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feuerwerk/tools/e2e/22-struct.mjs
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adminandClaude Opus 5.5 0e8585665a
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Load the 500 weight and draw missing glyphs as SVG icons (#214)
The theme asks for Source Sans 3 at weight 500, but fonts.ts only
loaded 400, 600 and 700. The browser synthesised the 500 text. The
issue comment also asked for the symbols the font lacks to become SVG
icons. A scan of src/ against the font's cmap found 20 such characters
in 30 places.

- fonts.ts loads source-sans-3-latin-500-normal.woff2 as well.
- Menus draw their ticks and the "current" dot as icons. The dot is a
  new MenuItem.current field and no longer part of the label text.
- Inspector action buttons (reset, apply, fit width/height) are
  icons. The menu arrow behind them is the drawn Dropdown chevron.
- Kind marks come from a table in markIcons.ts. Picture kinds use an
  icon, # and Aa stay text because the font has them.
- Scene marks in the asset panel, sound play/stop and the transition
  arrows are icons too.
- Apply is an icon although the font has the arrow. It sits next to
  the reset icon and would look different as a glyph.
- A new Icon widget draws on redraw like Button, so Node tests need no
  DOMParser.
- Tests find icons through the SVG id. The new hook
  __gm.locateIcons(id) and the harness helpers findIcon/clickIcon
  replace locate() on the old characters.

Findings:
- Weight 700 is loaded but the theme never uses it. Left as is.
- The old scene-mark check in module 35 accepted any play glyph on
  screen. It now checks the mark on the start scene's row.
- Module 44 needs the textures from module 37 and fails without it.

Tests:
- ./check.sh: 145 files, 2187 tests, exit 0 (before 144 / 2143).
- New tests/ui/fonts.test.ts: every theme weight is loaded, and every
  character in src/ exists in every shipped face. The cmap reader
  matches fontTools (231 characters).
- Icon tests cover the 19 new files. Each kind mark is either an
  icon or text, never both.
- e2e 1-16,22,30,34,35,43,44: 586 green, 0 FAIL, then 44 stopped
  for lack of module 37. e2e 1-16,37,44,47,48: 618 green.
  e2e 1-14 on the final build: 454 green.
- Two new e2e checks: loaded weights in 14, a reset icon pixel in 04.
- Counter-probes all fail as expected: 500 removed, a play glyph put
  back, the struct icon removed (one unit test each). In the browser,
  500 removed and reset icon hidden fail exactly the two new checks.
- Editor-suite check sum 1312 (1310 measured by CI at 056a622, +2).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 08:13:22 +02:00

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/**
* A variable of type struct: the inspector declares its fields and gives each one a value in the
* same row, and writing one field keeps the others – the trap a shared snapshot would fall into.
*/
export async function structVariable(t) {
const {
check,
sleep,
json,
find,
findIcon,
shot,
click,
clickText,
press,
typeText,
mutate,
select,
undo,
} = t;
/** `locate` throws when the text is absent, which is the wrong shape for "is it there?". */
/** A kind menu entry, always the last drawn one: the panels behind carry those words too. */
const pickKind = async (label) => {
const at = await json(`__gm.locate(${JSON.stringify(label)}, true)`);
await click(at.x, at.y);
};
const piece = () => json("__gm.state.project.assets.find((a) => a.id === 'structy').props.piece");
/** Left edge of each row's control – one column grid means one number, in the browser's own font. */
const leftsOf = (labels) =>
json(`[${labels.map((l) => `__gm.inspectorField(${JSON.stringify(l)})?.left ?? null`).join(',')}]`);
const oneColumn = (xs) => xs.every((x) => x !== null && x === xs[0]);
// A throwaway behavior carrying one struct variable; removed again at the end of the step.
await mutate(`
const p = __gm.state.project;
p.assets.push({
id: 'structy',
type: 'behavior',
name: 'Structy',
props: { enabled: true, runInEditor: false, piece: { x: 30, tag: 'tee' } },
variables: [
{
key: 'piece',
label: 'piece',
kind: 'struct',
default: { x: 0, tag: '' },
fields: [
{ key: 'x', kind: 'number' },
{ key: 'tag', kind: 'text' },
],
},
],
graph: { nodes: [], edges: [] },
});
__gm.state.select({ kind: 'asset', assetId: 'structy' });
`);
// 22a. The declaration is what the inspector draws: a head that can add fields, a row per field.
