The editor gets a name of its own that fits beside Brandmauer, Glutspeicher and Feuerwehr. This is stage 1, 2 and 4 of #422: the name, the URL and the stored state in the browser. Repository, CI runners, containers and the GAME_MAKER_* variables follow in stage 3. - All paths come from SITE_PATH in src/core/site.ts: the API endpoint, the data folders, the play page and the base in vite.config.ts. A later move is one line instead of fifteen. - The window title, the sign-in screen, the playground and the README say Feuerwerk. The package, __feuerwerkPlay, the take worklet and the writing app in Ogg and Matroska follow. - The session cookie is now feuerwerk_session, so everyone signs in once more. - localStorage keys are now feuerwerk.*. moveOldStoredKeys copies the old game-maker.* keys over on the first start, so settings, panel sizes and save games survive. - tools/ci/serve.sh serves the build under /feuerwerk/. The variable GAME_MAKER_BASE_URL keeps its name until stage 3. Outside the repository, nockal.com/feuerwerk/ is a second symlink to the same tree. nginx sends the bare /game-maker/ folder there with a 301. Everything else under /game-maker/ is still served directly, so shared play links and the API keep working. Finding: when nginx redirects a path without a trailing slash or with a query, the Brandmauer answers with its own 307 to the same URL plus a slash, placed after the query. A play link would lose its token that way, which is why only the bare folder is redirected. Tests: - Gate on melektaus-atx: CHECK EXIT 0, 307 files, 4756 tests (4 new in site.test.ts). - Counter-check: when the migration misses the old prefix, 3 of the 4 new tests fail. - e2e 60 under /feuerwerk/: ALL PASSED, 20 checks. - From outside: /feuerwerk/ 200, /game-maker/ 301, an old play link 200. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
319 lines
14 KiB
JavaScript
319 lines
14 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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// 2a-ii. Groups with a band as their head (#290). The band runs from edge to edge of the panel in
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// the header colour, the rows under it stand on the panel's own; the switches have a group.
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const section = (title) => json(`__gm.section(${JSON.stringify(title)})`);
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const panel = await json(`__gm.inspectorRect()`);
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let transform = await section('TRANSFORM');
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const switches = await section('SWITCHES');
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const position = await section('POSITION');
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const enabledRow = await json(`__gm.inspectorField('Enabled')`);
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const colors = transform
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? await json(
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`[__gm.pixelAt(${Math.round(transform.rect.x + 3)}, ${Math.round(transform.y)}),` +
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` __gm.pixelAt(${Math.round(transform.rect.x + transform.rect.w - 6)}, ${Math.round(transform.y)}),` +
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` __gm.pixelAt(${Math.round(transform.rect.x + 3)}, ${Math.round(transform.rect.y + transform.rect.h + 12)}),` +
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` __gm.themeColor('panelHeader'), __gm.themeColor('panel')]`,
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)
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: [];
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check(
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'a group head is a band from edge to edge, in a colour the rows under it do not have',
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transform &&
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transform.rect.x === panel.x &&
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panel.w - transform.rect.w <= 4 &&
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colors[0] === colors[3] &&
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colors[1] === colors[3] &&
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colors[2] === colors[4] &&
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colors[3] !== colors[4],
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JSON.stringify({ panel, rect: transform?.rect, colors }),
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);
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check(
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'the switches of an object stand in a group of their own, above its position',
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switches && position && enabledRow && switches.y < enabledRow.y && enabledRow.y < position.y,
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JSON.stringify({ switches: switches?.y, enabled: enabledRow?.y, position: position?.y }),
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);
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// A click on the band folds the group: its rows go, and the next band moves up against it.
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const folds = () => json(`localStorage.getItem('feuerwerk.folded-sections')`);
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await click(transform.x, transform.y);
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await settle();
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transform = await section('TRANSFORM');
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let offset = await section('EDITOR OFFSET (SCENE VIEW ONLY)');
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const folded = {
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collapsed: transform.collapsed,
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rotation: await json(`__gm.inspectorField('Rotation')`),
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gap: offset.rect.y - (transform.rect.y + transform.rect.h),
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stored: await folds(),
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};
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await shot('02-section-folded');
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// Folded once, the group is folded on the next object too.
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await evaluate(
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`__gm.state.select({ kind: 'object', holderId: 'scene1', objectId: 'o1', objectIds: ['o1'] })`,
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);
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await settle();
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const onNext = (await section('TRANSFORM'))?.collapsed;
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await clickText('Blue crate');
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transform = await section('TRANSFORM');
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await click(transform.x, transform.y);
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await settle();
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transform = await section('TRANSFORM');
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offset = await section('EDITOR OFFSET (SCENE VIEW ONLY)');
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const rotationBack = await json(`__gm.inspectorField('Rotation')`);
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check(
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'a click on a band folds its group away, for every object, and another click brings it back',
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folded.collapsed === true &&
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folded.rotation === null &&
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folded.gap === -1 &&
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String(folded.stored).includes('inspector:TRANSFORM') &&
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onNext === true &&
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transform.collapsed === false &&
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rotationBack !== null &&
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offset.rect.y > rotationBack.y &&
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!String(await folds()).includes('inspector:TRANSFORM'),
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JSON.stringify({
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folded,
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onNext: onNext ?? null,
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open: transform.collapsed,
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rotationBack,
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stored: await folds(),
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}),
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);
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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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