Files
feuerwerk/tools/e2e/02-inspector.mjs
T
rootandClaude Opus 5 c47fd5e4dc Console panel: capture console.*, timestamped lines, resizable (#50)
A log layer (src/editor/console/log.ts) keeps a 500-line ring buffer and
wraps console.log/info/debug/warn/error, still calling the original. Notices
and behaviour runtime errors go straight to the layer instead of through
console, so editor tests stay quiet and errors can render red. world.log is
untouched: it is per-run structured state that runtime tests and e2e read
directly, not a text stream.

The panel sits under the visible tab, resizable with Splitter('y'), with a
CONSOLE header and a clear button. Each line carries its wall-clock time in
its own dimmed column, so locate() still finds the message text.

The taller centre area drops the graph fit zoom to 0.60, which broke six e2e
checks that assumed one screen pixel is one graph unit and that a fixed
offset from the canvas centre is empty. They now ask __gm.emptySpot(),
__gm.graph.emptySpot() and __gm.graph.zoom() instead of guessing.

locate/locateAll added the unscaled Pixi text width to the global position,
so click points in the scaled graph canvas landed too far right; they use
getBounds() now.

check.sh: 831 tests. Full e2e: ALL PASSED - 671 checks. Smokes 24/19/20.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-12 19:35:40 +02:00

