Files
feuerwerk/src/editor/plugins/PluginsPane.ts
T
adminandClaude Opus 5.5 bc688f3efc
game-maker / gate (push) Successful in 3m50s
game-maker / suite (push) Successful in 12m3s
Refactoring round 7: split BehaviorSystem, fewer copies (#85)
Recurring cleanup round over the code since round 6 (056a622), 105
commits. Behaviour is unchanged. Duplicated code in src went from 29
clones with 229 lines (0.32 %) to 14 clones with 109 lines (0.15 %),
measured with jscpd and the same settings as round 6.

- BehaviorSystem.ts shrinks from 941 to 589 lines. Collecting the
  pulses (keys, timers, collisions, animations) moved to
  behaviorPulses.ts. The NodeContext the nodes receive moved to
  behaviorContext.ts. Imports from outside stay the same, TimeScaled
  is still exported from BehaviorSystem.ts.
- PointKindButton and drawPointGrip replace the "Point:" button with
  its menu and the point and handle drawing that the curve and the
  vector art tab each had on their own.
- lerpVec, cubicAt and splitCubic in src/core/util/vec.ts replace four
  copies of the cubic curve and two de Casteljau splits.
- mapNested in Properties.ts is the one walk over lists and structs
  that liveObjects and objectRefs did separately. withFieldRenamed
  and withoutField replace three copies of renaming a struct field
  and two of removing one.
- jsonBody and staleRevision build the JSON body and turn a 409 into
  StaleRevisionError for all stores. The auth store turns a 401 into
  its error in one place.
- Smaller helpers: structAssetFrom for the two "Make struct type"
  commands, shownObject in the inspector, selectedItem for the size
  gizmo and the polygon corners, solidTiles in the tilemap collision,
  requireVariablesAsset and requireBehaviorVariable.
- Left as is on purpose: the plain forwarding from the collision and
  physics systems to Solids, the pointer wiring of the canvases and
  the identical last lines of the two make commands.
- Removed unused code: tilemapTileIds and tilemapsUsing were never
  called since #128 and #131. EditorState.runtimeProject became unused
  with GameRun in #266. The assetId getter of the make commands was
  read only by a test.
- 60 values used only in their own file lost their export. The shader
  and particle node catalogues stay exported as in round 6.
- Five comments that told history now describe the current state. The
  doc comment of BehaviorSystem sits on the class again.
- README lists the struct, clip area and curve assets and mentions the
  game link from #266.

Findings:
- Deleting a tile that is painted on a tilemap leaves its cells in
  place, and they draw nothing. The delete dialog does not mention the
  tilemaps. That was probably the job of the unused tilemapsUsing.
  Left as is, because fixing it changes behaviour.
- The solid filter for tile surfaces was untested. A bent filter
  stayed green. A new test in tests/core/surface.test.ts now fails
  against it.

Tests:
- ./check.sh: 195 files, 2815 tests, exit 0 (one test removed with
  tilemapsUsing, one added for tile surfaces).
- Full e2e run: ALL PASSED, 1580 checks.
- Smokes jumprun, tetris, actor: 24, 19 and 21 checks, all passed.
  The example project files were restored byte for byte afterwards.
- Counter-checks, 12, all fail as expected: 10 in unit tests (among
  them mapNested, splitCubic, cubicAt, staleRevision, the stay pulse,
  the late timer and the time scale), 2 in the browser (Point button
  always enabled fails 47, selectedItem without a hit fails 29).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 16:16:37 +02:00

