Files
feuerwerk/tests/editor
adminandClaude Opus 5.5 32cb5b4ba5
game-maker / gate (push) Successful in 2m54s
game-maker / suite (push) Successful in 9m14s
Size, turn and scale a selected sprite or collider in the scene (#223)
A sprite or collider could only be sized, turned and scaled through
the inspector. The scene view now draws a size gizmo on the selection,
so the common edits happen where the object is.

- Edges and corners set Width and Height. The opposite side stays
  where it was, so the position moves by half the change. Sizes land
  on whole units, at least 1.
- A circle collider has edge handles only and stays round. A polygon
  or frame collider keeps its own corner editing and gets no size
  handles.
- One knob on a stem above the top edge turns or scales. The first
  5 px of the drag decide which: out from the centre scales, sideways
  turns. The choice holds until the release, so one drag never does
  both. Turning and scaling share one handle by the user's choice.
- Shift snaps a turn to 15 degrees. The turn adds up the swept angle,
  so it goes on past a half circle instead of jumping back.
- The values are overrides of this placement, like "Fit to sprite".
  A value equal to the asset's own clears the override. One drag is
  one undo step.
- A handle reaches 7 px outwards but only half that into the object.
  Otherwise a press near the edge of a small sprite sizes it instead
  of moving it.
- The rules live in src/editor/sizeGizmo.ts without Pixi. The handles
  are drawn and driven by src/editor/viewport/sizeGizmoEditor.ts. The
  test hook __gm.sizeGizmo() reports them in screen pixels.

Found on the way:
- The first e2e run failed the play-mode drag check in 41b. It grabs
  the 40 px crate 6 px inside its bottom edge, and the full grip zone
  took that as a resize. The half zone inside fixes it.
- A first gizmo check failed because the sprite's right edge lay
  outside the scene view (x 940, view ends at 925). The test was
  wrong, the sprite now sits further left.

Tests:
- ./check.sh: 156 files, 2283 tests, CHECK EXIT 0 (before 2273).
- 10 unit tests in tests/editor/size-gizmo.test.ts.
- 6 new e2e checks in 29j: handles present, edge resize with the
  opposite edge fixed, undo, knob turn, knob scale that ignores a
  later sideways pull, circle radius.
- e2e 1-16,29,39-43 on the final state: ALL PASSED, 663 checks.
- Counter-checks: deciding the knob mode on every move fails the
  "does not turn it" check. Not moving the centre on an edge drag
  fails both edge checks. A full grip zone inside fails the new unit
  test. Originals restored.
- Check total 1357 + 6 = 1363, computed. CI measured 1357 at d257298.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 22:37:17 +02:00
..
Plugins belong to the project, and they load before it: the project file gained the field plugins: ["demo-plugin.js"] (default empty, no formatVersion bump), the Plugins tab's switch writes into it as an ordinary undo step (SetPluginActiveCommand) instead of into a server-wide plugins.json, and the start order is turned around - startPlugins only fetches the list of files, then editor.boot() runs and ProjectStore.load(id, prepare) hands the raw JSON through before it is deserialized, where pluginsOf(raw) reads the list and PluginManager.syncTo() activates exactly those; that is the point of the issue, because what a plugin registers has to stand there before normalizeGraph would throw it away as unknown (#126, #127), a project switch first stops what the new project does not name and then starts what it does, a file the server does not have is passed over silently, and after signing out the manager is dead so a late event cannot start anything in a torn-down session; on the server plugins.json, PluginStore::setActive, isActive, the route PUT ?r=plugins/{file} and the 403 for inactive modules are gone and GET ?r=plugins only answers {file,bytes,updatedAt}, which makes every plugin file fetchable - the consequence accepted in #117, written down in the wiki for #115 and #116; publishPlugins(root) only copies files now, the seeder switches the demo plugin on in the fixture project, and the Plugins tab carries a puzzle piece as its icon while only a plugin's own tab still goes without one (the knob and the socket are cubic curves, not arcs, which Pixi's parser draws as a spike after an L); 3 new e2e checks in module 38 and 5 new unit tests cover the project as the owner of the switch, its undo, the order, pluginsOf against crude input and an unknown file name (#119)
2026-09-20 14:24:27 +02:00
The topbar is icons only: the leading Project dropdown, the Scene picker and the labelled Play/Pause buttons are gone and in their place stand five icon buttons - menu, undo, redo on the left, play and pause in the middle - while Notice, the save state, fps and the Account menu keep the right side; the Play button swaps its icon for a stop square while the project runs and Pause swaps for a second play sign while it is held (Button.setIcon()), and iconSpace() drops the gap between icon and label when a button has no label, which is what kept a 24 px icon button 3 px off its own centre; the menu carries New project, Open project..., a separator and Project settings..., where the picker (src/editor/OpenProjectDialog.ts) preselects the open project and marks it "open", opens on a double click and puts Delete on the left of Cancel and Open - it closes itself before it asks whether to delete, because two modals on top of each other would have left the question standing over a list it no longer speaks about - and the settings dialog (src/editor/ProjectSettingsDialog.ts) holds the name, the "Play starts" switch (Start scene / Active scene, a preference of this browser and so no command) and the collision layers from #152, which retires CollisionLayersDialog.ts and the "Collision layers..." entry; what Apply actually writes is the pure function settingsChanges(), so renaming and the layers are each their own undo step and each drop out when nothing differs; the Scene dropdown falls away without replacement, the active scene is switched by double clicking it in the Assets panel, which is the way that was there anyway; new module 46 runs last with 9 checks (no label left in the bar, the run buttons in edit mode, the four menu entries, the picker with the open project preselected, Cancel leaving the project standing, the settings dialog on the state of the project, renaming with undo and redo through the icon buttons) and it neither opens nor deletes a project, because that would pull the project out from under every earlier module; modules 8, 18 and 35 and the harness follow the new bar, 6 unit tests cover settingsChanges and 3 the icons (#183)
2026-09-20 16:34:14 +02:00