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/**
* Selecting, renaming and scrubbing in the inspector, dragging in the viewport, autosave to
* the server, and undo/redo of all of it.
*/
export async function inspector(t) {
const {
check,
sleep,
json,
locate,
shot,
click,
doubleClick,
clickText,
drag,
press,
typeText,
mutate,
undo,
redo,
state,
object,
api,
sceneOf,
projectId,
} = t;
// 2a. Select the blue crate in the hierarchy.
await clickText('Blue crate');
let s = await state();
check(
'hierarchy click selects object',
s.selection?.kind === 'object' && s.selection.objectId === 'o2',
JSON.stringify(s.selection),
);
await shot('02-object-selected');
// 2b. Deviations are shown in gold – on the inspector label and on the hierarchy row. The blue
// crate overrides width and color, the camera and the red crate's subtree nothing.
const GOLD = '#f2c84b';
const PLAIN = '#e6e8ee';
const rowColor = (id) => json(`__gm.hierarchyRowColor('${id}')`);
check('an overridden object is marked gold in the hierarchy', (await rowColor('o2')) === GOLD);
check('an untouched object is not', (await rowColor('o3')) === PLAIN, await rowColor('o3'));
check('nor is a parent whose subtree is untouched', (await rowColor('o1')) === PLAIN);
check(
'the overridden field is gold, an inherited one is not',
(await json(`__gm.textColor('Width')`)) === GOLD &&
(await json(`__gm.textColor('Height')`)) === '#8a90a0',
JSON.stringify(await json(`[__gm.textColor('Width'), __gm.textColor('Height')]`)),
);
// The mark also travels up: with the crate's own overrides taken away the row must stay gold
// for the sake of its collider child, which keeps one. Put back right after, byte for byte.
await mutate(`__gm.state.activeScene.objects.find(o => o.id === 'o2').overrides = {}`);
check('a parent carries the mark of a deviating child', (await rowColor('o2')) === GOLD);
await mutate(
`__gm.state.activeScene.objects.find(o => o.id === 'o2').overrides = { width: 140, color: 0x4488ff }`,
);
// 2c. Rename via inspector: the name field sits right of the "Name" label.
const nameLabel = await locate('Name');
await click(nameLabel.x + 160, nameLabel.y);
await press('a', { ctrl: true });
await typeText('Renamed crate');
await shot('03-typing');
await press('Enter');
await sleep(200);
check(
'typing + Enter renamed the object',
(await object('o2')).name === 'Renamed crate',
JSON.stringify((await object('o2')).name),
);
await shot('04-renamed');
// 2d. A double-click into a text field selects its content, so the next keystroke replaces the
// whole name instead of inserting into it. Renamed back, since later checks go by the name.
await doubleClick(nameLabel.x + 160, nameLabel.y);
await typeText('Twice');
await press('Enter');
await sleep(200);
check(
'double-clicking a text field selects all – typing replaces the name',
(await object('o2')).name === 'Twice',
JSON.stringify((await object('o2')).name),
);
// Undone rather than typed back: check 2h further down counts its undos, so this must not
// leave a step on the stack.
await undo();
await sleep(200);
check(
'undo takes that rename back',
(await object('o2')).name === 'Renamed crate',
JSON.stringify((await object('o2')).name),
);
// 2e. Scrub the X field (right of the "X" label) by 100 px.
const xLabel = await locate('X');
await drag(xLabel.x + 160, xLabel.y, xLabel.x + 260, xLabel.y);
const xNow = (await object('o2')).position.x;
check('scrubbing X moved the object', xNow > 120, `x=${xNow}`);
await shot('05-scrubbed');
// 2f. Type into X, then click straight into the empty viewport: the typed value must be
// committed (not reverted) even though the click deselects and rebuilds the inspector.
const center = await json('__gm.viewportCenter()');
// Searched, not guessed: with the console panel below, a fixed offset from the centre can
// land on an object instead of empty space.
const emptySpot = await json('__gm.emptySpot()');
await click(xLabel.x + 160, xLabel.y); // plain click → text editing with everything selected
await typeText('300');
await click(emptySpot.x, emptySpot.y);
const xTyped = (await object('o2')).position.x;
s = await state();
check(
'typed X survives clicking into the viewport',
xTyped === 300 && s.selection === null,
`x=${xTyped} selection=${JSON.stringify(s.selection)}`,
);
// 2g. Drag the red crate in the viewport. It is at world (-150,0); the view is centred
// on the origin, so compute its screen position from the viewport centre.
await drag(center.x - 150, center.y, center.x - 50, center.y - 70);
const o1Now = (await object('o1')).position;
check('viewport drag moved the red crate', o1Now.x > -150, JSON.stringify(o1Now));
await shot('06-dragged');
await sleep(1800);
const saved = await api(`projects/${projectId}`);
const renamed = sceneOf(saved).objects.find((o) => o.id === 'o2');
check('rename persisted', renamed.name === 'Renamed crate', renamed.name);
check('scrub persisted', renamed.position.x > 120, JSON.stringify(renamed.position));
check('override kept', renamed.overrides.color === 4491519, JSON.stringify(renamed.overrides));
check('save status is saved', (await state()).save === 'saved');
// 2h. Undo four times (drag, typed X, scrub, rename) with Ctrl+Z, then redo once.
await click(emptySpot.x, emptySpot.y); // click empty viewport → deselect, drop focus
for (let i = 0; i < 4; i++) await undo();
const afterUndo = (await t.objects()).map((o) => ({ id: o.id, name: o.name, x: o.position.x }));
check(
'undo reverted drag, typed X, scrub and rename',
afterUndo[0].x === -150 && afterUndo[1].x === 120 && afterUndo[1].name === 'Blue crate',
JSON.stringify(afterUndo),
);
await redo();
check('redo restored the rename', (await object('o2')).name === 'Renamed crate');
await shot('07-undo-redo');
// 2i. A change to the *structure* of what is shown normally rebuilds the inspector, which
// destroys the widget being typed in. While a field in here has focus the rebuild has to
// wait – otherwise a field whose value decides the structure cannot be typed into at all.
await clickText('Renamed crate');
const xRow = await locate('X');
await click(xRow.x + 160, xRow.y);
// The value it already has: Escape cancels the widget but not the preview it wrote, so
// typing anything else here would leave that value behind for the later steps.
await typeText('120');
const before = await json('__gm.inspectorInfo()');
// The parent is part of the object's structure signature, so this asks for a rebuild.
await mutate("__gm.state.activeScene.objects.find(o => o.id === 'o2').parentId = 'o1'");
const during = await json('__gm.inspectorInfo()');
const stillTyping = await json(
'({ tag: document.activeElement?.tagName, value: document.activeElement?.value })',
);
check(
'a structure change while typing does not rebuild the inspector',
during.rebuilds === before.rebuilds && during.postponed,
JSON.stringify(during),
);
check(
'the field being typed in survives it',
stillTyping.tag === 'INPUT' && stillTyping.value === '120',
JSON.stringify(stillTyping),
);
await press('Escape');
await sleep(200);
const after = await json('__gm.inspectorInfo()');
check(
'leaving the field runs the postponed rebuild',
after.rebuilds === before.rebuilds + 1 && !after.postponed,
JSON.stringify(after),
);
await mutate("__gm.state.activeScene.objects.find(o => o.id === 'o2').parentId = ''");
}