import test, { after, before } from 'node:test';
import assert from 'node:assert/strict';
import { assertSameNode } from '../testSupport/domAssert.mjs';
import { createStateChannel } from '../app/stateChannel.js';
import { setLocale } from '../i18n/index.js';
import { installVueDom } from '../testSupport/vueDom.mjs';
// Vue binds the document when it loads, so it loads after the DOM.
let createApp;
let nextTick;
let SceneControls;
let SceneDirector;
let LayerPanelsView;
let applicationPinia;
let useSceneStore;
let uninstallDom;
before(async () => {
uninstallDom = installVueDom();
({ createApp, nextTick } = await import('vue'));
({ SceneControls } = await import('./sceneControls.js'));
({ SceneDirector } = await import('../scenes/director.js'));
({ applicationPinia } = await import('./vueRuntime.js'));
({ useSceneStore } = await import('./stores/scenes.js'));
LayerPanelsView = (await import('./views/LayerPanelsView.vue')).default;
});
after(() => uninstallDom());
/** Mount the real Scene panel view and an owner over it. */
function fixture() {
const saved = { prompt: window.prompt, confirm: window.confirm };
document.body.innerHTML =
'
';
const view = createApp(LayerPanelsView).use(applicationPinia());
view.mount(document.getElementById('layer-panels-host'));
window.prompt = () => 'Renamed';
const byId = (id) => document.getElementById(id);
const elements = {
panel: byId('scene-panel'),
select: byId('scene-select'),
new: byId('scene-new-btn'),
delete: byId('scene-delete-btn'),
capture: byId('scene-capture-btn'),
update: byId('scene-update-shot-btn'),
start: byId('scene-start-btn'),
stop: byId('scene-stop-btn'),
next: byId('scene-next-btn'),
export: byId('scene-export-btn'),
import: byId('scene-import-btn'),
file: byId('scene-import-file'),
download: byId('scene-download-btn'),
status: byId('scene-status'),
progress: byId('scene-progress-fill'),
runtime: byId('scene-runtime'),
shots: byId('scene-shot-list'),
};
const state = {
scenes: [
{
id: 'scene-a',
title: '',
shots: [
{
id: 'shot-a',
title: '',
durationSec: 4,
holdSec: 0.9,
visual: { style: 'normal' },
},
],
},
],
selectedSceneId: 'scene-a',
selectedShotId: 'shot-a',
running: false,
hasRun: false,
};
const calls = [];
const actions = Object.fromEntries(
[
'selectScene',
'selectShot',
'renameShot',
'create',
'deleteScene',
'capture',
'update',
'start',
'stop',
'next',
'export',
'import',
'download',
'load',
'deleteShot',
].map((name) => [
name,
(...args) => {
calls.push([name, ...args]);
},
]),
);
const owner = new SceneControls({ read: () => state, actions });
return {
owner,
state,
actions,
elements,
calls,
document,
/** The first shot row's label, once the view has rendered. */
label: () => elements.shots.children[0]?.children[0].children[0],
restore() {
owner.destroy();
view.unmount();
Object.assign(window, saved);
},
};
}
test('Scene controls render the supplied selection and running/download states', async () => {
const f = fixture();
try {
await nextTick();
assert.equal(f.elements.select.children[0].textContent, '');
assert.equal(f.elements.select.value, 'scene-a');
assert.equal(f.label().textContent, '');
assert.equal(
f.elements.shots.children[0].children[1].textContent,
'NORMAL · OFF · 4.0s + 0.9s',
);
await nextTick();
assert.equal(f.elements.stop.disabled, true);
assert.equal(f.elements.download.disabled, true);
f.state.hasRun = true;
f.owner.setButtons(true);
await nextTick();
assert.equal(f.elements.start.disabled, true);
assert.equal(f.elements.capture.disabled, true);
assert.equal(f.elements.stop.disabled, false);
assert.equal(f.elements.download.disabled, false);
assert.equal(f.elements.panel.classList.contains('running'), true);
f.owner.setProgress(2);
await nextTick();
assert.equal(f.elements.progress.style.width, '100%');
f.owner.setProgress(-1);
await nextTick();
assert.equal(f.elements.progress.textContent, '0%');
} finally {
f.restore();
}
});
test('Authoring disables idle actions that would do nothing', async () => {
const f = fixture();
try {
await nextTick();
assert.equal(f.elements.start.textContent, 'PLAY');
assert.equal(f.elements.start.disabled, false);
assert.equal(f.elements.update.disabled, false);
assert.equal(f.elements.panel.classList.contains('has-shots'), true);
f.state.selectedShotId = null;
f.owner.setButtons(false);
await nextTick();
assert.equal(f.elements.update.disabled, true);
assert.equal(f.elements.start.disabled, false);
// PLAY and NEXT run on into the following scenes, so an empty selected
// scene beside one with shots keeps them available.
