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feuerwerk/tools/e2e/lib/scaffold.mjs
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admin 3d7ad65f34
game-maker / gate (push) Canceled after 37s
game-maker / suite (push) Canceled after 37s
Vector art has a tab to draw in, which is stage 3 of #129
Stages 1 and 2 gave the asset a model and a picture, but the only way
to put a shape into it was a test calling mutate.  The tab closes that
gap: what you draw there is what the sprite in the scene carries, with
no extra step, because the fingerprint changes and the picture registry
of #185 redraws.

- The tab has a header with Select, Pen, Grid and Fit, a chequerboard
  behind the canvas and the canvas itself as a frame.  It paints with
  the same commands as the rasterizer, paintDrawing being exported
  from viewport/vectorArtPicture.ts for it, so the tab cannot drift
  away from the picture.
- Pen sets points on a click and pulls the handles out on a drag, both
  of them mirrored; a click on the first point closes the ring and Esc
  ends an open line.
- Select drags a point, a handle or a whole shape, a click on an edge
  puts a point there, a double click takes one away, and Alt turns a
  corner round and back.  Delete removes the selected shape.
- The rules grew inside polygonEdit.ts instead of a second module, as
  the plan says, so a collider polygon and a frame outline get the
  same behaviour where it applies.
- A point on a curved edge splits the curve by de Casteljau instead of
  cutting it: both halves together draw exactly what was there before.
- A curved edge is walked instead of measured over its chord, or a
  click on the bow of a curve would grab nothing; the same walk carries
  the test for the inside of a ring.
- One gesture is one undo step.  The preview writes the model directly
  and the old state is put back on release before the command runs,
  which is the pattern the frame outlines of #141 already use.
- state.ts gained a selection kind "shape".  The inspector shows the
  rows of the asset for it, the shape list with colour, opacity and
  stroke being stage 4.

One counter-check was no counter-check: disabling the pen's closing
tolerance by multiplying it with 0 left the run green, and rightly so,
because the closing click lands on exactly the screen coordinate point
0 came from, so the distance is 0 and <= 0 is true.  Only an
unsatisfiable condition really switched it off, and then 2 checks fail.
A second trap on the way: a false && in front of the guard breaks the
TS narrowing, npm run build bails out, and two runs went against the
old bundle.

Tests: check.sh 127 files, 1878 tests, EXIT 0 (was 126 / 1860).
Full e2e suite ALL PASSED - 1172 checks, module 47 alone 17 (was 10).
18 new unit tests in tests/editor/ring-edit.test.ts and 7 new e2e
checks in blocks 47c and 47d.  Two counter-checks hold: no de
Casteljau fails 1 unit test, measuring a curve over its chord fails
another.  Originals checked back with cmp and rebuilt.
2026-09-20 21:34:14 +02:00

