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feuerwerk/tools/e2e/22-struct.mjs
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adminandClaude Opus 5.5 4857bb75e6
game-maker / gate (push) Successful in 3m24s
game-maker / suite (push) Successful in 10m22s
Show lists in the inspector and variables in their own tab (#252)
The List tab could show one list at a time and was the only place to
see its items. A list now shows its items right where it lives, and a
new Variables tab shows all variables of an asset or placed object.

- InlineList draws the items of a list under its row in the inspector,
  in struct fields and in the Variables tab. A list inside a list or a
  struct field is drawn the same way, one step indented.
- The index column is the indent. Items sit under their list without an
  own margin, and the index column is 16 px wide instead of 28 px.
- Above 20 items (INLINE_LIMIT) the rest collapses into "... N more -
  open in tab". During a run the rows show the values from the game.
- ListHead puts "N items" and "+ Item" in one row. "N items" opens the
  list in a tab. A separate Open button squeezed the counter to zero
  width in the narrow inspector column.
- VariablesEditor shows every variable of a behavior asset, a variables
  asset or a placed behavior. On an asset it edits the declarations. On
  a placed object an edit only overrides that object, with the usual
  reset and push buttons.
- Opening a list inside a tab adds a new tab and keeps the open one.
  valuesKey gives each list its own document, so a list that is already
  open is shown instead of opened twice.
- Titles read "Pickup · Variables" or "Listy · nums · [3]". The tab
  closes when its asset or object is deleted.
- Lists on node inputs stay inline only, a node owns no variables.
- The List tab, ListEditor and the __gm.list hook are gone.

Tests:
- ./check.sh: 181 files, 2645 tests, CHECK EXIT 0
- GM_STEPS=1,21,22,32: ALL PASSED, 123 checks
- e2e 21 is rewritten for inline lists and the new tab, 22 and 32 are
  adapted. Sum in README: 1486 (+6 in 21, -1 in 22), counted by hand.
- Counter-probes fail as expected: sub-lists not told apart (1 unit
  test), sub-list replacing the open tab, all items drawn inline (60
  rows instead of 20), no live values (0 rows at 24 items in a run).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 21:56:21 +02:00

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/**
* A variable of type struct: the inspector declares its fields and gives each one a value in the
* same row, and writing one field keeps the others – the trap a shared snapshot would fall into.
*/
export async function structVariable(t) {
const {
check,
sleep,
json,
find,
findIcon,
shot,
click,
clickText,
press,
typeText,
mutate,
select,
undo,
} = t;
/** `locate` throws when the text is absent, which is the wrong shape for "is it there?". */
/** A kind menu entry, always the last drawn one: the panels behind carry those words too. */
const pickKind = async (label) => {
const at = await json(`__gm.locate(${JSON.stringify(label)}, true)`);
await click(at.x, at.y);
};
const piece = () => json("__gm.state.project.assets.find((a) => a.id === 'structy').props.piece");
/** Left edge of each row's control – one column grid means one number, in the browser's own font. */
const leftsOf = (labels) =>
json(`[${labels.map((l) => `__gm.inspectorField(${JSON.stringify(l)})?.left ?? null`).join(',')}]`);
const oneColumn = (xs) => xs.every((x) => x !== null && x === xs[0]);
// A throwaway behavior carrying one struct variable; removed again at the end of the step.
await mutate(`
const p = __gm.state.project;
p.assets.push({
id: 'structy',
type: 'behavior',
name: 'Structy',
props: { enabled: true, runInEditor: false, piece: { x: 30, tag: 'tee' } },
variables: [
{
key: 'piece',
label: 'piece',
kind: 'struct',
default: { x: 0, tag: '' },
fields: [
{ key: 'x', kind: 'number' },
{ key: 'tag', kind: 'text' },
],
},
],
graph: { nodes: [], edges: [] },
});
__gm.state.select({ kind: 'asset', assetId: 'structy' });
`);
// 22a. The declaration is what the inspector draws: a head that can add fields, a row per field.
check('a struct variable carries the add-a-field control', (await find('+ Field')) !== null);
check('and a row for each declared field', (await find('x')) !== null && (await find('tag')) !== null);
check(
'whose value is shown, not a summary of the bundle',
(await find('30')) !== null && (await find('30.000')) === null,
);
const assetLefts = await leftsOf(['Name', 'Run in editor', 'x', 'tag']);
check(
'a field value starts on the same column as every other row',
oneColumn(assetLefts),
JSON.stringify(assetLefts),
);
await shot('01-struct-rows');
// 22b. Writing one field keeps the others. Two edits in a row without a rebuild in between is
// exactly where handlers sharing one snapshot of the bundle would revive the first value.