f.state.scenes[0].shots = [];
f.state.scenes.push({ id: 'scene-b', title: 'B', shots: [{ id: 'b1' }] });
f.owner.setButtons(false);
await nextTick();
assert.equal(f.elements.start.disabled, false);
assert.equal(f.elements.next.disabled, false);
assert.equal(f.elements.update.disabled, true);
f.state.scenes.pop();
f.owner.setButtons(false);
await nextTick();
assert.equal(f.elements.start.disabled, true);
assert.equal(f.elements.next.disabled, true);
assert.equal(f.elements.capture.disabled, false);
assert.equal(f.elements.panel.classList.contains('has-shots'), false);
f.state.scenes = [];
f.state.selectedSceneId = null;
f.owner.setButtons(false);
await nextTick();
assert.equal(f.elements.delete.disabled, true);
assert.equal(f.elements.capture.disabled, true);
assert.equal(f.elements.new.disabled, false);
} finally {
f.restore();
}
});
test('Scene controls dispatch panel and shot-row actions, and rows outlive republishing', async () => {
const f = fixture();
try {
await nextTick();
const row = f.elements.shots.children[0];
const label = f.label();
const load = row.children[0].children[1].children[0];
f.elements.capture.click();
f.elements.start.click();
label.click();
label.dispatchEvent(new Event('dblclick'));
await nextTick();
label.children[0].value = 'Renamed';
label.children[0].dispatchEvent(new Event('blur'));
load.click();
assert.deepEqual(f.calls, [
['capture'],
['start', 'scene-a'],
['selectShot', 'shot-a'],
['renameShot', 'scene-a', 'shot-a', 'Renamed'],
['load', 'scene-a', 'shot-a'],
]);
f.owner.renderShotList();
await nextTick();
assertSameNode(f.elements.shots.children[0], row);
// An owner destroyed after a newer one attached leaves the newer list.
const newer = new SceneControls({
read: () => f.state,
actions: f.actions,
});
f.owner.destroy();
await nextTick();
f.label().click();
assert.deepEqual(f.calls.at(-1), ['selectShot', 'shot-a']);
newer.destroy();
await nextTick();
assert.equal(f.elements.shots.children.length, 0);
} finally {
f.restore();
}
});
test('Scene Escape and recording presentation follow playback and release on destruction', async () => {
const f = fixture();
const escape = () =>
f.document.dispatchEvent(
Object.assign(new Event('keydown'), { key: 'Escape' }),
);
try {
escape();
assert.deepEqual(f.calls, []);
f.state.running = true;
f.owner.setPlaybackActive(true);
f.owner.setPlaybackKeyboardEnabled(true);
f.owner.updateRuntime('Scene A / Shot A');
// The Context view renders the chip from the store.
