The top bar, the magnet, the eye and many marks of the inspector are
pictures without a caption. Whoever did not know one could only try
it. The toolkit had no hint on hover, which also forced the point
menu of #195 to be words. The answers in the issue settle the open
points: a cut tab name shows in full, shortcuts are part of the
text, the point menu stays as it is.
- Button takes a tooltip, a text or a function asked each time. It
shows on a small sign once the pointer has rested for half a
second.
- There is one sign for the page, a TooltipLayer on the overlay
above the menus. A control reports each pointer move and the
pointer leaving, the layer does the waiting.
- A press, a key, the wheel or a blur of the window takes the sign
away. initUI listens for them on the window.
- placeTooltip in ui/tooltip.ts is the rule for the place as a pure
function: under the control and flush left, flush right at the
right border, above the control at the bottom.
- toolbarTip says what the five buttons of the top bar do right now.
Undo and redo name their step from CommandStack.undoLabel and
redoLabel, as in "Undo Paint tiles (Ctrl+Z)".
- A SortableList reports its own marks with a key per mark: the eye,
the duplicate mark, the cross and the plus.
- The magnet, both fullscreen buttons, the eye of the scene tab, the
overflow of the tab strip, the plus of the assets panel, the marks
of the inspector rows and the nine anchors of the resize dialog
carry a text.
Decided here:
- Every button whose text is cut short shows the whole text, not
only a tab.
- A row action of the inspector names the one thing a click does. A
button that opens a menu says only Reset, Apply or Size from the
picture.
- A button just clicked stays quiet until the pointer has left it.
- A greyed out button shows no sign.
- The switches of the eye popup, the cross of a document tab and the
tools of pixel art have none. The tools carry words, other than
the issue assumes.
- The marks of a list say Show or Hide, Duplicate, Remove and Add,
whatever the list holds.
Found on the way:
- Signing out empties the overlay and would have destroyed a sign on
screen with it. The editor takes the tooltip away first. This has
no test of its own.
- The text hooks locate and has skip the sign, or it would answer
for the button under it.
Tests:
- Gate on melektaus-atx: 210 files, 3209 tests (3176 + 33), exit 0
- e2e 46 on melektaus-atx: 20 checks, all pass
- e2e 1-14 on melektaus-atx: 508 checks, all pass
- e2e 1-9,14,39,40,44-48: 685 pass, 2 fail, both in module 14. It
measures tabs that modules 10 to 13 open, and the chain 1-14 is
green. The cut chain was not run on the state before.
- No full run and no smokes. The sum of 1667 (1664 + 3) is reckoned,
1664 is what CI counted for 3452899.
- 33 unit tests in tests/ui/tooltip.test.ts
- Three e2e checks in block 46h of module 46: the redo button after
the wait, taking the sign away, turning at the right border
- 50 unit counter-probes and four browser counter-probes all fail
their tests. Three of the unit ones did not at first and got
sharper tests.
- Not checked in the browser: the sign of a cut tab, the marks of
the lists, turning upwards at the bottom, each other button alone
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
404 lines
18 KiB
JavaScript
404 lines
18 KiB
JavaScript
/**
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* The top bar after its rework (#183): five icon buttons and no captions at all. What it used to
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* spell out moved into the one menu – the project list into "Open project…", the project name and
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* the start-scene switch into "Project settings…" next to the collision layers.
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*
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* Runs last, and on purpose: the project picker is opened here and left again with Cancel. Opening
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* or deleting a project for real would pull the project out from under every step before this one.
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*/
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export async function topbar(t) {
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const { check, json, has, shot, clickText, clickToolbar, typeText, press, sleep, waitUntil } = t;
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await press('Escape');
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// 46a. Nothing in the bar is written any more. The five words it used to carry are asked for as
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// drawn text: the buttons are still there, only their captions are gone.
