| On click: press and release on the layer; a drag is not a click |
pass |
triggers_fire_on_their_gesture |
| On drag: a drag that starts on the layer; a click is not a drag |
pass |
same |
| On drag with a directional animation (move, push, slide): only a drag that way starts it; a drag another way can scroll instead |
fixed |
any drag started it; on_drag_starts_only_a_drag_its_animation_goes (exactly diagonal counts for both axes: silent) |
| On drag: the animation it starts follows the pointer while it stays down, then plays on from there |
fixed |
it played by time; a_drag_started_transition_follows_the_pointer |
| Mouse down / mouse up: as the button goes down / comes up |
pass |
triggers_fire_on_their_gesture |
| While pressing: shown while the button is down, reverts on release |
pass |
same |
| While hovering: shown while the pointer is over the layer, reverts when it leaves; mouse enter fires once and doesn't revert; mouse leave fires on leaving |
pass |
same |
| Key/gamepad: a key or a combination of keys, pressed anywhere on the screen |
fixed |
combinations never fired (Shift+K didn't match) and K also fired for Shift+K; the editor's recorder now records the modifiers held, and REST files' modifier key codes import as a combination (they imported as the key alone); key_triggers_fire_for_their_key_or_combination |
| Key/gamepad on a controller: the trigger takes a controller button in place of a key, pressed anywhere on the screen |
added |
Gamepad A … Gamepad Home (the standard layout's 17 buttons, face buttons by position) as the trigger's key, picked from the Controller menu beside the key field; the player polls controllers only while the prototype has such a trigger and the window has the focus, and plays each press once (held buttons don't repeat); Windows reads Xbox-compatible controllers, the browser its Gamepad API's standard-mapped ones; controller_buttons_fire_key_gamepad_triggers, controller_buttons_play_key_gamepad_triggers |
| A controller button is not the keyboard key of the same name; the d-pad is not the arrow keys; a keyboard modifier held makes a button press another input |
silent |
pinned as stated |
REST files: controller triggers (device other than KEYBOARD) |
added |
they were skipped; their code reads as the standard layout's button index (silent: the schema doesn't say what the codes count); two buttons at once or an unknown code is skipped with a warning; controller_triggers_import_as_their_button |
| After delay: timed from when the screen shows |
pass |
triggers_fire_on_their_gesture |
| After delay on an overlay: timed from when the overlay opens, again each time it opens |
fixed |
timed from when the screen under it arrived (a toast opened late closed at once) and fired only the first time; an_overlays_after_delay_counts_from_when_it_opens |
| Nested layers with the same trigger: the top-most layer's interaction wins; a layer without that trigger lets it through to the one under it |
pass |
nested_hotspots_and_click_through, hotspots_priority_and_click_through |
| A layer without interactions over a hotspot |
silent |
it doesn't block it: clicks reach the hotspot under it |
| Hidden layers aren't hotspots; clipping frames cut their hotspots |
pass |
same |
| Navigate to: replaces the screen; from an overlay it closes the overlays; preserve scroll position keeps the offset (as far as the destination scrolls) |
pass |
overlays_stack_swap_close_and_go_with_navigation, navigating_resets_scroll_unless_it_preserves_it |
| Back: closes the top overlay first, else returns to the previous screen playing its animation backwards; restart empties the history |
pass |
back_plays_the_way_in_backwards_and_restart_starts_over, back_and_reverting_play_the_animation_the_other_way |
| Scroll to: every frame around the layer scrolls to bring it in, animated with the interaction's animation |
pass |
scroll_to_moves_every_scrolling_frame_around_the_layer |
| Scroll to with an offset: the layer stops that far from the top-left (room for a fixed header) |
added |
offset: [x, y] on the action, X / Y fields in the interaction editor; scroll_to_brings_the_layer_to_the_top_less_its_offset (nested scrolling frames: the innermost keeps the offset; silent) |
| Open overlay: positions, background dimming, close on a click outside (on by default, can be turned off) |
pass |
a_click_outside_an_overlay_closes_it_unless_turned_off, overlay_positions |
| Overlays stack; swap overlay replaces the top one; close overlay closes it |
pass |
overlays_stack_swap_close_and_go_with_navigation |
| Manual overlay position relative to the hotspot |
added |
