Files
feuerwerk/tests/ui/svg-icons.test.ts
T
adminandClaude Opus 5 90627ccf47
game-maker / gate (push) Successful in 2m13s
game-maker / suite (push) Successful in 7m33s
Snap is a magnet button in every graph and vector art tab (#194)
The snap toggle was a checkbox with the word "Snap" next to Fit, and
the vector art tab had its own "Grid" button for the same idea. Both
now share one square icon button, so snapping looks and works the
same wherever it exists.

- SnapToggle is a square toggle button with a magnet icon and no
  text. It lights up blue when snapping is on, like the other toggle
  buttons.
- The magnet is drawn with cubic curves instead of arcs, because the
  Pixi SVG parser draws arcs as jagged edges.
- The vector art tab drops its Grid button and uses the same
  SnapToggle. It still snaps to 8 px, the graph tabs to 24 px.
- SnapToggle accepts anything with setSnapping(on). The vector art
  canvas method is renamed from setSnap to setSnapping for that.
- Every tab exposes the button as __gm.<tab>.snapButton(). Modules
  06, 26 and 36 click through that hook instead of the label "Snap"
  plus 30 px.

Tests:
- ./check.sh: 129 files, 1903 tests (was 128 / 1897)
- 3 new tests in tests/editor/snap-toggle.test.ts, 3 in the icon tests
- GM_STEPS=1-6,26,36,47 fresh: ALL PASSED, 346 checks
- GM_STEPS=47: ALL PASSED, 32 checks (was 29)
- Counter-checks: toggle not switching its target fails 2 unit
  tests, the canvas ignoring the switch fails module 47
- Check total 1188 in README and wiki is computed (1184 + 4), the
  full run is left to CI

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 06:25:56 +02:00

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import { describe, expect, it } from 'vitest';
import { ASSET_TYPES } from '../../src/core/model/AssetTypes';
import {
ASSET_ICON_SVG,
GAME_ICON_SVG,
LIST_ICON_SVG,
PLUGINS_ICON_SVG,
} from '../../src/editor/panels/assetIcons';
import { HEADER_ICON_SVG } from '../../src/editor/panels/headerIcons';
import { TOOLBAR_ICON_SVG } from '../../src/editor/panels/toolbarIcons';
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',
'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],
...Object.entries(TOOLBAR_ICON_SVG).map(([name, svg]) => [`toolbar ${name}`, svg]),
...Object.entries(HEADER_ICON_SVG).map(([name, svg]) => [`header ${name}`, svg]),
];
// 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(['menu', 'pause', 'play', 'redo', 'stop', 'undo']);
expect(new Set(Object.values(TOOLBAR_ICON_SVG)).size).toBe(6);
});
// 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])
expect(tags(svg)[0]!.attrs.viewBox).toBe('-8 -8 16 16');
});
it('gives the List, Game and Plugins tabs a picture no asset type has (#176, #119)', () => {
const tabs = [LIST_ICON_SVG, GAME_ICON_SVG, PLUGINS_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');
});
});