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feuerwerk/src/core/properties/resolve.ts
T
rootandClaude Fable 5.1 42cafa7543
game-maker / suite (push) Failing after 3m59s
Shader assets: graph-built shaders, the Shader tab and sprite rows from the graph (#62)
A shader is an asset carrying a node graph (Texture color, Output, Property,
Color, Add/Subtract/Multiply/Divide, Mix, Luminance) that compiles to the GLSL
fragment of a Pixi filter. The Shader tab reuses the Behavior canvas; a sprite
wears a shader through its Shader picker, and the rows below it are the
graph's Property nodes. Property schema, resolution and deviation take the
project because a sprite's rows now live in another asset. The built-in
registry of the prototype is gone; "Adjust colors" ships as a graph in the
fixture and the three example games.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 22:41:14 +02:00

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import type { Asset } from '../model/Asset';
import { type PropertyBag, type PropertyValue, sameValue } from '../model/Properties';
import type { Project } from '../model/Project';
import type { SceneObject } from '../model/SceneObject';
import { propDef, schemaForAsset, schemaForObject } from './PropertySchema';
/**
* Schema defaults filled with the asset's own values. Keys unknown to the schema are ignored, so
* stale data never leaks into the editor.
*/
export function resolveAssetProps(project: Project, asset: Asset): PropertyBag {
return valuesOver(schemaForAsset(project, asset), asset.props);
}
/**
* The only place where overrides are merged onto asset values. The rows are the object's: a
* sprite overriding its shader has that shader's parameters, not the asset's.
*/
export function resolveSceneObjectProps(project: Project, asset: Asset, object: SceneObject): PropertyBag {
const schema = schemaForObject(project, asset, object);
const bag = valuesOver(schema, asset.props);
for (const def of schema) {
const override = object.overrides[def.key];
if (override !== undefined) bag[def.key] = override;
}
return bag;
}
function valuesOver(
schema: readonly { key: string; default: PropertyValue }[],
values: PropertyBag,
): PropertyBag {
const bag: PropertyBag = {};
for (const def of schema) {
const own = values[def.key];
bag[def.key] = own !== undefined ? own : def.default;
}
return bag;
}
/** Whether the asset's own value differs from the schema default – the asset-level override. */
export function isModified(project: Project, asset: Asset, key: string): boolean {
const def = propDef(project, asset, key);
if (!def) return false;
const own = asset.props[key];
return own !== undefined && !sameValue(own, def.default);
}
/** The value the object would have without its override for `key`. */
export function inheritedValue(project: Project, asset: Asset, key: string): PropertyValue | undefined {
return resolveAssetProps(project, asset)[key];
}
/** An override that happens to carry the asset's own value does not count as a deviation. */
export function deviatesFromAsset(project: Project, object: SceneObject, asset: Asset, key: string): boolean {
const own = object.overrides[key];
return own !== undefined && !sameValue(own, inheritedValue(project, asset, key));
}
/**
* Compared as overrides, not as effective values: both sides resolve against the same asset, so
* "neither overrides" means equal even when the asset value changed since.
*/
export function deviatesFromTemplate(object: SceneObject, base: SceneObject, key: string): boolean {
return !sameValue(object.overrides[key], base.overrides[key]);
}