The page of a released game always drew the camera at Auto, the
largest whole step that fits. A camera of 300x180 in a window of
1280x800 stands at step 4 and leaves a border left and right. The
issue asks for Fit next to it. Answered there: a setting of its own
rather than the scale of the Game tab, and no switch for the player.
- The project has a field gameLinkZoom, 'auto' or 'fit'. A document
without it reads as 'auto', so nothing changes for a project that
is there already. No format bump.
- Project settings has a row "Link zoom" with a menu of Auto and
Fit. It is an undo step of its own, SetGameLinkZoomCommand.
- GameScreen hands the field to cameraView where it passed a fixed
'auto'.
- gameScale, the scale of the Game tab, is not touched and does not
reach the link.
- The released copy is frozen, so the change reaches the link only
with "Update release".
Decided here:
- The row is called "Link zoom", not "Game link zoom" as proposed.
The longer label is wider than the label column of the dialog and
pushed its button 12 px out of line with the others.
- The undo step keeps the name "Game link zoom", which is what the
tooltip of the undo button shows.
- A note under the row says "The released game at the largest whole
step that fits, or filling the window."
Tests:
- Gate on melektaus-atx: 211 files, 3227 tests (3219 + 8), exit 0
- e2e 60 on melektaus-atx: 19 checks, all pass
- e2e 35,46,59,60: 74 checks, all pass
- No full run and no smokes. The sum of 1671 (1668 + 3) is reckoned,
1668 is what CI counted for 9e869df.
- Eight unit tests: the default, saving and loading, values that
are not a choice, undo, gameScale left alone, the factor of Fit
for a window larger and smaller than the camera, and the rule
behind Apply.
- Three e2e checks in block 60i of module 60, with the real mouse:
Auto to Fit in the dialog, update the release, open the link
without a session and measure scale, frame and pixels. Fit reads
4.267 where Auto reads 4.
- Nine unit counter-probes and three browser counter-probes all fail
their tests.
- Not checked in the browser: Fit in a window smaller than the
camera, which has a unit test, and Fit under a display scale above
100 %. Nothing was looked at after the build.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
179 lines
7.0 KiB
TypeScript
179 lines
7.0 KiB
TypeScript
/**
|
|
* Container assets hold placed objects just like scenes do, so anything that walks "all placed
|
|
* objects" has to cover both. Plus: a rejected undo leaves the stacks usable.
|
|
*/
|
|
import { describe, expect, it } from 'vitest';
|
|
import { type Command, CommandError } from '../../src/core/commands/Command';
|
|
import { CommandStack } from '../../src/core/commands/CommandStack';
|
|
import { CreateContainerCommand } from '../../src/core/commands/containerCommands';
|
|
import { SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
|
|
import { RemoveVariableCommand, RenameVariableCommand } from '../../src/core/commands/variableCommands';
|
|
import type { ContainerAsset } from '../../src/core/model/Asset';
|
|
import { findAsset, findObjectHolder, objectHolders } from '../../src/core/model/Project';
|
|
import { defaultSceneVisibility } from '../../src/core/model/sceneVisibility';
|
|
import { instanceChildId } from '../../src/core/model/instance';
|
|
import { findUsages } from '../../src/core/model/usages';
|
|
import { makeBehavior, makeSpriteScene, place } from '../helpers';
|
|
|
|
/** A behavior with a `speed` variable, placed and overridden to 42, then wrapped in a container. */
|
|
function containerWithOverride() {
|
|
const f = makeSpriteScene();
|
|
const behavior = makeBehavior(f, 'B', ['speed']);
|
|
const objectId = place(f, behavior.id, { x: 0, y: 0 });
|
|
f.stack.execute(new SetOverrideCommand(f.sceneId, objectId, 'speed', 42));
|
|
const container = new CreateContainerCommand(f.sceneId, [objectId]);
|
|
f.stack.execute(container);
|
|
const template = () => (findAsset(f.project, container.assetId) as ContainerAsset).objects[0]!;
|
|
// The object moved into the template; what the scene shows is resolved from it.
|
|
const placed = () => f.object(instanceChildId(container.objectId, template().id));
|
|
return { ...f, behaviorId: behavior.id, containerId: container.assetId, objectId, template, placed };
|
|
}
|
|
|
|
describe('object holders', () => {
|
|
it('counts scenes and container assets alike', () => {
|
|
const { project } = containerWithOverride();
|
|
expect(
|
|
objectHolders(project)
|
|
.map((h) => h.type)
|
|
.sort(),
|
|
).toEqual(['container', 'scene']);
|
|
});
|
|
|
|
it('resolves a scene or a container by id, but no other asset', () => {
|
|
const { project, sceneId, containerId, spriteId, behaviorId } = containerWithOverride();
|
|
expect(findObjectHolder(project, sceneId)?.type).toBe('scene');
|
|
expect(findObjectHolder(project, containerId)?.type).toBe('container');
|
|
expect(findObjectHolder(project, spriteId)).toBeUndefined();
|
|
expect(findObjectHolder(project, behaviorId)).toBeUndefined();
|
|
expect(findObjectHolder(project, 'nope')).toBeUndefined();
|
|
});
|
|
|
|
it('finds usages inside container templates, not just in scenes', () => {
|
|
const { project, behaviorId, containerId, template } = containerWithOverride();
|
|
// Only the template: what the scene shows is resolved from it, never stored.
