Files
feuerwerk/tools/e2e/12-textures.mjs
T
rootandClaude Opus 5 f16801aef3 Add a decimals option, fix dropdown overflow and the texture filter
- NumberField takes a decimals option (default 3); frame rects and the
  slice dialog use 0, matching their integer model.
- Button truncates its label to the drawn width; Dropdown reserves the
  chevron slot. NodeView reuses the shared truncate().
- Setting scaleMode leaves the style's shared resource id in place, so
  the old GPU sampler stayed in use until a reload. Call style.update().
- Graph gets a header bar like the Texture tab: GraphEditor is now the
  frame, the former editor is GraphCanvas. A selection the tab does not
  concern no longer unloads the behavior.
- New e2e step 14 guards text overflow across all widgets.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 15:05:28 +02:00

212 lines
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JavaScript
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/**
* Uploading a picture and wearing it. Runs last because it adds an asset and repaints the
* scene; the checks that count assets live in earlier steps.
*
* The image is built in the page and handed over as a paste, which is a real user gesture and
* exercises the whole chain: decode → upload → the server storing it under its content hash →
* the asset → the renderer. Nothing here is stubbed.
*/
/** Paints a four-quadrant PNG in the page and pastes it. The quadrants make the mapping readable. */
const PASTE_IMAGE = `(async () => {
const canvas = document.createElement('canvas');
canvas.width = 64;
canvas.height = 48;
const g = canvas.getContext('2d');
g.fillStyle = '#e63c3c'; g.fillRect(0, 0, 32, 24);
g.fillStyle = '#3cc85a'; g.fillRect(32, 0, 32, 24);
g.fillStyle = '#466ef0'; g.fillRect(0, 24, 32, 24);
g.fillStyle = '#f5f5f5'; g.fillRect(32, 24, 32, 24);
const blob = await new Promise((resolve) => canvas.toBlob(resolve, 'image/png'));
const transfer = new DataTransfer();
transfer.items.add(new File([blob], 'pasted.png', { type: 'image/png' }));
window.dispatchEvent(new ClipboardEvent('paste', { clipboardData: transfer, bubbles: true }));
})()`;
/** How far apart two `#rrggbb` colours are, summed over the channels. */
function colourDistance(a, b) {
const channels = (hex) => [1, 3, 5].map((i) => parseInt(hex.slice(i, i + 2), 16));
const [ar, ag, ab] = channels(a);
const [br, bg, bb] = channels(b);
return Math.abs(ar - br) + Math.abs(ag - bg) + Math.abs(ab - bb);
}
export async function textures(t) {
const { check, sleep, json, evaluate, shot, mutate, press } = t;
// The previous step leaves a picker open and a text field focused. Both matter here: paste is
// deliberately ignored while an input has focus, so that Ctrl+V inside a field still edits
// text. Closing and blurring is what clicking the canvas would do.
await press('Escape');
await evaluate('document.activeElement instanceof HTMLElement && document.activeElement.blur()');
await sleep(200);
// 19. Pasting an image imports it: uploaded, stored under its hash, and made an asset.
await evaluate(PASTE_IMAGE);
await sleep(2500);
const imported = await json(
"__gm.state.project.assets.filter((a) => a.type === 'texture').map((a) => ({ id: a.id, name: a.name, file: a.file, w: a.width, h: a.height }))",
);
check('pasting an image creates a texture asset', imported.length === 1, JSON.stringify(imported));
const texture = imported[0] ?? {};
check(
'the file is named after its content hash',
/^[a-f0-9]{64}\.png$/.test(texture.file ?? ''),
String(texture.file),
);
check(
'the pixel size comes back from the server',
texture.w === 64 && texture.h === 48,
JSON.stringify({ w: texture.w, h: texture.h }),
);
// 19a. Importing the same picture again is a no-op with an explanation: the server hands back
// the file it already has (the name is the hash), so the existing asset is reused rather
// than a second one made for the same bytes.
await evaluate(PASTE_IMAGE);
await sleep(2500);
const again = await json(
"__gm.state.project.assets.filter((a) => a.type === 'texture').map((a) => a.file)",
);
check(
'the same image imported twice stays one asset on one file',
again.length === 1,
JSON.stringify(again),
);
check(
'and the notice says it was already there',
(await json('__gm.state.notice')) === 'That image is already in the project.',
JSON.stringify(await json('__gm.state.notice')),
);
// 19b. The picture is actually drawn – a sprite wearing it is no longer one flat colour.
//
// On a sprite of its own, deliberately: eleven steps of edits have been through the fixture's
// objects by now (resized, re-parented, cloned forty times, covered by colliders and gizmos),
// and a colour read off the screen must not depend on any of that. This one is white (so the
// picture shows its own colours instead of a tint), large enough that a quarter-width sample
// sits far from every quadrant border, and on top of everything else.
