The scene view gets crowded once a scene holds many behaviors, colliders and tilemaps. A new eye button in the topbar opens a list of all placeable asset kinds, and each row has toggles for what the scene view draws for that kind. - The popup lists all 9 placeable kinds from Behavior to Tilemap, with the columns Symbol, Name and Shape. It stays open while switching. - Sprite, Text and Tilemap draw no symbol, so their symbol toggle is greyed out. Their name toggle shows a new centred name tag, which is off by default. - Shape exists for Collider and Tilemap. A hidden collider outline is neither drawn nor clickable. A hidden tilemap shape removes the collision outlines and the paint tint, the tiles stay visible. - A hidden symbol takes no slot in the ring and draws no dashed link to its parent. A name that stays on moves to the centre of the object. - The setting lives in the project as `sceneVisibility`, not in localStorage. Older projects load with the defaults, which match the view as it was. - Switching has no undo step, like the game scale. It only changes the view. A change made during Play survives Stop. - The rules sit in `src/core/model/sceneVisibility.ts`, the popup in `src/editor/panels/SceneVisibilityPopup.ts`. Four new SVG icons. Not covered by a check: symbol off with name on for a kind with a symbol, Text and Tilemap with names, and the paint tint with shape off. Tests: - ./check.sh: 173 files, 2515 tests, CHECK EXIT 0 - e2e 46: ALL PASSED, 17 checks. 46g clicks the popup, lays a small tilemap over the crate and removes it again. - e2e 8 alone on a fresh seed: ALL PASSED, 23 checks. A red check in the partial run 2,8,46 came from the module selection. - 8 new unit tests in tests/editor/scene-visibility.test.ts. - 4 counter-probes, each fails its test: load ignores the saved value, Play skips the saved model, scene view ignores collider shape, scene view ignores tilemap shape. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
177 lines
6.9 KiB
TypeScript
177 lines
6.9 KiB
TypeScript
/**
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* Container assets hold placed objects just like scenes do, so anything that walks "all placed
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* objects" has to cover both. Plus: a rejected undo leaves the stacks usable.
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*/
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import { describe, expect, it } from 'vitest';
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import { type Command, CommandError } from '../../src/core/commands/Command';
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import { CommandStack } from '../../src/core/commands/CommandStack';
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import { CreateContainerCommand } from '../../src/core/commands/containerCommands';
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import { SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
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import { RemoveVariableCommand, RenameVariableCommand } from '../../src/core/commands/variableCommands';
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import type { ContainerAsset } from '../../src/core/model/Asset';
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import { findAsset, findObjectHolder, objectHolders } from '../../src/core/model/Project';
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import { defaultSceneVisibility } from '../../src/core/model/sceneVisibility';
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import { instanceChildId } from '../../src/core/model/instance';
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import { findUsages } from '../../src/core/model/usages';
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import { makeBehavior, makeSpriteScene, place } from '../helpers';
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/** A behavior with a `speed` variable, placed and overridden to 42, then wrapped in a container. */
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function containerWithOverride() {
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const f = makeSpriteScene();
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const behavior = makeBehavior(f, 'B', ['speed']);
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const objectId = place(f, behavior.id, { x: 0, y: 0 });
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f.stack.execute(new SetOverrideCommand(f.sceneId, objectId, 'speed', 42));
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const container = new CreateContainerCommand(f.sceneId, [objectId]);
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f.stack.execute(container);
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const template = () => (findAsset(f.project, container.assetId) as ContainerAsset).objects[0]!;
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// The object moved into the template; what the scene shows is resolved from it.
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const placed = () => f.object(instanceChildId(container.objectId, template().id));
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return { ...f, behaviorId: behavior.id, containerId: container.assetId, objectId, template, placed };
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}
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describe('object holders', () => {
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it('counts scenes and container assets alike', () => {
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const { project } = containerWithOverride();
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expect(
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objectHolders(project)
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.map((h) => h.type)
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.sort(),
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).toEqual(['container', 'scene']);
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});
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it('resolves a scene or a container by id, but no other asset', () => {
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const { project, sceneId, containerId, spriteId, behaviorId } = containerWithOverride();
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expect(findObjectHolder(project, sceneId)?.type).toBe('scene');
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expect(findObjectHolder(project, containerId)?.type).toBe('container');
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expect(findObjectHolder(project, spriteId)).toBeUndefined();
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expect(findObjectHolder(project, behaviorId)).toBeUndefined();
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expect(findObjectHolder(project, 'nope')).toBeUndefined();
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});
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it('finds usages inside container templates, not just in scenes', () => {
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const { project, behaviorId, containerId, template } = containerWithOverride();
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// Only the template: what the scene shows is resolved from it, never stored.
