Files
feuerwerk/tools/e2e/46-topbar.mjs
T
adminandClaude Opus 5.5 cf6043a066 Show a wheel step or Fit as a short zoom transition (#309)
The wheel and the Fit button used to jump to the new view. Now the
view takes a short way there, 200 ms by default, everywhere the editor
zooms. The zoom steps stay the same, only the change is shown.

- viewTween: tweenView is the way between two views as a pure
  function. The scale moves by equal ratios, and the world point that
  sits at the same place on screen in both views stays there. After a
  wheel step that is the point under the pointer.
- ViewTween drives it on the ticker. A surface hands it reading,
  writing and drawing its own view and wraps its wheel and Fit code in
  change(). A step during a transition starts from where that one was
  heading, so quick steps add up to exactly as many steps.
- Anything else that moves the view ends the transition. A pan jumps
  to the target first, and saving a view saves the target.
- Wired into FreeViewport (Scene, Container, animation preview),
  SheetCanvas (Texture, Curve, Pixel art, Vector art), GraphCanvas,
  panAndZoom (Tile board, plugin node board) and the timeline.
- Menu > General settings... sets the time in ms, 0 jumps at once. It
  is kept in this browser like the panel sizes, not in the project,
  and it is not an undo step.
- A document that opens still comes up framed at once. The animation
  preview frames a new subject itself instead of calling fit().
- The pixel art readout names the step the view is heading for.

Measured in the scene view at 200 ms on melektaus-atx, where every
frame of the transition is a full redraw:

- 500 sprites: redraw 6.7 ms, 16 frames, mean 18 ms
- 1000 sprites: redraw 13.0 ms, 9 frames, mean 27 ms
- 2000 sprites: redraw 32.2 ms, 5 frames, mean 58 ms

Tests:
- The harness sets 0 ms on every load, so the existing modules read
  the step and not the way.
- e2e 46i samples one wheel step at 1000 ms a frame later: zoom 1.033
  between 1 and 2, the point under the pointer kept at (134, -40). It
  lands on the view a 0 ms jump reaches.
- e2e 46 and 49 expect the new menu entry.
- Gate (atx): 234 files, 3563 tests, CHECK EXIT 0 (+15)
- e2e 46,49 (atx): ALL PASSED, 43 checks (+3, sum 1735)
- Three counter-checks fail view-tween.test.ts as expected. e2e 46i
  fails when the scene view does not carry its centre along.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 21:01:10 +02:00

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/**
* The top bar after its rework (#183): five icon buttons and no captions at all. What it used to
* spell out moved into the one menu – the project list into "Open project…", the project name and
* the start-scene switch into "Project settings…" next to the collision layers.
*
* Runs last, and on purpose: the project picker is opened here and left again with Cancel. Opening
* or deleting a project for real would pull the project out from under every step before this one.
*/
export async function topbar(t) {
const { check, json, has, shot, clickText, clickToolbar, typeText, press, sleep, waitUntil } = t;
await press('Escape');
// 46a. Nothing in the bar is written any more. The five words it used to carry are asked for as
// drawn text: the buttons are still there, only their captions are gone.
const captions = {
project: await has('Project'),
undo: await has('Undo'),
redo: await has('Redo'),
play: await has('Play'),
pause: await has('Pause'),
};
check(
'the top bar carries no captions any more – menu, undo, redo, play and pause are icons',
Object.values(captions).every((shown) => shown === false),
JSON.stringify(captions),
);
const buttons = await json('__gm.runButtons()');
check(
'in edit mode the run buttons offer play and nothing to pause',
buttons.play === 'play' &&
buttons.pause === 'pause' &&
buttons.playEnabled === true &&
buttons.pauseEnabled === false,
JSON.stringify(buttons),
);
// The pair is centred on the bar itself. The row cannot do that on its own: the spacers around
// the two buttons share the free space with the flexible notice and so get a third of it each,
// which used to leave the pair well left of the middle.