// Both are clones of things that already exist rather than hand-written literals: a scene
// object has fields a literal keeps forgetting (`editorOffset` was the one that bit here –
// the position went NaN and the object was culled without an error).
await mutate(`
const project = __gm.state.project;
const sprite = structuredClone(project.assets.find((a) => a.type === 'sprite'));
sprite.id = 'tex-sprite';
sprite.name = 'Textured';
sprite.props = { ...sprite.props, width: 160, height: 120, color: 0xffffff, texture: ${JSON.stringify(texture.id)} };
project.assets.push(sprite);
const scene = __gm.state.activeScene;
const object = structuredClone(scene.objects.find((o) => o.id === 'o1'));
object.id = 'otex';
object.name = 'Textured';
object.assetId = 'tex-sprite';
object.templateId = '';
object.overrides = {};
object.position = { ...object.position, z: 900 };
scene.objects.push(object);
__gm.state.select(null)`);
await sleep(1200);
const box = await json("__gm.objectRect('otex')");
check('the textured sprite is on screen', Boolean(box) && box.w > 8, JSON.stringify(box));
if (box) {
// The quadrants sit at the corners of the sprite's box; sample well inside each one.
const at = async (fx, fy) =>
json(`__gm.pixelAt(${Math.round(box.x + fx * box.w)}, ${Math.round(box.y + fy * box.h)})`);
const [topLeft, topRight, bottomLeft, bottomRight] = [
await at(-0.3, -0.3),
await at(0.3, -0.3),
await at(-0.3, 0.3),
await at(0.3, 0.3),
];
const sampled = { topLeft, topRight, bottomLeft, bottomRight };
check(
'each quadrant of the picture lands where the picture has it',
colourDistance(topLeft, '#e63c3c') < 60 &&
colourDistance(topRight, '#3cc85a') < 60 &&
colourDistance(bottomLeft, '#466ef0') < 60 &&
colourDistance(bottomRight, '#f5f5f5') < 60,
JSON.stringify(sampled),
);
check(
'the sprite is a picture rather than one flat colour',
new Set(Object.values(sampled)).size === 4,
JSON.stringify(sampled),
);
await shot('32-textured-sprite');
// 19b-i. Switching the Filter property takes effect at once, without a reload.
//
// Read off the screen rather than off `scaleMode`, because the property was always assigned
// correctly – what used to survive the change was the GPU sampler behind it. The measurement
// is what "smooth" means: across the red/green border, nearest sampling shows only the two
// pure colours, linear sampling blends them into something that is neither.
const enlarge = (w, h) => `
const sprite = __gm.state.project.assets.find((a) => a.id === 'tex-sprite');
sprite.props.width = ${w};
sprite.props.height = ${h}`;
await mutate(enlarge(320, 240));
await sleep(600);
const wide = await json("__gm.objectRect('otex')");
// Sampled in the upper half so the line crosses only the red/green border, not the corner
// where all four quadrants meet.
const acrossBorder = async () => {
const y = Math.round(wide.y - wide.h * 0.25);
const points = [];
for (let dx = -2; dx <= 2; dx++) {
points.push(await json(`__gm.pixelAt(${Math.round(wide.x + dx)}, ${y})`));
}
return points;
};
const setFilter = (value) =>
mutate(
`__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(texture.id)}).props.filter = ${JSON.stringify(value)}`,
);
await setFilter('nearest');
await sleep(600);
const hard = await acrossBorder();
const pure = (c) => colourDistance(c, '#e63c3c') < 60 || colourDistance(c, '#3cc85a') < 60;
check(
'pixel-art filtering keeps the border between two quadrants hard',
hard.every(pure),
JSON.stringify(hard),
);
await setFilter('linear');
await sleep(600);
const soft = await acrossBorder();
check(
'switching the filter back to smooth blends the border without a reload',
soft.some((c) => !pure(c)),
JSON.stringify({ nearest: hard, linear: soft }),
);
await shot('33-texture-filter-smooth');
await mutate(enlarge(160, 120));
await sleep(400);
// 19c. The colour multiplies the picture, so a tinted white quadrant stops being white.
await mutate("__gm.state.project.assets.find((a) => a.id === 'tex-sprite').props.color = 0x3366ff");
await sleep(600);
const tinted = await at(0.3, 0.3);
check(
'the sprite colour tints the picture',
colourDistance(tinted, '#f5f5f5') > 100 && colourDistance(tinted, '#3366ff') < 90,
JSON.stringify({ was: bottomRight, tinted }),
);
// 19d. A reference that no longer resolves falls back to the plain colour instead of failing.
await mutate("__gm.state.project.assets.find((a) => a.id === 'tex-sprite').props.texture = 'gone'");
await sleep(600);
const fallback = await at(0.3, 0.3);
check(
'a dangling texture falls back to the plain colour',
colourDistance(fallback, '#3366ff') < 60,
JSON.stringify({ fallback }),
);
}
}