game-maker / suite (push) Successful in 10m46s
The renderer is taken off the ticker; the ticker itself keeps running, so the clock, a live world and the panels still get their step. Drawing now happens inside a 200 ms trailing window that every pointer, wheel and key event, every Widget.invalidate/resize, every Stack.relayout, every EditorState.emit and both library onChange hooks reopen. The window rather than a single frame is what makes the ~70 direct redraw() calls that never pass through invalidate() safe, along with repaints an event only starts: a microtask, a texture upload, a resolved font. Editor.movesByItself() keeps asking for every frame while Play or an editor run is on, a time shader is on screen, or the particle or animation preview is showing. The FPS counter now counts drawn frames over the time the renderer was awake. Idle seconds are not slow seconds, so it answers "how smooth while it moves" and holds its last answer instead of falling to 0 at rest. Measured on the built stand, 20 s per variant, CPU of all chromium processes from /proc: kept awake 75.5 % of a core at 60 fps, render on change 8.8 % with 0 frames drawn, awake again 83.9 % as an order probe. No colour check can see a missing repaint: pixelAt extracts from the stage on demand and is just as green on a screen frozen a minute ago. Step 33 watches the new __gm.renderStats() counter instead.
75 lines
2.2 KiB
JavaScript
75 lines
2.2 KiB
JavaScript
/**
|
|
* The e2e steps in the order they run. Each step is `async (t) => {}` over the harness
|
|
* toolbox; later steps rely on the scene state earlier ones leave behind (names given in
|
|
* the parenting step, the container created in the container step, …).
|
|
*/
|
|
import { hierarchy } from './01-hierarchy.mjs';
|
|
import { inspector } from './02-inspector.mjs';
|
|
import { play } from './03-play.mjs';
|
|
import { assets } from './04-assets.mjs';
|
|
import { drawing } from './05-drawing.mjs';
|
|
import { graph } from './06-graph.mjs';
|
|
import { parenting } from './07-parenting.mjs';
|
|
import { colliders } from './08-colliders.mjs';
|
|
import { containers } from './09-containers.mjs';
|
|
import { textAndEnabled } from './10-text-and-enabled.mjs';
|
|
import { menus } from './11-menus.mjs';
|
|
import { textures } from './12-textures.mjs';
|
|
import { frames } from './13-frames.mjs';
|
|
import { overflow } from './14-overflow.mjs';
|
|
import { aspect } from './15-aspect.mjs';
|
|
import { containerTab } from './16-container.mjs';
|
|
import { editorRun } from './17-editor-run.mjs';
|
|
import { pause } from './18-pause.mjs';
|
|
import { nestedBehavior } from './19-nested-behavior.mjs';
|
|
import { keyRepeat } from './20-key-repeat.mjs';
|
|
import { listTab } from './21-list.mjs';
|
|
import { structVariable } from './22-struct.mjs';
|
|
import { variableNodes } from './23-variable-nodes.mjs';
|
|
import { propertyNodes } from './24-property-nodes.mjs';
|
|
import { animation } from './25-animation.mjs';
|
|
import { stateMachine } from './26-state-machine.mjs';
|
|
import { consolePanel } from './27-console.mjs';
|
|
import { shader } from './28-shader.mjs';
|
|
import { transform } from './29-transform.mjs';
|
|
import { font } from './30-font.mjs';
|
|
import { particles } from './31-particles.mjs';
|
|
import { scope } from './32-scope.mjs';
|
|
import { renderOnChange } from './33-render-on-change.mjs';
|
|
|
|
export const STEPS = [
|
|
hierarchy,
|
|
inspector,
|
|
play,
|
|
assets,
|
|
drawing,
|
|
graph,
|
|
parenting,
|
|
colliders,
|
|
containers,
|
|
textAndEnabled,
|
|
menus,
|
|
textures,
|
|
frames,
|
|
overflow,
|
|
aspect,
|
|
containerTab,
|
|
editorRun,
|
|
pause,
|
|
nestedBehavior,
|
|
keyRepeat,
|
|
listTab,
|
|
structVariable,
|
|
variableNodes,
|
|
propertyNodes,
|
|
animation,
|
|
stateMachine,
|
|
consolePanel,
|
|
shader,
|
|
transform,
|
|
font,
|
|
particles,
|
|
scope,
|
|
renderOnChange,
|
|
];
|