const play = await json('__gm.toolbarAt("play")');
const pause = await json('__gm.toolbarAt("pause")');
const barCentre = await json('window.innerWidth / 2');
check(
'play and pause sit on the middle of the bar, not on the middle of what is left over',
Math.abs((play.x + pause.x) / 2 - barCentre) <= 2,
JSON.stringify({ middle: (play.x + pause.x) / 2, barCentre }),
);
await shot('46-topbar');
// 46b. The one menu, with the separator between what opens a project and what changes the one
// that is open. Clearing the saved data is checked in 32.
await clickToolbar('menu');
const rows = await json('__gm.menuRows()');
const expected = [
'New project',
'Open project…',
null,
'Snapshots…',
'Release…',
'Project settings…',
'Clear saved data',
null,
'General settings…',
'Plugins',
];
check(
'the menu button opens new project, the project picker, the settings, clearing saves, the general settings and the plugins',
JSON.stringify(rows) === JSON.stringify(expected),
JSON.stringify(rows),
);
// 46c. The picker lists what the account owns, with the open project picked, and Cancel leaves
// that project exactly where it was.
await clickText('Open project…');
// The picker fetches the list before it can open, so it is waited for rather than read at once.
await waitUntil('__gm.projectPicker() !== null', { label: 'the project picker opened' });
const picker = await json('__gm.projectPicker()');
const projectId = await json('__gm.state.project.id');
const projectName = await json('__gm.state.project.name');
check(
'"Open project…" lists the projects with the open one picked',
picker !== null && picker.picked === projectId && picker.names.includes(projectName),
JSON.stringify({ picker, projectId, projectName }),
);
await clickText('Cancel');
check(
'Cancel closes the picker and leaves the project loaded',
(await json('__gm.projectPicker()')) === null && (await json('__gm.state.project.id')) === projectId,
JSON.stringify({ picker: await json('__gm.projectPicker()'), id: await json('__gm.state.project.id') }),
);
// 46d. The settings dialog holds the name, the start-scene switch and the collision layers of
// #152 – the three things the bar itself used to carry.
await clickToolbar('menu');
await clickText('Project settings…');
const settings = await json('__gm.projectSettings()');
const layers = await json('__gm.collisionLayers()');
check(
'"Project settings…" opens on the project as it stands',
settings?.name === projectName &&
(settings.playFrom === 'start' || settings.playFrom === 'active') &&
JSON.stringify(layers.dialog) === JSON.stringify(layers.project),
JSON.stringify({ settings, layers }),
);
// 46e. Renaming through it, and the icon buttons undoing and redoing it. The name is read off the
// project rather than written down here: CI seeds the same project under a different name.
const nameField = await t.locate(projectName);
await t.doubleClick(nameField.x, nameField.y);
await press('a', { ctrl: true });
await typeText('Renamed by 46');
await press('Enter');
await clickText('Apply');
await sleep(200);
check(
'Apply renames the project',
(await json('__gm.state.project.name')) === 'Renamed by 46',
await json('__gm.state.project.name'),
);
await clickToolbar('undo');
await sleep(200);
const undone = await json('__gm.state.project.name');
await clickToolbar('redo');
await sleep(200);
const redone = await json('__gm.state.project.name');
check(
'the undo and redo buttons of the bar walk the rename back and forth',
undone === projectName && redone === 'Renamed by 46',
JSON.stringify({ undone, redone, was: projectName }),
);
// Back to the name the rest of the world knows it by.
await clickToolbar('undo');
await sleep(200);
check(
'the project is handed back under its own name',
(await json('__gm.state.project.name')) === projectName,
await json('__gm.state.project.name'),
);
// 46h. The icon buttons say what they do (#209). The pointer has to rest for the sign to show; it
// names the step redo would take and the keys, and sits under its button, inside the window.
