A camera could only show the whole scene, so a HUD drawn in the world would run through a camera shader (#299) with everything else. Render layers say which cameras see an object, and overlay cameras draw their own picture over the main one. - The project has a list of up to 16 render layers, edited in Project settings next to the collision layers. It is a list of its own, read by the same rules (`layerNamesOf`). - Sprites, texts, tilemaps, particle sources and containers carry a row `Render layer` under their switches. Its default `Inherit` takes the parent's layer, at the top the first one. - A camera has `Sees` (all layers by default) and `Overlay`. The main camera is the first one switched on without Overlay, so two plain cameras still draw through the first one only. - Every view through a camera keeps only what that camera sees and lays one see-through view per overlay camera over itself. That view is a `WorldViewport` of its own, handed its view and frame from below. - An overlay is fitted into the main camera's whole picture without distortion. One of the same size and zoom covers it exactly. - `z` sorts within one camera only. The pictures lie on top of each other as a whole, which is what a shader per camera (#299) needs. - The Game tab's preview now collects the scene once per redraw. Before it collected it twice, with the cameras it would have been five times. - `SetCollisionLayersCommand` became `SetLayerNamesCommand`, which takes the list it sets. Follow-ups: #304 (the mouse through a chosen camera) and #305 (change the render layer at run time). Tests: - Gate: 226 files, 3487 tests (3480 + 7) - e2e 63 (new): 4 checks. A green overlay sprite at z -10 covers a red main sprite at z 1000, in the preview and in the running game. A `UI` sprite in front of the main camera and a `Default` one in front of the overlay stay away. Without Overlay the second camera draws nothing. The settings dialog adds a render layer at the end. - Counter-checks: inheriting from parents switched off fails 1 unit test. Overlays never drawn fails the two overlay checks in e2e 63. - e2e total 1720 (1716 + 4), computed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
74 lines
3.4 KiB
TypeScript
74 lines
3.4 KiB
TypeScript
/**
|
|
* What "Apply" in the Project settings dialog (#183) actually carries out. The dialog itself is a
|
|
* widget and needs a canvas; the rule behind it is a pure function and is tested here.
|
|
*/
|
|
import { describe, expect, it } from 'vitest';
|
|
import { settingsChanges, type ProjectSettings } from '../../src/editor/ProjectSettingsDialog';
|
|
|
|
const before: ProjectSettings = {
|
|
name: 'Demo project',
|
|
playFrom: 'start',
|
|
whilePlaying: 'balanced',
|
|
gameLinkZoom: 'auto',
|
|
collisionLayers: ['Default', 'Enemies'],
|
|
renderLayers: ['Default'],
|
|
symbolScale: 1,
|
|
};
|
|
|
|
describe('project settings', () => {
|
|
it('reports nothing to do when nothing was touched', () => {
|
|
expect(settingsChanges(before, { ...before, collisionLayers: ['Default', 'Enemies'] })).toEqual({});
|
|
});
|
|
|
|
it('renames only when the name really differs', () => {
|
|
expect(settingsChanges(before, { ...before, name: 'Tetris' }).name).toBe('Tetris');
|
|
expect(settingsChanges(before, { ...before, name: 'Demo project' }).name).toBeUndefined();
|
|
});
|
|
|
|
it('trims the name and keeps the old one when only blanks are left', () => {
|
|
expect(settingsChanges(before, { ...before, name: ' Tetris ' }).name).toBe('Tetris');
|
|
expect(settingsChanges(before, { ...before, name: ' ' }).name).toBeUndefined();
|
|
});
|
|
|
|
it('writes the layers when one was added, renamed or dropped', () => {
|
|
const changed = (layers: string[]) => settingsChanges(before, { ...before, collisionLayers: layers });
|
|
expect(changed(['Default', 'Enemies', 'Pickups']).collisionLayers).toEqual([
|
|
'Default',
|
|
'Enemies',
|
|
'Pickups',
|
|
]);
|
|
expect(changed(['Default', 'Foes']).collisionLayers).toEqual(['Default', 'Foes']);
|
|
expect(changed(['Default']).collisionLayers).toEqual(['Default']);
|
|
});
|
|
|
|
it('hands back a copy of the layers, not the array the dialog goes on editing', () => {
|
|
const edited = ['Default', 'Foes'];
|
|
const change = settingsChanges(before, { ...before, collisionLayers: edited });
|
|
edited.push('Later');
|
|
expect(change.collisionLayers).toEqual(['Default', 'Foes']);
|
|
});
|
|
|
|
it('writes the symbol scale only when it changed, kept inside 0.1 to 4', () => {
|
|
expect(settingsChanges(before, { ...before, symbolScale: 1 }).symbolScale).toBeUndefined();
|
|
expect(settingsChanges(before, { ...before, symbolScale: 0.5 }).symbolScale).toBe(0.5);
|
|
expect(settingsChanges(before, { ...before, symbolScale: 0.01 }).symbolScale).toBe(0.1);
|
|
expect(settingsChanges(before, { ...before, symbolScale: 9 }).symbolScale).toBe(4);
|
|
expect(settingsChanges(before, { ...before, symbolScale: Number.NaN }).symbolScale).toBeUndefined();
|
|
});
|
|
|
|
it('writes the start-scene switch only when it changed (#226)', () => {
|
|
expect(settingsChanges(before, { ...before, playFrom: 'active' }).playFrom).toBe('active');
|
|
expect(settingsChanges(before, { ...before, playFrom: 'start' }).playFrom).toBeUndefined();
|
|
});
|
|
|
|
it('writes the While playing preset only when it changed (#265)', () => {
|
|
expect(settingsChanges(before, { ...before, whilePlaying: 'live' }).whilePlaying).toBe('live');
|
|
expect(settingsChanges(before, { ...before, whilePlaying: 'balanced' }).whilePlaying).toBeUndefined();
|
|
});
|
|
|
|
it('writes the zoom of the game link only when it changed (#279)', () => {
|
|
expect(settingsChanges(before, { ...before, gameLinkZoom: 'fit' }).gameLinkZoom).toBe('fit');
|
|
expect(settingsChanges(before, { ...before, gameLinkZoom: 'auto' }).gameLinkZoom).toBeUndefined();
|
|
});
|
|
});
|