it is asked for', (await json('__gm.graph.snapping()')) === false);
const snapLabel = await locate('Snap');
// The checkbox sits right of the "Snap" label; locate() gives the label's text centre.
await click(snapLabel.x + 30, snapLabel.y);
await sleep(150);
check(
'the toggle switches it on without moving a single node',
(await json('__gm.graph.snapping()')) === true && (await positions()) === before13i,
await positions(),
);
// A single node: dropped between two grid lines, it lands on the nearer one.
await click(corner.x, corner.y);
await sleep(150);
const snapPre = await nodeOf('n-axis');
const snapFrom = await json(`__gm.graph.nodeAt('n-axis')`);
const snapBy = await units(50);
await drag(snapFrom.x, snapFrom.y, snapFrom.x + 50, snapFrom.y + 50);
const snapped = await nodeOf('n-axis');
check(
'a dragged node lands on the grid, not where the pointer let go',
onGrid(snapped) &&
Math.abs(snapped.x - (snapPre.x + snapBy)) <= GRID / 2 &&
Math.abs(snapped.y - (snapPre.y + snapBy)) <= GRID / 2,
`${snapPre.x},${snapPre.y} → ${snapped.x},${snapped.y}`,
);
const others = (await asset('mover')).graph.nodes.filter((n) => n.id !== 'n-axis');
check(
'the nodes it was dragged past stay off the grid',
others.some((n) => !onGrid(n)),
JSON.stringify(others.map((n) => `${n.id}:${n.x},${n.y}`)),
);
// A group: every selected node snaps for itself, so the whole selection ends up on grid lines
// – off-grid gaps inside it close, rather than travelling along.
await drag(corner.x, corner.y, opposite.x, opposite.y, { steps: 16 });
const groupPre = (await asset('mover')).graph.nodes.map((n) => ({ id: n.id, x: n.x, y: n.y }));
check(
'the selection is not on the grid yet',
groupPre.some((n) => !onGrid(n)),
JSON.stringify(groupPre.map((n) => `${n.id}:${n.x},${n.y}`)),
);
const grabFrom = await json(`__gm.graph.nodeAt('n-axis')`);
const groupBy = await units(30);
await drag(grabFrom.x, grabFrom.y, grabFrom.x + 30, grabFrom.y + 30);
const groupPost = (await asset('mover')).graph.nodes;
check(
'every selected node lines up on the grid for itself, none by more than half a step',
groupPost.every(onGrid) &&
groupPre.every((n) => {
const now = groupPost.find((m) => m.id === n.id);
return Math.abs(now.x - (n.x + groupBy)) <= GRID / 2 && Math.abs(now.y - (n.y + groupBy)) <= GRID / 2;
}),
await positions(),
);
await undo();
await undo();
check('undo takes both snapped moves back', (await positions()) === before13i, await positions());
// Switching it off has to give the pointer its exact drop position back.
await click(snapLabel.x + 30, snapLabel.y);
await sleep(150);
await click(corner.x, corner.y);
await sleep(150);
const offPre = await nodeOf('n-axis');
const offFrom = await json(`__gm.graph.nodeAt('n-axis')`);
const offBy = await units(50);
await drag(offFrom.x, offFrom.y, offFrom.x + 50, offFrom.y + 50);
const offPost = await nodeOf('n-axis');
check(
'switched off, a node lands where it was dropped again, off the grid',
(await json('__gm.graph.snapping()')) === false &&
!onGrid(offPost) &&
Math.abs(offPost.x - (offPre.x + offBy)) <= 2 &&
Math.abs(offPost.y - (offPre.y + offBy)) <= 2,
`${offPre.x},${offPre.y} → ${offPost.x},${offPost.y}`,
);
await undo();
await sleep(150);
// 6m. Delete acts on the selection, not just the primary node.