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const captions = {
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project: await has('Project'),
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undo: await has('Undo'),
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redo: await has('Redo'),
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play: await has('Play'),
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pause: await has('Pause'),
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};
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check(
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'the top bar carries no captions any more – menu, undo, redo, play and pause are icons',
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Object.values(captions).every((shown) => shown === false),
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JSON.stringify(captions),
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);
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const buttons = await json('__gm.runButtons()');
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check(
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'in edit mode the run buttons offer play and nothing to pause',
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buttons.play === 'play' &&
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buttons.pause === 'pause' &&
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buttons.playEnabled === true &&
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buttons.pauseEnabled === false,
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JSON.stringify(buttons),
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);
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// The pair is centred on the bar itself. The row cannot do that on its own: the spacers around
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// the two buttons share the free space with the flexible notice and so get a third of it each,
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// which used to leave the pair well left of the middle.
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const play = await json('__gm.toolbarAt("play")');
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const pause = await json('__gm.toolbarAt("pause")');
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const barCentre = await json('window.innerWidth / 2');
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check(
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'play and pause sit on the middle of the bar, not on the middle of what is left over',
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Math.abs((play.x + pause.x) / 2 - barCentre) <= 2,
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JSON.stringify({ middle: (play.x + pause.x) / 2, barCentre }),
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);
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await shot('46-topbar');
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// 46b. The one menu, with the separator between what opens a project and what changes the one
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// that is open. Clearing the saved data is checked in 32.
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await clickToolbar('menu');
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const rows = await json('__gm.menuRows()');
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const expected = [
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'New project',
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'Open project…',
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null,
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'Snapshots…',
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'Release…',
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'Project settings…',
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'Clear saved data',
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null,
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'Plugins',
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];
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check(
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'the menu button opens new project, the project picker, the settings, clearing saves and the plugins',
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JSON.stringify(rows) === JSON.stringify(expected),
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JSON.stringify(rows),
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);
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// 46c. The picker lists what the account owns, with the open project picked, and Cancel leaves
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// that project exactly where it was.
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await clickText('Open project…');
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// The picker fetches the list before it can open, so it is waited for rather than read at once.
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await waitUntil('__gm.projectPicker() !== null', { label: 'the project picker opened' });
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const picker = await json('__gm.projectPicker()');
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const projectId = await json('__gm.state.project.id');
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const projectName = await json('__gm.state.project.name');
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check(
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'"Open project…" lists the projects with the open one picked',
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picker !== null && picker.picked === projectId && picker.names.includes(projectName),
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JSON.stringify({ picker, projectId, projectName }),
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);
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await clickText('Cancel');
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check(
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'Cancel closes the picker and leaves the project loaded',
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(await json('__gm.projectPicker()')) === null && (await json('__gm.state.project.id')) === projectId,
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JSON.stringify({ picker: await json('__gm.projectPicker()'), id: await json('__gm.state.project.id') }),
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);
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// 46d. The settings dialog holds the name, the start-scene switch and the collision layers of
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// #152 – the three things the bar itself used to carry.
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await clickToolbar('menu');
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await clickText('Project settings…');
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const settings = await json('__gm.projectSettings()');
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const layers = await json('__gm.collisionLayers()');
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check(
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'"Project settings…" opens on the project as it stands',
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settings?.name === projectName &&
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(settings.playFrom === 'start' || settings.playFrom === 'active') &&
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JSON.stringify(layers.dialog) === JSON.stringify(layers.project),
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JSON.stringify({ settings, layers }),
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);
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// 46e. Renaming through it, and the icon buttons undoing and redoing it. The name is read off the
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// project rather than written down here: CI seeds the same project under a different name.
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const nameField = await t.locate(projectName);
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await t.doubleClick(nameField.x, nameField.y);
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await press('a', { ctrl: true });
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await typeText('Renamed by 46');
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await press('Enter');
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await clickText('Apply');
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await sleep(200);
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check(
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'Apply renames the project',
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(await json('__gm.state.project.name')) === 'Renamed by 46',
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await json('__gm.state.project.name'),
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);
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await clickToolbar('undo');
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await sleep(200);
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const undone = await json('__gm.state.project.name');
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await clickToolbar('redo');
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await sleep(200);
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const redone = await json('__gm.state.project.name');
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check(
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'the undo and redo buttons of the bar walk the rename back and forth',
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undone === projectName && redone === 'Renamed by 46',
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JSON.stringify({ undone, redone, was: projectName }),
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);
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// Back to the name the rest of the world knows it by.
