Files
feuerwerk/src/editor/inspector/fieldFactory.ts
T
rootandClaude Opus 5 f60358c951 Let a list hold structs, and read or write variables in bundles
A list item may now be a struct. The depth is bounded in the declaration
rather than by a comment: FieldKind (number|text|boolean|color) says what a
struct field holds, ListItemKind adds struct on top and says what a list
holds, so list -> struct -> primitive is the deepest storable shape and
sameValue stays finite. A struct item renders inline in the List tab, which
is why it needs no path in the slot address.

Four paths silently assumed a list item was a primitive: sameValue compared
items with ===, textOf would have printed [object Object], asListItem turned
a struct into text on Set item and Fill, and Index of used indexOf, which is
reference equality and could never have found a struct.

Tetris now runs on bundles. shapes is 112 {x, y} structs instead of 224 loose
numbers, piece and the candidate are structs, so Next move hands back a whole
candidate and each strand packs only the field it changes, since mergeStruct
leaves the rest standing. Declared behavior ports drop 49 -> 35, the master's
variables 18 -> 13, its graph 84/94 -> 69/76 nodes/edges.

Get variables and Set variables declare their ports from a list of variable
names, the way Pack and Expand already do, so one node can read or write
several at once. Renaming a variable rewires them, because there the port key
is the variable name.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-10 14:01:56 +02:00

406 lines
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import { isList, isStruct, type PropertyValue, textOf } from '../../core/model/Properties';
import type { Project } from '../../core/model/Project';
import {
assetChoiceLabel,
assetRefChoices,
assetRefLabel,
NO_ASSET_LABEL,
} from '../../core/properties/assetRef';
import {
emptyField,
type FieldKind,
type PropertyDef,
type StructFieldDef,
} from '../../core/properties/PropertySchema';
import { NO_TEXTURE_LABEL, textureRefChoices, textureRefLabel } from '../../core/properties/textureRef';
import {
Button,
Checkbox,
ColorField,
Dropdown,
HStack,
Label,
Menu,
type MenuItem,
NumberField,
Spacer,
TextField,
Theme,
ui,
VStack,
type Widget,
} from '../../ui';
/**
* What a field needs beyond its own value: the project, to resolve an asset reference to a name
* and to list what the picker may offer. A getter rather than the project itself – loading and
* entering play mode replace that object.
*/
export interface FieldContext {
project(): Project;
}
export interface FieldHandlers {
/** Live value while dragging/typing – apply as a preview, no undo entry. */
onInput: (value: PropertyValue) => void;
/** Final value – commit as a command. */
onChange: (value: PropertyValue) => void;
/** Sends a list to the List tab; only the caller knows where the value it edits lives. */
openList?: () => void;
/**
* Handlers for one field of a struct. Writing a field means writing the whole bundle, so only
* the caller – which knows where that bundle lives – can build them. Without them a struct row
* can only show what it holds.
*/
structFieldHandlers?: (field: StructFieldDef) => FieldHandlers;
}
export interface FieldRow {
row: Widget;
/** Push a model value into the widget (no events fired). */
setValue(value: PropertyValue): void;
/**
* Colour the label as deviating from its base value (an override on scene objects, a
* non-default value on assets) and re-evaluate which actions currently apply.
*/
setModified(modified: boolean): void;
}
/** Width of the label column every inspector row aligns to. */
const FIELD_LABEL_WIDTH = 64;
/** One way of resetting or applying a value ("Reset to asset", "Apply to container", …). */
export interface FieldAction {
label: string;
onSelect: () => void;
}
/**
* The actions available *right now* – asked again on every refresh and on every click.
* Anything that would not change the value is left out, so a row never offers a dead entry.
*/
export type FieldActions = () => FieldAction[];
/** One trailing button of a row: its glyph, and what it currently offers. */
export interface FieldActionGroup {
glyph: string;
available: FieldActions;
}
export interface RowActions {
reset?: FieldActions;
apply?: FieldActions;
/** Row-specific buttons, drawn left of ↑/↺ – they act on the value rather than on its origin. */
extra?: readonly FieldActionGroup[];
}
/** A row starting with the fixed-width, muted label column. */
export function labelledRow(text: string): { row: HStack; label: Label } {
const row = new HStack({ gap: Theme.gap, align: 'center' });
row.minHeight = Theme.rowHeight;
const label = new Label(text, { style: 'muted' });
label.minWidth = FIELD_LABEL_WIDTH;
row.add(label);
return { row, label };
}
/**
* Maps one PropertySchema entry to a labelled row containing the matching widget.
* The inspector is entirely generated through this function: adding a new property
* kind means adding a case here, adding a property means adding a schema line.
*
* A row shows its actions at the right: ↺ resets to the base value, ↑ applies the value to
* its source, `extra` adds row-specific ones. Each group is asked on every refresh: no entry
* means no button, one entry means a direct button, several mean a menu (↺ ▾ / ↑ ▾).