await drag(corner.x, corner.y, opposite.x, opposite.y, { steps: 16 });
const beforeDelete = await graphCounts();
await press('Delete');
await sleep(200);
const afterDelete = await graphCounts();
check(
'Delete removes every selected node, edges with them',
afterDelete.nodes === 0 && afterDelete.edges === 0,
JSON.stringify(afterDelete),
);
await undo();
const restoredAll = await graphCounts();
check(
'one undo brings the whole graph back',
restoredAll.nodes === beforeDelete.nodes && restoredAll.edges === beforeDelete.edges,
JSON.stringify(restoredAll),
);
// 6n. Ctrl-click adds and removes single nodes. Fit first, so every node is really on screen
// and a click cannot miss one that the earlier pan pushed over the edge.
await select({ kind: 'asset', assetId: 'mover' });
await clickText('Fit');
await sleep(250);
const axisRow = await json(`__gm.graph.nodeAt('n-axis')`);
await click(axisRow.x, axisRow.y);
const second = (await asset('mover')).graph.nodes.find((n) => n.id !== 'n-axis');
const secondAt = await json(`__gm.graph.nodeAt(${JSON.stringify(second.id)})`);
await click(secondAt.x, secondAt.y, 'left', { ctrl: true });
check(
'ctrl-click adds a second node to the selection',
JSON.stringify(await json('__gm.graph.selected()')) === JSON.stringify(['n-axis', second.id]),
JSON.stringify(await json('__gm.graph.selected()')),
);
await click(secondAt.x, secondAt.y, 'left', { ctrl: true });
check(
'ctrl-clicking it again removes it',
JSON.stringify(await json('__gm.graph.selected()')) === JSON.stringify(['n-axis']),
JSON.stringify(await json('__gm.graph.selected()')),
);
// 6o. Fit really fits: proven against a node parked far outside, and against the fact that the
// graph is then wider than the canvas – otherwise centring alone would pass this check.
// The distance follows the canvas: a fixed 2500 units needs a zoom below the 0.25 floor once
// the canvas is short, and then Fit cannot fit anything however correct it is.
const park = Math.round(area.w);
await evaluate(
`(() => { const n = __gm.state.project.assets.find(a => a.id === 'mover').graph.nodes.find(n => n.id === 'n-axis'); n.x += ${park}; __gm.state.preview(); })()`,
);
await sleep(250);
await clickText('Fit');
await sleep(300);
const rects = [];
for (const node of (await asset('mover')).graph.nodes)
rects.push(await json(`__gm.graph.nodeRect(${JSON.stringify(node.id)})`));
const span = Math.max(...rects.map((r) => r.x + r.w)) - Math.min(...rects.map((r) => r.x));
check(
'the parked node makes the graph wider than the canvas, so fitting has to zoom out',
span > area.w * 0.5,
`span=${Math.round(span)} canvas=${Math.round(area.w)}`,
);
const outside = rects.filter(
(r) => r.x < area.x || r.y < area.y || r.x + r.w > area.x + area.w || r.y + r.h > area.y + area.h,
);
check(
'Fit leaves no node hanging out of the view',
outside.length === 0,
`${outside.length} outside: ${JSON.stringify(outside.slice(0, 2))}`,
);
await shot('22-graph-fitted');
await evaluate(
`(() => { const n = __gm.state.project.assets.find(a => a.id === 'mover').graph.nodes.find(n => n.id === 'n-axis'); n.x -= ${park}; __gm.state.preview(); })()`,
);
await clickText('Fit');
await sleep(250);
check('the parked node is back where it started', (await positions()) === before13i, await positions());
// 6p. Hiding a link: it stops being drawn across the graph but keeps carrying its value, and
// comes back while either of its two nodes is selected.
