Files
feuerwerk/tests/core/hierarchy.test.ts
T
adminandClaude Opus 5.5 53fa63441b
game-maker / gate (push) Successful in 3m58s
game-maker / suite (push) Failing after 9m58s
Group scene objects in the hierarchy, for the editor only (#241)
A scene with a hundred crates fills the hierarchy with a hundred rows.
Groups bundle top-level objects under one folder row that folds away.
They exist for the editor only. Parenting, positions and the game do
not see them.

- Model: a scene or container template holds a list of groups, an
  object may carry a groupId. Old projects load unchanged. Loading
  drops empty groups and members that are no longer top level.
- Only top-level objects can join a group. Parenting a member takes it
  out of the group, and Undo puts it back. There are no groups in
  groups.
- Order: treeOrder lists the members together, where the first one
  stands. The same order decides drawing at equal z, in the editor and
  in the game, so the hierarchy and the picture cannot disagree. The
  stored object list stays untouched when grouping.
- Hierarchy: a group row shows a folder icon, the name and the member
  count. Clicking it selects all members and keeps it folded. Selecting
  a single member elsewhere unfolds it. Folding lasts for the session.
- Create with "Group..." in the object menu. A name dialog asks first,
  so creating is one Undo step and Cancel creates nothing.
- The group menu has Select members, Rename... and Ungroup. The object
  menu adds "Remove from group".
- Drag and drop: onto the group row appends, into a gap between members
  inserts there, next to a row outside leaves the group. Dragging the
  group row moves all members as a block. The drop rules live in
  hierarchyDrop.ts as a pure function.
- Copy and paste keeps a top-level copy in the group of its original.
  A container built from group members takes their place in the group.
- Clicking an object that is already selected together with others now
  keeps only that object selected. ListView narrows the selection on
  release, so a drag starting on such a row keeps the selection.

Not checked in the browser: groups in the container tab, "Remove from
group", Ctrl-click on a group row and a drag out of a multi-selection.
The code path covers them.

Tests:
- check.sh: 177 files, 2552 tests, CHECK EXIT 0
- e2e 1, 51, 52: ALL PASSED, 31 checks (new module 52)
- 19 new unit tests in object-groups.test.ts and hierarchy-drop.test.ts
- 9 counter-probes, all fail as expected (7 unit, 2 in the browser)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 01:17:46 +02:00

271 lines
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TypeScript
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import { describe, expect, it } from 'vitest';
import { DeleteAssetCommand } from '../../src/core/commands/assetCommands';
import {
MoveSceneObjectCommand,
RemoveSceneObjectsCommand,
ReorderObjectCommand,
SetParentCommand,
} from '../../src/core/commands/sceneObjectCommands';
import { type Graph, GraphInterpreter, worldPositionOf } from '../../src/core/graph';
import {
ancestorIdsOf,
descendantsOf,
findObject,
type ObjectTree,
treeOrder,
hierarchyRows,
} from '../../src/core/model/hierarchy';
import { findScene } from '../../src/core/model/Project';
import { localPositionFor } from '../../src/core/properties/transform';
import { deserializeProject, serializeProject } from '../../src/core/store/serialize';
import {
fakeContext,
fakeEntity,
makeBehavior,
makeSpriteScene,
place,
roundTrip,
startWorld,
} from '../helpers';
/** Three boxes, all top level: a at (100,100,z1), b at (10,0), c at (0,5). */
function threeBoxes() {
const f = makeSpriteScene();
const a = place(f, f.spriteId, { x: 100, y: 100, z: 1 });
const b = place(f, f.spriteId, { x: 10, y: 0 });
const c = place(f, f.spriteId, { x: 0, y: 5 });
return { ...f, a, b, c };
}
describe('scene hierarchy', () => {
it('re-parenting keeps the world position and moves children along with the parent', () => {
const { project, stack, sceneId, a, b, c, sceneOf, object, world } = threeBoxes();
stack.execute(new SetParentCommand(sceneId, b, a));
// b stays at world (10,0): local becomes (-90,-100,-1).