offset: [x, y] on the action, from the top-left of the layer that opens it (X / Y fields in the interaction editor; without one, below that layer); present_delay_tests |
| Delay on mouse enter / leave / down / up |
added |
delayMs on the interaction, a Delay field in the editor; fires once after the delay while its screen or overlay still shows (a pointer that leaves early: silent, it still fires); mouse_triggers_wait_out_their_delay |
| Open link |
pass |
always a new tab or browser window (opening in place would leave the prototype) |
| Change to: another variant of the instance, in place, with the interaction's animation |
pass |
interactive_components_change_in_place |
| Interactive components: every instance plays the interactions of the variant it shows; an interaction on the instance with the same trigger wins |
fixed |
instances played only interactions copied onto them when they were placed: an instance placed before its main got interactions did nothing, and one placed after kept the first variant's interactions after changing (a toggle went on but never off). New instances no longer copy them, and copies in older files give way to the variant shown; instances_play_their_variants_interactions |
| Change to on a layer inside a nested instance changes the instance whose variant set holds the destination |
fixed |
the innermost instance (an icon inside a button) was changed instead |
| Set variable, set variable mode, conditional |
pass |
proto_run_tests, proto_conditional_tests, present_variables_tests |
Expressions: a variable reads the mode where the interaction runs (a frame that chose a mode, else the page's); name[Mode] reads a given mode whatever is chosen; operators on numbers, text (+ joins), booleans and comparisons |
pass |
mode_lookups_read_a_given_mode_or_the_layers_current_one, proto_expr_mode_tests |
| Set variable mode, then a conditional or set variable later in the same interaction: they see the new mode |
pass |
set_variable_mode_changes_what_later_expressions_read |
| A set variable writes every mode of the variable, so a lookup of any mode reads the new value; a frame inside the screen that chose a mode keeps it after set variable mode |
silent |
pinned as stated |
| Widgets in a presented prototype react to clicks on their clickable parts |
added |
the plugin is called back as on the canvas (same callback, sandbox and fuel limits), on the prototype's copy: the widget's state is the prototype's, the file and its undo history don't change, restarting starts over (silent; pinned); an interaction on the layer wins over the widget; a plugin that's gone or fails shows its error over the presenter; widgets_react_to_clicks_on_the_prototypes_own_copy, widgets_react_to_clicks_in_the_presented_prototype |
| Smart animate: layers matched by name and hierarchy tween position, size, rotation, opacity, solid fills and strokes and corner radius; unmatched layers dissolve |
pass |
smart_animate_tweens_matched_layers_and_overshoots_with_the_easing, smart_interpolate_tweens_matched_and_fades_the_rest |
| Smart animate with a spring or back easing overshoots (and pulls back) |
fixed |
layers snapped to their end once the curve passed 1 |
| Visibility, text content, gradients and images in smart animate |
silent |
they show the destination's |
| Move in/out, push, slide in/out move the way their direction names; reversed they go the other way |
pass |
back_and_reverting_play_the_animation_the_other_way, transitions_move_the_right_way |
| Easing curves: linear, ease in, ease out, ease in and out, back variants, custom bezier |
pass |
easing_curves_and_springs |
| Spring presets are physical springs (mass 1; stiffness / damping: gentle 100/15, quick 300/20, bouncy 600/15, slow 80/20) |
fixed |
they were ad-hoc curves |
| A spring plays until it settles: its duration follows from its mass, stiffness and damping, not from the duration field |
fixed |
it was squeezed into the duration field's time; the editor shows the spring's duration in place of the field; springs_play_until_they_settle |
| Scrolling: horizontal, vertical or both; momentum; fixed layers stay put; sticky layers stop at the edge |
pass |
scroll_offsets_fixed_and_sticky, present_view_tests (sticky on the left edge too: silent) |
| Fixed layers draw and take clicks above the content scrolling under them, wherever they are in the layer list |
fixed |
they drew in layer order, under later layers; the file's order doesn't change; fixed_layers_stay_above_the_content_that_scrolls |
| Flows and starting points; device frames; presentation options; hotspot hints |
pass |
proto_present_tests, present_view_tests, present_tests |