Files
feuerwerk/tools/e2e/12-textures.mjs
T
root 88ec367ab0 Offer the pictures the server already holds when adding a texture
"+ → Texture" opened the machine's file dialog, so a picture that was uploaded once
but lost its asset – an undone import, a deleted asset – was unreachable from the
editor while still sitting on the server. Nothing collects those files, by design.

It now opens a grid of every picture the server holds, with thumbnails: pick one and
"Use image" makes a texture asset on that file, "Upload…" is the way in for bytes the
server does not have yet and lands in the same import as a drop. A tile captioned with
an asset name is one this project already wears – picking it selects that asset instead
of making a second one, since two assets on one file would fight over `filter`.

- `GET ?r=textures` now reports `width`/`height`; a texture asset holds the pixel size,
  and reading it off the GPU texture would tie the asset's correctness to load timing.
- `TextureLibrary.load(file)` loads without touching `scaleMode` – a thumbnail must not
  restage the filter of a picture the scene is drawing with.
- The grid geometry lives in `texture/imageGrid.ts` as pure functions; inside the widget
  no test could reach it.
- The part after an upload is now one function shared by the drop import and the picker,
  so "one file = one asset" is stated in a single place.

12 new E2E checks; the strongest one undoes an import, leaving the file on the server
with no asset naming it, and picks exactly that file back out of the dialog.
2026-09-09 15:55:15 +02:00

321 lines
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JavaScript
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/**
* Uploading a picture and wearing it. Runs last because it adds an asset and repaints the
* scene; the checks that count assets live in earlier steps.
*/
/** Paints a four-quadrant PNG in the page and pastes it. The quadrants make the mapping readable. */
const PASTE_IMAGE = `(async () => {
const canvas = document.createElement('canvas');
canvas.width = 64;
canvas.height = 48;
const g = canvas.getContext('2d');
g.fillStyle = '#e63c3c'; g.fillRect(0, 0, 32, 24);
g.fillStyle = '#3cc85a'; g.fillRect(32, 0, 32, 24);
g.fillStyle = '#466ef0'; g.fillRect(0, 24, 32, 24);
g.fillStyle = '#f5f5f5'; g.fillRect(32, 24, 32, 24);
const blob = await new Promise((resolve) => canvas.toBlob(resolve, 'image/png'));
const transfer = new DataTransfer();
transfer.items.add(new File([blob], 'pasted.png', { type: 'image/png' }));
window.dispatchEvent(new ClipboardEvent('paste', { clipboardData: transfer, bubbles: true }));
})()`;
/**
* A second, plainly different picture. Its only job is to exist on the server under a hash of
* its own, so the picker has something to offer that the project does not already wear.
*/
const PASTE_SPARE = `(async () => {
const canvas = document.createElement('canvas');
canvas.width = 24;
canvas.height = 24;
const g = canvas.getContext('2d');
g.fillStyle = '#ffcc00'; g.fillRect(0, 0, 24, 24);
g.fillStyle = '#202020'; g.fillRect(6, 6, 12, 12);
const blob = await new Promise((resolve) => canvas.toBlob(resolve, 'image/png'));
const transfer = new DataTransfer();
transfer.items.add(new File([blob], 'spare.png', { type: 'image/png' }));
window.dispatchEvent(new ClipboardEvent('paste', { clipboardData: transfer, bubbles: true }));
})()`;
function colourDistance(a, b) {
const channels = (hex) => [1, 3, 5].map((i) => parseInt(hex.slice(i, i + 2), 16));
const [ar, ag, ab] = channels(a);
const [br, bg, bb] = channels(b);
return Math.abs(ar - br) + Math.abs(ag - bg) + Math.abs(ab - bb);
}
export async function textures(t) {
const { check, sleep, json, evaluate, shot, mutate, press } = t;
const { api, click, clickText, doubleClick, locate, undo } = t;
// The previous step leaves a picker open and a text field focused, and paste is deliberately
// ignored while an input has focus, so that Ctrl+V inside a field still edits text.
await press('Escape');
await evaluate('document.activeElement instanceof HTMLElement && document.activeElement.blur()');
await sleep(200);
// 19. Pasting an image imports it: uploaded, stored under its hash, and made an asset.
await evaluate(PASTE_IMAGE);
await sleep(2500);
const imported = await json(
"__gm.state.project.assets.filter((a) => a.type === 'texture').map((a) => ({ id: a.id, name: a.name, file: a.file, w: a.width, h: a.height }))",
);
check('pasting an image creates a texture asset', imported.length === 1, JSON.stringify(imported));
const texture = imported[0] ?? {};
check(
'the file is named after its content hash',
/^[a-f0-9]{64}\.png$/.test(texture.file ?? ''),
String(texture.file),
);
check(
'the pixel size comes back from the server',
texture.w === 64 && texture.h === 48,
JSON.stringify({ w: texture.w, h: texture.h }),
);
// 19a. Importing the same picture again reuses the asset: the server hands back the file it
// already has, since the name is the content hash.
await evaluate(PASTE_IMAGE);
await sleep(2500);
const again = await json(
"__gm.state.project.assets.filter((a) => a.type === 'texture').map((a) => a.file)",
);
check(
'the same image imported twice stays one asset on one file',
again.length === 1,
JSON.stringify(again),
);
check(
'and the notice says it was already there',
(await json('__gm.state.notice')) === 'That image is already in the project.',
JSON.stringify(await json('__gm.state.notice')),
);
// 19b. The picture is actually drawn – a sprite wearing it is no longer one flat colour.
