Files
feuerwerk/src/editor/tile/PictureStrip.ts
T
adminandClaude Opus 5.5 2c19c89878
game-maker / gate (push) Successful in 3m10s
game-maker / suite (push) Failing after 19m34s
Let variables, fields, ports and list items be dragged into order (#310)
Variables of a behavior, the fields of a struct, the ports of a start
or end node and the items of a list could only be added and removed.
Changing their order meant removing and adding them again. Now each of
them is dragged by the mark in front of its row.

- sortBlocks (ui/blockDrag.ts) makes the rows of one column sortable.
  A block is every row it covers, so a struct moves with its fields and
  a list item with its nested list. The block is dimmed while it is
  carried, an accent line shows where it lands, and a scrolled panel
  follows the pointer at its edge. Less than 4 px stays a click.
- The arithmetic is pure and lives in ui/sortable.ts: blockGap,
  gapLineY, dropSlot and edgeScroll. dropIndex of the tile strip moved
  there too, so the reorder maths sits in one file.
- MoveVariableCommand, MoveStructFieldCommand and MovePortCommand
  build on the existing MoveCommand. Undo moves back.
- Lists need no command. InlineList replaces the list as a whole, as
  it does for every other edit of its items.
- The grip is the kind mark, for a list item its number. Moving only
  happens among siblings: a field stays in its struct.
- On a Struct asset the move runs through WithStructTypes. Typed
  variables, Pack/Expand ports and split outputs follow the new order.
- Values and edges hang on names, so only the order changes. Nodes
  running a behavior read their ports from the start node, the new
  order reaches them without a copy.
- Not sortable by design: the variables of a placed object, the fields
  of a typed struct (moved on the Struct asset) and the picked ports
  of Variables/Properties nodes.
- Test hook __gm.inspectorMark(label) finds the mark of a row.

Tests:
- Gate on melektaus-atx: 235 files, 3572 tests, CHECK EXIT 0 (+9).
- tests/core/reorder.test.ts: a variable, a field two levels deep, a
  Struct asset reaching a typed variable and Pack, and start ports
  reaching the calling node with edges and result kept.
- e2e 22: ALL PASSED, 39 checks (+4, sum 1739). 22f-iii drags a
  variable past a struct of several rows, then a field inside it.
- Counter-probes: dropSlot by top edge instead of middle and a field
  move that ignores its path fail 3 unit tests. With sortBlocks
  switched off, the three order checks of 22f-iii fail.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 21:45:04 +02:00

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import { Graphics } from 'pixi.js';
import {
AddTilePictureCommand,
MoveTilePictureCommand,
RemoveTilePictureCommand,
} from '../../core/commands/tileCommands';
import type { TileAsset } from '../../core/model/Asset';
import { pictureChoices, textureRefLabel } from '../../core/properties/textureRef';
import {
Button,
dropIndex,
type DropSpot,
HStack,
Label,
ListView,
Menu,
type MenuItem,
ScrollContainer,
Theme,
VStack,
} from '../../ui';
import type { EditorState } from '../state';
const WIDTH = 210;
/**
* The picture list beside the board (#118): one row per animation step, in the order they run.
* Rows are addressed by their place rather than by the picture they name – the same block may be
* used twice in one animation, and then two rows carry the same id.
*/
export class PictureStrip extends VStack {
/** Public for the check scripts. */
readonly addButton: Button;
readonly removeButton: Button;
readonly list = new ListView();
private readonly title = new Label('Pictures', { style: 'muted' });
private readonly scroll = new ScrollContainer();
private readonly border = new Graphics();
private assetId = '';
private selected = -1;
constructor(private readonly state: EditorState) {
super({ gap: Theme.gap, padding: Theme.padding });
this.minWidth = WIDTH;
this.addButton = new Button('+ Picture', { onClick: () => this.openPicturePicker() });
this.removeButton = new Button('Remove', { onClick: () => this.removeSelected() });
const header = new HStack({ gap: Theme.gap, align: 'center' });
header.add(this.title);
this.add(header);
this.list.emptyText = 'No pictures yet';
this.list.onSelect = (id) => this.select(id === null ? -1 : Number(id));
this.list.onDrop = (draggedId, spot) => this.drop(Number(draggedId), spot);
this.list.onContextMenu = (id, x, y) => this.openRowMenu(Number(id), x, y);
this.scroll.setContent(this.list);
this.add(this.scroll, 1);
const buttons = new HStack({ gap: Theme.gap });
buttons.add(this.addButton, 1);
buttons.add(this.removeButton, 1);
this.add(buttons);
this.addChildAt(this.border, 0);
state.on('project', () => this.refresh());
state.on('load', () => this.show(''));
}
show(assetId: string): void {
if (this.assetId === assetId) {
this.refresh();
return;
}
this.assetId = assetId;
this.selected = -1;
this.refresh();
}
/** The rows as shown and which one is picked – the check scripts read this. */
debugInfo(): { pictures: string[]; selected: number } {
return { pictures: this.asset()?.pictures.map((id) => this.labelOf(id)) ?? [], selected: this.selected };
}
private asset(): TileAsset | undefined {
const asset = this.state.project.assets.find((a) => a.id === this.assetId);
return asset?.type === 'tile' ? asset : undefined;
}
private labelOf(id: string): string {
return textureRefLabel(this.state.project, id);
}
private refresh(): void {
const asset = this.asset();
const pictures = asset?.pictures ?? [];
if (this.selected >= pictures.length) this.selected = pictures.length - 1;
this.list.setItems(
pictures.map((id, index) => ({
id: String(index),
label: this.labelOf(id),
hint: String(index + 1),
})),
);
this.list.select(this.selected >= 0 ? String(this.selected) : null, true);
this.scroll.relayoutContent();
this.addButton.setEnabled(asset !== undefined);
this.removeButton.setEnabled(this.selected >= 0);
this.title.setText(pictures.length === 1 ? '1 picture' : `${pictures.length} pictures`);
}
private select(index: number): void {
this.selected = index;
this.removeButton.setEnabled(index >= 0);
}
private removeSelected(): void {
const asset = this.asset();
if (!asset || this.selected < 0) return;
this.state.execute(new RemoveTilePictureCommand(asset.id, this.selected));
}
/** Every texture and every frame; a tile's block is one of them, whole or cut out. */
private openPicturePicker(): void {
const asset = this.asset();
if (!asset) return;
const items: MenuItem[] = pictureChoices(this.state.project).map((choice) => ({
label: choice.label,
onSelect: () => this.state.execute(new AddTilePictureCommand(asset.id, choice.id)),
}));
if (items.length === 0) items.push({ label: 'No textures yet', onSelect: () => undefined });
new Menu(items, { searchable: true }).openBelow(this.addButton);
}
private openRowMenu(index: number, x: number, y: number): Menu | undefined {
const asset = this.asset();
if (!asset) return undefined;
this.select(index);
this.list.select(String(index), true);
const menu = new Menu([
{
label: 'Remove',
danger: true,
onSelect: () => this.state.execute(new RemoveTilePictureCommand(asset.id, index)),
},
]);
menu.open(x, y);
return menu;
}
/** Dragging a row to another place is what reorders the animation. */
private drop(from: number, spot: DropSpot): void {
const asset = this.asset();
if (!asset) return;
const to = dropIndex(from, spot, asset.pictures.length);
if (to === from || to < 0) return;
if (this.state.execute(new MoveTilePictureCommand(asset.id, from, to))) this.select(to);
}
override redraw(): void {
super.redraw();
this.border.clear().rect(0, 0, 1, this.h).fill(Theme.colors.border);
}
}