Scrubbing a number in the inspector and dragging a colour stop of a gradient told the editor about every input. Pixi repeats each pointer move shortly after, so both gestures paid for two previews per move. The issue asked to measure first and to build only from 10 % per move. The measurement showed about 50 %. - previewingHandlers still writes the model on every input but requests the preview through a FramePreview of its own. The commit cancels a waiting preview first. - The preview handler of the GradientBar in shapeSection.ts does the same. - Wider than the issue describes: the row handlers also serve typing, the arrow keys and the colour picker. All of them preview once per frame now. Measured on stein2, fixture project with 120 extra objects, 120 moves 8 ms apart, three runs each: - Scrub: 236 project events before, 51 to 61 after. 45 to 50 ms per move before, 22 to 27 after. - Colour stop: 238 project events before, 50 to 51 after. 44 to 49 ms per move before, 22 after. - One preview still costs 13 to 17 ms. That price per frame is what remains. Finding, not fixed here: in the pixel art tab the palette colour and the opacity of a layer still preview on every input (PixelArtSide.ts), and so do the head fields of the curve tab. Neither was measured. Tests: - Gate: 198 files, 2907 tests (2903 + 4), exit 0 - e2e, full run: 1616 checks passed (1615 + 1), exit 0 - Smokes: 24 / 19 / 21, exit 0 - Four new unit tests in tests/editor/frame-preview.test.ts, two for a row and two for a colour stop - One new e2e check in module 02: a held scrub gave 10 project events in 12 frames, and the value is there before the release - Four unit counter-probes fail, 1 to 2 tests each. They ran on stein2, not in the container. - The browser counter-probe fails the new check with 50 events in 16 frames Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
241 lines
10 KiB
JavaScript
241 lines
10 KiB
JavaScript
/**
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* Selecting, renaming and scrubbing in the inspector, dragging in the viewport, autosave to
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* the server, and undo/redo of all of it.
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*/
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export async function inspector(t) {
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const {
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check,
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sleep,
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json,
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locate,
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shot,
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click,
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mouse,
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evaluate,
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settle,
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doubleClick,
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clickText,
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drag,
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press,
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typeText,
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mutate,
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undo,
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redo,
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state,
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object,
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api,
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sceneOf,
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projectId,
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} = t;
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// 2a. Select the blue crate in the hierarchy.
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await clickText('Blue crate');
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let s = await state();
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check(
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'hierarchy click selects object',
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s.selection?.kind === 'object' && s.selection.objectId === 'o2',
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JSON.stringify(s.selection),
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);
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await shot('02-object-selected');
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// 2b. Deviations are shown in gold – on the inspector label and on the hierarchy row. The blue
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// crate overrides width and color, the camera and the red crate's subtree nothing.
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const GOLD = '#f2c84b';
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const PLAIN = '#e6e8ee';
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const rowColor = (id) => json(`__gm.hierarchyRowColor('${id}')`);
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check('an overridden object is marked gold in the hierarchy', (await rowColor('o2')) === GOLD);
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check('an untouched object is not', (await rowColor('o3')) === PLAIN, await rowColor('o3'));
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check('nor is a parent whose subtree is untouched', (await rowColor('o1')) === PLAIN);
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check(
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'the overridden field is gold, an inherited one is not',
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(await json(`__gm.textColor('Width')`)) === GOLD &&
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(await json(`__gm.textColor('Height')`)) === '#8a90a0',
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JSON.stringify(await json(`[__gm.textColor('Width'), __gm.textColor('Height')]`)),
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);
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// The mark also travels up: with the crate's own overrides taken away the row must stay gold
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// for the sake of its collider child, which keeps one. Put back right after, byte for byte.
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await mutate(`__gm.state.activeScene.objects.find(o => o.id === 'o2').overrides = {}`);
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check('a parent carries the mark of a deviating child', (await rowColor('o2')) === GOLD);
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await mutate(
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`__gm.state.activeScene.objects.find(o => o.id === 'o2').overrides = { width: 140, color: 0x4488ff }`,
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);
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// 2c. Rename via inspector: the name field sits right of the "Name" label.
