The page of a released game always drew the camera at Auto, the
largest whole step that fits. A camera of 300x180 in a window of
1280x800 stands at step 4 and leaves a border left and right. The
issue asks for Fit next to it. Answered there: a setting of its own
rather than the scale of the Game tab, and no switch for the player.
- The project has a field gameLinkZoom, 'auto' or 'fit'. A document
without it reads as 'auto', so nothing changes for a project that
is there already. No format bump.
- Project settings has a row "Link zoom" with a menu of Auto and
Fit. It is an undo step of its own, SetGameLinkZoomCommand.
- GameScreen hands the field to cameraView where it passed a fixed
'auto'.
- gameScale, the scale of the Game tab, is not touched and does not
reach the link.
- The released copy is frozen, so the change reaches the link only
with "Update release".
Decided here:
- The row is called "Link zoom", not "Game link zoom" as proposed.
The longer label is wider than the label column of the dialog and
pushed its button 12 px out of line with the others.
- The undo step keeps the name "Game link zoom", which is what the
tooltip of the undo button shows.
- A note under the row says "The released game at the largest whole
step that fits, or filling the window."
Tests:
- Gate on melektaus-atx: 211 files, 3227 tests (3219 + 8), exit 0
- e2e 60 on melektaus-atx: 19 checks, all pass
- e2e 35,46,59,60: 74 checks, all pass
- No full run and no smokes. The sum of 1671 (1668 + 3) is reckoned,
1668 is what CI counted for 9e869df.
- Eight unit tests: the default, saving and loading, values that
are not a choice, undo, gameScale left alone, the factor of Fit
for a window larger and smaller than the camera, and the rule
behind Apply.
- Three e2e checks in block 60i of module 60, with the real mouse:
Auto to Fit in the dialog, update the release, open the link
without a session and measure scale, frame and pixels. Fit reads
4.267 where Auto reads 4.
- Nine unit counter-probes and three browser counter-probes all fail
their tests.
- Not checked in the browser: Fit in a window smaller than the
camera, which has a unit test, and Fit under a display scale above
100 %. Nothing was looked at after the build.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
326 lines
11 KiB
TypeScript
326 lines
11 KiB
TypeScript
import { layerFallback, MAX_COLLISION_LAYERS } from '../core/model/collisionLayers';
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import { clampSymbolScale, SYMBOL_SCALE_MAX, SYMBOL_SCALE_MIN } from '../core/model/symbolScale';
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import { Button, HStack, Label, Menu, NumberField, TextField, Theme, VStack } from '../ui';
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import {
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GAME_LINK_ZOOMS,
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type GameLinkZoom,
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type PlayFrom,
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WHILE_PLAYING,
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type WhilePlaying,
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} from '../core/model/playSettings';
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import { FormDialog } from './FormDialog';
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/** What the dialog hands back when Apply is pressed. */
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export interface ProjectSettings {
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name: string;
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playFrom: PlayFrom;
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whilePlaying: WhilePlaying;
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gameLinkZoom: GameLinkZoom;
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collisionLayers: string[];
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symbolScale: number;
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}
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/**
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* What Apply has to carry out. Only what actually changed, so opening the dialog and closing it
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* with Apply is not an undo step: every setting that did change is one command.
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*
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* A blank name is not a change but a fallback to the old one – a project without a name would be
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* unfindable in the picker.
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*/
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export function settingsChanges(
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before: ProjectSettings,
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after: ProjectSettings,
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): {
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name?: string;
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collisionLayers?: string[];
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symbolScale?: number;
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playFrom?: PlayFrom;
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whilePlaying?: WhilePlaying;
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gameLinkZoom?: GameLinkZoom;
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} {
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const name = after.name.trim() || before.name;
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const symbolScale = clampSymbolScale(after.symbolScale);
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return {
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...(name === before.name ? {} : { name }),
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...(JSON.stringify(after.collisionLayers) === JSON.stringify(before.collisionLayers)
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? {}
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: { collisionLayers: [...after.collisionLayers] }),
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...(symbolScale === before.symbolScale ? {} : { symbolScale }),
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...(after.playFrom === before.playFrom ? {} : { playFrom: after.playFrom }),
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...(after.whilePlaying === before.whilePlaying ? {} : { whilePlaying: after.whilePlaying }),
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...(after.gameLinkZoom === before.gameLinkZoom ? {} : { gameLinkZoom: after.gameLinkZoom }),
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};
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}
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const PLAY_FROM_LABEL: Record<PlayFrom, string> = {
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start: 'Start scene',
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active: 'Active scene',
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};
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const WHILE_PLAYING_LABEL: Record<WhilePlaying, string> = {
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live: 'Live',
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balanced: 'Balanced',
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minimal: 'Minimal',
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};
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const GAME_LINK_ZOOM_LABEL: Record<GameLinkZoom, string> = {
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auto: 'Auto',
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fit: 'Fit',
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};
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/**
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* Everything about the project that is not an asset (#183): its name, which scene Play starts and
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* how closely the panels follow it (#265), the zoom of the game link (#279), the
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* size of the scene view's symbol icons, and the collision layers (#152). The top bar carries icons
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* only, so this is the one place they are edited.