const panel = () => useSceneStore(applicationPinia()).panel;
assert.equal(panel().runtime, 'Scene A / Shot A');
escape();
assert.deepEqual(f.calls, [['stop', 'Stopped (Esc)']]);
f.owner.destroy();
f.owner.destroy();
f.owner.setPlaybackKeyboardEnabled(true);
escape();
f.elements.capture.click();
f.owner.run('capture');
assert.equal(f.calls.length, 1);
assert.equal(
f.document.body.classList.contains('scene-playback-mode'),
false,
);
assert.equal(panel().runtime, '');
assert.equal(panel().hasShots, false);
} finally {
f.restore();
}
});
test('a file import finishing after disposal cannot clear the retained file control', async () => {
const f = fixture();
try {
let finish;
let imported;
f.actions.import = (file) =>
new Promise((resolve) => {
imported = file;
finish = resolve;
});
// A file input's files and value are read-only to scripts.
Object.defineProperty(f.elements.file, 'files', {
value: [{ name: 'project.json' }],
});
Object.defineProperty(f.elements.file, 'value', {
value: 'project.json',
writable: true,
});
f.elements.file.dispatchEvent(new Event('change'));
assert.deepEqual(imported, { name: 'project.json' });
f.owner.destroy();
finish();
await new Promise((resolve) => setImmediate(resolve));
await nextTick();
// The chooser is left as it was once its owner is gone.
assert.equal(f.elements.file.value, 'project.json');
assert.equal(f.elements.status.textContent, 'Ready');
} finally {
f.restore();
}
});
test('Scene action failures are visible only while that action still owns presentation', async () => {
const f = fixture();
try {
let reject;
f.actions.load = () =>
new Promise((_resolve, fail) => {
reject = fail;
});
let pending = f.owner.run('load', 'scene-a', 'shot-a');
reject(new Error('unavailable'));
await pending;
await nextTick();
assert.equal(f.elements.status.textContent, 'Scene action failed');
pending = f.owner.run('load', 'scene-a', 'shot-a');
f.owner.run('selectShot', 'shot-a');
f.owner.updateStatus('Current selection');
reject(new Error('obsolete'));
await pending;
await nextTick();
assert.equal(f.elements.status.textContent, 'Current selection');
pending = f.owner.run('load', 'scene-a', 'shot-a');
f.owner.destroy();
reject(new Error('disposed'));
await pending;
await nextTick();
assert.equal(f.elements.status.textContent, 'Current selection');
} finally {
f.restore();
}
});
test('creation and deletion prompts precede their model actions and remain inert after disposal', async () => {
const f = fixture();
try {
let prompts = 0;
window.prompt = () => {
prompts++;
return null;
};
window.confirm = () => {
prompts++;
return false;
};
f.elements.new.click();
f.elements.delete.click();
f.owner.deleteShot('scene-a', 'shot-a');
assert.deepEqual(f.calls, []);
window.prompt = () => {
prompts++;
return 'New title';
};
window.confirm = () => {
prompts++;
return true;
};
f.elements.new.click();
f.elements.delete.click();
f.owner.deleteShot('scene-a', 'shot-a');
assert.deepEqual(f.calls, [
['create', 'New title'],
['deleteScene'],
['deleteShot', 'scene-a', 'shot-a'],
]);
f.owner.destroy();
f.owner.createScene();
f.owner.deleteSelectedScene();
f.owner.deleteShot('scene-a', 'shot-a');
assert.equal(prompts, 6);
} finally {
f.restore();
}
});
test('the real director preserves a selected shot label for the following double-click', async () => {
const f = fixture();
