An inspector label whose value deviates from its base was drawn bold, which is easy to miss next to the regular labels and says nothing in the hierarchy, where a folded subtree could hide a change entirely. The colour now lives as a theme token (`override`, #f2c84b) used by both the inspector labels and the hierarchy rows. Whether a row deviates is decided by `src/core/properties/deviation.ts`: `objectDeviates` compares an object against what it follows -- the container template for content, the asset otherwise -- and `deviationMarks` carries the mark up to every ancestor, so a folded subtree still shows that something inside was changed. `deviationMarks` takes the stored holder, not the resolved one: in the resolved view container content looks like an ordinary object and `instanceTargetOf` would compare against the asset, marking every instance. Covered by 3 unit tests and 5 e2e checks, including one that strips an object's own overrides to prove the row stays gold for a deviating child and restores them byte for byte. Full suite remote on the RTX 4070: 275 checks, all passed.
124 lines
4.9 KiB
JavaScript
124 lines
4.9 KiB
JavaScript
/**
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* Selecting, renaming and scrubbing in the inspector, dragging in the viewport, autosave to
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* the server, and undo/redo of all of it.
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*/
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export async function inspector(t) {
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const {
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check,
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sleep,
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json,
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locate,
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shot,
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click,
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clickText,
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drag,
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press,
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typeText,
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mutate,
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undo,
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redo,
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state,
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object,
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api,
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sceneOf,
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projectId,
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} = t;
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// 1. Select the blue crate in the hierarchy.
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await clickText('Blue crate');
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let s = await state();
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check(
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'hierarchy click selects object',
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s.selection?.kind === 'object' && s.selection.objectId === 'o2',
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JSON.stringify(s.selection),
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);
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await shot('02-object-selected');
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// 1b. Deviations are shown in gold – on the inspector label and on the hierarchy row. The blue
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// crate overrides width and color, the camera and the red crate's subtree nothing.
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const GOLD = '#f2c84b';
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const PLAIN = '#e6e8ee';
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const rowColor = (id) => json(`__gm.hierarchyRowColor('${id}')`);
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check('an overridden object is marked gold in the hierarchy', (await rowColor('o2')) === GOLD);
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check('an untouched object is not', (await rowColor('o3')) === PLAIN, await rowColor('o3'));
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check('nor is a parent whose subtree is untouched', (await rowColor('o1')) === PLAIN);
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check(
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'the overridden field is gold, an inherited one is not',
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(await json(`__gm.textColor('Width')`)) === GOLD &&
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(await json(`__gm.textColor('Height')`)) === '#8a90a0',
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JSON.stringify(await json(`[__gm.textColor('Width'), __gm.textColor('Height')]`)),
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);
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// The mark also travels up: with the crate's own overrides taken away the row must stay gold
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// for the sake of its collider child, which keeps one. Put back right after, byte for byte.
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await mutate(`__gm.state.activeScene.objects.find(o => o.id === 'o2').overrides = {}`);
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check('a parent carries the mark of a deviating child', (await rowColor('o2')) === GOLD);
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await mutate(
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`__gm.state.activeScene.objects.find(o => o.id === 'o2').overrides = { width: 140, color: 0x4488ff }`,
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);
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// 2. Rename via inspector: the name field sits right of the "Name" label.
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const nameLabel = await locate('Name');
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await click(nameLabel.x + 160, nameLabel.y);
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await press('a', { ctrl: true });
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await typeText('Renamed crate');
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await shot('03-typing');
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await press('Enter');
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await sleep(200);
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check(
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'typing + Enter renamed the object',
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(await object('o2')).name === 'Renamed crate',
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JSON.stringify((await object('o2')).name),
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);
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await shot('04-renamed');
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// 3. Scrub the X field (right of the "X" label) by 100 px.
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const xLabel = await locate('X');
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await drag(xLabel.x + 160, xLabel.y, xLabel.x + 260, xLabel.y);
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const xNow = (await object('o2')).position.x;
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check('scrubbing X moved the object', xNow > 120, `x=${xNow}`);
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await shot('05-scrubbed');
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// 3b. Type into X, then click straight into the empty viewport: the typed value must be
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// committed (not reverted) even though the click deselects and rebuilds the inspector.
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const center = await json('__gm.viewportCenter()');
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await click(xLabel.x + 160, xLabel.y); // plain click → text editing with everything selected
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await typeText('300');
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await click(center.x, center.y + 250);
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const xTyped = (await object('o2')).position.x;
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s = await state();
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check(
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'typed X survives clicking into the viewport',
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xTyped === 300 && s.selection === null,
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`x=${xTyped} selection=${JSON.stringify(s.selection)}`,
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);
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// 4. Drag the red crate in the viewport. It is at world (-150,0); the view is centred
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// on the origin, so compute its screen position from the viewport centre.
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await drag(center.x - 150, center.y, center.x - 50, center.y - 70);
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const o1Now = (await object('o1')).position;
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check('viewport drag moved the red crate', o1Now.x > -150, JSON.stringify(o1Now));
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await shot('06-dragged');
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// 5. Autosave → server.
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await sleep(1800);
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const saved = await api(`projects/${projectId}`);
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const renamed = sceneOf(saved).objects.find((o) => o.id === 'o2');
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check('rename persisted', renamed.name === 'Renamed crate', renamed.name);
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check('scrub persisted', renamed.position.x > 120, JSON.stringify(renamed.position));
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check('override kept', renamed.overrides.color === 4491519, JSON.stringify(renamed.overrides));
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check('save status is saved', (await state()).save === 'saved');
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// 6. Undo four times (drag, typed X, scrub, rename) with Ctrl+Z, then redo once.
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await click(center.x, center.y + 200); // click empty viewport → deselect, drop focus
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for (let i = 0; i < 4; i++) await undo();
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const afterUndo = (await t.objects()).map((o) => ({ id: o.id, name: o.name, x: o.position.x }));
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check(
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'undo reverted drag, typed X, scrub and rename',
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afterUndo[0].x === -150 && afterUndo[1].x === 120 && afterUndo[1].name === 'Blue crate',
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JSON.stringify(afterUndo),
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);
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await redo();
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check('redo restored the rename', (await object('o2')).name === 'Renamed crate');
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await shot('07-undo-redo');
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}
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