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await clickToolbar('undo');
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await sleep(200);
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check(
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'the project is handed back under its own name',
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(await json('__gm.state.project.name')) === projectName,
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await json('__gm.state.project.name'),
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);
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// 46h. The icon buttons say what they do (#209). The pointer has to rest for the sign to show; it
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// names the step redo would take and the keys, and sits under its button, inside the window.
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const tooltip = () => json('__gm.tooltip()');
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const redoAt = await json('__gm.toolbarAt("redo")');
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const redoLabel = await json('__gm.state.commands.redoLabel');
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await t.mouse('mouseMoved', redoAt.x - 1, redoAt.y);
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await t.mouse('mouseMoved', redoAt.x, redoAt.y);
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const atOnce = await tooltip();
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await waitUntil('__gm.tooltip() !== null', { label: 'the tooltip of the redo button' });
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const redoTip = await tooltip();
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const windowSize = await json('({ w: window.innerWidth, h: window.innerHeight })');
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await shot('46h-tooltip');
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check(
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'resting on the redo button shows "Redo <step> (Ctrl+Y)" under it, after a wait and not at once',
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atOnce === null &&
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typeof redoLabel === 'string' &&
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redoLabel.length > 0 &&
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redoTip.text === `Redo ${redoLabel} (Ctrl+Y)` &&
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redoTip.box.y >= redoTip.anchor.y + redoTip.anchor.h &&
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redoTip.box.x === Math.round(redoTip.anchor.x) &&
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redoTip.box.x + redoTip.box.w <= windowSize.w &&
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(await has(redoTip.text)) === false,
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JSON.stringify({ atOnce, redoLabel, redoTip }),
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);
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// Off the button it goes. The wheel takes it away as well, and the button stays quiet until the
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// pointer has left it; a click does the same, here with the menu opening under it.
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await t.mouse('mouseMoved', redoAt.x + 90, redoAt.y);
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await sleep(100);
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const afterLeaving = await tooltip();
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const menuAt = await json('__gm.toolbarAt("menu")');
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const restOnMenu = async () => {
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await t.mouse('mouseMoved', menuAt.x - 1, menuAt.y);
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await t.mouse('mouseMoved', menuAt.x, menuAt.y);
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await waitUntil('__gm.tooltip() !== null', { label: 'the tooltip of the menu button' });
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return tooltip();
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};
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const menuTip = await restOnMenu();
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await t.wheel(menuAt.x, menuAt.y, 40);
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const afterWheel = await tooltip();
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await t.mouse('mouseMoved', menuAt.x + 1, menuAt.y);
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await sleep(800);
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const afterWaiting = await tooltip();
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await t.mouse('mouseMoved', menuAt.x + 200, menuAt.y);
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const again = await restOnMenu();
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await clickToolbar('menu');
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const afterClick = await tooltip();
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const menuOpen = (await json('__gm.menuRows()')) !== null;
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await press('Escape');
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check(
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'the tooltip goes when the pointer leaves, and the wheel or a click takes it away until the pointer comes back',
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afterLeaving === null &&
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menuTip.text === 'Menu' &&
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afterWheel === null &&
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afterWaiting === null &&
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again.text === 'Menu' &&
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afterClick === null &&
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menuOpen === true,
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JSON.stringify({ afterLeaving, menuTip, afterWheel, afterWaiting, again, afterClick, menuOpen }),
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);
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// At the right border the sign turns left: flush with the right edge of its button. The button
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// nearest that border is the reset of an inspector row, which an override brings up.
