Files
feuerwerk/tools/e2e/06-graph.mjs
T
root 14562cf157 Keep the dragged edge on screen while the palette picks its node
Releasing an edge over empty space opened the node palette but dropped the edge
drawing, so the connection being made was invisible exactly while its target was
being chosen. The finished drag is now held in `pendingDrop` and drawn like a
running one until the palette closes, by pick or by Escape.

The e2e check for the Escape path exposed a real defect underneath: `Popup.open()`
blurs the focused widget, `close()` did not. A field inside the popup therefore kept
the keyboard bridge's DOM focus after the popup was gone, and every later Delete or
Ctrl+Z went into that invisible input. The suite caught it one check later ("Delete
removes the node and its edge" found the node still there). `close()` now blurs,
mirroring `open()`.

Verified remotely on the Windows host: 287 editor checks and 24 jump-and-run smoke
checks, no failures.
2026-09-09 12:42:40 +02:00

331 lines
13 KiB
JavaScript
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/**
* The behavior graph editor: binding to the selection, dragging nodes, the palette (row click
* and Enter), connecting ports, deleting, the live highlight while playing, variables.
*/
export async function graph(t) {
const {
check,
sleep,
evaluate,
json,
shot,
click,
clickText,
drag,
mouse,
locate,
typeText,
press,
holdKey,
undo,
state,
select,
stop,
asset,
} = t;
const nodeOf = async (id) => (await asset('mover')).graph.nodes.find((n) => n.id === id);
const graphCounts = async () => {
const g = (await asset('mover')).graph;
return { nodes: g.nodes.length, edges: g.edges.length };
};
const variableKeys = async () => (await asset('mover')).variables.map((v) => v.key).join(',');
// 13. Selecting the Mover asset binds the graph; the Graph tab shows it.
await clickText('Mover');
await evaluate(`__gm.showTab('graph')`);
await sleep(250);
check(
'graph editor shows the selected behavior',
(await evaluate(`__gm.graph.current()`)) === 'mover' && (await evaluate('__gm.tab()')) === 'graph',
);
await shot('16-graph');
// 13a. Drag a node: clicking its title selects it, dragging moves it (undoable).
const axisBefore = await nodeOf('n-axis');
const axisPos = await json(`__gm.graph.nodeAt('n-axis')`);
await drag(axisPos.x, axisPos.y, axisPos.x + 60, axisPos.y + 40);
let s = await state();
const axisAfter = await nodeOf('n-axis');
check(
'dragging a node selects and moves it',
s.selection?.kind === 'node' &&
s.selection.nodeId === 'n-axis' &&
axisAfter.x === axisBefore.x + 60 &&
axisAfter.y === axisBefore.y + 40,
`${JSON.stringify(s.selection)} ${axisBefore.x},${axisBefore.y} → ${axisAfter.x},${axisAfter.y}`,
);
check(
'node inspector shows the node',
Boolean(await evaluate(`__gm.locate('Axis input')`)) &&
Boolean(await evaluate(`__gm.locate('DATA NODE')`)),
);
await undo();
const axisUndone = await nodeOf('n-axis');
check(
'undo moves the node back',
axisUndone.x === axisBefore.x && axisUndone.y === axisBefore.y,
`${axisUndone.x},${axisUndone.y}`,
);
// 13b. Regression: typing a query and then *clicking* a row must add exactly one node.
// (The search field's blur-commit once picked the first match and the row click picked
// it again → two nodes.)
const gcenter = await json('__gm.graph.center()');
const beforeClickPick = await graphCounts();
await click(gcenter.x + 250, gcenter.y + 250, 'right');
await sleep(100);
check('node palette opens (row-click case)', Boolean(await evaluate(`__gm.locate('Search nodes…')`)));
await typeText('stop');
await sleep(150);
const stopRow = await locate('Stop game'); // nothing else on screen shows this label
await click(stopRow.x, stopRow.y);
await sleep(100);
const afterClickPick = await graphCounts();
check(
'clicking a palette row adds exactly one node',
afterClickPick.nodes === beforeClickPick.nodes + 1,
JSON.stringify({ beforeClickPick, afterClickPick }),
);
check('palette closed after row click', !(await evaluate(`__gm.locate('Search nodes…')`)));
await undo(); // so the next step finds the same empty spot and the expected graph
check('undo removes the clicked node again', (await graphCounts()).nodes === beforeClickPick.nodes);
// 13c. Right-click the empty canvas → palette → search "log" → Enter adds a Log node.
