game-maker / suite (push) Successful in 9m42s
Three reports plus one found on the way.
Hold only froze the *picture*: the preview computed a fake second while drawing,
the library clock kept counting underneath, so letting go jumped to "how much
would have passed by now". That is the flip side of the formula model — a thing
that is a function of the clock is not stopped, its origin is moved.
ParticleField.rebase() does that; hold(null) calls it with the second stood at.
The Hold label now mirrors the preview's state instead of its own click history,
so dragging the slider (which holds too) reads `Run`, and Restart puts a held
preview back to 0.00 s rather than leaving it on the second it stopped at.
previewProps only read defaultsFor('particles'), so the panel showed the type's
defaults while the inspector showed the asset's rows. AssetBase.props is a full
bag on a graph asset as well — asset.props now lie over the defaults, the
asset's texture is resolved instead of always drawing a white square, and the
slider's span follows its lifetime. The span is re-read in tick(), because the
rows are edited in the inspector and the tab hears nothing about it.
The preview moves from under the graph to beside it, past a draggable splitter:
a graph is read across, so width is what it can spare and height is not.
AssetTabEditor grows a body() hook for that — the base class still stacks header,
strip and canvas, a subclass may put something next to the canvas.
Found by the full run, not reported: the graph canvas's empty-state hint ran
38 px past its frame now that the preview takes 280 px away. It is cut with
truncate() like any other label.
816 checks (809 + 7).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
480 lines
24 KiB
TypeScript
480 lines
24 KiB
TypeScript
import { type Application, Color, type ColorSource, type Container, Mesh, Rectangle, Text } from 'pixi.js';
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import { resolveObjects } from '../core/model/instance';
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import { findObjectHolder } from '../core/model/Project';
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import type { FrameRect } from '../core/model/texture';
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import { activeDrag, Button, ui, Widget } from '../ui';
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import { particleLibrary } from '../viewport/ParticleLibrary';
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import { shaderLibrary } from '../viewport/ShaderLibrary';
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import { textureLibrary } from '../viewport/TextureLibrary';
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import type { CentreTab, Editor } from './Editor';
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import { currentFontPicker } from './font/FontPicker';
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import { currentImagePicker } from './texture/ImagePicker';
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import type { EditorState } from './state';
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/**
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* Installs `window.__gm`, which the check scripts in tools/ use to find widgets by their
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* visible text and to read editor state.
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*/
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export function installDebugHook(app: Application, state: EditorState, editor: Editor): void {
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const { viewport, gameView, graphEditor, textureEditor, containerEditor, hierarchy, assets, inspector } =
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editor;
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const centreOf = (widget: { getGlobalPosition(): { x: number; y: number }; w: number; h: number }) => {
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const p = widget.getGlobalPosition();
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return { x: p.x + widget.w / 2, y: p.y + widget.h / 2 };
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};
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const rectOf = (widget: { getGlobalPosition(): { x: number; y: number }; w: number; h: number }) => {
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const p = widget.getGlobalPosition();
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return { x: p.x, y: p.y, w: widget.w, h: widget.h };
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};
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/** Centres of every visible text equal to `text`, in drawing order (the topmost last). */
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const locateAll = (text: string): { x: number; y: number }[] => {
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const hits: { x: number; y: number }[] = [];
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const walk = (node: Container): void => {
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if (!node.visible) return;
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if (node instanceof Text && node.text === text) {
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// Global bounds, not `width`/`height`: those are unscaled, and inside the graph canvas
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// (which is scaled by the zoom) that put the point right of the text it was meant to hit.
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const box = node.getBounds();
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hits.push({ x: box.x + box.width / 2, y: box.y + box.height / 2 });
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return;
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}
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for (const child of node.children) walk(child);
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};
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walk(app.stage);
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return hits;
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};
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const locate = (text: string, last = false): { x: number; y: number } | null => {
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const hits = locateAll(text);
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return (last ? hits.at(-1) : hits[0]) ?? null;
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};
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/** Fill colour of a visible text, as `#rrggbb` – what tells an override label from a plain one. */
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const textColor = (text: string): string | null => {
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let found: string | null = null;
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const walk = (node: Container): void => {
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if (found !== null || !node.visible) return;
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if (node instanceof Text && node.text === text) {
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found = new Color(node.style.fill as ColorSource).toHex();
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return;
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}
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for (const child of node.children) walk(child);
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};
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walk(app.stage);
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return found;
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};
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/**
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* Centre of the control of an inspector row, addressed by its label. A row aligns its label to a
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* *minimum* width, so a label wider than the column pushes its control right – which is why a
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* fixed offset from the label's own text is the wrong way to click one.