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const edgeObject = await json(`(() => {
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const p = __gm.state.project;
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const scene = __gm.state.activeScene;
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const o = scene.objects.find((o) => p.assets.find((a) => a.id === o.assetId)?.type === 'sprite');
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return o ? { scene: scene.id, id: o.id, overrides: o.overrides } : null;
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})()`);
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const setOverrides = (overrides) =>
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t.mutate(
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`__gm.state.activeScene.objects.find((o) => o.id === ${JSON.stringify(edgeObject.id)}).overrides = ${JSON.stringify(overrides)}`,
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);
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await setOverrides({ ...edgeObject.overrides, width: 77 });
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await t.select({ kind: 'object', holderId: edgeObject.scene, objectId: edgeObject.id });
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const resetAt = await t.findIcon('reset', false);
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await t.mouse('mouseMoved', resetAt.x - 1, resetAt.y);
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await t.mouse('mouseMoved', resetAt.x, resetAt.y);
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await waitUntil('__gm.tooltip() !== null', { label: 'the tooltip of the reset button' });
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const edgeTip = await tooltip();
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await shot('46h-tooltip-edge');
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check(
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'a tooltip that would leave the window on the right turns left, and names the one thing its button does',
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edgeTip.text === 'Reset to asset' &&
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edgeTip.anchor.x + edgeTip.box.w > windowSize.w &&
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edgeTip.box.x + edgeTip.box.w === Math.round(edgeTip.anchor.x + edgeTip.anchor.w) &&
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edgeTip.box.x + edgeTip.box.w <= windowSize.w,
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JSON.stringify({ edgeTip, windowSize }),
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);
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await t.mouse('mouseMoved', windowSize.w / 2, windowSize.h / 2);
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await setOverrides(edgeObject.overrides);
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await t.select(null);
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// 46f. The symbol scale in the same dialog: 1 by default, typed down to 0.5, and every icon of the
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// scene drawn at half its side (18 → 9 world units), undone in one step.
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const iconSize = () =>
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json(`(() => {
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const p = __gm.state.project;
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const scene = p.assets.find((a) => a.id === p.activeSceneId);
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const id = (scene?.objects ?? []).map((o) => o.id).find((id) => __gm.sceneIcon(id)?.visible);
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return id ? __gm.sceneIcon(id).size : null;
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})()`);
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await clickToolbar('menu');
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await clickText('Project settings…');
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const opened = await json('__gm.projectSettings()');
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const field = await json('__gm.projectSettingsSymbolScaleAt()');
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await t.click(field.x, field.y);
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await press('a', { ctrl: true });
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await typeText('0.5');
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await press('Enter');
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await clickText('Apply');
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await sleep(200);
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const scaled = { project: await json('__gm.state.project.symbolScale'), icon: await iconSize() };
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await clickToolbar('undo');
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await sleep(200);
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const restored = { project: await json('__gm.state.project.symbolScale'), icon: await iconSize() };
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check(
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'the symbol scale starts at 1, Apply halves every scene icon, and undo gives the size back',
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opened?.symbolScale === 1 &&
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scaled.project === 0.5 &&
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Math.abs(scaled.icon - 9) < 1e-9 &&
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restored.project === 1 &&
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Math.abs(restored.icon - 18) < 1e-9,
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JSON.stringify({ opened, scaled, restored }),
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);
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// 46g. The eye in the scene tab's header: every placeable type with a switch for its symbol and its name, and a
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// outline of a collider and of a tilemap's solid cells besides. Sprite, Text and Tilemap have no symbol, so that switch is
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// greyed out. Real clicks flip the scene view, and the switches are saved but no undo step.
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await json('(__gm.showTab("scene"), true)');
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const firstOf = (type) =>
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json(`(() => {
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const p = __gm.state.project;
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const scene = p.assets.find((a) => a.id === p.activeSceneId);
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const o = (scene?.objects ?? []).find((o) => p.assets.find((a) => a.id === o.assetId)?.type === ${JSON.stringify(type)} && o.enabled !== false);
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return o ? o.id : null;
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})()`);
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const ids = {
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sprite: await firstOf('sprite'),
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collider: 'vis-col-obj',
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behavior: await firstOf('behavior'),
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tilemap: 'vis-map-obj',
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};
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// A map of its own with one solid row, laid over the sprite so it is on screen: the seed has none.