|
|
const usages = findUsages(project, behaviorId);
|
|
expect(usages).toHaveLength(1);
|
|
expect(usages[0]!.holder.id).toBe(containerId);
|
|
expect(template().overrides.speed).toBe(42);
|
|
});
|
|
});
|
|
|
|
describe('RemoveVariableCommand', () => {
|
|
it('clears the override on container templates too, and puts it back on undo', () => {
|
|
const { stack, behaviorId, template, placed } = containerWithOverride();
|
|
|
|
stack.execute(new RemoveVariableCommand(behaviorId, 'speed'));
|
|
expect(placed().overrides.speed).toBeUndefined();
|
|
expect(template().overrides.speed).toBeUndefined();
|
|
|
|
stack.undo();
|
|
expect(placed().overrides.speed).toBe(42);
|
|
expect(template().overrides.speed).toBe(42);
|
|
});
|
|
});
|
|
|
|
/**
|
|
* A behavior inside a placed container is not stored in the scene, and a value changed on it lives
|
|
* in the instance's `instanceEdits`. Anything rewriting overrides project-wide has to reach in
|
|
* there, or renaming a variable silently drops the value.
|
|
*/
|
|
describe('variables overridden on container content', () => {
|
|
function withInstanceEdit() {
|
|
const f = containerWithOverride();
|
|
f.stack.execute(new SetOverrideCommand(f.sceneId, f.placed().id, 'speed', 7));
|
|
const edits = () =>
|
|
f.sceneOf().objects.find((o) => o.id !== f.objectId)!.instanceEdits[f.template().id]!.overrides;
|
|
return { ...f, edits };
|
|
}
|
|
|
|
it('renames the key kept on the instance', () => {
|
|
const { stack, behaviorId, edits, placed } = withInstanceEdit();
|
|
expect(edits().speed).toBe(7);
|
|
stack.execute(new RenameVariableCommand(behaviorId, 'speed', 'velocity'));
|
|
expect(edits().speed).toBeUndefined();
|
|
expect(edits().velocity).toBe(7);
|
|
expect(placed().overrides.velocity).toBe(7);
|
|
stack.undo();
|
|
expect(edits().speed).toBe(7);
|
|
});
|
|
|
|
it('removes the value kept on the instance, and puts it back on undo', () => {
|
|
const { stack, behaviorId, edits } = withInstanceEdit();
|
|
stack.execute(new RemoveVariableCommand(behaviorId, 'speed'));
|
|
expect(edits().speed).toBeUndefined();
|
|
stack.undo();
|
|
expect(edits().speed).toBe(7);
|
|
});
|
|
});
|
|
|
|
describe('RenameVariableCommand', () => {
|
|
it('renames the override on container templates too', () => {
|
|
const { stack, behaviorId, template } = containerWithOverride();
|
|
stack.execute(new RenameVariableCommand(behaviorId, 'speed', 'velocity'));
|
|
expect(template().overrides.speed).toBeUndefined();
|
|
expect(template().overrides.velocity).toBe(42);
|
|
|
|
stack.undo();
|
|
expect(template().overrides.speed).toBe(42);
|
|
expect(template().overrides.velocity).toBeUndefined();
|
|
});
|
|
});
|
|
|
|
class RefusingUndo implements Command {
|
|
readonly label = 'Refusing';
|
|
execute(project: { name: string }): void {
|
|
project.name = 'executed';
|
|
}
|
|
undo(): void {
|
|
throw new CommandError('target is gone');
|
|
}
|
|
}
|
|
|
|
describe('CommandStack', () => {
|
|
it('keeps a command on the undo stack when its undo is rejected', () => {
|
|
const { project, stack } = makeSpriteScene();
|
|
stack.execute(new RefusingUndo());
|
|
expect(stack.canUndo).toBe(true);
|
|
|
|
expect(() => stack.undo()).toThrow(CommandError);
|
|
// Not swallowed by the history: still undoable, and not queued for redo.
|
|
expect(stack.canUndo).toBe(true);
|
|
expect(stack.canRedo).toBe(false);
|
|
expect(project.name).toBe('executed');
|
|
});
|
|
|
|
it('keeps a command on the redo stack when its redo is rejected', () => {
|
|
const project = {
|
|
formatVersion: 1,
|
|
id: 'p',
|
|
name: 'P',
|
|
assets: [],
|
|
activeSceneId: '',
|
|
startSceneId: '',
|
|
plugins: [],
|
|
collisionLayers: ['Default'],
|
|
symbolScale: 1,
|
|
playFrom: 'start' as const,
|
|
whilePlaying: 'live' as const,
|
|
gameScale: 1,
|
|
gameLinkZoom: 'auto' as const,
|
|
sceneVisibility: defaultSceneVisibility(),
|
|
};
|
|
const stack = new CommandStack(project);
|
|
let failing = false;
|
|
stack.execute({
|
|
label: 'Toggle',
|
|
execute: () => {
|
|
if (failing) throw new CommandError('nope');
|
|
},
|
|
undo: () => {},
|
|
});
|
|
stack.undo();
|
|
failing = true;
|
|
|
|
expect(() => stack.redo()).toThrow(CommandError);
|
|
expect(stack.canRedo).toBe(true);
|
|
expect(stack.canUndo).toBe(false);
|
|
});
|
|
});
|