check('a struct variable carries the add-a-field control', (await find('+ Field')) !== null);
check('and a row for each declared field', (await find('x')) !== null && (await find('tag')) !== null);
check(
'whose value is shown, not a summary of the bundle',
(await find('30')) !== null && (await find('30.000')) === null,
);
const assetLefts = await leftsOf(['Name', 'Run in editor', 'x', 'tag']);
check(
'a field value starts on the same column as every other row',
oneColumn(assetLefts),
JSON.stringify(assetLefts),
);
await shot('01-struct-rows');
// 22b. Writing one field keeps the others. Two edits in a row without a rebuild in between is
// exactly where handlers sharing one snapshot of the bundle would revive the first value.
const xField = await json("__gm.inspectorField('x')");
await click(xField.x, xField.y);
await typeText('42');
await press('Enter');
check('typing in a field writes that field', (await piece()).x === 42, JSON.stringify(await piece()));
const tagField = await json("__gm.inspectorField('tag')");
await click(tagField.x, tagField.y);
await press('a', { ctrl: true });
await typeText('ell');
await press('Enter');
check(
'and the next field edited keeps the one before it',
JSON.stringify(await piece()) === '{"x":42,"tag":"ell"}',
JSON.stringify(await piece()),
);
// 22c. One undo step per field.
await undo();
check('undo takes back just the last field', (await piece()).tag === 'tee' && (await piece()).x === 42);
await undo();
check('and the one before it', (await piece()).x === 30, JSON.stringify(await piece()));
// 22d. Adding a field reaches the declaration and the value at once.
await clickText('+ Field');
await pickKind('Boolean');
await sleep(250);
const grown = await piece();
check('+ Field grows the bundle', 'field1' in grown && grown.field1 === false, JSON.stringify(grown));
check('and the new field has a row', (await find('field1')) !== null);
await shot('02-field-added');
await undo();
check('undo takes it out of the value too', !('field1' in (await piece())), JSON.stringify(await piece()));
// 22e. Renaming a field carries its value along.
const nameField = await json("__gm.locate('x')");
await click(nameField.x, nameField.y);
await press('a', { ctrl: true });
await typeText('column');
await press('Enter');
check(
'renaming a field keeps its value',
JSON.stringify(await piece()) === '{"column":30,"tag":"tee"}',
JSON.stringify(await piece()),
);
// 22f. A field may itself be a list. Its row is the same "n items" button a list property has,
// and it opens the List tab one level down – on the field, not on the whole bundle.
await clickText('+ Field');
// "List" is also the tab bar's own label, so the menu entry is reached as the last drawn one.
const listOption = await json(`__gm.locate('List', true)`);
await click(listOption.x, listOption.y);
check(
'+ Field ▸ List gives the bundle an empty list',
Array.isArray((await piece()).field1),
JSON.stringify(await piece()),
);
const itemsButton = await find('0 items');
check('and that field reads as an item count', itemsButton !== null);
await click(itemsButton.x, itemsButton.y);
check('clicking it opens the List tab', (await json('__gm.tab()')) === 'list');
const info = await json('__gm.list.info()');
check('whose title names the field inside the bundle', info.title.endsWith('· field1'), info.title);
// The depth the stored value goes ends here: this list sits in a struct field, so a struct item
// would be dropped by the next write. It is left out of the menu rather than doing nothing.
await clickText('+ Item');
check(
'the menu of a list in a struct field leaves the struct kind out',
(await find('Number')) !== null && (await find('Struct')) === null,
JSON.stringify((await json('__gm.list.info()')).offers),
);
await pickKind('Number');
await sleep(250);
check(
'and an item added there leaves the neighbouring fields alone',
JSON.stringify(await piece()) === '{"column":30,"tag":"tee","field1":[0]}',
JSON.stringify(await piece()),
);
await shot('03-list-field');
await undo();
await undo();
check(
'undo takes the list field back out of the bundle',
!('field1' in (await piece())),
JSON.stringify(await piece()),
);
await mutate('__gm.state.openList(null)');
// 22g. The same bundle on a placed object. An override is sparse – it starts out unset – while a
// field edit rebuilds the whole bundle, so the untouched fields have to come from what the row
// shows (the asset's values) rather than from the empty form of the declaration.