const tooltip = () => json('__gm.tooltip()');
const redoAt = await json('__gm.toolbarAt("redo")');
const redoLabel = await json('__gm.state.commands.redoLabel');
await t.mouse('mouseMoved', redoAt.x - 1, redoAt.y);
await t.mouse('mouseMoved', redoAt.x, redoAt.y);
const atOnce = await tooltip();
await waitUntil('__gm.tooltip() !== null', { label: 'the tooltip of the redo button' });
const redoTip = await tooltip();
const windowSize = await json('({ w: window.innerWidth, h: window.innerHeight })');
await shot('46h-tooltip');
check(
'resting on the redo button shows "Redo <step> (Ctrl+Y)" under it, after a wait and not at once',
atOnce === null &&
typeof redoLabel === 'string' &&
redoLabel.length > 0 &&
redoTip.text === `Redo ${redoLabel} (Ctrl+Y)` &&
redoTip.box.y >= redoTip.anchor.y + redoTip.anchor.h &&
redoTip.box.x === Math.round(redoTip.anchor.x) &&
redoTip.box.x + redoTip.box.w <= windowSize.w &&
(await has(redoTip.text)) === false,
JSON.stringify({ atOnce, redoLabel, redoTip }),
);
// Off the button it goes. The wheel takes it away as well, and the button stays quiet until the
// pointer has left it; a click does the same, here with the menu opening under it.
await t.mouse('mouseMoved', redoAt.x + 90, redoAt.y);
await sleep(100);
const afterLeaving = await tooltip();
const menuAt = await json('__gm.toolbarAt("menu")');
const restOnMenu = async () => {
await t.mouse('mouseMoved', menuAt.x - 1, menuAt.y);
await t.mouse('mouseMoved', menuAt.x, menuAt.y);
await waitUntil('__gm.tooltip() !== null', { label: 'the tooltip of the menu button' });
return tooltip();
};
const menuTip = await restOnMenu();
await t.wheel(menuAt.x, menuAt.y, 40);
const afterWheel = await tooltip();
await t.mouse('mouseMoved', menuAt.x + 1, menuAt.y);
await sleep(800);
const afterWaiting = await tooltip();
await t.mouse('mouseMoved', menuAt.x + 200, menuAt.y);
const again = await restOnMenu();
await clickToolbar('menu');
const afterClick = await tooltip();
const menuOpen = (await json('__gm.menuRows()')) !== null;
await press('Escape');
check(
'the tooltip goes when the pointer leaves, and the wheel or a click takes it away until the pointer comes back',
afterLeaving === null &&
menuTip.text === 'Menu' &&
afterWheel === null &&
afterWaiting === null &&
again.text === 'Menu' &&
afterClick === null &&
menuOpen === true,
JSON.stringify({ afterLeaving, menuTip, afterWheel, afterWaiting, again, afterClick, menuOpen }),
);
// At the right border the sign turns left: flush with the right edge of its button. The button
// nearest that border is the reset of an inspector row, which an override brings up.
const edgeObject = await json(`(() => {
const p = __gm.state.project;
const scene = __gm.state.activeScene;
const o = scene.objects.find((o) => p.assets.find((a) => a.id === o.assetId)?.type === 'sprite');
return o ? { scene: scene.id, id: o.id, overrides: o.overrides } : null;
})()`);
const setOverrides = (overrides) =>
t.mutate(
`__gm.state.activeScene.objects.find((o) => o.id === ${JSON.stringify(edgeObject.id)}).overrides = ${JSON.stringify(overrides)}`,
);
await setOverrides({ ...edgeObject.overrides, width: 77 });
await t.select({ kind: 'object', holderId: edgeObject.scene, objectId: edgeObject.id });
const resetAt = await t.findIcon('reset', false);
await t.mouse('mouseMoved', resetAt.x - 1, resetAt.y);
await t.mouse('mouseMoved', resetAt.x, resetAt.y);
await waitUntil('__gm.tooltip() !== null', { label: 'the tooltip of the reset button' });
const edgeTip = await tooltip();
await shot('46h-tooltip-edge');
check(
'a tooltip that would leave the window on the right turns left, and names the one thing its button does',
edgeTip.text === 'Reset to asset' &&
edgeTip.anchor.x + edgeTip.box.w > windowSize.w &&
edgeTip.box.x + edgeTip.box.w === Math.round(edgeTip.anchor.x + edgeTip.anchor.w) &&
edgeTip.box.x + edgeTip.box.w <= windowSize.w,
JSON.stringify({ edgeTip, windowSize }),
);
await t.mouse('mouseMoved', windowSize.w / 2, windowSize.h / 2);
await setOverrides(edgeObject.overrides);
await t.select(null);
// 46f. The symbol scale in the same dialog: 1 by default, typed down to 0.5, and every icon of the
// scene drawn at half its side (18 → 9 world units), undone in one step.
