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feuerwerk/tools/e2e/04-assets.mjs
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adminandClaude Opus 5 bdb3f066cf The asset type "vector art" exists as a model, which is stage 1 of #129 and shows nothing in the browser yet on purpose: a vectorart asset is not placeable, sits in the + menu and in the asset panel with its own icon (a curve between two points) and has no tab, so it behaves like a font - selectable, its rows in the inspector, a double click leading nowhere - because the tab is stage 3 and half an asset would only be in the way; the data model in Asset.ts is a shape built from rings (even-odd, so a shape may have holes, answer 6 in the issue), a ring being points with optional bezier handles in/out stored as an offset from the point and a closed flag (an open path is stroke only, answer 4), plus fill colour, opacity and an optional stroke (answer 5) - the two handles are kept apart instead of mirrored, because what "smooth" means is the editor's business and not the model's; canvas width, height and the filter are properties, so they get an inspector row and undo like any other, while the shapes are intrinsic data like the frames of a texture; the revision that #185 hands to the picture path is a fingerprint of what is drawn, not a counter, which is exactly why that key took a string token - no command can forget to bump it - and the name of a shape is deliberately left out of it, renaming changing no pixel; six undo commands in the new vectorArtCommands.ts (add a shape numbered in order, remove one which comes back to its old place - unlike a tilemap layer the last one may go too -, rename, move, write the rings as one step per gesture with the list copied, and set the style where stroke: null takes it away) and the pure function shapeOrderTarget for the four buttons of the planned inspector list (one forward, to front, one back, to back), which also serves dragging in that list; loading from a project file is strict - a point without numbers falls away, a broken handle leaves a corner behind, duplicate shape ids fall away like duplicate layer ids, a stroke of width 0 is no stroke - while a ring with a single point, which is what someone is drawing right now, stays; three findings on the way: JSON.stringify as the fingerprint was wrong because the same drawing came back from a project file as {points, closed} and was built as {closed, points}, so a reload would have rasterized the same picture under a new key (the fingerprint writes its fields in a fixed order now and a test measures that case), toNumber in serialize.ts turns any nonsense into 0 so the Number.isFinite checks ran into nothing and {x: 'far'} became the left edge instead of vanishing (shapes read numbers strictly via asFinite, 0 being a place on the canvas here), and "Vector art" would have been both a menu entry and the panel heading, which an existing test catches because a click by text would hit the heading - the group is called "Vector drawings" now while the menu entry stays "Vector art"; 20 new unit tests in tests/core/vectorart.test.ts and three counter-checks hold: the fingerprint back on JSON.stringify fails 2, reading the numbers loosely again fails 4, and not copying the ring list fails 1; no e2e check and the check sum stays 1157, only module 04 counting 19 asset types instead of 18 (#129)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 20:29:35 +02:00

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/** The asset panel: placing by dragging into the view, creating through "+", and resetting an asset value. */
export async function assets(t) {
const {
check,
sleep,
evaluate,
json,
shot,
click,
doubleClick,
clickText,
mouse,
mutate,
press,
redo,
undo,
select,
objects,
asset,
showTab,
has,
} = t;
// 4a. Context menu on the Crate asset. Placing left the menu when it became a drag. The groups
// start folded (#176) – the hook unfolds Crate's.
await json("__gm.assetRow('crate')");
await clickText('Crate', 'right');
check('asset context menu opens', Boolean(await evaluate(`__gm.locate('Delete…')`)));
check('placing is no longer a menu item', !(await evaluate(`__gm.locate('Place in scene')`)));
await shot('11-context-menu');
await press('Escape');
// 4b. Drag the Crate asset from the panel into the scene view. Driven step by step rather than
// with `drag()`, because the preview only exists while the button is still down.
const from = await json("__gm.assetRow('crate')");
const centre = await json('__gm.viewportCenter()');
const to = { x: centre.x + 70, y: centre.y - 50 };
await mouse('mouseMoved', from.x, from.y);
await mouse('mousePressed', from.x, from.y);
for (let i = 1; i <= 8; i++) {
const x = from.x + ((to.x - from.x) * i) / 8;
const y = from.y + ((to.y - from.y) * i) / 8;
await mouse('mouseMoved', x, y, 'left', { buttons: 1 });
await sleep(16);
}
const preview = await json('__gm.dropPreview()');
check(
'dragging an asset over the view previews where it would land',
Boolean(preview) && preview.assetId === 'crate' && preview.rejection === '',
JSON.stringify(preview),
);
await shot('11b-drop-preview');
await mouse('mouseReleased', to.x, to.y);
await sleep(200);
const count = (await objects()).length;
check('dropping the asset adds an object', count === 8, `objects=${count}`);
const placed = await json(
'(() => { const id = __gm.state.selectedObjectIds[0]; return __gm.sceneObjects().find(o => o.id === id) ?? null; })()',
);
// The preview is a promise: whatever it drew has to be where the object then sits, or the
// outline was decoration rather than a prediction.