const placed = () => json("__gm.state.activeScene.objects.find((o) => o.id === 'ostruct').overrides.piece");
await mutate(`
__gm.state.activeScene.objects.push({
id: 'ostruct',
assetId: 'structy',
name: 'Placed structy',
position: { x: 0, y: 0, z: 0 },
editorOffset: { x: 0, y: 0 },
overrides: {},
parentId: '',
instanceEdits: {},
});
`);
await select({ kind: 'object', holderId: 'scene1', objectId: 'ostruct' });
check('a placed behavior shows its bundle, filled from the asset', (await find('tee')) !== null);
// 22h. It reads exactly like the asset does: a head carrying the struct mark, then one row per
// field with its kind mark, its name and its value. What is missing is the shape editing –
// a placed object overrides values, the declaration stays with the asset that owns it.
const bundleMark = await findIcon('kind-struct');
const headName = await find('piece');
const fieldMark = await find('#');
const fieldName = await find('column');
const fieldValue = await json("__gm.inspectorField('column')");
check(
'the bundle is a head above its fields, marked as a struct',
bundleMark !== null &&
headName !== null &&
fieldName !== null &&
bundleMark.x < headName.x &&
headName.y < fieldName.y,
JSON.stringify({ bundleMark, headName, fieldName }),
);
check(
'and a field row runs kind mark, name, value',
fieldMark !== null &&
fieldName !== null &&
fieldMark.x < fieldName.x &&
fieldName.x < fieldValue.x &&
Math.abs(fieldMark.y - fieldName.y) < 4,
JSON.stringify({ fieldMark, fieldName, fieldValue }),
);
check('the shape itself cannot be changed from here', (await find('+ Field')) === null);
const placedLefts = await leftsOf(['Name', 'Run in editor', 'Offset X', 'column', 'tag']);
check(
'and its values share the column of position, offset and the switches',
oneColumn(placedLefts) && placedLefts[0] === assetLefts[0],
JSON.stringify({ placedLefts, asset: assetLefts[0] }),
);
// Typing over a name has to do nothing: a Label is not a TextField, and the declaration is
// the asset's. Plain letters are safe here – the only shortcuts are modified ones and Delete.
const declaration = () =>
json(
"(() => { const v = __gm.state.project.assets.find((a) => a.id === 'structy').variables[0];" +
' return `${v.key}:${v.fields.map((f) => f.key).join(",")}`; })()',
);
const before = await declaration();
// A missing label would throw here and kill the step; clicking nowhere keeps it a plain failure.
for (const cell of [headName, fieldName]) {
await click(cell?.x ?? 0, cell?.y ?? 0);
await typeText('renamed');
await press('Enter');
}
await sleep(200);
check('typing over the names of a placed bundle renames nothing', (await declaration()) === before, before);
const placedField = await json("__gm.inspectorField('column')");
await click(placedField.x, placedField.y);
await press('a', { ctrl: true });
await typeText('7');
await press('Enter');
check(
'the first override of one field keeps the asset values of the others',
JSON.stringify(await placed()) === '{"column":7,"tag":"tee"}',
JSON.stringify(await placed()),
);
await shot('04-object-override');
await undo();
check(
'and undo takes the override away again, not just the one field',
(await json("__gm.state.activeScene.objects.find((o) => o.id === 'ostruct').overrides.piece")) === null,
JSON.stringify(await placed()),
);
await mutate(`
const p = __gm.state.project;
p.assets = p.assets.filter((a) => a.id !== 'structy');
const scene = __gm.state.activeScene;
scene.objects = scene.objects.filter((o) => o.id !== 'ostruct');
__gm.state.select(null);
__gm.state.preview();
`);
const left = await json(
'__gm.state.project.assets.filter((a) => a.id === "structy").length +' +
' __gm.state.activeScene.objects.filter((o) => o.id === "ostruct").length',
);
check('the step leaves the fixture as it found it', left === 0, String(left));
}