const iconSize = () =>
json(`(() => {
const p = __gm.state.project;
const scene = p.assets.find((a) => a.id === p.activeSceneId);
const id = (scene?.objects ?? []).map((o) => o.id).find((id) => __gm.sceneIcon(id)?.visible);
return id ? __gm.sceneIcon(id).size : null;
})()`);
await clickToolbar('menu');
await clickText('Project settings…');
const opened = await json('__gm.projectSettings()');
const field = await json('__gm.projectSettingsSymbolScaleAt()');
await t.click(field.x, field.y);
await press('a', { ctrl: true });
await typeText('0.5');
await press('Enter');
await clickText('Apply');
await sleep(200);
const scaled = { project: await json('__gm.state.project.symbolScale'), icon: await iconSize() };
await clickToolbar('undo');
await sleep(200);
const restored = { project: await json('__gm.state.project.symbolScale'), icon: await iconSize() };
check(
'the symbol scale starts at 1, Apply halves every scene icon, and undo gives the size back',
opened?.symbolScale === 1 &&
scaled.project === 0.5 &&
Math.abs(scaled.icon - 9) < 1e-9 &&
restored.project === 1 &&
Math.abs(restored.icon - 18) < 1e-9,
JSON.stringify({ opened, scaled, restored }),
);
// 46g. The eye in the scene tab's header: every placeable type with a switch for its symbol and its name, and a
// outline of a collider and of a tilemap's solid cells besides. Sprite, Text and Tilemap have no symbol, so that switch is
// greyed out. Real clicks flip the scene view, and the switches are saved but no undo step.
await json('(__gm.showTab("scene"), true)');
const firstOf = (type) =>
json(`(() => {
const p = __gm.state.project;
const scene = p.assets.find((a) => a.id === p.activeSceneId);
const o = (scene?.objects ?? []).find((o) => p.assets.find((a) => a.id === o.assetId)?.type === ${JSON.stringify(type)} && o.enabled !== false);
return o ? o.id : null;
})()`);
const ids = {
sprite: await firstOf('sprite'),
collider: 'vis-col-obj',
behavior: await firstOf('behavior'),
tilemap: 'vis-map-obj',
};
// A map of its own with one solid row, laid over the sprite so it is on screen: the seed has none.
// A collider of its own there too: in the full run the first one in the scene is a leftover of an
// earlier module, off screen, and its outline reads as hidden before any switch is touched.
