Files
feuerwerk/tests/ui/svg-icons.test.ts
T
adminandClaude Opus 5.5 6015869297
game-maker / gate (push) Successful in 3m15s
game-maker / suite (push) Failing after 9m33s
Let the scene view hide symbols, names and shapes per asset kind
The scene view gets crowded once a scene holds many behaviors,
colliders and tilemaps. A new eye button in the topbar opens a list of
all placeable asset kinds, and each row has toggles for what the scene
view draws for that kind.

- The popup lists all 9 placeable kinds from Behavior to Tilemap, with
  the columns Symbol, Name and Shape. It stays open while switching.
- Sprite, Text and Tilemap draw no symbol, so their symbol toggle is
  greyed out. Their name toggle shows a new centred name tag, which is
  off by default.
- Shape exists for Collider and Tilemap. A hidden collider outline is
  neither drawn nor clickable. A hidden tilemap shape removes the
  collision outlines and the paint tint, the tiles stay visible.
- A hidden symbol takes no slot in the ring and draws no dashed link to
  its parent. A name that stays on moves to the centre of the object.
- The setting lives in the project as `sceneVisibility`, not in
  localStorage. Older projects load with the defaults, which match the
  view as it was.
- Switching has no undo step, like the game scale. It only changes the
  view. A change made during Play survives Stop.
- The rules sit in `src/core/model/sceneVisibility.ts`, the popup in
  `src/editor/panels/SceneVisibilityPopup.ts`. Four new SVG icons.

Not covered by a check: symbol off with name on for a kind with a
symbol, Text and Tilemap with names, and the paint tint with shape off.

Tests:
- ./check.sh: 173 files, 2515 tests, CHECK EXIT 0
- e2e 46: ALL PASSED, 17 checks. 46g clicks the popup, lays a small
  tilemap over the crate and removes it again.
- e2e 8 alone on a fresh seed: ALL PASSED, 23 checks. A red check in
  the partial run 2,8,46 came from the module selection.
- 8 new unit tests in tests/editor/scene-visibility.test.ts.
- 4 counter-probes, each fails its test: load ignores the saved value,
  Play skips the saved model, scene view ignores collider shape, scene
  view ignores tilemap shape.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 23:32:58 +02:00

180 lines
8.0 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
import { describe, expect, it } from 'vitest';
import { ASSET_TYPES } from '../../src/core/model/AssetTypes';
import { DECLARED_PORT_KINDS, FIELD_KINDS, kindMark, VARIABLE_KINDS } from '../../src/core/properties/kinds';
import {
ASSET_ICON_SVG,
GAME_ICON_SVG,
LIST_ICON_SVG,
PLUGINS_ICON_SVG,
USERS_ICON_SVG,
} from '../../src/editor/panels/assetIcons';
import { HEADER_ICON_SVG } from '../../src/editor/panels/headerIcons';
import { ARROW_ICON_SVG, KIND_ICON_SVG, ROW_ACTION_ICON_SVG } from '../../src/editor/panels/markIcons';
import { TOOLBAR_ICON_SVG, VISIBILITY_ICON_SVG } from '../../src/editor/panels/toolbarIcons';
import { UI_ICON_SVG } from '../../src/ui/icons';
import { tintSvg } from '../../src/ui/svg';
import { SYMBOL_SVG } from '../../src/viewport/symbolIcons';
/** Opening tags as name + attributes; the files are flat, so no real XML parser is needed. */
function tags(svg: string): { name: string; attrs: Record<string, string> }[] {
return [...svg.matchAll(/<([a-z]+)([^>]*?)\/?>/g)].map(([, name, rest]) => ({
name: name!,
attrs: Object.fromEntries([...rest!.matchAll(/([a-zA-Z-]+)="([^"]*)"/g)].map(([, k, v]) => [k!, v!])),
}));
}
describe('icon files', () => {
it('has a scene view symbol for every symbol (#175)', () => {