check(
'the object lands where the preview promised, and is selected',
Boolean(placed) &&
placed.assetId === 'crate' &&
placed.position.x === preview.x &&
placed.position.y === preview.y,
JSON.stringify({ placed: placed && placed.position, preview }),
);
check('the preview is gone once the asset is placed', (await json('__gm.dropPreview()')) === null);
await undo();
const afterUndo = (await objects()).length;
check('one undo takes the dropped object back out', afterUndo === 7, `objects=${afterUndo}`);
await redo();
check('redo puts it back', (await objects()).length === 8);
// 4c. Create a new asset through the + menu. Since #43 the menu is two alphabetical groups –
// what can be placed in a scene, a line, then what only lives in the library – and it is
// tall enough to show all nineteen types without scrolling.
await clickText('+');
const rows = await json('__gm.menuRows()');
const cut = rows.indexOf(null);
const placeable = rows.slice(0, cut);
const library = rows.slice(cut + 1);
check(
'the + menu is split by exactly one line',
rows.filter((r) => r === null).length === 1 && cut > 0,
JSON.stringify(rows),
);
check(
'every asset type is offered once, each group sorted by label',
placeable.length + library.length === 19 &&
String(placeable) === String([...placeable].sort()) &&
String(library) === String([...library].sort()),
JSON.stringify({ placeable, library }),
);
check(
'placeable types come first, the library ones after the line',
placeable.includes('Sprite') &&
!placeable.includes('Scene') &&
library.includes('Scene') &&
library.includes('Texture'),
JSON.stringify({ placeable, library }),
);
// The height cap is the canvas, not a constant: fifteen entries used to run under the mask edge,
// where `locate` still finds them but a click lands on nothing (that is what took step 30 down).
await shot('tmp-plus-menu');
const menuBox = await json('__gm.overlayRect()');
const lastRow = await evaluate(`__gm.locate(${JSON.stringify(library.at(-1))}, true)`);
const screenH = await json('__gm.app.screen.height');
check(
'the whole menu stands on screen, last entry clickable',
Boolean(lastRow) &&
lastRow.y < menuBox.y + menuBox.h &&
menuBox.y + menuBox.h <= screenH &&
menuBox.y >= 0,
JSON.stringify({ menuBox, lastRow, screenH }),
);
// A tenth of the canvas stays free below every popup. The margin used to live only in the height
// cap, never in the placement, so a popup that had to be shifted up ended flush on the bottom
// edge with the whole gap collected above it. Above it is a budget, not a distance: this menu
// hangs off a button near the top and stays there.
const above = menuBox.y;
const below = screenH - (menuBox.y + menuBox.h);
const margin = Math.round(screenH * 0.1);
check(
'the menu keeps a tenth of the canvas free below, and stays under its button',
below >= margin - 1 && above >= 0 && above < margin,
JSON.stringify({ above, below, margin, screenH }),
);
await clickText('Sprite');
const names = await json('__gm.state.project.assets.map(a => a.name)');
check('+ menu creates a sprite asset', names.includes('Sprite'), JSON.stringify(names));
await shot('12-new-asset');
// 4d. Double-click on a scene row: the one thing activating an asset still does since placing
// became a drag. The second scene goes in through the model – the "+" menu's "Scene" entry
// shares its label with the Scene tab, so a click by text could land on either.