const previousStorage = globalThis.localStorage;
let director;
try {
f.owner.destroy();
Object.defineProperty(globalThis, 'localStorage', {
configurable: true,
writable: true,
value: {
getItem: () => JSON.stringify({ version: 3, scenes: f.state.scenes }),
setItem() {},
},
});
director = new SceneDirector({ camera: { cancelFlight() {} } }, {}, {});
await nextTick();
const label = f.label();
label.click();
await nextTick();
assert.equal(f.label(), label);
label.dispatchEvent(new Event('dblclick'));
await nextTick();
label.children[0].value = 'Renamed';
label.children[0].dispatchEvent(new Event('blur'));
assert.equal(director._getSelectedScene().shots[0].title, 'Renamed');
} finally {
await director?.destroy();
Object.defineProperty(globalThis, 'localStorage', {
configurable: true,
writable: true,
value: previousStorage,
});
f.restore();
}
});
test('inline shot names save on Enter, cancel on Escape, and reject blank names', async () => {
const f = fixture();
const key = (name) => new KeyboardEvent('keydown', { key: name });
try {
await nextTick();
const label = f.label();
for (const [value, commitKey] of [
['Cancelled', 'Escape'],
[' ', 'Enter'],
[' New name ', 'Enter'],
]) {
label.dispatchEvent(new Event('dblclick'));
await nextTick();
const input = label.children[0];
assertSameNode(document.activeElement, input);
input.value = value;
input.dispatchEvent(key(commitKey));
input.dispatchEvent(new Event('blur'));
await nextTick();
}
assert.deepEqual(f.calls, [
['renameShot', 'scene-a', 'shot-a', 'New name'],
]);
assert.equal(
label.textContent,
'',
'the model owns the next render',
);
} finally {
f.restore();
}
});
test('a rename keeps typed text across republishing and ends with its scene', async () => {
const f = fixture();
try {
await nextTick();
const label = f.label();
label.dispatchEvent(new Event('dblclick'));
await nextTick();
label.children[0].value = 'Typing';
f.owner.renderShotList();
await nextTick();
assert.equal(label.children[0].value, 'Typing');
f.state.scenes.push({
id: 'scene-b',
title: 'B',
shots: [{ id: 'b1', title: 'B1', durationSec: 1, holdSec: 1 }],
});
f.state.selectedSceneId = 'scene-b';
f.owner.renderShotList();
await nextTick();
f.state.selectedSceneId = 'scene-a';
f.owner.renderShotList();
await nextTick();
assert.equal(f.label().children.length, 0);
assert.equal(f.label().textContent, '');
} finally {
f.restore();
}
});
test('the scene select follows option renders, as before', async () => {
const f = fixture();
try {
await nextTick();
f.state.scenes.push({ id: 'scene-b', title: 'B', shots: [] });
f.owner.renderSceneSelect();
await nextTick();
f.state.selectedSceneId = 'scene-b';
f.owner.renderShotList();
await nextTick();
assert.equal(f.elements.select.value, 'scene-a');
f.owner.renderSceneSelect();
await nextTick();
assert.equal(f.elements.select.value, 'scene-b');
} finally {
f.restore();
}
});
test('an option render restores the published scene after a local pick', async () => {
const f = fixture();
try {
f.state.scenes.push({ id: 'scene-b', title: 'B', shots: [] });
f.owner.renderSceneSelect();
await nextTick();
assert.equal(f.elements.select.value, 'scene-a');
// The person picks B; the owner re-renders the shot list only.
f.elements.select.value = 'scene-b';
f.owner.renderShotList();
await nextTick();
// Something reloads A and renders the options with the same choice.
