Files
feuerwerk/tools/e2e/01-hierarchy.mjs
T
rootandClaude Fable 5.1 1eb28314cf Refactoring: one file per node, consistent comments, shared helpers, split large modules
- Graph: nodes.ts split into nodes/<category>/<Type>.ts (62 files) with
  shared.ts factories and index.ts registry; NodeContext/values/NodeRegistry
  separated, writeTyped() replaces duplicated typed writes
- Comments: one style (JSDoc on non-obvious exports, // for decisions and
  traps), wrong/stale comments fixed or removed, ids.ts now real 10 base-36 chars
- Core: chainOf, shared worldPosition/editorPosition core, commands/require.ts,
  commands/naming.ts, util/list.ts, setBagValue/toPosition/propDef; dead code
  removed (isBehaviorAsset, SCENE_OBJECT_SCHEMA, CommandStack.subscribe,
  Input.axis, setMode, titleText, World.worldPosition, unused ctor params)
- Editor: Inspector split into inspector/ sections, App.ts into Editor.ts +
  debugHook.ts + shortcuts.ts, Viewport into items.ts + symbols.ts, shared
  "Add collider" action, unified type labels/swatches
- UI toolkit: Widget.trackHover/onPointerRelease, drawControlBox, math helpers,
  Popup.openBelow, Menu/Dialog/ColorPicker/ListRow in own files, named Theme sizes
- Tools: seed-demo/smoke-demo and demo-check project removed, tools/lib
  (harness, projects, builders), e2e.mjs as runner over tools/e2e/*.mjs sections
- Tests: tests/helpers.ts replaces copied fixtures and NodeContext doubles

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-08 08:37:22 +02:00

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import { same } from '../lib/harness.mjs';
/**
* Hierarchy folding. A freshly opened scene is fully collapsed, so only its top-level objects
* are listed (o4/oc1 hang under o1, oc2 under o2). The chevron folds a row open and shut
* without touching the selection, and selecting a nested object unfolds the way down to it.
*/
export async function hierarchy(t) {
const { check, sleep, evaluate, json, click, select, state, shot } = t;
const rowIds = () => json('__gm.hierarchyOrder()');
const rows = async () => JSON.stringify(await rowIds());
const selectionBefore = (await state()).selection;
check('hierarchy starts collapsed – only top-level objects are listed', same(await rowIds(), ['o1', 'o2', 'o3', 'o5']), await rows());
check('a leaf row offers no chevron', (await evaluate(`__gm.hierarchyChevron('o3')`)) === null);
const chevron = await json(`__gm.hierarchyChevron('o2')`);
await click(chevron.x, chevron.y);
check(
'clicking the chevron unfolds the row, leaving the selection alone',
same(await rowIds(), ['o1', 'o2', 'oc2', 'o3', 'o5']) && same((await state()).selection, selectionBefore),
await rows(),
);
await shot('01a-hierarchy-unfolded');
await click(chevron.x, chevron.y);
check('clicking it again folds the subtree away', same(await rowIds(), ['o1', 'o2', 'o3', 'o5']), await rows());
await select({ kind: 'object', sceneId: 'scene1', objectId: 'oc1' });
await sleep(150);
check('selecting a nested object unfolds its ancestors', same(await rowIds(), ['o1', 'o4', 'oc1', 'o2', 'o3', 'o5']), await rows());
await evaluate('__gm.state.select(null); __gm.hierarchyCollapseAll()');
await sleep(150);
check('Collapse all folds everything back', same(await rowIds(), ['o1', 'o2', 'o3', 'o5']), await rows());
}