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/**
* The throwaway rig steps 17–20 share in the fixture scene: a behavior asset cloned off `mover` with the
* step's graph, a crate to hold it, and a logic child that runs it.
*/
/**
* Where each step parks its box. The fixture scene is shared, so two steps at the same y would
* overlap and each would fail for reasons belonging to the other.
*/
export const LANES = {
editorRun: 400,
editorRunContainer: 800,
editorRunEdits: 1200,
pause: 300,
nested: 700,
keyRepeat: -300,
stateMachine: -700,
console: -1100,
transform: -1500,
font: -1900,
particles: -2300,
sound: -2700,
tilemap: -3100,
physics: -3500,
shapes: -3900,
queries: -4300,
symbols: -4700,
vectorArt: -5100,
};
/**
* Source for a `make(id, assetId, parentId, y, name)` factory, to paste inside a `mutate()`
* string. It clones `scene.objects[0]`, so a new object carries whatever shape the fixture has.
*/
export const MAKE_OBJECT = `
const make = (id, assetId, parentId, y, name = '') => {
const o = structuredClone(scene.objects[0]);
Object.assign(o, {
id,
assetId,
name,
position: { x: 0, y, z: 0 },
parentId,
overrides: {},
instanceEdits: {},
});
return o;
};`;
/**
* Returns the created ids plus `remove()`, so a step's cleanup matches what it made. `front` puts the
* asset at the head of the list: a row appended at the end scrolls out of `dragAsset`'s reach.
*/
export async function scaffoldBehavior(t, options) {
const {
assetId,
name,
graph,
boxId,
boxName = 'Box',
logicId,
y,
front = false,
props = { enabled: true, runInEditor: false },
} = options;
await t.mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
const asset = structuredClone(p.assets.find((a) => a.id === 'mover'));
Object.assign(asset, {
id: ${JSON.stringify(assetId)},
name: ${JSON.stringify(name)},
props: ${JSON.stringify(props)},
variables: [],
graph: ${JSON.stringify(graph)},
});
p.assets.${front ? 'unshift' : 'push'}(asset);
${MAKE_OBJECT}
scene.objects.push(
make(${JSON.stringify(boxId)}, 'crate', '', ${y}, ${JSON.stringify(boxName)}),
make(${JSON.stringify(logicId)}, ${JSON.stringify(assetId)}, ${JSON.stringify(boxId)}, 0, ${JSON.stringify(name)}),
);
`);
return {
assetId,
boxId,
logicId,
/** Removes everything this rig added and reports what survived (should be all zeroes). */
async remove() {
await t.evaluate('__gm.state.select(null)');
await t.mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
const objects = ${JSON.stringify([boxId, logicId])};
const assets = ${JSON.stringify([assetId])};
scene.objects = scene.objects.filter((o) => !objects.includes(o.id));
p.assets = p.assets.filter((a) => !assets.includes(a.id));
`);
return t.json(`{
objects: __gm.sceneObjects().filter((o) => ${JSON.stringify([boxId, logicId])}.includes(o.id)).length,
assets: __gm.state.project.assets.filter((a) => a.id === ${JSON.stringify(assetId)}).length,
}`);
},
};
}
/** What each tab button reads – the text a check has to click to open it. */
export const TAB_LABELS = {
scene: 'Scene',
game: 'Game',
graph: 'Behavior',
statemachine: 'State machine',
shader: 'Shader',
texture: 'Texture',
vectorart: 'Vector art',
animation: 'Animation',
tile: 'Tile',
container: 'Container',
list: 'List',
particles: 'Particles',
plugins: 'Plugins',
// Added at start-up by the demo plugin (plugins/demo-plugin.js), after every built-in tab.
'plugin:assets': 'Assets',
};
/**
* Opens a tab by clicking it, through the `»` menu when the row had to hide it. Since the tenth tab
* (#73) that is the normal case at the test window's width: a plain `clickText('Container')` found
* nothing and took the whole suite down with it.
*/
export async function openTab(t, tab) {
// A kind of document has no tab of its own since #171; the hook shows the one the selection is about.
if (DOCUMENT_KINDS.includes(tab)) {
await t.evaluate(`__gm.showTab(${JSON.stringify(tab)})`);
return;
}
const label = TAB_LABELS[tab];
const row = await t.json('__gm.tabRow()');
if (row.hidden.includes(tab)) {
await t.clickText('»');
await t.clickText(label);
return;
}
// The label alone is not the tab: the toolbar labels its scene selector "Scene" too, and being
// drawn first that is what `clickText` had been hitting – so the tab stayed where it was
// (measured 2026-09-17: step 39 ended on the Autotile tab – now Tile – although it asks for the Scene tab).
// The hit is therefore picked by the box the tab row reports for that tab.
const entry = row.shown.find((e) => e.tab === tab);
const hits = entry ? await t.json(`__gm.locateAll(${JSON.stringify(label)})`) : [];
const hit = hits.find(
(p) => p.x >= entry.x && p.x <= entry.right && p.y >= entry.y && p.y <= entry.y + entry.h,
);
if (hit) await t.click(hit.x, hit.y);
else await t.clickText(label);
}
const DOCUMENT_KINDS = [
'graph',
'statemachine',
'shader',
'particles',
'texture',
'vectorart',
'animation',
'tile',
'container',
'list',
];
/**
* Clicks the tab of an open document (`asset:<id>` or `list`), through the `»` menu when the row
* hides it. The press lands left of the ×, on the name.
*/
export async function clickDocumentTab(t, doc) {
const row = await t.json('__gm.tabRow()');
const entry = row.shown.find((e) => e.tab === doc);
if (entry) {
await t.click(entry.x + (entry.close.x - entry.x) / 2, entry.y + entry.h / 2);
return;
}
if (!row.hidden.includes(doc)) throw new Error(`no tab for ${doc}`);
const label = await t.json(`(() => {
const id = ${JSON.stringify(doc)};
if (id === 'list') return null;
const asset = __gm.state.project.assets.find((a) => 'asset:' + a.id === id);
return asset ? asset.name : null;
})()`);
await t.clickText('»');
const item = (await t.json('__gm.menuRows()')).find((r) => r === label);
const at = await t.locate(item, true);
await t.click(at.x, at.y);
}
/**
* Picks an asset type from the already-open `+` menu. Since #43 the menu may grow to the height of
* the canvas, so on this window every type is usually on screen at once; the scroll stays in as
* insurance for a shorter window, where entries below the mask edge are still found by `locate`
* but a click there lands on nothing. That is what the fourteenth type (`Variables`, #91) did to
* `Font` and to step 30.
*/
export async function pickAssetType(t, label) {
const box = await t.json('__gm.overlayRect()');
let p = await t.locate(label, true);
let scrolled = false;
if (box && (!p || p.y > box.y + box.h - 4)) {
await t.wheel(box.x + box.w / 2, box.y + box.h / 2, 300);
p = await t.locate(label, true);
scrolled = true;
}
await t.click(p.x, p.y);
return { box, p, scrolled };
}
/**
* A point of a panel (`panel` and `point` are hook expressions), scrolled into view first: a
* collider's material rows sit below the fold of the inspector, and after the earlier steps the
* hierarchy is long enough to hide this step's objects. A click beside the panel would land on
* whatever is drawn there instead.
*/
export async function inView(t, panel, point) {
for (let i = 0; i < 15; i++) {
const rect = await t.json(panel);
const at = await t.json(point);
if (!rect) return null;
if (at && at.y > rect.y + 8 && at.y < rect.y + rect.h - 8) return at;
await t.wheel(rect.x + rect.w / 2, rect.y + rect.h / 2, at && at.y < rect.y ? -200 : 200);
await t.settle();
}
return null;
}