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const nameLabel = await locate('Name');
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await click(nameLabel.x + 160, nameLabel.y);
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await press('a', { ctrl: true });
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await typeText('Renamed crate');
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await shot('03-typing');
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// The focus border runs all the way round, not only through the rounded corners: the field's
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// clip once took in its own border and cut the straight edges away.
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const field = await json(`__gm.focusedRect()`);
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const edges = field
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? await json(
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`[[${field.x + field.w / 2}, ${field.y}], [${field.x + field.w / 2}, ${field.y + field.h - 1}],` +
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` [${field.x}, ${field.y + field.h / 2}], [${field.x + field.w - 1}, ${field.y + field.h / 2}]]` +
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`.map(([x, y]) => __gm.pixelAt(Math.round(x), Math.round(y)))`,
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)
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: [];
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check(
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'the focused field is outlined along all four edges',
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edges.length === 4 && edges.every((c) => c === '#4c8dff'),
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JSON.stringify({ field, edges }),
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);
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await press('Enter');
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check(
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'typing + Enter renamed the object',
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(await object('o2')).name === 'Renamed crate',
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JSON.stringify((await object('o2')).name),
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);
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await shot('04-renamed');
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// 2d. A double-click into a text field selects its content, so the next keystroke replaces the
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// whole name instead of inserting into it. Renamed back, since later checks go by the name.
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await doubleClick(nameLabel.x + 160, nameLabel.y);
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await typeText('Twice');
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await press('Enter');
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check(
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'double-clicking a text field selects all – typing replaces the name',
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(await object('o2')).name === 'Twice',
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JSON.stringify((await object('o2')).name),
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);
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// Undone rather than typed back: check 2h further down counts its undos, so this must not
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// leave a step on the stack.
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await undo();
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check(
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'undo takes that rename back',
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(await object('o2')).name === 'Renamed crate',
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JSON.stringify((await object('o2')).name),
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);
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// 2d-ii. A drag from right to left selects the whole name (#236). The hidden input reported its
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// range ordered, and its selectionchange echo made the caret the anchor after the first move.
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await click(nameLabel.x + 160, nameLabel.y);
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const nameField = await json('__gm.focusedRect()');
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await press('Escape');
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const midY = nameField.y + nameField.h / 2;
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await drag(nameField.x + nameField.w - 4, midY, nameField.x + 3, midY);
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const backward = await json(
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'({ start: document.activeElement?.selectionStart, end: document.activeElement?.selectionEnd,' +
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' direction: document.activeElement?.selectionDirection })',
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);
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await press('Escape');
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check(
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'dragging from right to left selects the whole name',
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backward.start === 0 && backward.end === 'Renamed crate'.length && backward.direction === 'backward',
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JSON.stringify(backward),
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);
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// 2e. Scrub the X field (right of the "X" label) by 100 px. The model follows every move, the
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// editor hears of it once per frame at most (#274): counted while the button is still held.
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const xLabel = await locate('X');
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await evaluate(`(() => {
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const seen = (window.__scrub02 = { events: 0, frames: 0, done: false });
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seen.stop = __gm.state.on('project', () => (seen.events += 1));
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const frame = () => { if (seen.done) return; seen.frames += 1; requestAnimationFrame(frame); };
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requestAnimationFrame(frame);
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})()`);
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await mouse('mouseMoved', xLabel.x + 160, xLabel.y);
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await mouse('mousePressed', xLabel.x + 160, xLabel.y);
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for (let i = 1; i <= 25; i++) {
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await mouse('mouseMoved', xLabel.x + 160 + i * 4, xLabel.y, 'left', { buttons: 1 });
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await sleep(8);
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}
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await settle();
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const held = await json(
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'(() => { const s = window.__scrub02; s.done = true; s.stop(); return { events: s.events, frames: s.frames }; })()',
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);
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const xHeld = (await object('o2')).position.x;
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await mouse('mouseReleased', xLabel.x + 260, xLabel.y);
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await settle();
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const xNow = (await object('o2')).position.x;
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check('scrubbing X moved the object', xNow > 120, `x=${xNow}`);
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check(
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'a held scrub writes every move and previews once per frame at most',
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xHeld === 220 && xNow === 220 && held.events >= 1 && held.events <= held.frames,
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JSON.stringify({ xHeld, xNow, ...held }),
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);
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await shot('05-scrubbed');
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// 2f. Type into X, then click straight into the empty viewport: the typed value must be
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// committed (not reverted) even though the click deselects and rebuilds the inspector.