await mutate(
`__gm.state.project.assets.push({ id: 'scene2', type: 'scene', name: 'Level 2', props: { backgroundColor: 0x22252c }, objects: [] })`,
);
const secondScene = await json("__gm.assetRow('scene2')");
await showTab('graph');
await doubleClick(secondScene.x, secondScene.y);
check(
'double-clicking a scene asset makes it the active scene',
(await json('__gm.state.project.activeSceneId')) === 'scene2',
await json('__gm.state.project.activeSceneId'),
);
check('and opens the Scene tab', (await json('__gm.tab()')) === 'scene', await json('__gm.tab()'));
const firstScene = await json("__gm.assetRow('scene1')");
await doubleClick(firstScene.x, firstScene.y);
check(
'double-clicking the first one switches back',
(await json('__gm.state.project.activeSceneId')) === 'scene1',
await json('__gm.state.project.activeSceneId'),
);
await mutate(`__gm.state.project.assets = __gm.state.project.assets.filter((a) => a.id !== 'scene2')`);
// 4d′. Opening an asset: a click on its row only selects, a double-click opens the tab it
// lives in – every type that has one. The fixture lacks five of them; they go in through
// the model, empty.
await mutate(`__gm.state.project.assets.push(
{ id: 'sm-open', type: 'statemachine', name: 'Machine', props: {}, graph: { nodes: [], edges: [] } },
{ id: 'tex-open', type: 'texture', name: 'Sheet', props: {}, file: '', width: 0, height: 0, frames: [] },
{ id: 'anim-open', type: 'animation', name: 'Walk', props: {}, root: '', tracks: [] },
{ id: 'box-open', type: 'container', name: 'Box', props: {}, objects: [] },
{ id: 'at-open', type: 'tile', name: 'Grass', props: {}, pictures: [] },
)`);
const openable = [
['mover', 'graph', '__gm.graph.current()'],
['sm-open', 'statemachine', '__gm.stateMachine.current()'],
['adjust-colors', 'shader', '__gm.shader.current()'],
['tex-open', 'texture', '__gm.texture.current()'],
['anim-open', 'animation', '__gm.animation.current()'],
['box-open', 'container', '__gm.container.current()'],
['at-open', 'tile', '__gm.tile.current()'],
];
for (const [id, tab, shown] of openable) {
await showTab('scene');
const row = await json(`__gm.assetRow(${JSON.stringify(id)})`);
await click(row.x, row.y);
await sleep(500); // past the double-click window, so the next press starts a fresh pair
const clicked = {
tab: await json('__gm.tab()'),
selected: (await json('__gm.state.selection'))?.assetId,
};
check(
`a click on the ${tab} asset selects it and leaves the Scene tab alone`,
clicked.tab === 'scene' && clicked.selected === id,
JSON.stringify(clicked),
);
await doubleClick(row.x, row.y);
const opened = { tab: await json('__gm.tab()'), shown: await json(shown) };
check(
`a double-click opens the ${tab} tab on it`,
opened.tab === tab && opened.shown === id,
JSON.stringify(opened),
);
}
// Enter goes the same way (`onActivate`), but only once the list holds keyboard focus, which a
// click does not give it – so it is not driven here.
await showTab('scene');
await clickText('+');
const entry = await evaluate(`__gm.locate('Behavior', true)`);
await click(entry.x, entry.y);
const created = await json(
"(__gm.state.project.assets.find((a) => a.type === 'behavior' && !['mover', 'spawner'].includes(a.id)) ?? {}).id ?? ''",
);
const fresh = { created, tab: await json('__gm.tab()'), shown: await json('__gm.graph.current()') };
check(
'creating an asset through + opens its tab on the new one',
Boolean(created) && fresh.tab === 'graph' && fresh.shown === created,
JSON.stringify(fresh),
);
await undo();
await mutate(
`__gm.state.project.assets = __gm.state.project.assets.filter((a) => !['sm-open', 'tex-open', 'anim-open', 'box-open', 'at-open'].includes(a.id))`,
);
await showTab('scene');
// 4e. Asset defaults: the Crate deviates in height (60 against the schema's 100) and colour,
// so two rows carry a reset. Rows run Enabled, Width, Height, Color, Texture, so height's
// reset is the first on screen and colour's the last.