expect(Object.keys(SYMBOL_SVG).sort()).toEqual([
'behavior',
'camera',
'collider',
'container',
'particles',
'rigidbody',
]);
});
it('has an asset panel icon for every asset type, each its own picture (#176)', () => {
expect(Object.keys(ASSET_ICON_SVG).sort()).toEqual([...ASSET_TYPES].sort());
expect(new Set(Object.values(ASSET_ICON_SVG)).size).toBe(ASSET_TYPES.length);
});
const icons = [
...Object.entries(SYMBOL_SVG).map(([name, svg]) => [`symbol ${name}`, svg]),
...Object.entries(ASSET_ICON_SVG).map(([name, svg]) => [`asset ${name}`, svg]),
['list tab', LIST_ICON_SVG],
['game tab', GAME_ICON_SVG],
['plugins tab', PLUGINS_ICON_SVG],
['user management tab', USERS_ICON_SVG],
...Object.entries(TOOLBAR_ICON_SVG).map(([name, svg]) => [`toolbar ${name}`, svg]),
...Object.entries(VISIBILITY_ICON_SVG).map(([name, svg]) => [`visibility ${name}`, svg]),
...Object.entries(HEADER_ICON_SVG).map(([name, svg]) => [`header ${name}`, svg]),
...Object.entries(UI_ICON_SVG).map(([name, svg]) => [`ui ${name}`, svg]),
...Object.entries(KIND_ICON_SVG).map(([name, svg]) => [`kind ${name}`, svg]),
...Object.entries(ROW_ACTION_ICON_SVG).map(([name, svg]) => [`row action ${name}`, svg]),
...Object.entries(ARROW_ICON_SVG).map(([name, svg]) => [`arrow ${name}`, svg]),
];
// The symbols that were characters until #214: the font the editor ships has no such glyphs.
it('marks every kind a user can pick once – by a picture, or by letters where it has none (#214)', () => {
const picked = [...new Set([...VARIABLE_KINDS, ...FIELD_KINDS, ...DECLARED_PORT_KINDS])];
const marks = picked.map((kind) => {
const icon = KIND_ICON_SVG[kind];
const letters = kindMark(kind);
expect(Boolean(icon) !== Boolean(letters), `${kind}: a picture or letters, not both`).toBe(true);
return icon ?? letters;
});
expect(new Set(marks).size).toBe(picked.length);
});
// A test finds a picture by the id of its file (`locateIcon`), so every id names one file.
it('names each picture a test looks for after its own file (#214)', () => {
const named = icons.map(([, svg]) => tags(svg!)[0]!.attrs.id).filter((id) => id !== undefined);
expect(new Set(named).size).toBe(named.length);
for (const svg of [
...Object.values(UI_ICON_SVG),
...Object.values(KIND_ICON_SVG),
...Object.values(ROW_ACTION_ICON_SVG),
...Object.values(ARROW_ICON_SVG),
])
expect(tags(svg)[0]!.attrs.id).toBeDefined();
});
// The magnet stands alone in the header, without the "Snap" it replaced (#194): a picture another
// button already wears would say that button's thing.
it('draws the snap switch as a magnet of its own, bent without arcs (#194)', () => {
const others = [
...Object.values(ASSET_ICON_SVG),
...Object.values(TOOLBAR_ICON_SVG),
LIST_ICON_SVG,
GAME_ICON_SVG,
PLUGINS_ICON_SVG,
];
expect(others).not.toContain(HEADER_ICON_SVG.snap);
expect(HEADER_ICON_SVG.snap).toContain('C');
for (const { attrs } of tags(HEADER_ICON_SVG.snap).slice(1)) expect(attrs.d ?? '').not.toMatch(/[Aa]/);
});
it('has one icon per button of the top bar, each its own picture (#183)', () => {
expect(Object.keys(TOOLBAR_ICON_SVG).sort()).toEqual([
'eye',
'menu',
'pause',
'play',
'redo',
'stop',
'undo',
]);
expect(new Set(Object.values(TOOLBAR_ICON_SVG)).size).toBe(7);
});
it('has one picture per switch behind the eye', () => {
expect(Object.keys(VISIBILITY_ICON_SVG).sort()).toEqual(['label', 'shape', 'symbol']);
expect(new Set(Object.values(VISIBILITY_ICON_SVG)).size).toBe(3);
});
// The bar carries no captions any more, so a picture shared with a tab or an asset type would be
// the only thing left telling the two apart – and it would not.