expect(object(b).parentId).toBe(a);
expect(object(b).position).toEqual({ x: -90, y: -100, z: -1 });
expect(world(b)).toEqual({ x: 10, y: 0, z: 0 });
stack.execute(new SetParentCommand(sceneId, c, b));
expect(world(c)).toEqual({ x: 0, y: 5, z: 0 });
// Moving the root drags the whole subtree.
stack.execute(new MoveSceneObjectCommand(sceneId, a, { x: 200, y: 100, z: 1 }));
expect(world(b)).toEqual({ x: 110, y: 0, z: 0 });
expect(world(c)).toEqual({ x: 100, y: 5, z: 0 });
// Undo restores the previous parent and local position exactly.
stack.undo();
stack.undo();
expect(object(c).parentId).toBe('');
expect(object(c).position).toEqual({ x: 0, y: 5, z: 0 });
stack.undo();
expect(object(b).parentId).toBe('');
expect(object(b).position).toEqual({ x: 10, y: 0, z: 0 });
expect(localPositionFor(project, sceneOf(), a, { x: 100, y: 100, z: 1 })).toEqual({ x: 0, y: 0, z: 0 });
});
it('refuses cycles and self-parenting', () => {
const { stack, sceneId, a, b, c } = threeBoxes();
stack.execute(new SetParentCommand(sceneId, b, a));
stack.execute(new SetParentCommand(sceneId, c, b));
expect(() => stack.execute(new SetParentCommand(sceneId, a, a))).toThrow(/own parent/);
expect(() => stack.execute(new SetParentCommand(sceneId, a, c))).toThrow(/own children/);
expect(() => stack.execute(new SetParentCommand(sceneId, a, b))).toThrow(/own children/);
});
it('lists objects in tree order and descendants depth-first', () => {
const { stack, sceneId, a, b, c, sceneOf } = threeBoxes();
// Storage order is a, b, c; parent c under a → c is shown right after a, before b.
stack.execute(new SetParentCommand(sceneId, c, a));
expect(treeOrder(sceneOf()).map((e) => [e.object.id, e.depth])).toEqual([
[a, 0],
[c, 1],
[b, 0],
]);
stack.execute(new SetParentCommand(sceneId, b, c));
expect(descendantsOf(sceneOf(), a).map((o) => o.id)).toEqual([c, b]);
});
it('hides the subtrees of collapsed objects and marks the rows that can fold', () => {
const { stack, sceneId, a, b, c, sceneOf } = threeBoxes();
// a > c > b: two levels, so folding a hides both descendants.
stack.execute(new SetParentCommand(sceneId, c, a));
stack.execute(new SetParentCommand(sceneId, b, c));
const rows = (expanded: string[]) =>
hierarchyRows(sceneOf(), new Set(expanded)).flatMap((e) =>
e.kind === 'object' ? [[e.object.id, e.depth, e.hasChildren]] : [],
);
// Nothing expanded (the default when a scene is opened) – only the top level is listed.
expect(rows([])).toEqual([[a, 0, true]]);
expect(rows([a])).toEqual([
[a, 0, true],
[c, 1, true],
]);
expect(rows([a, c])).toEqual([
[a, 0, true],
[c, 1, true],
[b, 2, false],
]);
// Expanding a nested object without its parent shows nothing extra: every ancestor must be open.
expect(rows([c])).toEqual([[a, 0, true]]);
});
it('lists the ancestors of an object nearest first, so a selection can be unfolded', () => {
const { stack, sceneId, a, b, c, sceneOf } = threeBoxes();
stack.execute(new SetParentCommand(sceneId, c, a));
stack.execute(new SetParentCommand(sceneId, b, c));
expect(ancestorIdsOf(sceneOf(), b)).toEqual([c, a]);
expect(ancestorIdsOf(sceneOf(), a)).toEqual([]);
});
it('removing an object or deleting an asset takes the subtree along, undo restores it', () => {
const f = threeBoxes();
const { project, stack, sceneId, spriteId, a, b, c, sceneOf, object } = f;
const logic = place(f, makeBehavior(f, 'Logic').id, { x: 0, y: 0 }, a);
expect(object(logic).position).toEqual({ x: -100, y: -100, z: -1 });
stack.execute(new SetParentCommand(sceneId, b, a));
stack.execute(new RemoveSceneObjectsCommand(sceneId, [a]));
expect(sceneOf().objects.map((o) => o.id)).toEqual([c]);
stack.undo();
expect(sceneOf().objects.map((o) => o.id)).toEqual([a, b, c, logic]);
expect(object(b).parentId).toBe(a);
// Deleting the sprite asset removes a, b, c – and the behavior parented below a.
