Files
feuerwerk/src/editor/debug/sceneHooks.ts
T
adminandClaude Opus 5.5 b2326085ed
game-maker / gate (push) Successful in 3m2s
game-maker / suite (push) Successful in 14m26s
Show each camera only its layers and lay overlay cameras on top (#302)
A camera could only show the whole scene, so a HUD drawn in the world
would run through a camera shader (#299) with everything else. Render
layers say which cameras see an object, and overlay cameras draw their
own picture over the main one.

- The project has a list of up to 16 render layers, edited in Project
  settings next to the collision layers. It is a list of its own, read
  by the same rules (`layerNamesOf`).
- Sprites, texts, tilemaps, particle sources and containers carry a row
  `Render layer` under their switches. Its default `Inherit` takes the
  parent's layer, at the top the first one.
- A camera has `Sees` (all layers by default) and `Overlay`. The main
  camera is the first one switched on without Overlay, so two plain
  cameras still draw through the first one only.
- Every view through a camera keeps only what that camera sees and lays
  one see-through view per overlay camera over itself. That view is a
  `WorldViewport` of its own, handed its view and frame from below.
- An overlay is fitted into the main camera's whole picture without
  distortion. One of the same size and zoom covers it exactly.
- `z` sorts within one camera only. The pictures lie on top of each
  other as a whole, which is what a shader per camera (#299) needs.
- The Game tab's preview now collects the scene once per redraw. Before
  it collected it twice, with the cameras it would have been five times.
- `SetCollisionLayersCommand` became `SetLayerNamesCommand`, which
  takes the list it sets.

Follow-ups: #304 (the mouse through a chosen camera) and #305 (change
the render layer at run time).

Tests:
- Gate: 226 files, 3487 tests (3480 + 7)
- e2e 63 (new): 4 checks. A green overlay sprite at z -10 covers a
  red main sprite at z 1000, in the preview and in the running game.
  A `UI` sprite in front of the main camera and a `Default` one in
  front of the overlay stay away. Without Overlay the second camera
  draws nothing. The settings dialog adds a render layer at the end.
- Counter-checks: inheriting from parents switched off fails 1 unit
  test. Overlays never drawn fails the two overlay checks in e2e 63.
- e2e total 1720 (1716 + 4), computed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 15:32:52 +02:00

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import { findAssetOf, findObjectHolder } from '../../core/model/Project';
import { resolveObjects } from '../../core/model/instance';
import { findLayer, layerZ } from '../../core/model/tilemap';
import { currentVisibilityPopup } from '../panels/SceneVisibilityPopup';
import { currentTilemapWidgets, paintedLayerId, paintedTilemap } from '../panels/TilemapPanel';
import type { TilemapTool } from '../state';
import { rectOf } from '../textProbe';
import { centreOf, type HookContext, shownOnStage } from './hookHelpers';
/** The Scene and Game tabs, the tilemap painted in the scene view, and the Container tab. */
export function sceneHooks({ state, editor }: HookContext) {
const { viewport, gameView, gamePane, scenePane, containerEditor } = editor;
/**
* A holder's objects the way the editor sees them: the content of placed containers is resolved
* from the template, so it is nowhere in `holder.objects` (see `model/instance.ts`).
*/
const objectsOf = (holderId: string) => {
const holder = findObjectHolder(state.project, holderId);
return holder ? resolveObjects(state.project, holder) : [];
};
return {
sceneObjects: () => (state.activeScene ? objectsOf(state.activeScene.id) : []),
viewportCenter: () => centreOf(viewport),
/** Pans the Scene tab to a world point – a step's own lane, away from what earlier steps left. */
lookAt: (x: number, y: number) => viewport.lookAt(x, y),
/** Its drawn box – a step that wants an empty spot must stay inside what the console left over. */
viewportRect: () => {
const p = viewport.getGlobalPosition();
return { x: p.x, y: p.y, w: viewport.w, h: viewport.h };
},
/**
* A point in the viewport that no object covers – steps click there to deselect. A fixed
* offset from the centre lands on an object as soon as the viewport changes size.
