Files
sanspie 69d19e501f Stage 7: documentation, help, playground; templates, aego new/bootstrap/icons, launcher
Documentation: engine/docs assembles one registry from the script
bindings, the schema, module docs and module-owned script paths; problems
are reported as warnings at build time. Module registries record doc
sources and script module owners; diag.Codes lists every diagnostic code.

Project bootstrap: project.defaultSpace ("2d"/"3d"), EnsureDirs creates
the default folders when the editor opens a project (reported in the
console), prefabs/ is a pipeline root. Native builds drop -trimpath so
binding locations resolve inside native/.

Editor files: create scene/prefab/script from menus, move/rename/duplicate
/delete with undo, script package retargeting on move, open scenes and
script panels follow renames, Save As / Rename Scene prompts, scene
picker, startup scene. Scoped shortcuts fall back to the global command
when disabled; Save As is Ctrl+Shift+S, Save All Ctrl+Alt+S.

Script editor: Go to Implementation (stub → native/ source), host
definitions always resolve to stubs, bracket match/mismatch states,
rainbow brackets (persisted), mono code font (ui-mono atlases, per-command
fonts in draw.List, PushFont/PopFont restored by Mark/Restore).

Tests: langsvc definition/implementation, bracket states, dispatch
fallback, script renames, font stack, editor file-op integration, golden
mono glyph and bracket references; depcheck rule for engine/docs.

Docs pipeline: engine, render2d and script/engine ship their own res/docs;
keyword hover text comes from the registry through manifest.Keywords;
project script symbols join the registry; aego docs export|check|build|
serve, --tool docs in native binaries, aego check --explain; app/docstool
and the tools/gendocs module (goldmark) build the static site.

Playground: app/playground + cmd/aego-playground (js/wasm, 3.3 MB gzip)
compile, highlight and run scripts in the browser; run blocks in the
language docs become examples. engine/builtin/headless is the module set
without render3d; workspace.Config.FS; StubFor/StubPaths; backends and the
script importer drop out of js builds.

VM: one frame pointer in the interpreter loop, direct host calls, panic
recovery once per run instead of per host call (Update2k -19%,
Schedule10k -24% against the previous head). bench-build/compare/profile
run pre-built, pinned, interleaved binaries.

Editor: structural bracket levels and current-block highlight, indent
guides, occurrence highlighting with write marks, multi-format clipboard
(copy/cut/paste assets, paste images as sprites or textures). gl33 probes
a renderable depth format and reports framebuffer failures by stage.

7 E:
- project templates empty/2d/2.5d/3d, app/projects as the single creation path (D148)
- launcher and recent projects (D149)
- orthographic Camera3D and Scene View (D150)
- reference states in the Inspector, ids.Short (D151)
- sceneio remaps node references when loading without KeepIDs (D152)
- exported ComponentRef<T> (D153)
- aego icons via module.Audit (D146)
2026-10-13 01:08:56 +03:00

67 lines
1.6 KiB
Go

package sceneio_test
import (
"testing"
"aego/engine/module"
"aego/scene"
"aego/scene/sceneio"
"aego/schema"
)
type linker struct {
Target scene.NodeRef `aego:"target"`
}
type linkModule struct{}
func (linkModule) Info() module.Info {
return module.Info{ID: "link"}
}
func (linkModule) Register(r *module.Registry) error {
return module.Component[linker](r, schema.Name("link.Linker")).Err()
}
func TestLoadIntoRemapsInternalRefs(t *testing.T) {
types := scene.NewTypes(schema.NewRegistry())
if err := sceneio.RegisterUnknown(types); err != nil {
t.Fatal(err)
}
if _, err := module.Load(types, nil, linkModule{}); err != nil {
t.Fatal(err)
}
if err := types.Schema().Freeze(); err != nil {
t.Fatal(err)
}
src := scene.New(types, nil, scene.Options{})
root := src.Create(src.Root(), "Prefab")
b := src.Create(root, "B")
a := src.Create(root, "A")
scene.Add[linker](src, a).Target = scene.NewNodeRef(src.ID(b))
src.Flush()
data := sceneio.SaveSubtree(src, root, true)
dst := scene.New(types, nil, scene.Options{})
var roots []scene.NodeHandle
for i := 0; i < 2; i++ {
created, rep, err := sceneio.LoadInto(dst, dst.Root(), data, "prefab", sceneio.LoadOptions{})
if err != nil {
t.Fatal(err)
}
if len(rep.Unresolved) != 0 || len(rep.Warnings) != 0 {
t.Fatalf("report = %+v", rep)
}
roots = append(roots, created[0])
}
for _, r := range roots {
got, ok := scene.Get[linker](dst, dst.Find(r, "A"))
if !ok {
t.Fatal("linker lost")
}
if want := dst.ID(dst.Find(r, "B")); got.Target.ID != want || got.Target.ID == src.ID(b) {
t.Fatalf("instance points at %s, want %s", got.Target.ID.Short(), want.Short())
}
}
}