await select({ kind: 'asset', assetId: 'mover' });
await clickText('Fit');
await sleep(250);
const allEdges = (await asset('mover')).graph.edges;
const edge = allEdges.find((e) => e.from.port !== 'exec') ?? allEdges[0];
const id = JSON.stringify(edge.id);
const drawn = async () => await json(`__gm.graph.edgeDrawn(${id})`);
const edgeNow = async () => (await asset('mover')).graph.edges.find((e) => e.id === edge.id);
check('the link is drawn as a curve to start with', (await drawn()) === true);
const outPort = await json(
`__gm.graph.portAt(${JSON.stringify(edge.from.node)}, ${JSON.stringify(edge.from.port)}, true)`,
);
await click(outPort.x, outPort.y, 'right');
await sleep(150);
check('right-clicking a port offers hiding its link', Boolean(await evaluate(`__gm.locate('Hide link')`)));
await clickText('Hide link');
await sleep(250);
await select({ kind: 'asset', assetId: 'mover' });
await sleep(150);
const hidden = await edgeNow();
check(
'hiding changes nothing but a flag – the connection is still there',
Boolean(hidden) &&
hidden.folded === true &&
hidden.from.node === edge.from.node &&
hidden.to.node === edge.to.node,
JSON.stringify(hidden),
);
check('and the curve is gone from the canvas', (await drawn()) === false);
const mark = await json(`__gm.graph.foldMark(${id}, true)`);
check(
'a stub with a mark takes its place at the port',
mark !== null && Math.abs(mark.x - outPort.x) < 40 && Math.abs(mark.y - outPort.y) < 8,
JSON.stringify({ mark, outPort }),
);
await shot('23-link-hidden');
// Selecting either end lends the curve back – the source first, then the target.
const sourceAt = await json(`__gm.graph.nodeAt(${JSON.stringify(edge.from.node)})`);
await click(sourceAt.x, sourceAt.y);
await sleep(200);
check('selecting the node at one end brings the curve back', (await drawn()) === true);
const targetAt = await json(`__gm.graph.nodeAt(${JSON.stringify(edge.to.node)})`);
await click(targetAt.x, targetAt.y);
await sleep(200);
check('selecting the node at the other end does too', (await drawn()) === true);
await select({ kind: 'asset', assetId: 'mover' });
await sleep(200);
check('deselecting hides it again', (await drawn()) === false);
// The mark is the handle: clicking it selects the node at the far end, which is also what
// puts the curve back – so it answers "where does this go?" in one click.
const mark2 = await json(`__gm.graph.foldMark(${id}, true)`);
await click(mark2.x, mark2.y);
await sleep(200);
check(
'clicking the mark jumps to the node at the far end',
JSON.stringify(await json('__gm.graph.selected()')) === JSON.stringify([edge.to.node]),
JSON.stringify(await json('__gm.graph.selected()')),
);
check('which shows the curve again', (await drawn()) === true);
await undo();
await select({ kind: 'asset', assetId: 'mover' });
await sleep(250);
const shown = await edgeNow();
check(
'undo unhides the link, with nothing left behind',
shown.folded === undefined && (await drawn()) === true,
JSON.stringify(shown),
);
// 6q. Two hidden links out of one port. Drawn per link they would stack stub, dot and name on
// the very same pixels – the names smearing over each other. One port, one mark.
const before13p = await graphCounts();
const forkPort = await json(
`__gm.graph.portAt(${JSON.stringify(edge.from.node)}, ${JSON.stringify(edge.from.port)}, true)`,
);
// A spot no node covers, measured rather than guessed: after the Fit above, where the nodes
// sit on screen is not something this step gets to assume.
const canvasArea = await json('__gm.graph.canvasRect()');
const taken = [];
for (const node of (await asset('mover')).graph.nodes)
taken.push(await json(`__gm.graph.nodeRect(${JSON.stringify(node.id)})`));
const freeSpots = [
{ x: canvasArea.x + 60, y: canvasArea.y + canvasArea.h - 60 },
{ x: canvasArea.x + canvasArea.w - 60, y: canvasArea.y + canvasArea.h - 60 },
{ x: canvasArea.x + 60, y: canvasArea.y + 60 },
];
const free =
freeSpots.find((p) =>
taken.every(
(r) => !r || p.x < r.x - 10 || p.y < r.y - 10 || p.x > r.x + r.w + 10 || p.y > r.y + r.h + 10,
),
) ?? freeSpots[0];
// The same gesture as 13d3: dropped into empty space the palette offers only what this port can
// reach, and the picked node arrives already wired – so no port name has to be guessed here.