*/
emptySpot: () => {
const p = viewport.getGlobalPosition();
const scene = state.activeScene;
const taken = scene
? objectsOf(scene.id)
.map((object) => viewport.objectRect(object.id))
.filter((rect): rect is NonNullable<typeof rect> => rect !== null)
: [];
const clear = (x: number, y: number) =>
!taken.some((r) => x >= r.x - 12 && x <= r.x + r.w + 12 && y >= r.y - 12 && y <= r.y + r.h + 12);
for (let y = p.y + viewport.h - 24; y > p.y + 24; y -= 24) {
for (let x = p.x + 24; x < p.x + viewport.w - 24; x += 24) if (clear(x, y)) return { x, y };
}
return null;
},
/** Where to click Fit or the eye in the scene tab's header. */
sceneHeaderAt: (name: 'fit' | 'visibility') =>
centreOf(name === 'fit' ? scenePane.fitButton : scenePane.visibilityButton),
viewportInfo: () => viewport.debugInfo(),
/** A full redraw of the Scene tab – what a pan, which only moves the camera, is compared with. */
viewportRedraw: () => viewport.redraw(),
/** Where a dragged asset would land in the Scene tab, and why not when it may not. */
dropPreview: () => viewport.dropInfo(),
gameInfo: () => gameView.debugInfo(),
/** Selection outlines in the Scene tab: a switched-off object is invisible but still framed. */
gizmos: () => viewport.gizmoInfo(),
/** The corner handles of the polygon collider being edited, in global pixels (#151). */
polygonCorners: () => viewport.cornerInfo(),
/** The lines of the joints in the Scene tab, in world units, and the anchor handle in global pixels (#154). */
joints: () => viewport.jointInfo(),
/** The size gizmo on the selected sprite or collider, in global pixels (#223). */
sizeGizmo: () => viewport.sizeGizmoInfo(),
/** The rays the editor run cast in the last moment, as the Scene tab draws them, in world units (#153). */
rays: () => viewport.rayInfo(),
layerOf: (id: string) => viewport.layerOf(id),
/** The icon a particle source wears in the Scene tab, with its name and its owner link. */
sceneIcon: (id: string) => viewport.iconInfo(id),
/** The names shown beside the symbols, each with the plate under it, in world units and on screen. */
sceneLabels: () => viewport.labelInfo(),
/** A collider's outline in the Scene tab: hidden by the eye in its header, it is neither seen nor hit. */
sceneShape: (id: string) => viewport.shapeInfo(id),
/** The switches behind the eye while it stands open: per type and part, on, enabled, where to click. */
visibilityPopup: () =>
currentVisibilityPopup()
?.info()
.map(({ widget, ...entry }) => ({ ...entry, ...centreOf(widget) })) ?? null,
drawOrder: () => viewport.drawOrder(),
objectScreen: (id: string) => viewport.objectScreen(id),
objectRect: (id: string) => viewport.objectRect(id),
/** What a click at a screen point picks from in the Scene tab, front to back (#203). */
sceneStack: (x: number, y: number) => viewport.stackInfo(x, y),
/**
* The eyedropper of an object's place (#276): whether it picks, what it fills, its candidate and
* the object outlined as that in the view, the bar over the view with its two buttons, the tab
* showing – and how the last one ended.