const before13 = await graphCounts();
await click(gcenter.x + 250, gcenter.y + 250, 'right');
await sleep(100);
check('node palette opens', Boolean(await evaluate(`__gm.locate('Search nodes…')`)));
await typeText('log');
await sleep(100);
await press('Enter');
await sleep(250);
const after13 = await graphCounts();
s = await state();
const newNode = s.selection?.kind === 'node' ? await nodeOf(s.selection.nodeId) : null;
check(
'palette adds a Log node and selects it',
after13.nodes === before13.nodes + 1 && newNode?.type === 'Log',
JSON.stringify({ after13, newNode }),
);
await shot('17-node-added');
// 13d. Connect: drag from the Move node's exec output onto the Log node's exec input. An
// exec output must not connect to a data input: dragging onto "message" does nothing.
const fromPort = await json(`__gm.graph.portAt('n-move', 'exec', true)`);
const toPort = await json(`__gm.graph.portAt(${JSON.stringify(newNode.id)}, 'exec', false)`);
await drag(fromPort.x, fromPort.y, toPort.x, toPort.y, 16);
const connected = await graphCounts();
check(
'dragging port to port connects the nodes',
connected.edges === before13.edges + 1,
JSON.stringify(connected),
);
const dataPort = await json(`__gm.graph.portAt(${JSON.stringify(newNode.id)}, 'message', false)`);
await drag(fromPort.x, fromPort.y, dataPort.x, dataPort.y, 16);
check(
'incompatible ports are rejected',
(await graphCounts()).edges === before13.edges + 1 && s.mode === 'edit',
);
await shot('18-connected');
// 13d2. A drop on the node's body instead of a port: it takes the first free compatible input,
// and the highlight names that port while the button is still down.
const axisX = await json(`__gm.graph.portAt('n-axis', 'x', true)`);
const logBody = await json(`__gm.graph.nodeAt(${JSON.stringify(newNode.id)})`);
await mouse('mouseMoved', axisX.x, axisX.y);
await mouse('mousePressed', axisX.x, axisX.y);
await mouse('mouseMoved', toPort.x, toPort.y, 'left', { buttons: 1 });
await sleep(50);
const overExec = await json(`__gm.graph.dropTarget()`);
check('a number drag over an exec port predicts nothing', overExec === null, JSON.stringify(overExec));
await mouse('mouseMoved', logBody.x, logBody.y, 'left', { buttons: 1 });
await sleep(50);
const overBody = await json(`__gm.graph.dropTarget()`);
check(
'over the node body it predicts the first free compatible input',
overBody?.nodeId === newNode.id && overBody.port === 'message' && overBody.isOutput === false,
JSON.stringify(overBody),
);
await shot('18b-drop-prediction');
await mouse('mouseReleased', logBody.x, logBody.y);
await sleep(150);
const dropped = await graphCounts();
const messageEdge = (await asset('mover')).graph.edges.find(
(e) => e.to.node === newNode.id && e.to.port === 'message',
);
check(
'the drop connects exactly the predicted port',
dropped.edges === before13.edges + 2 && messageEdge?.from.port === 'x',
JSON.stringify({ dropped, messageEdge }),
);
check('the prediction is dropped with the drag', (await json(`__gm.graph.dropTarget()`)) === null);
await undo();
check('undo removes that edge again', (await graphCounts()).edges === before13.edges + 1);
// 13d3. Dropped into empty space, the drag opens the palette filtered to what it could reach,
// and the picked node arrives already wired – as one undo step.
const empty = { x: gcenter.x - 250, y: gcenter.y + 250 };
const beforeDrop = await graphCounts();
await mouse('mouseMoved', axisX.x, axisX.y);
await mouse('mousePressed', axisX.x, axisX.y);
await mouse('mouseMoved', empty.x, empty.y, 'left', { buttons: 1 });
await sleep(50);
await mouse('mouseReleased', empty.x, empty.y);
await sleep(150);
check('a drop into empty space opens the palette', Boolean(await evaluate(`__gm.locate('Search nodes…')`)));
// "Restart game" takes exec only. Its label must not appear – and unlike "On update" it is not
// a node on the canvas, where `locate` would find it whatever the palette lists.
check(
'it lists a node that takes a number, not one that cannot',
Boolean(await evaluate(`__gm.locate('Clamp')`)) && !(await evaluate(`__gm.locate('Restart game')`)),
);
check(
'the dragged edge stays on screen while the palette decides',
(await json(`__gm.graph.danglingEdge()`)) === true,
);
await shot('18c-drop-into-empty');
const clampRow = await locate('Clamp');
await click(clampRow.x, clampRow.y);
await sleep(200);
const afterDrop = await graphCounts();
const wired = await state();
const clampEdge = (await asset('mover')).graph.edges.find(
(e) => e.from.node === 'n-axis' && e.from.port === 'x' && e.to.node === wired.selection?.nodeId,
);
check(
'the new node arrives connected to its first compatible input',
afterDrop.nodes === beforeDrop.nodes + 1 &&
afterDrop.edges === beforeDrop.edges + 1 &&
clampEdge?.to.port === 'value',
JSON.stringify({ afterDrop, clampEdge }),
);
check(
'and the dangling edge gives way to the real one',
(await json(`__gm.graph.danglingEdge()`)) === false,
);
await undo();
const undone = await graphCounts();
check(
'one undo takes back both the node and its edge',
undone.nodes === beforeDrop.nodes && undone.edges === beforeDrop.edges,
JSON.stringify(undone),
);
// Cancelling the palette has to take the dangling edge with it, or it would hang there forever.