await select({ kind: 'asset', assetId: 'crate' });
const heightReset = await evaluate(`__gm.locate('↺')`);
const colorReset = await evaluate(`__gm.locate('↺', true)`);
check('asset inspector shows a reset per deviating property', Boolean(heightReset));
check(
'the two deviations have two separate resets',
Boolean(colorReset) && colorReset.y > heightReset.y,
JSON.stringify({ heightReset, colorReset }),
);
await click(heightReset.x, heightReset.y);
check(
'reset puts the asset property back to its default',
(await asset('crate')).props.height === 100,
`height=${(await asset('crate')).props.height}`,
);
const remaining = await evaluate(`__gm.locate('↺')`);
check(
'the reset of the property now at its default is gone, the other one stays',
Boolean(remaining) &&
remaining.y === colorReset.y &&
remaining.y === (await evaluate(`__gm.locate('↺', true)`)).y,
JSON.stringify({ remaining, colorReset }),
);
await shot('15-asset-reset');
await undo();
check(
'undo restores the asset value',
(await asset('crate')).props.height === 60,
`height=${(await asset('crate')).props.height}`,
);
check(
'the height reset is back after undo',
(await evaluate(`__gm.locate('↺')`))?.y === heightReset.y,
JSON.stringify(await evaluate(`__gm.locate('↺')`)),
);
// 4f. The same gold in the asset list: a row is marked while the asset carries anything the
// inspector marks. The Crate deviates twice, so it takes two resets to turn it plain.
const GOLD = '#f2c84b';
const PLAIN = '#e6e8ee';
const assetColor = (id) => json(`__gm.assetRowColor('${id}')`);
check('a deviating asset is marked gold in the list', (await assetColor('crate')) === GOLD);
check('an asset at its defaults is not', (await assetColor('cam')) === PLAIN, await assetColor('cam'));
// The Mover's `speed` is 200 against a declared variable default of 0. The inspector marks no
// variable, so neither may the list – the two must say the same thing.
check(
'a behavior is not marked for a variable value, which the inspector does not mark either',
(await assetColor('mover')) === PLAIN,
await assetColor('mover'),
);
await click(heightReset.x, heightReset.y);
check(
'the mark stays while the second deviation is left',
(await assetColor('crate')) === GOLD,
await assetColor('crate'),
);
const colorOnly = await evaluate(`__gm.locate('↺')`);
await click(colorOnly.x, colorOnly.y);
check(
'resetting the last deviation clears the mark, without a reload',
(await assetColor('crate')) === PLAIN,
`${await assetColor('crate')} props=${JSON.stringify((await asset('crate')).props)}`,
);
await shot('15b-asset-marks');
await undo();
await undo();
check(
'undo brings the mark back',
(await assetColor('crate')) === GOLD,
`${await assetColor('crate')} props=${JSON.stringify((await asset('crate')).props)}`,
);
// 4g. The list is grouped by type (#176): a heading per type, groups and the assets in them
// alphabetical, each heading with an icon of its own. A freshly opened project shows every
// group folded – reloaded here, since the modules before have unfolded groups by selecting.
await evaluate('__gm.state.loadProject(__gm.state.project, __gm.state.revision)');
await sleep(100);
const groups = await json('__gm.assetGroups()');
const nameOf = Object.fromEntries(
(await json('__gm.state.project.assets.map((a) => [a.id, a.name])')).map(([id, name]) => [id, name]),
);
const collator = new Intl.Collator('en', { numeric: true, sensitivity: 'base' });
const sorted = (list) => list.every((v, i) => i === 0 || collator.compare(list[i - 1], v) <= 0);
check(
'the assets panel groups by type, groups and assets sorted by name',
groups.length >= 4 &&
sorted(groups.map((g) => g.label)) &&
groups.every((g) => sorted(g.ids.map((id) => nameOf[id]))) &&
groups.flatMap((g) => g.ids).length === Object.keys(nameOf).length,
JSON.stringify(groups.map((g) => [g.label, g.ids.map((id) => nameOf[id])])),
);
check(
'a loaded project shows every group folded',
groups.every((g) => !g.expanded) && (await json("__gm.assetRowShown('crate')")) === null,
JSON.stringify(groups.map((g) => [g.label, g.expanded])),
);
// Read in the drawn picture: every icon inks its 16 units in the muted colour, and no two alike.
// Every pixel against the row's own background (`+`), since a 1.5 unit outline on half pixels is
// smoothed and never quite the colour; the exact colour (`#`) still shows where the ink is solid.
const MUTED = '#8a90a0';
const icons = await json(`(() => Object.fromEntries(__gm.assetGroups().map((g) => {
const c = __gm.assetGroupIcon(g.type);
const background = __gm.pixelAt(c.x, c.y - 9);
let mask = '';
for (let dy = -7; dy <= 7; dy++)
for (let dx = -7; dx <= 7; dx++) {
const p = __gm.pixelAt(c.x + dx, c.y + dy);
mask += p === '${MUTED}' ? '#' : p === background ? '.' : '+';
}
return [g.type, mask];
})))()`);
const masks = Object.values(icons);
check(
'every heading draws its icon in the muted colour, and no two icons look alike',
masks.every((m) => m.replaceAll('.', '').length >= 20 && m.includes('#')) &&
new Set(masks.map((m) => m.replaceAll('#', '+'))).size === masks.length,
JSON.stringify(icons),
);
// A press on the heading unfolds the group, a second folds it again: rows come and go, the
// heading and its count stay, and the selection is left where it was.