*/
objectPick: () => {
const pick = state.objectPick;
const strip = [scenePane.pickStrip, containerEditor.pickStrip].find((s) => shownOnStage(s));
return {
picking: pick !== null,
name: pick?.name ?? null,
candidate: pick?.candidate ?? null,
outline: viewport.pickOutline() ?? containerEditor.canvas.pickOutline(),
strip: strip
? { text: strip.shownText, take: centreOf(strip.takeButton), cancel: centreOf(strip.cancelButton) }
: null,
tab: editor.tab,
ended: state.pickEnd,
};
},
/** The same for the Game tab – through the camera, so what the player sees. */
gameScreen: (id: string) => gameView.objectScreen(id),
gameRect: (id: string) => gameView.objectRect(id),
gameCenter: () => centreOf(gameView),
/** What the main camera draws in the Game tab, back to front (#302). */
gameDrawOrder: () => gameView.drawOrder(),
/** The overlay cameras laid over it (#302): what each draws and its picture in global pixels. */
gameOverlays: () => {
const origin = gameView.getGlobalPosition();
return gameView.overlayInfo().map(({ rect, ...overlay }) => ({
...overlay,
rect: { ...rect, x: origin.x + rect.x, y: origin.y + rect.y },
}));
},
/** The game view's scale mode and what it came to, the view's box and the picker in its header (#225). */
gameScale: () => {
const origin = gameView.getGlobalPosition();
return {
mode: gameView.scaleMode,
...gameView.scaleInfo(),
view: { x: origin.x, y: origin.y, w: gameView.w, h: gameView.h },
label: gamePane.scalePicker.text,
picker: centreOf(gamePane.scalePicker),
};
},
/**
* Fullscreen of the game view (#267): whether the view is moved to the root, whether the browser
* is in fullscreen, the header button, and the corner button while it shows.
*/
gameFullscreen: () => ({
on: gameView.isFullscreen,
document: document.fullscreenElement !== null,
headerButton: shownOnStage(gamePane.fullscreenButton) ? centreOf(gamePane.fullscreenButton) : null,
corner: shownOnStage(gameView.fullscreenButton) ? centreOf(gameView.fullscreenButton) : null,
}),
/**
* The performance overlay (#275): the header switch, whether the overlay is on screen, where,
* and the lines it shows. The numbers behind them are in `playInfo().performance`.
*/
gamePerformance: () => {
const overlay = gameView.performanceOverlay;
const origin = overlay.getGlobalPosition();
const button = gamePane.performanceButton;
return {
button: { ...centreOf(button), lit: button.toggled },
shown: shownOnStage(overlay),
box: { x: origin.x, y: origin.y, w: overlay.width, h: overlay.height },
view: rectOf(gameView),
lines: overlay.lines,
};
},
/** Which typeface a text ended up drawn in, and how wide it made it. */
textInfo: (id: string) => viewport.textInfo(id),
gameTextInfo: (id: string) => gameView.textInfo(id),
tilemap: {
/** What the scene view painted a map with, and on which layer (#128). */
paint: () => ({ ...state.tilemapPaint }),
/** The cells of one layer as the model holds them: `"x,y"` to tile id. */
cells: (assetId: string, layerId: string) => {
const asset = findAssetOf(state.project, assetId, 'tilemap');
const layer = asset && findLayer(asset, layerId);
return layer ? { ...layer.cells } : null;
},
layers: (assetId: string) =>
findAssetOf(state.project, assetId, 'tilemap')?.layers.map((layer) => ({
id: layer.id,
name: layer.name,
hidden: layer.hidden === true,
z: layerZ(layer),
sortByY: layer.sortByY === true,
cells: Object.keys(layer.cells).length,
})) ?? null,
/** What the scene view drew: meshes (one draw call each), cells and visible layers. */
info: (objectId: string) => viewport.tilemapInfo(objectId),
gameInfo: (objectId: string) => gameView.tilemapInfo(objectId),
/** Where the scene view outlines the map as blocking: the merged rectangles, in cells (#132). */
solids: (objectId: string) => viewport.solidInfo(objectId),
/**
* The painting panel beside the scene view (#142): whether it is on screen, its box, the
* scene view's box next to it and its splitter – null boxes while it is hidden.