*/
export function createFieldRow(
ctx: FieldContext,
def: PropertyDef,
value: PropertyValue,
handlers: FieldHandlers,
rowActions: RowActions = {},
): FieldRow {
const { row, label } = labelledRow(def.label);
const field = createField(ctx, def, value, handlers);
row.add(field.widget, field.grow ? 1 : 0);
if (!field.grow) row.add(new Spacer(), 1);
const actions: { button: Button; glyph: string; available: FieldActions }[] = [];
const addActions = (glyph: string, available: FieldActions): void => {
// A floor, not a width: the same button also carries the two-glyph menu form "↺ ▾".
const button = new Button(glyph, { variant: 'ghost', minWidth: Theme.controlHeight });
// Asked again on click: the menu must not act on a state that has moved on since the
// last refresh (an undo between refreshes, a value edited in the viewport).
button.onClick = () => {
const items = available();
if (items.length === 0) return;
if (items.length === 1) return items[0]!.onSelect();
new Menu(items.map((a) => ({ label: a.label, onSelect: a.onSelect }))).openBelow(button);
};
button.visible = false;
actions.push({ button, glyph, available });
row.add(button);
};
for (const group of rowActions.extra ?? []) addActions(group.glyph, group.available);
if (rowActions.apply) addActions('↑', rowActions.apply);
if (rowActions.reset) addActions('↺', rowActions.reset);
const refreshActions = (): void => {
let changed = false;
for (const { button, glyph, available } of actions) {
const count = available().length;
const text = count > 1 ? `${glyph} ▾` : glyph;
const visible = count > 0;
if (button.visible !== visible) {
button.visible = visible;
changed = true;
}
if (visible && button.text !== text) {
button.setText(text);
changed = true;
}
}
if (changed) row.relayout();
};
refreshActions();
return {
row,
setValue: field.setValue,
setModified(modified) {
label.setStyle(modified ? 'override' : 'muted');
refreshActions();
},
};
}
interface Field {
widget: Widget;
/** Whether the widget should take the remaining row width. */
grow: boolean;
setValue(value: PropertyValue): void;
/** The per-field widgets of a struct, so a caller can address one of them. */
parts?: ReadonlyMap<string, Widget>;
}
/** A primitive as a property definition, so one widget set serves a list item and a struct field. */
export function primitiveDef(key: string, kind: FieldKind, label = key): PrimitiveDef {
switch (kind) {
case 'number':
return { key, label, kind: 'number', default: 0 };
case 'text':
return { key, label, kind: 'text', default: '' };
case 'boolean':
return { key, label, kind: 'boolean', default: false };
case 'color':
return { key, label, kind: 'color', default: 0 };
}
}
export type PrimitiveDef = Extract<PropertyDef, { kind: FieldKind }>;
/** One field out of a bundle; a field the value does not carry reads as the empty one of its kind. */
export function structFieldValue(value: PropertyValue, field: StructFieldDef): PropertyValue {
return (isStruct(value) ? value[field.key] : undefined) ?? emptyField(field.kind);
}
/** The bare widget for a property definition (no label, no reset). */
export function createField(
ctx: FieldContext,
def: PropertyDef,
value: PropertyValue,
handlers: FieldHandlers,
): Field {
switch (def.kind) {
case 'number': {
const field = new NumberField(Number(value), {
min: def.min,
max: def.max,
step: def.step ?? 1,
decimals: def.decimals,
onInput: handlers.onInput,
onChange: handlers.onChange,
});
return { widget: field, grow: true, setValue: (v) => field.setNumber(Number(v)) };
}
case 'text': {
const field = new TextField(textOf(value), { onInput: handlers.onInput, onChange: handlers.onChange });
return { widget: field, grow: true, setValue: (v) => field.setValue(textOf(v)) };
}
case 'color': {
const field = new ColorField(Number(value), { onInput: handlers.onInput, onChange: handlers.onChange });
return { widget: field, grow: true, setValue: (v) => field.setValue(Number(v)) };
}
case 'list': {
// A board is hundreds of entries: the row says how many and hands the editing to the
// List tab, where a row per item has the space for it.
const count = (v: PropertyValue) => `${(isList(v) ? v : []).length} items`;
const button = new Button(count(value), { variant: 'ghost', onClick: handlers.openList });
return { widget: button, grow: true, setValue: (v) => button.setText(count(v)) };
}
case 'struct': {
// A bundle has few fields, so unlike a list they fit under each other right here. Editing
// one writes the whole bundle, which is why the handlers come per field from the caller.