await select({ kind: 'asset', assetId: 'cam' });
const sprites = await json("__gm.assetRow('group:sprite')");
const spriteGroup = async () => ({
expanded: (await json('__gm.assetGroups()')).find((g) => g.type === 'sprite').expanded,
crate: await json("__gm.assetRowShown('crate')"),
heading: await json("__gm.assetRow('group:sprite')"),
selected: (await json('__gm.state.selection'))?.assetId,
});
await click(sprites.x, sprites.y);
const unfolded = await spriteGroup();
check(
'a click on a folded heading unfolds its group below it and selects nothing',
unfolded.expanded === true &&
Boolean(unfolded.crate) &&
Boolean(unfolded.heading) &&
unfolded.heading.y < unfolded.crate.y &&
unfolded.selected === 'cam' &&
(await has('Sprites')),
JSON.stringify(unfolded),
);
await shot('15c-asset-groups');
await click(sprites.x, sprites.y);
const folded = await spriteGroup();
check(
'a second click folds it again',
folded.expanded === false &&
folded.crate === null &&
Boolean(folded.heading) &&
folded.selected === 'cam',
JSON.stringify(folded),
);
// Selecting a folded asset from elsewhere – a picker, a graph – unfolds its group.
await select({ kind: 'asset', assetId: 'crate' });
check(
'selecting an asset in a folded group unfolds it',
(await json('__gm.assetGroups()')).find((g) => g.type === 'sprite').expanded === true &&
Boolean(await json("__gm.assetRowShown('crate')")),
JSON.stringify(await json('__gm.assetGroups()')),
);
// Folding the group of the selected asset lets go of the selection – it would unfold it again.
const heading = await json("__gm.assetRow('group:sprite')");
await click(heading.x, heading.y);
const released = await spriteGroup();
check(
'folding the group of the selected asset folds it and clears the selection',
released.expanded === false && released.crate === null && released.selected === undefined,
JSON.stringify(released),
);
// 4h. The same icons elsewhere: in front of every type in the `+` menu, and at the right edge of
// a scene object's row, where its type used to be spelled out.
await clickText('+');
const menuRows = await json('__gm.menuRows()');
const menuIcons = await json('__gm.menuIcons()');
await shot('15d-add-menu');
await press('Escape');
check(
'every type in the + menu has its icon in front',
menuRows.filter(Boolean).length >= 15 &&
menuRows.every((row, i) => (row === null) === (menuIcons[i] === null) && menuIcons[i] !== false),
JSON.stringify({ menuRows, menuIcons }),
);
await showTab('scene');
const first = (await json('__gm.hierarchyOrder()'))[0];
const typeOfFirst = await json(`(() => {
const scene = __gm.state.activeScene;
const o = scene.objects.find((x) => x.id === ${JSON.stringify(first)});
return __gm.state.project.assets.find((a) => a.id === o.assetId).type;
})()`);
const rowAt = await json(`__gm.hierarchyRow(${JSON.stringify(first)})`);
const iconAt = await json(`__gm.hierarchyIcon(${JSON.stringify(first)})`);
const ink = await json(`(() => {
const c = __gm.hierarchyIcon(${JSON.stringify(first)});
const background = __gm.pixelAt(c.x - 12, c.y);
let n = 0;
for (let dy = -7; dy <= 7; dy++)
for (let dx = -7; dx <= 7; dx++) if (__gm.pixelAt(c.x + dx, c.y + dy) !== background) n++;
return n;
})()`);
const typeWords = (await json(`__gm.locateAll(${JSON.stringify(typeOfFirst)})`)).filter(
(p) => Math.abs(p.y - rowAt.y) < 8,
);
check(
'a scene object shows its type as an icon at the right edge, no longer as a word',
Boolean(iconAt) && iconAt.x > rowAt.x && ink >= 20 && typeWords.length === 0,
JSON.stringify({ first, typeOfFirst, rowAt, iconAt, ink, typeWords }),
);
}