152 lines
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TypeScript
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This file contains ambiguous Unicode characters
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import { Checkbox, HStack, Label, ScrollContainer, Spacer, Theme, VStack } from '../../ui';
import { TabHeader } from '../TabHeader';
import type { PluginManager, PluginRecord } from './loader';
const NAME_WIDTH = 200;
const VERSION_WIDTH = 70;
const FILE_WIDTH = 200;
/** What one plugin's row says about its state, beside the switch. */
export function statusText(record: PluginRecord): string {
if (record.status === 'failed') return `Failed: ${record.error ?? 'unknown reason'}`;
if (record.error) return `Switched off, but: ${record.error}`;
return record.status === 'active' ? 'Active' : 'Off';
}
/** The name to show: known once the plugin has been active in this session, the file name until then. */
export function displayName(record: PluginRecord): string {
return record.meta?.name ?? '—';
}
class PluginRow extends HStack {
readonly switch: Checkbox;
private readonly nameLabel: Label;
private readonly version: Label;
private readonly file: Label;
private readonly status: Label;
constructor(
public record: PluginRecord,
onToggle: (active: boolean) => void,
) {
super({ gap: Theme.gap, padding: Theme.padding, align: 'center' });
this.minHeight = Theme.rowHeight + Theme.padding;
this.switch = new Checkbox(record.status !== 'inactive');
this.switch.onChange = onToggle;
this.add(this.switch);
this.nameLabel = new Label('', { width: NAME_WIDTH, style: 'bodyBold' });
this.version = new Label('', { width: VERSION_WIDTH, style: 'muted' });
this.file = new Label('', { width: FILE_WIDTH, style: 'muted' });
this.status = new Label('', { style: 'small' });
this.add(this.nameLabel);
this.add(this.version);
this.add(this.file);
this.add(this.status, 1);
this.show(record);
}
show(record: PluginRecord): void {
this.record = record;
this.switch.setChecked(record.status !== 'inactive');
this.nameLabel.setText(displayName(record));
this.version.setText(record.meta?.version ?? '');
this.file.setText(record.file);
this.status.setText(statusText(record));
this.status.setStyle(record.status === 'failed' ? 'warning' : 'small');
}
}
/**
* The plugins (#114, #119) in the user management tab (#179): every file in `data/plugins/` with a
* switch. Switching one on loads and activates it there and then, switching it off takes its tabs
* and listeners away again – the switch is part of the open project, so it travels with it and undo
* takes it back.
*
* A plugin that is off is never loaded, which is why its row has no name until it has run once:
* reading a name out of it would mean running it.
*/
export class PluginsPane extends VStack {
private readonly hint: Label;
private readonly rows = new VStack();
private readonly scroll = new ScrollContainer();
private readonly empty: Label;
private manager: PluginManager | null = null;
private unsubscribe: (() => void) | null = null;
constructor() {
super();
const header = new TabHeader();
header.add(new Label('Plugins', { style: 'bodyBold' }));
header.add(new Spacer(Theme.padding));
this.hint = new Label('', { style: 'small' });
header.add(this.hint, 1);
this.add(header);
this.empty = new Label('Loading…', { style: 'muted', padding: Theme.padding });
this.rows.add(this.empty);
this.scroll.setContent(this.rows);
this.add(this.scroll, 1);
}
setManager(manager: PluginManager): void {
this.unsubscribe?.();
this.manager = manager;
this.unsubscribe = manager.onChange(() => this.refresh());
this.refresh();
}
/** The list could not even be read; there is nothing to show but why. */
showError(message: string): void {
this.manager = null;
this.empty.setText(message);
this.refresh();
}
/** The rows as drawn, and the switch to click – what the check scripts read. */
debugInfo(): {
rows: { file: string; name: string; status: string; checked: boolean; text: string }[];
} {
return {
rows: this.rowWidgets().map((row) => ({
file: row.record.file,
name: displayName(row.record),
status: row.record.status,
checked: row.switch.checked,
text: statusText(row.record),
})),
};
}
/** The switch of one plugin's row, for the check scripts; null when it has no row. */
switchOf(file: string): Checkbox | null {
return this.rowWidgets().find((row) => row.record.file === file)?.switch ?? null;
}
private rowWidgets(): PluginRow[] {
return this.rows.children.filter((child): child is PluginRow => child instanceof PluginRow);
}
private refresh(): void {
const records = this.manager?.records ?? [];
const rows = this.rowWidgets();
const sameList =
rows.length === records.length && rows.every((row, i) => row.record.file === records[i]?.file);
if (sameList) {
rows.forEach((row, i) => row.show(records[i]!));
} else {
for (const row of rows) row.destroy({ children: true });
for (const record of records) {
const row = new PluginRow(record, (active) => void this.manager?.setActive(record.file, active));
this.rows.add(row);
}
}
const nothing = records.length === 0;
this.empty.visible = nothing;
if (nothing && this.manager) this.empty.setText('No plugins in data/plugins');
this.hint.setText(
nothing ? '' : 'Loaded from data/plugins. The switch belongs to this project and is an undo step.',
);
this.scroll.relayoutContent();
this.relayout();
}
}