f.owner.renderSceneSelect();
await nextTick();
assert.equal(f.elements.select.value, 'scene-a');
} finally {
f.restore();
}
});
test('Scene controls consume current state, preserve rows on progress, and unsubscribe on destruction', async () => {
const f = fixture();
try {
f.owner.destroy();
Object.assign(f.state, {
status: 'Ready to resume',
progress: 0.25,
runtime: '',
playbackActive: false,
keyboardEnabled: false,
});
const channel = createStateChannel(() => f.state);
const owner = new SceneControls({
read: () => f.state,
actions: f.actions,
subscribe: (listener) => channel.subscribe(listener),
});
await nextTick();
assert.equal(f.elements.status.textContent, 'Ready to resume');
await nextTick();
const row = f.elements.shots.children[0];
f.state.progress = 0.5;
channel.publish({ type: 'progress-changed' });
await nextTick();
assertSameNode(f.elements.shots.children[0], row);
f.state.status = 'Project exported';
channel.publish({ type: 'project-exported' });
await nextTick();
assert.equal(f.elements.status.textContent, 'Project exported');
owner.destroy();
f.state.status = 'Late';
channel.publish({ type: 'status-changed' });
await nextTick();
assert.equal(f.elements.status.textContent, 'Project exported');
assert.equal(owner.unsubscribe, null);
channel.destroy();
} finally {
f.restore();
}
});
test('Authoring refreshes idle buttons from published changes', async () => {
const f = fixture();
try {
f.owner.destroy();
const channel = createStateChannel(() => f.state);
const owner = new SceneControls({
read: () => f.state,
actions: f.actions,
subscribe: (listener) => channel.subscribe(listener),
});
const disabled = (name) => f.elements[name].disabled;
await nextTick();
assert.equal(disabled('start'), false);
assert.equal(f.elements.panel.classList.contains('has-shots'), true);
f.state.selectedShotId = null;
channel.publish({ type: 'selection-changed' });
await nextTick();
assert.equal(disabled('update'), true);
f.state.scenes[0].shots = [];
channel.publish({ type: 'shot-deleted' });
await nextTick();
assert.equal(disabled('start'), true);
assert.equal(disabled('next'), true);
assert.equal(f.elements.panel.classList.contains('has-shots'), false);
// A run that ends hands the buttons back with the idle rules applied.
f.state.running = true;
channel.publish({ type: 'buttons-changed' });
await nextTick();
assert.equal(disabled('capture'), true);
assert.equal(disabled('stop'), false);
f.state.running = false;
channel.publish({ type: 'buttons-changed' });
await nextTick();
assert.equal(disabled('capture'), false);
assert.equal(disabled('start'), true);
f.state.scenes = [];
f.state.selectedSceneId = null;
channel.publish({ type: 'scene-deleted' });
await nextTick();
assert.equal(disabled('delete'), true);
assert.equal(disabled('capture'), true);
assert.equal(disabled('new'), false);
f.state.scenes = [{ id: 'scene-b', title: 'B', shots: [{ id: 's' }] }];
f.state.selectedSceneId = 'scene-b';
f.state.selectedShotId = 's';
channel.publish({ type: 'project-imported' });
await nextTick();
assert.equal(disabled('start'), false);
assert.equal(f.elements.panel.classList.contains('has-shots'), true);
owner.destroy();
await nextTick();
assert.equal(f.elements.panel.classList.contains('has-shots'), false);
channel.destroy();
} finally {
f.restore();
}
});
test('Authoring PLAY uses the scene context, not the radio PLAY', async (context) => {
context.after(() => setLocale('en'));
setLocale('es');
const f = fixture();
try {
await nextTick();
assert.equal(f.elements.start.textContent, 'REPROD.');
} finally {
f.restore();
}
});
test('IMPORT clears its chooser only once the import settles, and is inert without an owner', async () => {
const f = fixture();
try {
let finish;
f.actions.import = () =>
new Promise((resolve) => {
finish = resolve;
});
Object.defineProperty(f.elements.file, 'files', {
value: [{ name: 'project.json' }],
});
Object.defineProperty(f.elements.file, 'value', {
value: 'project.json',
writable: true,
});
f.elements.file.dispatchEvent(new Event('change'));
await new Promise((resolve) => setImmediate(resolve));
assert.equal(f.elements.file.value, 'project.json', 'still importing');
finish();
await new Promise((resolve) => setImmediate(resolve));
assert.equal(f.elements.file.value, '');
let opened = 0;
f.elements.file.click = () => opened++;
f.elements.import.click();
assert.equal(opened, 1);
f.owner.destroy();
f.elements.import.click();
assert.equal(opened, 1, 'no chooser once the owner is gone');
} finally {
f.restore();
}
});