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const center = await json('__gm.viewportCenter()');
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// Searched, not guessed: with the console panel below, a fixed offset from the centre can
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// land on an object instead of empty space.
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const emptySpot = await json('__gm.emptySpot()');
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await click(xLabel.x + 160, xLabel.y); // plain click → text editing with everything selected
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await typeText('300');
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await click(emptySpot.x, emptySpot.y);
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const xTyped = (await object('o2')).position.x;
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s = await state();
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check(
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'typed X survives clicking into the viewport',
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xTyped === 300 && s.selection === null,
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`x=${xTyped} selection=${JSON.stringify(s.selection)}`,
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);
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// 2g. Drag the red crate in the viewport. It is at world (-150,0); the view is centred
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// on the origin, so compute its screen position from the viewport centre. Pressed right of
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// its middle: the crate wears a collider, whose icon stands on the middle.
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await drag(center.x - 120, center.y, center.x - 20, center.y - 70);
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const o1Now = (await object('o1')).position;
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check('viewport drag moved the red crate', o1Now.x > -150, JSON.stringify(o1Now));
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await shot('06-dragged');
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await sleep(1800);
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const saved = await api(`projects/${projectId}`);
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const renamed = sceneOf(saved).objects.find((o) => o.id === 'o2');
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check('rename persisted', renamed.name === 'Renamed crate', renamed.name);
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check('scrub persisted', renamed.position.x > 120, JSON.stringify(renamed.position));
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check('override kept', renamed.overrides.color === 4491519, JSON.stringify(renamed.overrides));
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check('save status is saved', (await state()).save === 'saved');
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// 2h. Undo four times (drag, typed X, scrub, rename) with Ctrl+Z, then redo once.
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await click(emptySpot.x, emptySpot.y); // click empty viewport → deselect, drop focus
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for (let i = 0; i < 4; i++) await undo();
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const afterUndo = (await t.objects()).map((o) => ({ id: o.id, name: o.name, x: o.position.x }));
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check(
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'undo reverted drag, typed X, scrub and rename',
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afterUndo[0].x === -150 && afterUndo[1].x === 120 && afterUndo[1].name === 'Blue crate',
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JSON.stringify(afterUndo),
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);
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await redo();
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check('redo restored the rename', (await object('o2')).name === 'Renamed crate');
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await shot('07-undo-redo');
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// 2i. A change to the *structure* of what is shown normally rebuilds the inspector, which
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// destroys the widget being typed in. While a field in here has focus the rebuild has to
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// wait – otherwise a field whose value decides the structure cannot be typed into at all.
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await clickText('Renamed crate');
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const xRow = await locate('X');
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await click(xRow.x + 160, xRow.y);
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// The value it already has: Escape cancels the widget but not the preview it wrote, so
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// typing anything else here would leave that value behind for the later steps.
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await typeText('120');
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const before = await json('__gm.inspectorInfo()');
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// The parent is part of the object's structure signature, so this asks for a rebuild.
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await mutate("__gm.state.activeScene.objects.find(o => o.id === 'o2').parentId = 'o1'");
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const during = await json('__gm.inspectorInfo()');
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const stillTyping = await json(
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'({ tag: document.activeElement?.tagName, value: document.activeElement?.value })',
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);
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check(
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'a structure change while typing does not rebuild the inspector',
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during.rebuilds === before.rebuilds && during.postponed,
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JSON.stringify(during),
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);
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check(
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'the field being typed in survives it',
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stillTyping.tag === 'INPUT' && stillTyping.value === '120',
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JSON.stringify(stillTyping),
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);
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await press('Escape');
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const after = await json('__gm.inspectorInfo()');
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check(
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'leaving the field runs the postponed rebuild',
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after.rebuilds === before.rebuilds + 1 && !after.postponed,
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JSON.stringify(after),
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);
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await mutate("__gm.state.activeScene.objects.find(o => o.id === 'o2').parentId = ''");
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}
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