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feuerwerk/tools/e2e/04-assets.mjs
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root e9634f0f0d Paint an asset's name gold while any of its values deviates
The inspector already marked an asset value that differs from its schema
default, but the Assets panel gave no hint, so a changed asset looked
like an untouched one until you opened it.

The rule sits next to the existing objectDeviates as a pure function:
assetDeviates asks whether any marked property differs, markedAssetSchema
says which rows the inspector marks at all. buildAssetSection now builds
its rows from that same list, replacing the behavior/rest split it used
to carry, so the list cannot claim a deviation the inspector then fails
to show.

A behavior's variables are deliberately not in it. Their default is
declared on the variable itself, which means the asset value *is* that
default; counting them would paint the fixture's Mover gold while the
inspector beside it marks nothing.
2026-09-09 15:21:39 +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,
} = t;
// 8. Context menu on the Crate asset. Placing left the menu when it became a drag.
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');
await sleep(150);
// 8b. 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();
await sleep(150);
check('redo puts it back', (await objects()).length === 8);
// 9. Create a new asset through the + menu.
await clickText('+');
await clickText('Sprite');
await sleep(100);
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');
// 9b. 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 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'),
);
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')`);
// 12. 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' });
await sleep(200);
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);
await sleep(100);
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('↺')`)),
);
// 12b. 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('${id}')`);
check('a deviating asset is marked gold in the list', (await assetColor('crate')) === GOLD);
check('an asset at its defaults is not', (await assetColor('cam')) === PLAIN, await assetColor('cam'));
// The Mover's `speed` is 200 against a declared variable default of 0. The inspector marks no
// variable, so neither may the list – the two must say the same thing.
check(
'a behavior is not marked for a variable value, which the inspector does not mark either',
(await assetColor('mover')) === PLAIN,
await assetColor('mover'),
);
await click(heightReset.x, heightReset.y);
await sleep(150);
check(
'the mark stays while the second deviation is left',
(await assetColor('crate')) === GOLD,
await assetColor('crate'),
);
const colorOnly = await evaluate(`__gm.locate('↺')`);
await click(colorOnly.x, colorOnly.y);
await sleep(150);
check(
'resetting the last deviation clears the mark, without a reload',
(await assetColor('crate')) === PLAIN,
`${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)}`,
);
}