Files
feuerwerk/src/ui/clicks.ts
T
adminandClaude Opus 5.5 1aae97b335
game-maker / gate (push) Successful in 2m52s
game-maker / suite (push) Successful in 8m58s
Open a sprite's texture or shader from the menus and inspector (#221)
A sprite's texture and shader were only reachable by hunting for them
in the asset panel. Every place that shows such a reference now leads
straight to it.

- Object menu (hierarchy and scene view): "Open texture" and "Open
  shader" sit right below "Open asset" when the sprite has one. The
  object's own values count, so an overridden shader opens the
  override.
- Asset context menu: the same entries at the top.
- Inspector: every asset field with a value shows its label as a blue,
  underlined link. One click selects the asset, a double click opens
  it. An override stays gold and gets the underline too.
- The first click rebuilds the inspector, so the second one lands on a
  different row. The inspector catches that second click before any
  row sees it.
- New pure rule `references.ts`: the asset behind a reference field. A
  frame leads to its sheet. Kinds without a tab (palette, font, sound)
  get no menu entry.
- `followsPress` in `clicks.ts` keeps the double-click window and
  tolerance in one place.
- `activateAsset` in `actions.ts`: opening means the same everywhere
  as a double click in the asset panel, so a scene also becomes the
  active one. The asset panel uses it too.

Tests:
- ./check.sh: 150 files, 2226 tests, CHECK EXIT 0 (before 148/2214).
- 12 new unit tests: 6 for the reference rule, 4 for the link in
  createFieldRow, 2 for followsPress.
- 5 new e2e checks in 28l-ii: both menus, the link's look, click
  selects, double click opens.
- e2e 1-16,26,28,35,39,40 on the final build: ALL PASSED, 732 checks.
- Counter-probes: no "Open ..." entries, no underline and a second
  click never recognised each fail exactly at their checks.
- Check total 1341 (CI counted 1336 at fd6af84), computed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 16:44:19 +02:00

52 lines
1.6 KiB
TypeScript

import type { FederatedPointerEvent } from 'pixi.js';
/** Longest gap between two presses that still reads as one double-click. */
const DOUBLE_MS = 400;
/** How far the pointer may travel between them. */
const SLOP = 6;
/** When and where a press happened. */
export interface Press {
time: number;
x: number;
y: number;
}
export const pressOf = (e: FederatedPointerEvent): Press => ({
time: e.timeStamp,
x: e.global.x,
y: e.global.y,
});
/** Whether `e` comes soon enough and close enough after `first` to make a double-click with it. */
export function followsPress(first: Press, e: FederatedPointerEvent): boolean {
const gap = e.timeStamp - first.time;
return gap >= 0 && gap <= DOUBLE_MS && Math.hypot(e.global.x - first.x, e.global.y - first.y) <= SLOP;
}
interface LastPress extends Press {
key: unknown;
button: number;
count: number;
}
let last: LastPress = { key: null, button: -1, time: 0, x: 0, y: 0, count: 0 };
/**
* Press count in a row (2 on a double-click), since Pixi leaves `detail` at 0 on `pointerdown`. `key`
* must survive a rebuild of its widget: the first click's selection can recreate the list rows.
*/
export function pressCount(e: FederatedPointerEvent, key: unknown): number {
const repeat = key === last.key && e.button === last.button && followsPress(last, e);
const count = repeat ? last.count + 1 : 1;
last = {
...pressOf(e),
key,
button: e.button,
// A finished double-click ends the run: folding a row open and shut again is two
// double-clicks, and the second must count as one rather than as clicks three and four.
count: count === 2 ? 0 : count,
};
return count;
}