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*/
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const fieldOf = (label: string, last = false): { x: number; y: number; left: number } | null => {
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let found: Text | null = null;
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const walk = (node: Container): void => {
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if ((found !== null && !last) || !node.visible) return;
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if (node instanceof Text && node.text === label) {
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found = node;
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return;
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}
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for (const child of node.children) walk(child);
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};
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walk(app.stage);
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// TypeScript does not track the assignment inside `walk`, hence the cast.
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let owner: Container | null = (found as Text | null)?.parent ?? null;
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while (owner && !(owner instanceof Widget)) owner = owner.parent;
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const row = owner?.parent;
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if (!row || !owner) return null;
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const control = row.children[row.children.indexOf(owner) + 1];
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if (!(control instanceof Widget)) return null;
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return { ...centreOf(control), left: control.getGlobalPosition().x };
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};
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/**
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* The visible text of the overlay layer, in drawing order – everything an open popup shows.
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* Menus hide filtered-out entries, so this is also what a search box currently leaves.
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*/
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const overlayTexts = (): string[] => {
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const out: string[] = [];
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const walk = (node: Container): void => {
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if (!node.visible) return;
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if (node instanceof Text) {
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if (node.text) out.push(node.text);
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return;
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}
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for (const child of node.children) walk(child);
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};
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walk(ui().overlay);
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return out;
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};
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/**
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* Visible texts drawn wider than the widget that owns them. The owner's box is its declared
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* `w`/`h`, not `getBounds()`: a Pixi container's bounds are the union of its children –
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* including the overflowing text – so every overflow would measure as zero.
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*/
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const textOverflows = (all = false): { text: string; owner: string; over: number }[] => {
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const out: { text: string; owner: string; over: number }[] = [];
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const walk = (node: Container, owner: Widget | null, clipped: boolean): void => {
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if (!node.visible) return;
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const isWidget = node instanceof Widget;
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const box = isWidget ? node : owner;
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// A mask further up does not excuse a label spilling out of its own control, so the
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// question restarts at every widget. `Boolean`, not `!== null`: Pixi's mask getter
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// returns `undefined` when nothing masks.
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const masked = (isWidget ? false : clipped) || Boolean(node.mask);
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if (node instanceof Text) {
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if (!box || !node.text || (masked && !all)) return;
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const text = node.getBounds();
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const origin = box.getGlobalPosition();
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const over = Math.max(text.x + text.width - (origin.x + box.w), origin.x - text.x);
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if (over > 1 || all) {
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out.push({ text: node.text, owner: box.constructor.name, over: Math.round(over) });
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}
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return;
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}
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for (const child of node.children) walk(child, box, masked);
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};
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walk(app.stage, null, false);
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return out;
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};
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/**
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* The counterpart of `textOverflows`: buttons whose label was shortened away to nothing, which
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* leaves a control that says nothing at all. An empty `Text` is invisible to the overflow walk.
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*/
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const labelsDropped = (): { text: string; owner: string; w: number }[] => {
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const out: { text: string; owner: string; w: number }[] = [];
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const walk = (node: Container): void => {
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if (!node.visible) return;
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if (node instanceof Button && node.text && !node.shownText) {
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out.push({ text: node.text, owner: node.constructor.name, w: node.w });
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}
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for (const child of node.children) walk(child);
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};
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walk(app.stage);
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return out;
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};
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/** What the last visible button labelled `text` draws – shorter when it was truncated. */
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const shownLabel = (text: string): string | null => {
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let shown: string | null = null;
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const walk = (node: Container): void => {
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if (!node.visible) return;
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if (node instanceof Button && node.text === text) shown = node.shownText;
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for (const child of node.children) walk(child);
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};
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walk(app.stage);
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return shown;
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};
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/** Screen rectangle of the open popup (the backdrop is not a widget), or null when none is. */
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const overlayRect = (): { x: number; y: number; w: number; h: number } | null => {
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const popups = ui().overlay.children.filter((node): node is Widget => node instanceof Widget);
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const popup = popups[popups.length - 1];
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if (!popup) return null;
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const p = popup.getGlobalPosition();
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return { x: p.x, y: p.y, w: popup.w, h: popup.h };
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};
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/**
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* A holder's objects the way the editor sees them: the content of placed containers is resolved
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* from the template, so it is nowhere in `holder.objects` (see `model/instance.ts`).