it('draws the top bar in pictures of its own, none of them an asset icon (#183)', () => {
const others = [...Object.values(ASSET_ICON_SVG), LIST_ICON_SVG, GAME_ICON_SVG, PLUGINS_ICON_SVG];
for (const svg of Object.values(TOOLBAR_ICON_SVG)) expect(others).not.toContain(svg);
});
// Pixi's parser draws an A in the middle of a path as a spike (the puzzle piece of #119); undo
// and redo are the arcs of this set, so they are the ones that have to keep clear of it.
it('bends the top bar arrows with cubic curves rather than arcs (#183)', () => {
for (const svg of [TOOLBAR_ICON_SVG.undo, TOOLBAR_ICON_SVG.redo]) {
expect(svg).toContain('C');
for (const { attrs } of tags(svg).slice(1)) expect(attrs.d ?? '').not.toMatch(/[Aa]/);
}
});
// Pixi draws the file's coordinates as they are and ignores the viewBox, so the viewBox only
// shows the file right elsewhere – centred on the origin, it matches what the editor draws.
it.each(icons)('%s is centred on its origin', (_, svg) => {
const root = tags(svg)[0]!;
expect(root.name).toBe('svg');
const [x, y, w, h] = root.attrs.viewBox!.split(' ').map(Number);
expect([x, y]).toEqual([-w! / 2, -h! / 2]);
expect([Number(root.attrs.width), Number(root.attrs.height)]).toEqual([w, h]);
});
it('draws the asset icons in the 16 units a list row and a button reserve', () => {
for (const svg of [
...Object.values(ASSET_ICON_SVG),
LIST_ICON_SVG,
GAME_ICON_SVG,
PLUGINS_ICON_SVG,
USERS_ICON_SVG,
])
expect(tags(svg)[0]!.attrs.viewBox).toBe('-8 -8 16 16');
});
it('gives the List, Game, Plugins and User management tabs a picture no asset type has (#176, #119, #179)', () => {
const tabs = [LIST_ICON_SVG, GAME_ICON_SVG, PLUGINS_ICON_SVG, USERS_ICON_SVG];
for (const svg of tabs) expect(Object.values(ASSET_ICON_SVG)).not.toContain(svg);
expect(new Set(tabs).size).toBe(tabs.length);
});
it.each(icons)('%s uses only what the Pixi parser draws like a browser', (_, svg) => {
for (const { name, attrs } of tags(svg).slice(1)) {
// polygon and polyline read their points as whole numbers; groups would carry transforms,
// which the parser ignores.
expect(['path', 'circle', 'rect', 'ellipse', 'line']).toContain(name);
expect(attrs.transform).toBeUndefined();
// Without a fill a browser fills black, Pixi does not fill at all once there is a stroke.
expect(attrs.fill, `${name} states its fill`).toBeDefined();
for (const paint of [attrs.fill, attrs.stroke].filter((p) => p !== undefined))
expect(paint).toMatch(/^(none|currentColor|#[0-9a-f]{6})$/);
}
});
it('puts the theme colour where the file says currentColor', () => {
expect(tintSvg('<path fill="currentColor" stroke="currentColor"/>', 0x0000ff)).toBe(
'<path fill="#0000ff" stroke="#0000ff"/>',
);
for (const [, svg] of icons) expect(tintSvg(svg!, 0xb066ff)).not.toContain('currentColor');
});
});