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*
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* Colliders name a layer by its *number*, so a layer taken out of the middle would silently move
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* every collider below it onto another one; only the last layer can be removed, and the list is
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* otherwise grown at the end.
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*/
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export class ProjectSettingsDialog extends FormDialog {
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private projectName: string;
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private playFrom: PlayFrom;
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private whilePlaying: WhilePlaying;
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private gameLinkZoom: GameLinkZoom;
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private layers: string[];
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private symbolScale: number;
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private readonly nameField: TextField;
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private readonly playFromButton: Button;
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private readonly whilePlayingButton: Button;
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private readonly gameLinkZoomButton: Button;
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private readonly symbolScaleField: NumberField;
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private readonly rows = new VStack({ gap: Theme.gap });
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private readonly addButton: Button;
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constructor(settings: ProjectSettings, onApply: (settings: ProjectSettings) => void) {
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super(340, 'Project settings');
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this.projectName = settings.name;
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this.playFrom = settings.playFrom;
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this.whilePlaying = settings.whilePlaying;
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this.gameLinkZoom = settings.gameLinkZoom;
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this.layers = [...settings.collisionLayers];
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this.symbolScale = clampSymbolScale(settings.symbolScale);
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this.nameField = new TextField(this.projectName, {
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placeholder: 'Project name',
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// Kept as typed, blank included: Apply is what decides, and it falls back to the old name.
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onChange: (value) => {
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this.projectName = String(value);
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},
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});
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this.content.add(this.labelledRow('Name', this.nameField));
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this.playFromButton = new Button(PLAY_FROM_LABEL[this.playFrom], {
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width: 150,
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align: 'left',
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onClick: () => this.openPlayFromMenu(),
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});
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this.content.add(this.formRow(this.fieldLabel('Play starts'), this.playFromButton));
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this.content.add(
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new Label('"Start scene" is the scene marked in Assets, "Active scene" whatever is open.', {
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style: 'muted',
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}),
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);
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this.whilePlayingButton = new Button(WHILE_PLAYING_LABEL[this.whilePlaying], {
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width: 150,
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align: 'left',
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onClick: () => this.openWhilePlayingMenu(),
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});
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this.content.add(this.formRow(this.fieldLabel('While playing'), this.whilePlayingButton));
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this.content.add(
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new Label('How often the panels follow a game: every frame, 4 times a second, or on pause.', {
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style: 'muted',
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}),
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);
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this.gameLinkZoomButton = new Button(GAME_LINK_ZOOM_LABEL[this.gameLinkZoom], {
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width: 150,
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align: 'left',
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onClick: () => this.openGameLinkZoomMenu(),
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});
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this.content.add(this.formRow(this.fieldLabel('Link zoom'), this.gameLinkZoomButton));
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this.content.add(
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new Label('The released game at the largest whole step that fits, or filling the window.', {
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style: 'muted',
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}),
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);
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this.symbolScaleField = new NumberField(this.symbolScale, {
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width: 150,
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min: SYMBOL_SCALE_MIN,
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max: SYMBOL_SCALE_MAX,
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step: 0.01,
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decimals: 2,
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onInput: (value) => {
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this.symbolScale = value;
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},
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onChange: (value) => {
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this.symbolScale = value;
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},
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});
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this.content.add(this.formRow(this.fieldLabel('Symbol scale'), this.symbolScaleField));
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this.content.add(
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new Label(`Size of the icons in the scene view, ${SYMBOL_SCALE_MIN} to ${SYMBOL_SCALE_MAX}.`, {
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style: 'muted',
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}),
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);
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this.content.add(new Label('Collision layers', { style: 'bodyBold' }));
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this.content.add(
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new Label('Two colliders meet only when each one names the layer of the other.', {
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style: 'muted',
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}),
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);
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this.content.add(this.rows);
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this.addButton = new Button('Add layer', { onClick: () => this.addLayer() });
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this.content.add(this.formRow(this.addButton));
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this.addButtons('Apply', 'primary', () =>
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onApply({
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name: this.projectName,
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playFrom: this.playFrom,
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whilePlaying: this.whilePlaying,
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gameLinkZoom: this.gameLinkZoom,
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collisionLayers: this.layers,
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symbolScale: this.symbolScale,
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}),
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);
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this.buildLayers();
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}
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/** The names as the fields stand (test hook). */
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layerNames(): string[] {
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return [...this.layers];
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}