await mouse('mouseMoved', forkPort.x, forkPort.y);
await mouse('mousePressed', forkPort.x, forkPort.y);
await mouse('mouseMoved', free.x, free.y, 'left', { buttons: 1 });
await sleep(50);
await mouse('mouseReleased', free.x, free.y);
await sleep(200);
const forkRow = await locate('Clamp');
if (forkRow) await click(forkRow.x, forkRow.y);
await sleep(250);
const twin = (await state()).selection?.nodeId;
const forked = (await asset('mover')).graph.edges.filter(
(e) => e.from.node === edge.from.node && e.from.port === edge.from.port,
);
check(
'a second link now leaves the same port',
forked.length === 2 && (await graphCounts()).nodes === before13p.nodes + 1,
JSON.stringify({ forked: forked.length, twin, free, row: Boolean(forkRow) }),
);
await click(forkPort.x, forkPort.y, 'right');
await sleep(150);
check('the port menu counts what it would hide', Boolean(await evaluate(`__gm.locate('Hide 2 links')`)));
await clickText('Hide 2 links');
await sleep(250);
await select({ kind: 'asset', assetId: 'mover' });
await sleep(200);
const ids = forked.map((e) => JSON.stringify(e.id));
const markA = await json(`__gm.graph.foldMark(${ids[0]}, true)`);
const markB = await json(`__gm.graph.foldMark(${ids[1]}, true)`);
check(
'both hidden links share one mark at the port instead of stacking two',
markA !== null && markA.x === markB.x && markA.y === markB.y && markA.links === 2,
JSON.stringify({ markA, markB }),
);
const marks = await json(`__gm.graph.foldMarks()`);
check(
'and only three marks are drawn for the two links: one shared, one at each far end',
marks.length === 3 && marks.filter((m) => m.links === 2).length === 1,
JSON.stringify(marks),
);
check(
'the shared mark names one far node and counts the rest',
markA.label.endsWith('+1') && markA.label.length > 2,
JSON.stringify(markA.label),
);
await shot('24-links-bundled');
// The bundled mark is still a handle: one click selects every far end, which is also what
// lends all of its curves back at once.
await click(markA.x, markA.y);
await sleep(250);
const picked = await json('__gm.graph.selected()');
check(
'clicking a bundled mark selects every node the port feeds',
picked.length === 2 && picked.includes(edge.to.node) && picked.includes(twin),
JSON.stringify(picked),
);
check(
'and both curves come back at once',
(await json(`__gm.graph.edgeDrawn(${ids[0]})`)) === true &&
(await json(`__gm.graph.edgeDrawn(${ids[1]})`)) === true,
);
await click(markA.x, markA.y, 'right');
await sleep(150);
check(
'the mark menu shows both links back in one go',
Boolean(await evaluate(`__gm.locate('Show 2 links')`)),
);
await clickText('Show 2 links');
await sleep(250);
await select({ kind: 'asset', assetId: 'mover' });
await sleep(200);
const unfolded = (await asset('mover')).graph.edges.filter(
(e) => e.from.node === edge.from.node && e.from.port === edge.from.port,
);
check(
'showing them again leaves no fold behind',
unfolded.every((e) => e.folded === undefined) && (await json(`__gm.graph.foldMarks()`)).length === 0,
JSON.stringify(unfolded),
);
// One step of undo takes both back – hiding two links was one command, so it is one undo.