const xField = await json("__gm.inspectorField('x')");
await click(xField.x, xField.y);
await typeText('42');
await press('Enter');
check('typing in a field writes that field', (await piece()).x === 42, JSON.stringify(await piece()));
const tagField = await json("__gm.inspectorField('tag')");
await click(tagField.x, tagField.y);
await press('a', { ctrl: true });
await typeText('ell');
await press('Enter');
check(
'and the next field edited keeps the one before it',
JSON.stringify(await piece()) === '{"x":42,"tag":"ell"}',
JSON.stringify(await piece()),
);
// 22c. One undo step per field.
await undo();
check('undo takes back just the last field', (await piece()).tag === 'tee' && (await piece()).x === 42);
await undo();
check('and the one before it', (await piece()).x === 30, JSON.stringify(await piece()));
// 22d. Adding a field reaches the declaration and the value at once.
await clickText('+ Field');
await pickKind('Boolean');
await sleep(250);
const grown = await piece();
check('+ Field grows the bundle', 'field1' in grown && grown.field1 === false, JSON.stringify(grown));
check('and the new field has a row', (await find('field1')) !== null);
await shot('02-field-added');
await undo();
check('undo takes it out of the value too', !('field1' in (await piece())), JSON.stringify(await piece()));
// 22e. Renaming a field carries its value along.
const nameField = await json("__gm.locate('x')");
await click(nameField.x, nameField.y);
await press('a', { ctrl: true });
await typeText('column');
await press('Enter');
check(
'renaming a field keeps its value',
JSON.stringify(await piece()) === '{"column":30,"tag":"tee"}',
JSON.stringify(await piece()),
);
// 22f. A field may itself be a list. Its items are drawn inline under it (#252), and its
// title names the field inside the bundle – not the whole bundle.
await clickText('+ Field');
// "List" is also a word elsewhere on screen, so the menu entry is reached as the last drawn one.
const listOption = await json(`__gm.locate('List', true)`);
await click(listOption.x, listOption.y);
check(
'+ Field ▸ List gives the bundle an empty list',
Array.isArray((await piece()).field1),
JSON.stringify(await piece()),
);
check('and that field reads as an item count', (await find('0 items')) !== null);
const fieldList = async () =>
(await json(`__gm.values.lists('inspector')`)).find((l) => l.title.endsWith('· field1')) ?? null;
const drawn = await fieldList();
check(
'whose items are drawn inline, titled by the field inside the bundle',
drawn !== null,
JSON.stringify(drawn),
);
// Nothing bounds the depth any more (#239): a list in a struct field offers what any list does.
const head = await json(`__gm.values.headAt('inspector', ${JSON.stringify(drawn?.title ?? '')})`);
await click(head.add.x, head.add.y);
check(
'the menu of a list in a struct field offers every kind, the struct included',
(await find('Number')) !== null &&
(await find('Struct')) !== null &&
(await fieldList()).offers.includes('list'),
JSON.stringify((await fieldList()).offers),
);
await pickKind('Number');
await sleep(250);
check(
'and an item added there leaves the neighbouring fields alone',
JSON.stringify(await piece()) === '{"column":30,"tag":"tee","field1":[0]}' &&
(await fieldList()).rows === 1,
JSON.stringify(await piece()),
);
await shot('03-list-field');
await undo();
await undo();
check(
'undo takes the list field back out of the bundle',
!('field1' in (await piece())),
JSON.stringify(await piece()),
);
// 22f-ii. A field may be a struct again (#239): a head row with a `+ Field` of its own, and its
// fields one indent step further in. Both menus with real clicks.
const declaredLast = () =>
json("__gm.state.project.assets.find((a) => a.id === 'structy').variables[0].fields.at(-1)");
await clickText('+ Field');
await pickKind('Struct');
await sleep(250);
check(
'+ Field ▸ Struct gives the bundle an empty struct',
JSON.stringify((await piece()).field1) === '{}',
JSON.stringify(await piece()),
);
// The nested `+ Field` is drawn after the head's, so it is the last one.