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/** Name, start-scene switch, panel preset, link zoom and symbol scale as they stand (test hook). */
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values(): {
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name: string;
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playFrom: PlayFrom;
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whilePlaying: WhilePlaying;
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gameLinkZoom: GameLinkZoom;
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symbolScale: number;
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} {
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return {
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name: this.projectName,
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playFrom: this.playFrom,
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whilePlaying: this.whilePlaying,
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gameLinkZoom: this.gameLinkZoom,
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symbolScale: this.symbolScale,
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};
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}
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/** The start-scene switch itself, so a check can click it. */
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get playFromControl(): Button {
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return this.playFromButton;
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}
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/** The panel preset switch, so a check can click it. */
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get whilePlayingControl(): Button {
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return this.whilePlayingButton;
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}
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/** The game link zoom switch, so a check can click it. */
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get gameLinkZoomControl(): Button {
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return this.gameLinkZoomButton;
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}
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/** The symbol scale field, so a check can type into it. */
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get symbolScaleControl(): NumberField {
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return this.symbolScaleField;
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}
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/** A label and a field that takes the rest of the row – the layer rows are built the same way. */
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private labelledRow(text: string, field: TextField): HStack {
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const row = new HStack({ gap: Theme.gap, align: 'center' });
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row.minHeight = Theme.rowHeight;
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row.add(this.fieldLabel(text));
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row.add(field, 1);
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return row;
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}
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private openPlayFromMenu(): void {
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const entry = (from: PlayFrom) => ({
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label: PLAY_FROM_LABEL[from],
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current: this.playFrom === from,
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onSelect: () => {
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this.playFrom = from;
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this.playFromButton.setText(PLAY_FROM_LABEL[from]);
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},
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});
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new Menu([entry('start'), entry('active')]).openBelow(this.playFromButton);
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}
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private openWhilePlayingMenu(): void {
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new Menu(
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WHILE_PLAYING.map((mode) => ({
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label: WHILE_PLAYING_LABEL[mode],
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current: this.whilePlaying === mode,
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onSelect: () => {
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this.whilePlaying = mode;
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this.whilePlayingButton.setText(WHILE_PLAYING_LABEL[mode]);
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},
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})),
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).openBelow(this.whilePlayingButton);
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}
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private openGameLinkZoomMenu(): void {
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new Menu(
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GAME_LINK_ZOOMS.map((zoom) => ({
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label: GAME_LINK_ZOOM_LABEL[zoom],
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current: this.gameLinkZoom === zoom,
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onSelect: () => {
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this.gameLinkZoom = zoom;
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this.gameLinkZoomButton.setText(GAME_LINK_ZOOM_LABEL[zoom]);
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},
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})),
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).openBelow(this.gameLinkZoomButton);
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}
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private addLayer(): void {
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if (this.layers.length >= MAX_COLLISION_LAYERS) return;
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this.layers.push(layerFallback(this.layers.length));
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this.buildLayers();
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}
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private buildLayers(): void {
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this.rows.removeChildren();
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for (const [i, name] of this.layers.entries()) {
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const field = new TextField(name, {
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onChange: (value) => {
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// An empty name would leave the layer nameless, which `collisionLayersOf` reads back as
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// its number – so the field shows that number rather than staying blank.
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const name = String(value).trim() || layerFallback(i);
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this.layers[i] = name;
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if (name !== String(value)) field.setValue(name);
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},
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});
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const row = new HStack({ gap: Theme.gap, align: 'center' });
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row.minHeight = Theme.rowHeight;
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row.add(this.fieldLabel(String(i)));
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row.add(field, 1);
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// Only the last one: removing any other would move every collider below it onto a new layer.
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if (i > 0 && i === this.layers.length - 1)
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row.add(
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new Button('×', {
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variant: 'ghost',
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width: Theme.controlHeight,
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tooltip: 'Remove layer',
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onClick: () => {
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this.layers.pop();
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this.buildLayers();
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},
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}),
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);
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this.rows.add(row);
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}
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this.addButton.setEnabled(this.layers.length < MAX_COLLISION_LAYERS);
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// A row more or less makes the dialog taller or shorter; `resize` only lays out on a change,
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// which is exactly what happened here.
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const size = this.measure();
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this.resize(size.w, size.h);
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}
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}
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