// On a fresh white sprite of its own, so the sample does not depend on eleven steps of edits
// to the fixture. Cloned rather than written as a literal: a literal missed `editorOffset`,
// which sent the position to NaN and culled the object without an error.
await mutate(`
const project = __gm.state.project;
const sprite = structuredClone(project.assets.find((a) => a.type === 'sprite'));
sprite.id = 'tex-sprite';
sprite.name = 'Textured';
sprite.props = { ...sprite.props, width: 160, height: 120, color: 0xffffff, texture: ${JSON.stringify(texture.id)} };
project.assets.push(sprite);
const scene = __gm.state.activeScene;
const object = structuredClone(scene.objects.find((o) => o.id === 'otext'));
object.id = 'otex';
object.name = 'Textured';
object.assetId = 'tex-sprite';
object.overrides = {};
object.position = { ...object.position, z: 900 };
scene.objects.push(object);
__gm.state.select(null)`);
await sleep(1200);
const box = await json("__gm.objectRect('otex')");
check('the textured sprite is on screen', Boolean(box) && box.w > 8, JSON.stringify(box));
if (box) {
// The quadrants sit at the corners of the sprite's box; sample well inside each one.
const at = async (fx, fy) =>
json(`__gm.pixelAt(${Math.round(box.x + fx * box.w)}, ${Math.round(box.y + fy * box.h)})`);
const [topLeft, topRight, bottomLeft, bottomRight] = [
await at(-0.3, -0.3),
await at(0.3, -0.3),
await at(-0.3, 0.3),
await at(0.3, 0.3),
];
const sampled = { topLeft, topRight, bottomLeft, bottomRight };
check(
'each quadrant of the picture lands where the picture has it',
colourDistance(topLeft, '#e63c3c') < 60 &&
colourDistance(topRight, '#3cc85a') < 60 &&
colourDistance(bottomLeft, '#466ef0') < 60 &&
colourDistance(bottomRight, '#f5f5f5') < 60,
JSON.stringify(sampled),
);
check(
'the sprite is a picture rather than one flat colour',
new Set(Object.values(sampled)).size === 4,
JSON.stringify(sampled),
);
await shot('32-textured-sprite');
// 19b-i. Switching the Filter property takes effect at once, without a reload. Read off the
// screen rather than off `scaleMode`: the property was always assigned correctly, it was the
// GPU sampler behind it that used to survive the change.
const enlarge = (w, h) => `
const sprite = __gm.state.project.assets.find((a) => a.id === 'tex-sprite');
sprite.props.width = ${w};
sprite.props.height = ${h}`;
await mutate(enlarge(320, 240));
await sleep(600);
const wide = await json("__gm.objectRect('otex')");
// Sampled in the upper half so the line crosses only the red/green border, not the corner
// where all four quadrants meet.
const acrossBorder = async () => {
const y = Math.round(wide.y - wide.h * 0.25);
const points = [];
for (let dx = -2; dx <= 2; dx++) {
points.push(await json(`__gm.pixelAt(${Math.round(wide.x + dx)}, ${y})`));
}
return points;
};
const setFilter = (value) =>
mutate(
`__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(texture.id)}).props.filter = ${JSON.stringify(value)}`,
);
await setFilter('nearest');
await sleep(600);
const hard = await acrossBorder();
const pure = (c) => colourDistance(c, '#e63c3c') < 60 || colourDistance(c, '#3cc85a') < 60;
check(
'pixel-art filtering keeps the border between two quadrants hard',
hard.every(pure),
JSON.stringify(hard),
);
await setFilter('linear');
await sleep(600);
const soft = await acrossBorder();
check(
'switching the filter back to smooth blends the border without a reload',
soft.some((c) => !pure(c)),
JSON.stringify({ nearest: hard, linear: soft }),
);
await shot('33-texture-filter-smooth');
await mutate(enlarge(160, 120));
await sleep(400);
// 19c. The colour multiplies the picture, so a tinted white quadrant stops being white.