const nestedAdd = await json(`__gm.locate('+ Field', true)`);
const headAdd = await json(`__gm.locate('+ Field')`);
check(
'and that struct has its own + Field',
nestedAdd.y > headAdd.y,
JSON.stringify({ nestedAdd, headAdd }),
);
await click(nestedAdd.x, nestedAdd.y);
await pickKind('Number');
await sleep(250);
check(
'which adds a field one level down, in the value',
JSON.stringify(await piece()) === '{"column":30,"tag":"tee","field1":{"field1":0}}',
JSON.stringify(await piece()),
);
check(
'and in the declaration',
JSON.stringify(await declaredLast()) ===
'{"key":"field1","kind":"struct","fields":[{"key":"field1","kind":"number"}]}',
JSON.stringify(await declaredLast()),
);
const outerName = await json(`__gm.locate('field1')`);
const innerName = await json(`__gm.locate('field1', true)`);
check(
'its field sits below it, one indent step further in',
innerName.y > outerName.y && innerName.x > outerName.x,
JSON.stringify({ outerName, innerName }),
);
await shot('03b-nested-struct');
await undo();
await undo();
check('undo takes both back out', !('field1' in (await piece())), JSON.stringify(await piece()));
// 22g. The same bundle on a placed object. An override is sparse – it starts out unset – while a
// field edit rebuilds the whole bundle, so the untouched fields have to come from what the row
// shows (the asset's values) rather than from the empty form of the declaration.
const placed = () => json("__gm.state.activeScene.objects.find((o) => o.id === 'ostruct').overrides.piece");
await mutate(`
__gm.state.activeScene.objects.push({
id: 'ostruct',
assetId: 'structy',
name: 'Placed structy',
position: { x: 0, y: 0, z: 0 },
editorOffset: { x: 0, y: 0 },
overrides: {},
parentId: '',
instanceEdits: {},
});
`);
await select({ kind: 'object', holderId: 'scene1', objectId: 'ostruct' });
check('a placed behavior shows its bundle, filled from the asset', (await find('tee')) !== null);
// 22h. It reads exactly like the asset does: a head carrying the struct mark, then one row per
// field with its kind mark, its name and its value. What is missing is the shape editing –
// a placed object overrides values, the declaration stays with the asset that owns it.
const bundleMark = await findIcon('kind-struct');
const headName = await find('piece');
const fieldMark = await find('#');
const fieldName = await find('column');
const fieldValue = await json("__gm.inspectorField('column')");
check(
'the bundle is a head above its fields, marked as a struct',
bundleMark !== null &&
headName !== null &&
fieldName !== null &&
bundleMark.x < headName.x &&
headName.y < fieldName.y,
JSON.stringify({ bundleMark, headName, fieldName }),
);
check(
'and a field row runs kind mark, name, value',
fieldMark !== null &&
fieldName !== null &&
fieldMark.x < fieldName.x &&
fieldName.x < fieldValue.x &&
Math.abs(fieldMark.y - fieldName.y) < 4,
JSON.stringify({ fieldMark, fieldName, fieldValue }),
);
check('the shape itself cannot be changed from here', (await find('+ Field')) === null);
const placedLefts = await leftsOf(['Name', 'Run in editor', 'Offset X', 'column', 'tag']);
check(
'and its values share the column of position, offset and the switches',
oneColumn(placedLefts) && placedLefts[0] === assetLefts[0],
JSON.stringify({ placedLefts, asset: assetLefts[0] }),
);
// Typing over a name has to do nothing: a Label is not a TextField, and the declaration is
// the asset's. Plain letters are safe here – the only shortcuts are modified ones and Delete.
const declaration = () =>
json(
"(() => { const v = __gm.state.project.assets.find((a) => a.id === 'structy').variables[0];" +
' return `${v.key}:${v.fields.map((f) => f.key).join(",")}`; })()',
);
const before = await declaration();
// A missing label would throw here and kill the step; clicking nowhere keeps it a plain failure.
for (const cell of [headName, fieldName]) {
await click(cell?.x ?? 0, cell?.y ?? 0);
await typeText('renamed');
await press('Enter');
}
await sleep(200);
check('typing over the names of a placed bundle renames nothing', (await declaration()) === before, before);
const placedField = await json("__gm.inspectorField('column')");
await click(placedField.x, placedField.y);
await press('a', { ctrl: true });
await typeText('7');
await press('Enter');
check(
'the first override of one field keeps the asset values of the others',
JSON.stringify(await placed()) === '{"column":7,"tag":"tee"}',
JSON.stringify(await placed()),
);
await shot('04-object-override');
await undo();
check(
'and undo takes the override away again, not just the one field',
(await json("__gm.state.activeScene.objects.find((o) => o.id === 'ostruct').overrides.piece")) === null,
JSON.stringify(await placed()),
);
await mutate(`
const p = __gm.state.project;
p.assets = p.assets.filter((a) => a.id !== 'structy');
const scene = __gm.state.activeScene;
scene.objects = scene.objects.filter((o) => o.id !== 'ostruct');
__gm.state.select(null);
__gm.state.preview();
`);
const left = await json(
'__gm.state.project.assets.filter((a) => a.id === "structy").length +' +
' __gm.state.activeScene.objects.filter((o) => o.id === "ostruct").length',
);
check('the step leaves the fixture as it found it', left === 0, String(left));
}