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const usages = findUsages(project, behaviorId);
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expect(usages).toHaveLength(1);
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expect(usages[0]!.holder.id).toBe(containerId);
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expect(template().overrides.speed).toBe(42);
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});
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});
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describe('RemoveVariableCommand', () => {
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it('clears the override on container templates too, and puts it back on undo', () => {
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const { stack, behaviorId, template, placed } = containerWithOverride();
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stack.execute(new RemoveVariableCommand(behaviorId, 'speed'));
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expect(placed().overrides.speed).toBeUndefined();
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expect(template().overrides.speed).toBeUndefined();
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stack.undo();
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expect(placed().overrides.speed).toBe(42);
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expect(template().overrides.speed).toBe(42);
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});
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});
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/**
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* A behavior inside a placed container is not stored in the scene, and a value changed on it lives
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* in the instance's `instanceEdits`. Anything rewriting overrides project-wide has to reach in
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* there, or renaming a variable silently drops the value.
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*/
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describe('variables overridden on container content', () => {
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function withInstanceEdit() {
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const f = containerWithOverride();
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f.stack.execute(new SetOverrideCommand(f.sceneId, f.placed().id, 'speed', 7));
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const edits = () =>
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f.sceneOf().objects.find((o) => o.id !== f.objectId)!.instanceEdits[f.template().id]!.overrides;
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return { ...f, edits };
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}
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it('renames the key kept on the instance', () => {
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const { stack, behaviorId, edits, placed } = withInstanceEdit();
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expect(edits().speed).toBe(7);
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stack.execute(new RenameVariableCommand(behaviorId, 'speed', 'velocity'));
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expect(edits().speed).toBeUndefined();
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expect(edits().velocity).toBe(7);
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expect(placed().overrides.velocity).toBe(7);
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stack.undo();
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expect(edits().speed).toBe(7);
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});
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it('removes the value kept on the instance, and puts it back on undo', () => {
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const { stack, behaviorId, edits } = withInstanceEdit();
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stack.execute(new RemoveVariableCommand(behaviorId, 'speed'));
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expect(edits().speed).toBeUndefined();
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stack.undo();
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expect(edits().speed).toBe(7);
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});
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});
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describe('RenameVariableCommand', () => {
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it('renames the override on container templates too', () => {
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const { stack, behaviorId, template } = containerWithOverride();
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stack.execute(new RenameVariableCommand(behaviorId, 'speed', 'velocity'));
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expect(template().overrides.speed).toBeUndefined();
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expect(template().overrides.velocity).toBe(42);
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stack.undo();
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expect(template().overrides.speed).toBe(42);
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expect(template().overrides.velocity).toBeUndefined();
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});
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});
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class RefusingUndo implements Command {
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readonly label = 'Refusing';
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execute(project: { name: string }): void {
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project.name = 'executed';
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}
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undo(): void {
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throw new CommandError('target is gone');
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}
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}
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describe('CommandStack', () => {
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it('keeps a command on the undo stack when its undo is rejected', () => {
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const { project, stack } = makeSpriteScene();
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stack.execute(new RefusingUndo());
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expect(stack.canUndo).toBe(true);
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expect(() => stack.undo()).toThrow(CommandError);
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// Not swallowed by the history: still undoable, and not queued for redo.
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expect(stack.canUndo).toBe(true);
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expect(stack.canRedo).toBe(false);
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expect(project.name).toBe('executed');
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});
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it('keeps a command on the redo stack when its redo is rejected', () => {
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const project = {
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formatVersion: 1,
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id: 'p',
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name: 'P',
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assets: [],
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activeSceneId: '',
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startSceneId: '',
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plugins: [],
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collisionLayers: ['Default'],
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symbolScale: 1,
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playFrom: 'start' as const,
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gameScale: 1,
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sceneVisibility: defaultSceneVisibility(),
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};
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const stack = new CommandStack(project);
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let failing = false;
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stack.execute({
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label: 'Toggle',
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execute: () => {
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if (failing) throw new CommandError('nope');
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},
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undo: () => {},
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});
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stack.undo();
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failing = true;
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expect(() => stack.redo()).toThrow(CommandError);
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expect(stack.canRedo).toBe(true);
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expect(stack.canUndo).toBe(false);
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});
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});
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