stack.execute(new DeleteAssetCommand(spriteId));
expect(sceneOf().objects).toHaveLength(0);
stack.undo();
expect(sceneOf().objects.map((o) => o.id)).toEqual([a, b, c, logic]);
expect(project.assets.map((x) => x.id)).toContain(spriteId);
});
it('a behavior is parented like any object: validated, kept across a round trip, dropped when dangling', () => {
const f = makeSpriteScene();
const { project, stack, sceneId, object } = f;
const box = place(f, f.spriteId, { x: 0, y: 0 });
const logic = place(f, makeBehavior(f).id, { x: 0, y: 0 });
expect(() => stack.execute(new SetParentCommand(sceneId, logic, logic))).toThrow(/own parent/);
stack.execute(new SetParentCommand(sceneId, logic, box));
expect(object(logic).parentId).toBe(box);
expect(findObject(findScene(roundTrip(project), sceneId)!, logic)!.parentId).toBe(box);
// A dangling parent is dropped by the loader.
const raw = serializeProject(project) as { assets: { objects?: { id: string; parentId: string }[] }[] };
raw.assets[0]!.objects!.find((o) => o.id === logic)!.parentId = 'ghost';
expect(findObject(findScene(deserializeProject(raw), sceneId)!, logic)!.parentId).toBe('');
});
it('the loader drops dangling parents and breaks cycles', () => {
const { project, stack, sceneId, a, b, c } = threeBoxes();
stack.execute(new SetParentCommand(sceneId, b, a));
const raw = serializeProject(project) as { assets: { objects?: Record<string, unknown>[] }[] };
const objects = raw.assets[0]!.objects!;
// A cycle a → c → a and a dangling reference are both cleared.
objects[0]!.parentId = c;
objects[2]!.parentId = a;
const loaded = findScene(deserializeProject(raw), sceneId)!;
const parentOf = (id: string) => findObject(loaded, id)!.parentId;
expect(parentOf(b)).toBe(a);
expect([parentOf(a), parentOf(c)].filter(Boolean)).toHaveLength(1); // one link of the cycle survives
objects[1]!.parentId = 'ghost';
expect(findScene(deserializeProject(raw), sceneId)!.objects[1]!.parentId).toBe('');
});
});
describe('ReorderObjectCommand', () => {
/** Ids in tree order – the order the panel lists and the tie-break for equal `z`. */
const order = (scene: ObjectTree) => treeOrder(scene).map((e) => e.object.id);
it('moves an object in front of a sibling and undo puts it back', () => {
const { stack, sceneId, a, b, c, sceneOf } = threeBoxes();
expect(order(sceneOf())).toEqual([a, b, c]);
stack.execute(new ReorderObjectCommand(sceneId, c, a));
expect(order(sceneOf())).toEqual([c, a, b]);
stack.undo();
expect(order(sceneOf())).toEqual([a, b, c]);
});
it('moves it behind the last sibling when no successor is named', () => {
const { stack, sceneId, a, b, c, sceneOf } = threeBoxes();
stack.execute(new ReorderObjectCommand(sceneId, a, ''));
expect(order(sceneOf())).toEqual([b, c, a]);
});
it('orders children among themselves, leaving the subtree where it is', () => {
const f = threeBoxes();
const { stack, sceneId, a, b, c } = f;
const x = place(f, f.spriteId, { x: 0, y: 0 }, a);
const y = place(f, f.spriteId, { x: 0, y: 0 }, a);
expect(order(f.sceneOf())).toEqual([a, x, y, b, c]);
stack.execute(new ReorderObjectCommand(sceneId, y, x));
expect(order(f.sceneOf())).toEqual([a, y, x, b, c]);
// The move is among siblings only: the parent keeps its own place in the list.