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*/
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const objectsOf = (holderId: string) => {
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const holder = findObjectHolder(state.project, holderId);
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return holder ? resolveObjects(state.project, holder) : [];
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};
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(window as unknown as { __gm: unknown }).__gm = {
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state,
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/** The Pixi application, for probes that need the renderer or the stage. */
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app,
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sceneObjects: () => (state.activeScene ? objectsOf(state.activeScene.id) : []),
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locate,
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locateAll,
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inspectorField: fieldOf,
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inspectorInfo: () => inspector.debugInfo(),
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textColor,
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overlayTexts,
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overlayRect,
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textOverflows,
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labelsDropped,
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shownLabel,
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tabRow: () => editor.tabRow(),
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/** The dividers left and right of the centre column – dragging them narrows the tab row. */
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panelSplitters: () => ({ left: centreOf(editor.leftSplitter), right: centreOf(editor.rightSplitter) }),
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viewportCenter: () => centreOf(viewport),
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/** Pans the Scene tab to a world point – a step's own lane, away from what earlier steps left. */
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lookAt: (x: number, y: number) => viewport.lookAt(x, y),
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/** Its drawn box – a step that wants an empty spot must stay inside what the console left over. */
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viewportRect: () => {
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const p = viewport.getGlobalPosition();
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return { x: p.x, y: p.y, w: viewport.w, h: viewport.h };
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},
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/**
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* A point in the viewport that no object covers – steps click there to deselect. A fixed
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* offset from the centre lands on an object as soon as the viewport changes size.
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*/
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emptySpot: () => {
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const p = viewport.getGlobalPosition();
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const scene = state.activeScene;
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const taken = scene
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? objectsOf(scene.id)
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.map((object) => viewport.objectRect(object.id))
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.filter((rect): rect is NonNullable<typeof rect> => rect !== null)
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: [];
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const clear = (x: number, y: number) =>
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!taken.some((r) => x >= r.x - 12 && x <= r.x + r.w + 12 && y >= r.y - 12 && y <= r.y + r.h + 12);
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for (let y = p.y + viewport.h - 24; y > p.y + 24; y -= 24) {
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for (let x = p.x + 24; x < p.x + viewport.w - 24; x += 24) if (clear(x, y)) return { x, y };
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}
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return null;
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},
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viewportInfo: () => viewport.debugInfo(),
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/** Where a dragged asset would land in the Scene tab, and why not when it may not. */
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dropPreview: () => viewport.dropInfo(),
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/** The panel-to-view drag in flight, if any – a drop that never started looks like a refused one. */
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dragPayload: () => activeDrag(),
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/** An asset row by id – two assets can share a name with the container picker's label. */
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assetRow: (id: string) => assets.rowGlobal(id),
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assetRowColor: (id: string) => assets.rowColor(id),
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gameInfo: () => gameView.debugInfo(),
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/** Selection outlines in the Scene tab: a switched-off object is invisible but still framed. */
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gizmos: () => viewport.gizmoInfo(),
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layerOf: (id: string) => viewport.layerOf(id),
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drawOrder: () => viewport.drawOrder(),
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objectScreen: (id: string) => viewport.objectScreen(id),
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objectRect: (id: string) => viewport.objectRect(id),
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/** The same for the Game tab – through the camera, so what the player sees. */
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gameScreen: (id: string) => gameView.objectScreen(id),
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gameRect: (id: string) => gameView.objectRect(id),
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gameCenter: () => centreOf(gameView),
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graph: {
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current: () => graphEditor.currentAssetId,
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portAt: (nodeId: string, port: string, isOutput: boolean) =>
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graphEditor.canvas.portGlobal(nodeId, port, isOutput),
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nodeAt: (nodeId: string) => graphEditor.canvas.nodeGlobal(nodeId),
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chevronAt: (nodeId: string) => graphEditor.canvas.chevronGlobal(nodeId),
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nodeLabel: (nodeId: string) => graphEditor.canvas.nodeLabel(nodeId),
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nodeProblem: (nodeId: string) => graphEditor.canvas.nodeProblem(nodeId),
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nodeSettings: (nodeId: string) => graphEditor.canvas.nodeSettings(nodeId),
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/** Each input row as drawn: its name, and the inline value beside it while unconnected. */
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nodeInputs: (nodeId: string) => graphEditor.canvas.nodeInputs(nodeId),
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/** Each output row as drawn: while playing, the value it last carried in front of its name. */
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nodeOutputs: (nodeId: string) => graphEditor.canvas.nodeOutputs(nodeId),
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/** Beads in flight on exec edges as drawn, in graph coordinates; `progress` 0 = source, 1 = target. */
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beads: () => graphEditor.canvas.beadsDrawn(),
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/** Drawn rectangles on screen: what "fit" has to keep inside `canvasRect`. */
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nodeRect: (nodeId: string) => graphEditor.canvas.nodeRect(nodeId),
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canvasRect: () => graphEditor.canvas.canvasRect(),
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/** Bare canvas below every node – where a step right-clicks to open the palette. */
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emptySpot: () => graphEditor.canvas.emptySpotGlobal(),
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selected: () => state.selectedNodeIds,
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dropTarget: () => graphEditor.canvas.pendingDropTarget(),
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danglingEdge: () => graphEditor.canvas.danglingEdgeVisible(),
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edgeDrawn: (edgeId: string) => graphEditor.canvas.edgeDrawn(edgeId),
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foldMark: (edgeId: string, isOutput: boolean) => graphEditor.canvas.foldMarkGlobal(edgeId, isOutput),
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foldMarks: () => graphEditor.canvas.foldMarksDrawn(),
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// The canvas, not the whole tab: a centre measured through the header sits above the
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// drawing area.