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// A collider of its own there too: in the full run the first one in the scene is a leftover of an
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// earlier module, off screen, and its outline reads as hidden before any switch is touched.
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await t.mutate(`
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const scene = __gm.state.activeScene;
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const assets = __gm.state.project.assets;
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const at = scene.objects.find((o) => o.id === ${JSON.stringify(ids.sprite)}).position;
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assets.push({ id: 'vis-wall', type: 'tile', name: 'Vis wall', props: { kind: 'none', solid: true }, pictures: [] });
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assets.push({ id: 'vis-map', type: 'tilemap', name: 'Vis map', props: { columns: 3, rows: 1, tileSize: 32 },
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layers: [{ id: 'vis-layer', name: 'Layer 1', cells: { '0,0': 'vis-wall', '1,0': 'vis-wall', '2,0': 'vis-wall' } }] });
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const o = structuredClone(scene.objects[0]);
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Object.assign(o, { id: 'vis-map-obj', assetId: 'vis-map', name: 'Vis map', position: { ...at },
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parentId: '', overrides: {}, instanceEdits: {} });
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scene.objects.push(o);
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assets.push({ id: 'vis-col', type: 'collider', name: 'Vis collider',
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props: { shape: 'box', width: 40, height: 40, radius: 20, isTrigger: false } });
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scene.objects.push(Object.assign(structuredClone(o), { id: 'vis-col-obj', assetId: 'vis-col', name: 'Vis collider' }));
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__gm.state.select(null)`);
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const undoBefore = await json('__gm.state.commands.canUndo');
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await t.showTab('scene');
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const eye = await json(`__gm.sceneHeaderAt('visibility')`);
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await t.click(eye.x, eye.y);
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const popup = await json('__gm.visibilityPopup()');
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const entry = (list, type, part) => list?.find((e) => e.type === type && e.part === part);
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const types = [...new Set((popup ?? []).map((e) => e.type))];
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check(
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'the eye lists every placeable type, Symbol greyed out where there is none and Shape on collider, tilemap and clip area',
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JSON.stringify(types) ===
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JSON.stringify([
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'behavior',
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'camera',
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'clip',
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'collider',
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'container',
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'particles',
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'rigidbody',
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'sprite',
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'text',
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'tilemap',
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]) &&
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entry(popup, 'sprite', 'symbol')?.enabled === false &&
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entry(popup, 'tilemap', 'label')?.enabled === true &&
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entry(popup, 'sprite', 'label')?.on === false &&
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entry(popup, 'collider', 'shape')?.on === true &&
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entry(popup, 'tilemap', 'shape')?.on === true &&
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entry(popup, 'clip', 'shape')?.on === true &&
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popup.filter((e) => e.part === 'shape').length === 3,
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JSON.stringify(popup),
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);
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const flip = async (type, part) => {
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const at = entry(await json('__gm.visibilityPopup()'), type, part);
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await t.click(at.x, at.y);
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await sleep(150);
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};
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const labelIds = async () => (await json('__gm.sceneLabels()')).map((l) => l.id);
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const mapLooks = async () => ({
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solids: (await json(`__gm.tilemap.solids(${JSON.stringify(ids.tilemap)})`))?.visible ?? null,
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drawn: (await json(`__gm.tilemap.info(${JSON.stringify(ids.tilemap)})`)) !== null,
|
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});
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const before = {
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shape: await json(`__gm.sceneShape(${JSON.stringify(ids.collider)})`),
|
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labels: await labelIds(),
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icon: (await json(`__gm.sceneIcon(${JSON.stringify(ids.behavior)})`))?.visible,
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map: await mapLooks(),
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||
};
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await flip('collider', 'shape');
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await flip('tilemap', 'shape');
|
||
await flip('behavior', 'label');
|
||
await flip('behavior', 'symbol');
|
||
await flip('sprite', 'label');
|
||
const after = {
|
||
shape: await json(`__gm.sceneShape(${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();
|
||
}
|