*/
panel: () => {
// The editor hides the panel itself on every other tab, so its own flag is the whole answer.
const shown = editor.tilemapPanel.visible;
return {
shown,
title: editor.tilemapPanel.title,
panel: shown ? rectOf(editor.tilemapPanel) : null,
splitter: shown ? centreOf(editor.tilemapSplitter) : null,
viewport: rectOf(viewport),
};
},
/** Where the widgets of the painting panel sit: their texts are on screen elsewhere too. */
toolAt: (tool: string) => {
const button = currentTilemapWidgets()?.tools.get(tool as TilemapTool);
return button ? centreOf(button) : null;
},
tileButtonAt: (assetId: string) =>
currentTilemapWidgets()?.palette?.swatchGlobal(assetId)?.centre ?? null,
/** A tile's box in the palette: its centre, where its picture sits and the palette's columns (#139). */
tileSwatch: (assetId: string) => {
const palette = currentTilemapWidgets()?.palette;
const swatch = palette?.swatchGlobal(assetId);
return palette && swatch ? { ...swatch, columns: palette.columns } : null;
},
/** The plus in the layer list's header. */
addLayerAt: () => currentTilemapWidgets()?.layers.addGlobal() ?? null,
/**
* Where the painted layer's name stands in its row – a double-click there edits it (#138) –
* with the name the row shows and the field it is being edited in, while it is.
*/
layerNameAt: () => {
const widgets = currentTilemapWidgets();
const target = paintedTilemap(state);
if (!widgets || !target) return null;
const layerId = paintedLayerId(state, target.asset);
const at = widgets.layers.nameGlobal(layerId);
const editing = widgets.layers.renameField;
return at
? {
...at,
value: findLayer(target.asset, layerId)?.name ?? '',
editing: editing ? { ...centreOf(editing), value: editing.value } : null,
}
: null;
},
/** The Z field in the painted layer's row, with what it holds (#174). */
layerZAt: () => {
const widgets = currentTilemapWidgets();
const target = paintedTilemap(state);
const field = widgets && target && widgets.layers.valueField(paintedLayerId(state, target.asset));
return field ? { ...centreOf(field), value: field.value } : null;
},
/** The Sort by Y box of the painted layer (#228), with whether it is ticked. */
sortByYAt: () => {
const box = currentTilemapWidgets()?.sortByY;
return box ? { ...centreOf(box), checked: box.checked } : null;
},
/** The duplicate mark on the painted layer's row. */
duplicateLayerAt: () => {
const widgets = currentTilemapWidgets();
const target = paintedTilemap(state);
return widgets && target ? widgets.layers.duplicateGlobal(paintedLayerId(state, target.asset)) : null;
},
focusAt: () => {
const button = currentTilemapWidgets()?.focus;
return button ? { ...centreOf(button), label: button.text } : null;
},
/** One row of the layer list, top-down as drawn: the layer, where to press it, and its eye. */
layerRowAt: (index: number) => {
const list = currentTilemapWidgets()?.layers;
const id = list?.shownIds[index];
// On the name: the middle of the row may be the Z field, which a press would scrub.
const name = id ? list.nameGlobal(id) : null;
if (!list || !id || !name) return null;
// `y` is the row's own line, so a check can tell whether it is inside the panel.
return { id, y: name.y, name, visible: list.eyeGlobal(id) };
},
/** The cross on the painted layer's row; `enabled` is false where the row has none (the last layer). */
removeLayerAt: () => {
const widgets = currentTilemapWidgets();
const target = paintedTilemap(state);
if (!widgets || !target) return null;
const layerId = paintedLayerId(state, target.asset);
const at = widgets.layers.removeGlobal(layerId);
const row = widgets.layers.rowGlobal(layerId);
return at ? { ...at, enabled: true } : row ? { x: row.x, y: row.y, enabled: false } : null;
},
/** Where a cell sits on screen – for a click that paints it or a pixel that proves it. */
cellAt: (objectId: string, x: number, y: number) => viewport.cellScreen(objectId, x, y),
gameCellAt: (objectId: string, x: number, y: number) => gameView.cellScreen(objectId, x, y),
},
container: {
current: () => containerEditor.currentAssetId,
center: () => centreOf(containerEditor),
rect: () => containerEditor.canvasRect(),
/** Where a template object is drawn, so a check can click or sample it. */
objectScreen: (id: string) => containerEditor.objectScreen(id),
objectRect: (id: string) => containerEditor.objectRect(id),
dropPreview: () => containerEditor.dropInfo(),
},
};
}