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center: () => centreOf(graphEditor.canvas),
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pickerWidth: () => graphEditor.picker.w,
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pickerAt: () => centreOf(graphEditor.picker),
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snapping: () => graphEditor.canvas.snapEnabled,
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zoom: () => graphEditor.canvas.zoomLevel,
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crumbs: () => graphEditor.breadcrumb.crumbsDrawn(),
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},
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stateMachine: {
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current: () => editor.stateMachineEditor.currentAssetId,
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pickerAt: () => centreOf(editor.stateMachineEditor.picker),
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nodeAt: (nodeId: string) => editor.stateMachineEditor.canvas.nodeGlobal(nodeId),
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nodeLabel: (nodeId: string) => editor.stateMachineEditor.canvas.nodeLabel(nodeId),
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nodeRect: (nodeId: string) => editor.stateMachineEditor.canvas.nodeRect(nodeId),
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canvasRect: () => editor.stateMachineEditor.canvas.canvasRect(),
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center: () => centreOf(editor.stateMachineEditor.canvas),
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snapping: () => editor.stateMachineEditor.canvas.snapEnabled,
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},
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particles: {
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current: () => editor.particlesEditor.currentAssetId,
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pickerAt: () => centreOf(editor.particlesEditor.picker),
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info: () => editor.particlesEditor.shownInfo,
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nodeAt: (nodeId: string) => editor.particlesEditor.canvas.nodeGlobal(nodeId),
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nodeLabel: (nodeId: string) => editor.particlesEditor.canvas.nodeLabel(nodeId),
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nodeRect: (nodeId: string) => editor.particlesEditor.canvas.nodeRect(nodeId),
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nodeProblem: (nodeId: string) => editor.particlesEditor.canvas.nodeProblem(nodeId),
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canvasRect: () => editor.particlesEditor.canvas.canvasRect(),
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emptySpot: () => editor.particlesEditor.canvas.emptySpotGlobal(),
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center: () => centreOf(editor.particlesEditor.canvas),
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/** The panel beside the graph: how many particles it draws and which second it stands at. */
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preview: () => ({
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count: editor.particlesEditor.preview.count,
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time: Math.round(editor.particlesEditor.preview.time * 100) / 100,
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holding: editor.particlesEditor.preview.holding,
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}),
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previewRect: () => rectOf(editor.particlesEditor.preview),
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/** Hold button, time readout and slider as they are shown, not as the preview holds them. */
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controls: () => editor.particlesEditor.controls,
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splitterAt: () => centreOf(editor.particlesEditor.splitter),
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sliderAt: () => centreOf(editor.particlesEditor.slider),
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/** Jumps the preview to a second – exact, because a particle is a function of its age. */
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hold: (at: number | null) => editor.particlesEditor.preview.hold(at),
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},
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shader: {
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current: () => editor.shaderEditor.currentAssetId,
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pickerAt: () => centreOf(editor.shaderEditor.picker),
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info: () => editor.shaderEditor.shownInfo,
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nodeAt: (nodeId: string) => editor.shaderEditor.canvas.nodeGlobal(nodeId),
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nodeLabel: (nodeId: string) => editor.shaderEditor.canvas.nodeLabel(nodeId),
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nodeRect: (nodeId: string) => editor.shaderEditor.canvas.nodeRect(nodeId),
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nodeProblem: (nodeId: string) => editor.shaderEditor.canvas.nodeProblem(nodeId),
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nodeSettings: (nodeId: string) => editor.shaderEditor.canvas.nodeSettings(nodeId),
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canvasRect: () => editor.shaderEditor.canvas.canvasRect(),
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emptySpot: () => editor.shaderEditor.canvas.emptySpotGlobal(),
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center: () => centreOf(editor.shaderEditor.canvas),
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snapping: () => editor.shaderEditor.canvas.snapEnabled,
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},
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/** The console panel: its lines as kept, its drawn height, and the divider above it. */
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console: {
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lines: () => editor.console.debugInfo().lines,