await undo();
await select({ kind: 'asset', assetId: 'mover' });
await sleep(250);
const refolded = (await asset('mover')).graph.edges.filter(
(e) => e.from.node === edge.from.node && e.from.port === edge.from.port,
);
check(
'and undo re-hides both as one step',
refolded.length === 2 && refolded.every((e) => e.folded === true),
JSON.stringify(refolded.map((e) => e.folded)),
);
await undo();
await sleep(200);
const forkedNow = async () =>
(await asset('mover')).graph.edges.filter(
(e) => e.from.node === edge.from.node && e.from.port === edge.from.port,
).length;
const portNow = await json(
`__gm.graph.portAt(${JSON.stringify(edge.from.node)}, ${JSON.stringify(edge.from.port)}, true)`,
);
await click(portNow.x, portNow.y, 'right');
await sleep(150);
const offered = await find('Disconnect 2 links');
if (offered) await click(offered.x, offered.y);
await sleep(250);
const cut = await forkedNow();
await undo();
await sleep(250);
check(
'disconnecting both links at a port is one undo step',
Boolean(offered) && cut === 0 && (await forkedNow()) === 2,
JSON.stringify({ offered: Boolean(offered), cut, after: await forkedNow() }),
);
// 6r. Collapsing a node: the title bar alone, every link meeting at one point per side. No new
// link lands on it until it is expanded, and the state is saved with the project.
await select({ kind: 'asset', assetId: 'mover' });
await clickText('Fit');
await sleep(250);
const edgesBefore13q = (await graphCounts()).edges;
const openRect = await json(`__gm.graph.nodeRect('n-move')`);
const chevron = await json(`__gm.graph.chevronAt('n-move')`);
await click(chevron.x, chevron.y);
await sleep(200);
const shut = await json(`__gm.graph.nodeRect('n-move')`);
const zoom = openRect.w / 176;
check(
'the chevron collapses the node to its title bar, and leaves the selection alone',
(await nodeOf('n-move')).collapsed === true &&
Math.abs(shut.h - 24 * zoom) < 1 &&
(await json('__gm.graph.selected()')).length === 0,
JSON.stringify({ openRect, shut, collapsed: (await nodeOf('n-move')).collapsed }),
);
// Title starts 20 units in and ends 11 before the edge; `locate` matches exactly, so a cut title is null.
const titleText = await json(`__gm.locate('Move')`);
check(
'a collapsed node narrows to its whole title, keeping its left edge under the chevron',
titleText !== null &&
Math.abs(shut.x - openRect.x) < 1 &&
shut.w < openRect.w &&
Math.abs(shut.w - (2 * (titleText.x - shut.x) - 9 * zoom)) < 2,
JSON.stringify({ openRect, shut, titleText }),
);
const title = await json(`__gm.graph.nodeAt('n-move')`);
const anchorOf = (port, out) => json(`__gm.graph.portAt('n-move', '${port}', ${out})`);
const inputs = [
await anchorOf('exec', false),
await anchorOf('object', false),
await anchorOf('dy', false),
];
const output = await anchorOf('exec', true);
check(
'every link meets at one point per side, level with the title',
inputs.every((p) => Math.abs(p.x - shut.x) < 1 && Math.abs(p.y - title.y) < 1) &&
Math.abs(output.x - (shut.x + shut.w)) < 1 &&
Math.abs(output.y - title.y) < 1,
JSON.stringify({ inputs, output, title, shut }),
);
check(
'the links are still there and still drawn',
(await graphCounts()).edges === edgesBefore13q && (await json(`__gm.graph.edgeDrawn('e3')`)) === true,
);
await shot('24b-node-collapsed');
const speedOut = await json(`__gm.graph.portAt('n-speed', 'speed', true)`);
await mouse('mouseMoved', speedOut.x, speedOut.y);
await mouse('mousePressed', speedOut.x, speedOut.y);
await mouse('mouseMoved', title.x, title.y, 'left', { buttons: 1 });
