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feuerwerk/tools/e2e/22-struct.mjs
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root 9f482573e5 Show a placed object's struct the way its asset does
The instance inspector drew its own, flatter version of a struct: one row per
field, no bundle head. It now draws the same block as the asset side, because
there is only one implementation left - both call buildStructBlock. What the
instance does not get is everything that touches the shape: renaming a field,
'+ Field', and the per-field '×'. The shape belongs to the asset; a placed
object overrides values. The revert and override marks sit on the head rather
than on a field, since an override covers the whole bundle at once.

Underneath this, editing a single field of an unoverridden struct used to blank
its siblings: structFieldsOf filled the untouched fields from spec.read, which
is object.overrides[key] and therefore undefined until something is overridden.
structOf then handed back the empty shape. PreviewedValue carries 'current' now
- the resolved value the row actually shows - and the fields come from that.
Without it the old path stays, which is right for the asset side, whose prop
bag is dense.
2026-09-10 23:05:02 +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, 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?". */
const find = (text) => json(`__gm.locate(${JSON.stringify(text)}, false)`);
const piece = () => json("__gm.state.project.assets.find((a) => a.id === 'structy').props.piece");
// 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' });
`);
await sleep(150);
// 1. 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('30.000')) !== null);
await shot('01-struct-rows');
// 2. 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');
await sleep(200);
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');
await sleep(200);
check(
'and the next field edited keeps the one before it',
JSON.stringify(await piece()) === '{"x":42,"tag":"ell"}',
JSON.stringify(await piece()),
);
// 3. 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()));
// 4. Adding a field reaches the declaration and the value at once.
await clickText('+ Field');
await sleep(150);
await clickText('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();
await sleep(200);
check('undo takes it out of the value too', !('field1' in (await piece())), JSON.stringify(await piece()));
// 5. 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');
await sleep(250);
check(
'renaming a field keeps its value',
JSON.stringify(await piece()) === '{"column":30,"tag":"tee"}',
JSON.stringify(await piece()),
);
// 6. 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');
await sleep(150);
// "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);
await sleep(250);
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);
await sleep(250);
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);
await clickText('+ Item');
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();
await sleep(200);
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)');
await sleep(200);
// 7. 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' });
await sleep(200);
check('a placed behavior shows its bundle, filled from the asset', (await find('tee')) !== null);
// 8. 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 find('⊞');
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);
// 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');
await sleep(250);
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();
await sleep(200);
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();
`);
await sleep(200);
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));
}