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height: () => editor.console.h,
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clear: () => editor.console.clear(),
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scroll: () => editor.console.scrollInfo(),
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centre: () => centreOf(editor.console),
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splitterAt: () => centreOf(editor.consoleSplitter),
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},
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/** The open image picker: what it offers, what is picked, and where a tile sits. */
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imagePicker: () => currentImagePicker()?.debugInfo() ?? null,
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imagePickerTile: (file: string) => currentImagePicker()?.tileGlobal(file) ?? null,
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/** The same for the font picker, whose rows are the preview. */
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fontPicker: () => currentFontPicker()?.debugInfo() ?? null,
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fontPickerRow: (file: string) => currentFontPicker()?.rowGlobal(file) ?? null,
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/** Which typeface a text ended up drawn in, and how wide it made it. */
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textInfo: (id: string) => viewport.textInfo(id),
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gameTextInfo: (id: string) => gameView.textInfo(id),
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texture: {
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current: () => textureEditor.currentAssetId,
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pickerWidth: () => textureEditor.picker.w,
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/** Where an image pixel of the shown sheet sits on screen (frames are dragged in image coordinates). */
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pointAt: (x: number, y: number) => textureEditor.imageToScreen(x, y),
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rect: () => textureEditor.canvasRect(),
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},
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animation: {
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/** Frames, the one on screen, play state and where the preview picture is drawn. */
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current: () => editor.animationEditor.canvas.debugInfo(),
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tileCentre: (index: number) => editor.animationEditor.canvas.tileCentre(index),
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playButton: () => centreOf(editor.animationEditor.playButton),
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playLabel: () => editor.animationEditor.playButton.text,
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},
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container: {
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current: () => containerEditor.currentAssetId,
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pickerWidth: () => containerEditor.picker.w,
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center: () => centreOf(containerEditor),
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rect: () => containerEditor.canvasRect(),
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/** Where a template object is drawn, so a check can click or sample it. */
|
||
objectScreen: (id: string) => containerEditor.objectScreen(id),
|
||
dropPreview: () => containerEditor.dropInfo(),
|
||
},
|
||
list: {
|
||
info: () => editor.listEditor.debugInfo(),
|
||
/** Where an item's widget sits, so a check can click it – a number field has no findable text. */
|
||
fieldAt: (index: number, field = '') => editor.listEditor.fieldAt(index, field),
|
||
/** The kind mark of a row, or of one field of a struct item – both are pickers. */
|
||
markAt: (index: number, field = '') => editor.listEditor.markAt(index, field),
|
||
nameAt: (index: number, field: string) => editor.listEditor.nameAt(index, field),
|
||
},
|
||
world: () => editor.worldSnapshot(),
|
||
playInfo: () => editor.playInfo(),
|
||
/** Behaviors running without Play (`Run in editor`), and how long they have been at it. */
|
||
editorRun: () => editor.editorRunInfo(),
|
||
/** Rows the hierarchy shows – collapsed subtrees are not in here. */
|
||
hierarchyOrder: () => hierarchy.rowOrder(),
|
||
hierarchyChevron: (id: string) => hierarchy.chevronPosition(id),
|
||
/** Centre of a hierarchy row, clear of the chevron – for clicks that must hit the row itself. */
|
||
hierarchyRow: (id: string) => hierarchy.rowPosition(id),
|
||
hierarchyRowColor: (id: string) => hierarchy.rowColor(id),
|
||
hierarchyExpandAll: () => hierarchy.expandAll(),
|
||
hierarchyCollapseAll: () => hierarchy.collapseAll(),
|
||
/** The colour actually on screen at a point, as `#rrggbb` – what was drawn, not what the model says. */
|
||
pixelAt: (x: number, y: number) => {
|
||
const { pixels } = app.renderer.extract.pixels({
|
||
target: app.stage,
|
||
frame: new Rectangle(x, y, 1, 1),
|
||
});
|
||
const hex = (value: number | undefined) => (value ?? 0).toString(16).padStart(2, '0');
|
||
return `#${hex(pixels[0])}${hex(pixels[1])}${hex(pixels[2])}`;
|
||
},
|
||
/** The filter and wrap the GPU sampler actually got, next to the model's – only the driver knows the former. */
|
||
textureFilter: (file: string, rect: FrameRect | null = null) => {
|
||
const texture = textureLibrary.peek(file, rect);
|
||
if (!texture) return null;
|
||
const source = texture.source;
|
||
const renderer = app.renderer as unknown as {
|
||
gl?: WebGL2RenderingContext;
|
||
uid: number;
|
||
texture: { bindSource(source: unknown, location: number): void };
|
||
};
|
||
const gl = renderer.gl;
|
||
const uploaded = Boolean(
|
||
(source as unknown as { _gpuData: Record<number, unknown> })._gpuData[renderer.uid],
|
||
);
|
||
let magFilter = 0;
|
||
let wrapT = 0;
|
||
if (gl) {
|
||
// Through Pixi rather than a raw `bindTexture`, so its idea of what is bound stays true.