await mutate("__gm.state.project.assets.find((a) => a.id === 'tex-sprite').props.color = 0x3366ff");
await sleep(600);
const tinted = await at(0.3, 0.3);
check(
'the sprite colour tints the picture',
colourDistance(tinted, '#f5f5f5') > 100 && colourDistance(tinted, '#3366ff') < 90,
JSON.stringify({ was: bottomRight, tinted }),
);
// 19d. A reference that no longer resolves falls back to the plain colour instead of failing.
await mutate("__gm.state.project.assets.find((a) => a.id === 'tex-sprite').props.texture = 'gone'");
await sleep(600);
const fallback = await at(0.3, 0.3);
check(
'a dangling texture falls back to the plain colour',
colourDistance(fallback, '#3366ff') < 60,
JSON.stringify({ fallback }),
);
}
// 19e. "+ → Texture" offers the pictures the server already holds instead of the machine's
// file system. Nothing collects unreferenced files, so a picture one project dropped is
// still there for the next – which is exactly what this drives: paste a second picture,
// undo the asset (the file stays), then pick that file out of the dialog.
await evaluate(PASTE_SPARE);
await sleep(2500);
const two = await json("__gm.state.project.assets.filter((a) => a.type === 'texture').map((a) => a.file)");
const spare = two[1] ?? '';
check(
'a second picture is stored under a hash of its own',
two.length === 2 && spare !== two[0],
JSON.stringify(two),
);
await undo();
await sleep(300);
const afterUndo = await json(
"__gm.state.project.assets.filter((a) => a.type === 'texture').map((a) => a.file)",
);
check(
'undoing the import leaves the file on the server with no asset naming it',
afterUndo.length === 1 && !afterUndo.includes(spare),
JSON.stringify(afterUndo),
);
await clickText('+');
// By position, not by text: the menu entry "Texture" shares its label with the centre tab, and
// `locate` would hand back whichever it walked into first.
const entry = await locate('Texture', true);
await click(entry.x, entry.y);
await sleep(1500);
const picker = await json('__gm.imagePicker()');
const stored = (await api('textures')).map((item) => item.file);
check(
'the Texture entry opens the image picker instead of the file dialog',
picker !== null,
JSON.stringify(picker),
);
check(
'it offers exactly the files the server holds',
JSON.stringify(picker?.files ?? []) === JSON.stringify(stored),
JSON.stringify({ shown: picker?.files.length, stored: stored.length }),
);
check(
'the picture the project wears is marked as already in it, the dropped one is not',
(picker?.used ?? []).includes(texture.file) && !(picker?.used ?? []).includes(spare),
JSON.stringify(picker?.used),
);
await shot('34-image-picker');
const tile = await json(`__gm.imagePickerTile(${JSON.stringify(spare)})`);
await click(tile.x, tile.y);
check(
'clicking a tile picks that image',
(await json('__gm.imagePicker()'))?.selected === spare,
JSON.stringify(await json('__gm.imagePicker()')),
);
await shot('35-image-picked');
await clickText('Use image');
await sleep(600);
const adopted = await json(
"__gm.state.project.assets.filter((a) => a.type === 'texture').map((a) => ({ name: a.name, file: a.file, w: a.width, h: a.height }))",
);
check('the dialog closes on the pick', (await json('__gm.imagePicker()')) === null);
check(
'the picked file becomes a texture asset, sized from the server record',
adopted.length === 2 && adopted[1]?.file === spare && adopted[1]?.w === 24 && adopted[1]?.h === 24,
JSON.stringify(adopted),
);
check(
'and the notice says it was added rather than imported',
(await json('__gm.state.notice')) === 'Added the image to the project.',
JSON.stringify(await json('__gm.state.notice')),
);
// Reusing a file already in the project must not make a second asset on it – two assets on one
// picture would disagree about its filter.
await clickText('+');
const entryAgain = await locate('Texture', true);
await click(entryAgain.x, entryAgain.y);
await sleep(1500);
const reopened = await json('__gm.imagePicker()');
check(
'the adopted file is marked as in the project when the dialog is opened again',
(reopened?.used ?? []).includes(spare),
JSON.stringify(reopened?.used),
);
const sameTile = await json(`__gm.imagePickerTile(${JSON.stringify(spare)})`);
await doubleClick(sameTile.x, sameTile.y);
await sleep(600);
const afterSecondPick = await json(
`__gm.state.project.assets.filter((a) => a.file === ${JSON.stringify(spare)}).length`,
);
check(
'double-clicking a picture the project already has keeps it at one asset',
afterSecondPick === 1 && (await json('__gm.state.notice')) === 'That image is already in the project.',
JSON.stringify({ assets: afterSecondPick, notice: await json('__gm.state.notice') }),
);
// Back to one texture asset, the way the later steps expect the fixture.
await undo();
await sleep(300);
check(
'undo takes the adopted asset back out',
(await json("__gm.state.project.assets.filter((a) => a.type === 'texture').length")) === 1,
);
}