expect(f.object(y).parentId).toBe(a);
});
it('refuses a target that is not a sibling, so a reorder never re-parents by accident', () => {
const f = threeBoxes();
const child = place(f, f.spriteId, { x: 0, y: 0 }, f.a);
expect(() => f.stack.execute(new ReorderObjectCommand(f.sceneId, f.b, child))).toThrow(
/among its own siblings/,
);
expect(() => f.stack.execute(new ReorderObjectCommand(f.sceneId, f.b, f.b))).toThrow(
/in front of itself/,
);
expect(order(f.sceneOf())).toEqual([f.a, child, f.b, f.c]);
});
});
describe('runtime hierarchy', () => {
it('entities mirror parents: world positions follow the parent, Destroy takes children along', () => {
const f = threeBoxes();
const { stack, sceneId, a, b, c } = f;
stack.execute(new SetParentCommand(sceneId, b, a));
stack.execute(new SetParentCommand(sceneId, c, b));
const { world } = startWorld(f);
const entity = (id: string) => world.findByObjectId(id)!;
expect(entity(b).parent).toBe(entity(a));
expect(worldPositionOf(entity(c))).toEqual({ x: 0, y: 5, z: 0 });
entity(a).x += 50;
expect(worldPositionOf(entity(c))).toEqual({ x: 50, y: 5, z: 0 });
expect(worldPositionOf(entity(b))).toEqual({ x: 60, y: 0, z: 0 });
world.remove(entity(a));
expect(world.entities).toHaveLength(0);
});
it('Get position exposes local and world coordinates, Parent walks up', () => {
const parent = { ...fakeEntity('p', 100), y: 20 };
const child = { ...fakeEntity('c', 5), y: 5, parent };
// On start → Log(world x of self) → Log(local x of self) → Log(world x of self's parent)
const graph: Graph = {
nodes: [
{ id: 'start', type: 'OnStart', x: 0, y: 0, params: {} },
{ id: 'self', type: 'Self', x: 0, y: 0, params: {} },
{ id: 'pos', type: 'GetPosition', x: 0, y: 0, params: {} },
{ id: 'par', type: 'Parent', x: 0, y: 0, params: {} },
{ id: 'ppos', type: 'GetPosition', x: 0, y: 0, params: {} },
{ id: 'log1', type: 'Log', x: 0, y: 0, params: {} },
{ id: 'log2', type: 'Log', x: 0, y: 0, params: {} },
{ id: 'log3', type: 'Log', x: 0, y: 0, params: {} },
],
edges: [
{ id: 'e1', from: { node: 'start', port: 'exec' }, to: { node: 'log1', port: 'exec' } },
{ id: 'e2', from: { node: 'log1', port: 'exec' }, to: { node: 'log2', port: 'exec' } },
{ id: 'e3', from: { node: 'log2', port: 'exec' }, to: { node: 'log3', port: 'exec' } },
{ id: 'e4', from: { node: 'self', port: 'object' }, to: { node: 'pos', port: 'object' } },
{ id: 'e5', from: { node: 'self', port: 'object' }, to: { node: 'par', port: 'object' } },
{ id: 'e6', from: { node: 'par', port: 'parent' }, to: { node: 'ppos', port: 'object' } },
{ id: 'e7', from: { node: 'pos', port: 'worldX' }, to: { node: 'log1', port: 'message' } },
{ id: 'e8', from: { node: 'pos', port: 'x' }, to: { node: 'log2', port: 'message' } },
{ id: 'e9', from: { node: 'ppos', port: 'worldX' }, to: { node: 'log3', port: 'message' } },
],
};
const ctx = fakeContext({ self: child, owner: parent, variables: {} });
new GraphInterpreter(graph).fire('OnStart', ctx);
expect(ctx.logs).toEqual(['105', '5', '100']);
});
});