game-maker / suite (push) Successful in 7m49s
The ninth tab (Shader) pushed the row past the centre column: List
ended at 962 while the column ended at 925, so the last buttons sat
under the inspector and clickText('Container') hit the List tab
instead (CI runs 5 and 6, module 16). Tab buttons now use padding 4
via a new Button padding option; e2e step 14b guards the row width
using the widget box rather than getBounds(), which sees only the
label on an untoggled ghost button.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
108 lines
4.2 KiB
JavaScript
108 lines
4.2 KiB
JavaScript
/**
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* Labels must be shortened to fit their control, not written past it. Runs last because it renames
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* assets to absurd lengths to provoke the case.
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*/
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/** A name far wider than any 200 px picker, so a control that does not truncate must spill. */
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const LONG_NAME = 'Player movement with jumping and coyote time';
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export async function overflow(t) {
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const { check, sleep, json, evaluate, shot, mutate } = t;
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const pickerWidths = async () => {
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const out = {};
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for (const tab of ['graph', 'texture', 'container']) {
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await evaluate(`__gm.showTab(${JSON.stringify(tab)})`);
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await sleep(300);
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out[tab] = await json(`__gm.${tab}.pickerWidth()`);
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}
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return out;
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};
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const before = await pickerWidths();
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await mutate(`
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for (const asset of __gm.state.project.assets) {
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if (asset.type === 'behavior' || asset.type === 'texture' || asset.type === 'container')
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asset.name = ${JSON.stringify(LONG_NAME)};
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}
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__gm.state.select(null)`);
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await sleep(600);
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// 14a. The pickers keep the width they were given instead of growing with the name they show.
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const after = await pickerWidths();
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for (const tab of ['graph', 'texture', 'container']) {
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check(
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`the ${tab} picker keeps its width when the name gets long`,
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before[tab] === 200 && after[tab] === 200,
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`before ${before[tab]}, after ${after[tab]}`,
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);
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}
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// 14b. The tab row itself: a button past the centre column's edge sits under the inspector, and
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// a click on it lands there (nine tabs on a 90 px floor did exactly that at 1280 px wide).
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await evaluate("__gm.showTab('scene')");
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await sleep(300);
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const column = await json('__gm.viewportRect()');
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const tabs = await json('__gm.tabBounds()');
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const spilled = Object.entries(tabs).filter(([, b]) => b.right > column.x + column.w);
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check(
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'every tab button ends inside the centre column',
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spilled.length === 0,
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JSON.stringify({ spilled, columnRight: column.x + column.w }),
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);
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// 14c. Every tab, because each one owns a different set of controls.
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for (const tab of ['scene', 'graph', 'texture', 'game', 'container', 'list']) {
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await evaluate(`__gm.showTab(${JSON.stringify(tab)})`);
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await sleep(400);
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const spills = await json('__gm.textOverflows()');
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check(
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`no label is drawn past its control in the ${tab} tab`,
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spills.length === 0,
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JSON.stringify(spills),
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);
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}
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// 14d. Shortened, not simply dropped: the value must still be readable and marked as cut.
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await evaluate("__gm.showTab('graph')");
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await sleep(400);
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const shown = (await json('__gm.textOverflows(true)')).find((e) => e.text.startsWith('Player movement'));
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check(
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'a value too wide for its dropdown is cut with an ellipsis',
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Boolean(shown) && shown.text.endsWith('…') && shown.text.length > 8,
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JSON.stringify(shown),
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);
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await shot('36-long-labels');
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// 14e. An inspector full of dropdowns – the parent row and the enum fields – with a selection
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// whose asset name is now overlong too.
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await evaluate("__gm.showTab('scene')");
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await sleep(300);
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await evaluate("__gm.state.select({ kind: 'object', objectId: 'otex' })");
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await sleep(500);
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const inspector = await json('__gm.textOverflows()');
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check('no label spills in the inspector', inspector.length === 0, JSON.stringify(inspector));
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// 14f. The other direction: a control narrow enough to swallow its whole label draws nothing
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// at all, which the overflow walk cannot see – an empty text spills over no edge.
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for (const tab of ['scene', 'graph', 'texture', 'container', 'list']) {
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await evaluate(`__gm.showTab(${JSON.stringify(tab)})`);
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await sleep(400);
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const dropped = await json('__gm.labelsDropped()');
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check(
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`no button is left without its label in the ${tab} tab`,
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dropped.length === 0,
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JSON.stringify(dropped),
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);
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}
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// The narrowest buttons in the editor sit on a behaviour's variable rows.
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await evaluate("__gm.state.select({ kind: 'asset', assetId: 'mover' })");
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await sleep(400);
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const onVariables = await json('__gm.labelsDropped()');
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check(
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'the variable rows keep their buttons labelled',
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onVariables.length === 0,
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JSON.stringify(onVariables),
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);
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}
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