await t.mutate(`
const scene = __gm.state.activeScene;
const assets = __gm.state.project.assets;
const at = scene.objects.find((o) => o.id === ${JSON.stringify(ids.sprite)}).position;
assets.push({ id: 'vis-wall', type: 'tile', name: 'Vis wall', props: { kind: 'none', solid: true }, pictures: [] });
assets.push({ id: 'vis-map', type: 'tilemap', name: 'Vis map', props: { columns: 3, rows: 1, tileSize: 32 },
layers: [{ id: 'vis-layer', name: 'Layer 1', cells: { '0,0': 'vis-wall', '1,0': 'vis-wall', '2,0': 'vis-wall' } }] });
const o = structuredClone(scene.objects[0]);
Object.assign(o, { id: 'vis-map-obj', assetId: 'vis-map', name: 'Vis map', position: { ...at },
parentId: '', overrides: {}, instanceEdits: {} });
scene.objects.push(o);
assets.push({ id: 'vis-col', type: 'collider', name: 'Vis collider',
props: { shape: 'box', width: 40, height: 40, radius: 20, isTrigger: false } });
scene.objects.push(Object.assign(structuredClone(o), { id: 'vis-col-obj', assetId: 'vis-col', name: 'Vis collider' }));
__gm.state.select(null)`);
const undoBefore = await json('__gm.state.commands.canUndo');
await t.showTab('scene');
const eye = await json(`__gm.sceneHeaderAt('visibility')`);
await t.click(eye.x, eye.y);
const popup = await json('__gm.visibilityPopup()');
const entry = (list, type, part) => list?.find((e) => e.type === type && e.part === part);
const types = [...new Set((popup ?? []).map((e) => e.type))];
check(
'the eye lists every placeable type, Symbol greyed out where there is none and Shape on collider, tilemap and clip area',
JSON.stringify(types) ===
JSON.stringify([
'behavior',
'camera',
'clip',
'collider',
'container',
'joint',
'particles',
'rigidbody',
'sprite',
'text',
'tilemap',
]) &&
entry(popup, 'sprite', 'symbol')?.enabled === false &&
entry(popup, 'tilemap', 'label')?.enabled === true &&
entry(popup, 'sprite', 'label')?.on === false &&
entry(popup, 'collider', 'shape')?.on === true &&
entry(popup, 'tilemap', 'shape')?.on === true &&
entry(popup, 'clip', 'shape')?.on === true &&
popup.filter((e) => e.part === 'shape').length === 3,
JSON.stringify(popup),
);
const flip = async (type, part) => {
const at = entry(await json('__gm.visibilityPopup()'), type, part);
await t.click(at.x, at.y);
await sleep(150);
};
const labelIds = async () => (await json('__gm.sceneLabels()')).map((l) => l.id);
const mapLooks = async () => ({
solids: (await json(`__gm.tilemap.solids(${JSON.stringify(ids.tilemap)})`))?.visible ?? null,
drawn: (await json(`__gm.tilemap.info(${JSON.stringify(ids.tilemap)})`)) !== null,
});
const before = {
shape: await json(`__gm.sceneShape(${JSON.stringify(ids.collider)})`),
labels: await labelIds(),
icon: (await json(`__gm.sceneIcon(${JSON.stringify(ids.behavior)})`))?.visible,
map: await mapLooks(),
};
await flip('collider', 'shape');
await flip('tilemap', 'shape');
await flip('behavior', 'label');
await flip('behavior', 'symbol');
await flip('sprite', 'label');
const after = {
shape: await json(`__gm.sceneShape(${JSON.stringify(ids.collider)})`),
labels: await labelIds(),
icon: (await json(`__gm.sceneIcon(${JSON.stringify(ids.behavior)})`))?.visible,
popup: await json('__gm.visibilityPopup()'),
saved: await json('__gm.state.project.sceneVisibility'),
map: await mapLooks(),
};
await shot('46g-visibility');
check(
"a tilemap's Shape hides the outline of its solid cells and leaves the map itself drawn",
before.map.solids === true &&
before.map.drawn === true &&
after.map.solids === false &&
after.map.drawn === true &&
after.saved.tilemap.shape === false,
JSON.stringify({ before: before.map, after: after.map }),
);
check(
'switching hides the collider outline and the behavior icon and name, and puts the sprite name on',
before.shape?.visible === true &&
after.shape?.visible === false &&
after.shape?.clickable === false &&
before.icon === true &&
after.icon === false &&
before.labels.includes(ids.behavior) &&
!after.labels.includes(ids.behavior) &&
!before.labels.includes(ids.sprite) &&
after.labels.includes(ids.sprite) &&
entry(after.popup, 'collider', 'shape')?.on === false,
JSON.stringify({ ids, before, after: { ...after, popup: undefined } }),
);
check(
'the switches go into the project and not onto the undo stack',
after.saved.collider.shape === false &&
after.saved.behavior.label === false &&
after.saved.sprite.label === true &&
(await json('__gm.state.commands.canUndo')) === undoBefore,
JSON.stringify({ saved: after.saved, undoBefore }),
);
// Handed back as found, for whatever runs after this.