await sleep(50);
const aimed = await json('__gm.graph.dropTarget()');
await mouse('mouseReleased', title.x, title.y);
await sleep(150);
await press('Escape');
check(
'a link dropped on a collapsed node goes nowhere',
aimed === null && (await graphCounts()).edges === edgesBefore13q,
JSON.stringify(aimed),
);
for (const port of ['x', 'y']) {
const at = await json(`__gm.graph.portAt('n-axis', '${port}', true)`);
await click(at.x, at.y, 'right');
await sleep(150);
await clickText('Hide link');
await sleep(200);
}
await select({ kind: 'asset', assetId: 'mover' });
await sleep(200);
const markDx = await json(`__gm.graph.foldMark('e3', false)`);
const markDy = await json(`__gm.graph.foldMark('e4', false)`);
check(
'hidden links into a collapsed node share one mark instead of stacking',
markDx !== null && markDx.x === markDy.x && markDx.y === markDy.y && markDx.links === 2,
JSON.stringify({ markDx, markDy }),
);
await undo();
await undo();
await select({ kind: 'node', assetId: 'mover', nodeId: 'n-move', nodeIds: ['n-speed', 'n-move'] });
await sleep(150);
await click(title.x, title.y, 'right');
await sleep(150);
check(
'a mixed selection is offered both ways',
Boolean(await evaluate(`__gm.locate('Collapse node', false)`)) &&
Boolean(await evaluate(`__gm.locate('Expand node', false)`)),
);
await press('Escape');
await undo();
await sleep(150);
check('undo expands it again', (await nodeOf('n-move')).collapsed === undefined);
await select({ kind: 'node', assetId: 'mover', nodeId: 'n-move', nodeIds: ['n-speed', 'n-move'] });
await sleep(150);
const openTitle = await json(`__gm.graph.nodeAt('n-move')`);
await click(openTitle.x, openTitle.y, 'right');
await sleep(150);
const collapseBoth = await json(`__gm.locate('Collapse 2 nodes', false)`);
check('two expanded nodes are offered as one', collapseBoth !== null);
if (collapseBoth) await click(collapseBoth.x, collapseBoth.y);
else await press('Escape');
await sleep(200);
const both = async () => [(await nodeOf('n-speed')).collapsed, (await nodeOf('n-move')).collapsed];
check('the menu collapses the whole selection', JSON.stringify(await both()) === '[true,true]');
await undo();
await sleep(150);
check(
'and one undo takes all of it back',
JSON.stringify(await both()) === '[null,null]',
JSON.stringify(await both()),
);
// Saved and loaded: a reload, not just the file, because the drawing is what has to come back.
await select({ kind: 'asset', assetId: 'mover' });
const again = await json(`__gm.graph.chevronAt('n-move')`);
await click(again.x, again.y);
const savedMove = async () => {
for (let i = 0; i < 30 && (await state()).save !== 'saved'; i++) await sleep(300);
const saved = await api(`projects/${projectId}`);
return saved.project.assets.find((a) => a.id === 'mover').graph.nodes.find((n) => n.id === 'n-move');
};
check('the collapse reaches the saved file', (await savedMove()).collapsed === true);
await navigate();
await sleep(500);
await select({ kind: 'asset', assetId: 'mover' });
await evaluate(`__gm.showTab('graph')`);
await sleep(250);
const reloaded = await json(`__gm.graph.nodeRect('n-move')`);
check(
'and a reloaded project draws it collapsed again',
(await nodeOf('n-move')).collapsed === true && Math.abs(reloaded.h / reloaded.w - shut.h / shut.w) < 0.01,
JSON.stringify(reloaded),
);
const reopen = await json(`__gm.graph.chevronAt('n-move')`);
await click(reopen.x, reopen.y);
check('expanding leaves no trace in the file', !('collapsed' in (await savedMove())));
await evaluate(`__gm.showTab('scene')`);
}