|
||
renderer.texture.bindSource(source, 0);
|
||
magFilter = gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER) as number;
|
||
wrapT = gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T) as number;
|
||
}
|
||
return {
|
||
scaleMode: source.scaleMode,
|
||
gpu: magFilter === gl?.NEAREST ? 'nearest' : magFilter === gl?.LINEAR ? 'linear' : 'none',
|
||
wrap:
|
||
wrapT === gl?.CLAMP_TO_EDGE
|
||
? 'clamp'
|
||
: wrapT === gl?.REPEAT
|
||
? 'repeat'
|
||
: wrapT === gl?.MIRRORED_REPEAT
|
||
? 'mirror'
|
||
: 'none',
|
||
uploaded,
|
||
};
|
||
},
|
||
fps: () => editor.fps,
|
||
/** Visible nodes carrying a filter – one extra render pass each; since #77 a shader is none. */
|
||
filterCount: () => {
|
||
let n = 0;
|
||
const walk = (node: Container): void => {
|
||
if (!node.visible) return;
|
||
if (((node.filters as readonly unknown[] | undefined)?.length ?? 0) > 0) n += 1;
|
||
for (const child of node.children) walk(child);
|
||
};
|
||
walk(app.stage);
|
||
return n;
|
||
},
|
||
/** Visible sprite meshes drawing with a shader of their own – one draw call each, no pass (#77). */
|
||
shaderCount: () => {
|
||
let n = 0;
|
||
const walk = (node: Container): void => {
|
||
if (!node.visible) return;
|
||
if (node instanceof Mesh && node.shader) n += 1;
|
||
for (const child of node.children) walk(child);
|
||
};
|
||
walk(app.stage);
|
||
return n;
|
||
},
|
||
/** Holds the shader clock at `at` seconds, so a Time shader's pixels can be measured; null releases it. */
|
||
shaderTime: (at: number | null) => shaderLibrary.freezeTime(at),
|
||
/** The same for particle time, kept apart so one can be held without the other. */
|
||
particleTime: (at: number | null) => particleLibrary.freezeTime(at),
|
||
particleCompiles: () => particleLibrary.compiles,
|
||
/** Every source's clock back to zero on the current (usually frozen) second. */
|
||
particlesRestart: () => {
|
||
viewport.restartParticles(particleLibrary.now());
|
||
gameView.restartParticles(particleLibrary.now());
|
||
},
|
||
/** What a source is drawing in the scene tab, or in the game view while playing. */
|
||
particlesOf: (objectId: string, where: 'scene' | 'game' = 'scene', limit = 8) =>
|
||
(where === 'game' ? gameView : viewport).particleInfo(objectId, limit),
|
||
/** Graphs compiled so far; a moved node must not add one (#65). */
|
||
shaderCompiles: () => shaderLibrary.compiles,
|
||
/** Which views redraw every tick because a Time shader is on screen. */
|
||
animates: () => ({ scene: viewport.animates, game: gameView.animates }),
|
||
lowLatency: () =>
|
||
(app.renderer as unknown as { gl?: WebGL2RenderingContext }).gl?.getContextAttributes()
|
||
?.desynchronized === true,
|
||
tab: () => editor.tab,
|
||
showTab: (tab: CentreTab) => editor.showTab(tab),
|
||
};
|
||
}
|