await mouse('mouseMoved', axisX.x, axisX.y);
await mouse('mousePressed', axisX.x, axisX.y);
await mouse('mouseMoved', empty.x, empty.y, 'left', { buttons: 1 });
await mouse('mouseReleased', empty.x, empty.y);
await sleep(150);
await press('Escape');
await sleep(150);
const cancelled = await graphCounts();
check(
'escaping the palette clears the edge and adds nothing',
(await json(`__gm.graph.danglingEdge()`)) === false &&
cancelled.nodes === beforeDrop.nodes &&
cancelled.edges === beforeDrop.edges,
JSON.stringify(cancelled),
);
// 13e. Delete removes the selected node together with its edge; undo brings both back.
await select({ kind: 'node', assetId: 'mover', nodeId: newNode.id });
await press('Delete');
await sleep(150);
const deleted = await graphCounts();
check(
'Delete removes the node and its edge',
deleted.nodes === before13.nodes && deleted.edges === before13.edges,
JSON.stringify(deleted),
);
await undo();
const restored = await graphCounts();
check(
'undo restores node and edge',
restored.nodes === before13.nodes + 1 && restored.edges === before13.edges + 1,
JSON.stringify(restored),
);
// 13f. The fps readout runs in both modes. Play always starts on the Game tab; switching to
// Graph while playing shows the live highlight: hold ArrowRight → the exec edge is hot.
const fpsEdit = await evaluate('__gm.fps()');
check('fps readout is measured in edit mode', typeof fpsEdit === 'number' && fpsEdit > 0, `fps=${fpsEdit}`);
// Single evaluate: the readout refreshes twice a second, so read value and label together.
check(
'fps label is visible in the toolbar',
(await evaluate(`!!__gm.locate(__gm.fps() + ' fps')`)) === true,
);
await t.play();
check('play switches to the game tab', (await evaluate('__gm.tab()')) === 'game');
await sleep(600);
const fpsPlay = await evaluate('__gm.fps()');
check(
'fps readout keeps running in play mode',
typeof fpsPlay === 'number' && fpsPlay > 0,
`fps=${fpsPlay}`,
);
await evaluate(`__gm.showTab('graph')`);
await sleep(100);
const holding = holdKey('ArrowRight', 300);
await sleep(250);
await shot('19-graph-live');
await holding;
await stop();
// 13g. Variables: the "+ Variable" dropdown → Number adds "var1" with default 0; undo removes it.
await select({ kind: 'asset', assetId: 'mover' });
await sleep(150);
await clickText('+ Variable');
await clickText('Number');
await sleep(100);
check(
'adding a variable declares it on the behavior',
(await variableKeys()) === 'speed,var1',
await variableKeys(),
);
await shot('20-variable-added');
await undo();
check('undo removes the variable', (await variableKeys()) === 'speed', await variableKeys());
// 13h. The tab keeps its subject: selecting something else leaves the graph alone, and the
// header picker switches behaviors without any selection at all.
const size = await graphCounts();
const readout = `${size.nodes} nodes · ${size.edges} links`;
check(
'the header reports the size of the shown graph',
Boolean(await evaluate(`__gm.locate(${JSON.stringify(readout)})`)),
readout,
);
await select(null);
await sleep(100);
check(
'graph editor keeps its behavior when nothing is selected',
(await evaluate(`__gm.graph.current()`)) === 'mover',
);
await select({ kind: 'asset', assetId: 'cam' });
await sleep(100);
check(
'graph editor keeps its behavior for a non-behavior asset',
(await evaluate(`__gm.graph.current()`)) === 'mover',
);
// The picker is the *last* "Mover" on screen: the assets panel shows one too.
const pickerAt = await locate('Mover', true);
await click(pickerAt.x, pickerAt.y);
await sleep(150);
const spawnerRow = await locate('Spawner', true);
await click(spawnerRow.x, spawnerRow.y);
await sleep(200);
check(
'the header picker switches the graph to another behavior',
(await evaluate(`__gm.graph.current()`)) === 'spawner',
String(await evaluate(`__gm.graph.current()`)),
);
await select({ kind: 'asset', assetId: 'mover' });
await sleep(100);
check(
'graph editor rebinds when a behavior is selected again',
(await evaluate(`__gm.graph.current()`)) === 'mover',
);
await evaluate(`__gm.showTab('scene')`);
}