const per = handlers.structFieldHandlers;
if (!per) {
const summary = new Label(textOf(value), { style: 'muted' });
return { widget: summary, grow: true, setValue: (v) => summary.setText(textOf(v)) };
}
const stack = new VStack({ gap: Theme.gap });
const fields = new Map<string, Field>();
for (const field of def.fields) {
const { row } = labelledRow(field.key);
const sub = createField(
ctx,
primitiveDef(field.key, field.kind),
structFieldValue(value, field),
per(field),
);
row.add(sub.widget, sub.grow ? 1 : 0);
if (!sub.grow) row.add(new Spacer(), 1);
fields.set(field.key, sub);
stack.add(row);
}
return {
widget: stack,
grow: true,
setValue: (v) => {
for (const field of def.fields) fields.get(field.key)?.setValue(structFieldValue(v, field));
},
parts: new Map([...fields].map(([key, sub]) => [key, sub.widget])),
};
}
case 'boolean': {
const field = new Checkbox(Boolean(value));
field.onChange = handlers.onChange;
return { widget: field, grow: false, setValue: (v) => field.setChecked(Boolean(v)) };
}
case 'enum': {
const labelOf = (v: PropertyValue) =>
def.options.find((o) => o.value === textOf(v))?.label ?? (textOf(v) || '—');
const button = new Dropdown(labelOf(value));
button.onClick = () => {
new Menu(
def.options.map((o) => ({ label: o.label, onSelect: () => handlers.onChange(o.value) })),
).openBelow(button);
};
return { widget: button, grow: true, setValue: (v) => button.setText(labelOf(v)) };
}
case 'key': {
const button = new KeyCaptureButton(textOf(value), (key) => handlers.onChange(key));
return { widget: button, grow: true, setValue: (v) => button.setKey(textOf(v)) };
}
case 'asset': {
// The current id is kept here rather than read back off the label: the label is a name,
// two assets may share one, and a dangling reference has no name at all.
let current = textOf(value);
const button = new Dropdown(assetRefLabel(ctx.project(), current));
button.onClick = () => {
const mark = (id: string, text: string) => (id === current ? `● ${text}` : text);
const items: MenuItem[] = [
{ label: mark('', NO_ASSET_LABEL), onSelect: () => handlers.onChange('') },
// Built on click, not once per row: assets are created, renamed and deleted while
// the inspector stands.
...assetRefChoices(ctx.project(), def.assetTypes).map((asset) => ({
label: mark(asset.id, assetChoiceLabel(asset)),
onSelect: () => handlers.onChange(asset.id),
})),
];
// Searchable: the list grows with the project, like the parent picker.
new Menu(items, { searchable: true }).openBelow(button);
};
return {
widget: button,
grow: true,
setValue: (v) => {
current = textOf(v);
button.setText(assetRefLabel(ctx.project(), current));
},
};
}
case 'texture': {
// Kept for the same reason as in the asset case, and more urgently: a frame's label
// repeats its sheet's name, so several entries can read identically.
let current = textOf(value);
const button = new Dropdown(textureRefLabel(ctx.project(), current));
button.onClick = () => {
const mark = (id: string, text: string) => (id === current ? `● ${text}` : text);
const items: MenuItem[] = [
{ label: mark('', NO_TEXTURE_LABEL), onSelect: () => handlers.onChange('') },
...textureRefChoices(ctx.project()).map((choice) => ({
label: mark(choice.id, choice.label),
onSelect: () => handlers.onChange(choice.id),
})),
];
// Searchable: one sliced sheet alone contributes an entry per frame.
new Menu(items, { searchable: true }).openBelow(button);
};
return {
widget: button,
grow: true,
setValue: (v) => {
current = textOf(v);
button.setText(textureRefLabel(ctx.project(), current));
},
};
}
}
}
/** Shows a key name; click, then press a key to change it (Escape cancels). */
class KeyCaptureButton extends Button {
private key: string;
private capturing = false;
constructor(
key: string,
private readonly onCapture: (key: string) => void,
) {
super(keyLabel(key));
this.key = key;
this.onClick = () => {
this.capturing = true;
this.setText('Press a key…');
ui().focus.focus(this);
};
}
setKey(key: string): void {
this.key = key;
if (!this.capturing) this.setText(keyLabel(key));
}
override onKeyDown(event: KeyboardEvent): boolean {
if (!this.capturing) return super.onKeyDown(event);
event.preventDefault();
this.capturing = false;
if (event.key === 'Escape') {
this.setText(keyLabel(this.key));
return true;
}
if (['Shift', 'Control', 'Alt', 'Meta'].includes(event.key)) {
this.capturing = true;
return true;
}
this.key = event.key;
this.setText(keyLabel(this.key));
this.onCapture(this.key);
return true;
}
override onBlur(): void {
super.onBlur();
if (this.capturing) {
this.capturing = false;
this.setText(keyLabel(this.key));
}
}
}
/** Display name of a `KeyboardEvent.key` value: "Space", "Left arrow", "—" for none. */
export function keyLabel(key: string): string {
if (key === ' ') return 'Space';
if (key === '') return '—';
return key.replace(/^Arrow/, '') + (key.startsWith('Arrow') ? ' arrow' : '');
}