await flip('collider', 'shape');
await flip('tilemap', 'shape');
await flip('behavior', 'label');
await flip('behavior', 'symbol');
await flip('sprite', 'label');
await press('Escape');
await t.mutate(`
const scene = __gm.state.activeScene;
scene.objects = scene.objects.filter((o) => o.id !== 'vis-map-obj' && o.id !== 'vis-col-obj');
const assets = __gm.state.project.assets;
for (const id of ['vis-map', 'vis-wall', 'vis-col']) assets.splice(assets.findIndex((a) => a.id === id), 1)`);
await t.saved();
// 46i. "General settings…" (#309): the zoom transition in ms, kept in this browser. The harness
// sets 0 on load. At 1000 ms one wheel step in the scene view is sampled on its way – the zoom
// between the two steps, the world point under the pointer still under it – and it lands on
// the very view a jump of 0 ms reaches.
await clickToolbar('menu');
await clickText('General settings…');
const general = await json('__gm.generalSettingsDialog()');
const msField = await json('__gm.generalSettingsZoomAt()');
await t.click(msField.x, msField.y);
await press('a', { ctrl: true });
await typeText('1000');
await press('Enter');
await clickText('Apply');
await sleep(100);
const kept = {
dialog: await json('__gm.generalSettingsDialog()'),
ms: await json('__gm.zoomTransition()'),
stored: await json(`JSON.parse(localStorage.getItem('game-maker.general-settings') ?? 'null')`),
};
check(
'"General settings…" opens on the kept transition, and Apply keeps the one typed in the browser',
general?.zoomTransitionMs === 0 &&
kept.dialog === null &&
kept.ms === 1000 &&
kept.stored?.zoomTransitionMs === 1000,
JSON.stringify({ general, kept }),
);
await t.showTab('scene');
const rect = await json('__gm.viewportRect()');
const at = { x: Math.round(rect.x + rect.w * 0.7), y: Math.round(rect.y + rect.h * 0.4) };
const viewNow = async () => ({
...(await json('__gm.sceneView()')),
world: await json(`__gm.sceneWorldAt(${at.x}, ${at.y})`),
});
await t.evaluate('__gm.zoomTransition(0)');
const start = await viewNow();
await t.wheel(at.x, at.y, -100);
const jumped = await viewNow();
await t.wheel(at.x, at.y, 100);
const back = await viewNow();
await t.evaluate('__gm.zoomTransition(1000)');
await t.mouse('mouseMoved', at.x, at.y);
await t.mouse('mouseWheel', at.x, at.y, 'none', { deltaX: 0, deltaY: -100 });
await t.settle(2);
const midway = await viewNow();
await waitUntil('!__gm.sceneView().moving', { label: 'the zoom transition ended' });
const landed = await viewNow();
const samePoint = (a, b) => Math.abs(a.x - b.x) < 1e-6 && Math.abs(a.y - b.y) < 1e-6;
check(
'a frame after the wheel the scene view is on its way: zoom between the steps, the point under the pointer kept',
back.zoom === start.zoom &&
jumped.zoom > start.zoom &&
midway.moving === true &&
midway.zoom > start.zoom &&
midway.zoom < jumped.zoom &&
samePoint(midway.world, start.world),
JSON.stringify({ start, jumped, back, midway }),
);
check(
'the transition lands on the view a jump reaches: the same step and the same centre',
landed.moving === false &&
landed.zoom === jumped.zoom &&
samePoint(landed, jumped) &&
samePoint(landed.world, start.world),
JSON.stringify({ jumped, landed }),
);
// Handed back as found: no transition for the steps after this one, and the zoom it had.
await t.evaluate('__gm.zoomTransition(0)');
await t.wheel(at.x, at.y, 100);
}