Give the three asset tabs one base, and move the viewports into the editor

src/viewport/ held three classes only src/editor/ ever used, and framing.ts sat
under graph/ although the scene view wants the same bounds sum. The graph, the
texture and the container tab repeated the same header, subscription and
disposal code with two silent divergences: the graph tab said "nothing shown"
with null instead of '', and the texture tab refell back to the first asset on
a selection change but not on a project event.

These arrive together because GraphCanvas ties them: it reads framing from its
new home, hands its fold marks to folding.ts, and its '' change is what
GraphEditor must agree with.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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rootandClaude Opus 5 committed 2026-09-10 07:14:38 +02:00
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commit 11981b40d0
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+408 -425

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@@ -1,115 +1,38 @@
import { Graphics } from 'pixi.js';
import type { BehaviorAsset } from '../../core/model/Asset';
import { findAsset } from '../../core/model/Project';
import { Button, Dropdown, HStack, Label, Menu, type MenuItem, Spacer, Theme, VStack } from '../../ui';
import type { Asset, BehaviorAsset } from '../../core/model/Asset';
import { Button } from '../../ui';
import { AssetTabEditor } from '../AssetTabEditor';
import type { EditorState } from '../state';
import { GraphCanvas } from './GraphCanvas';
/** Room kept for the "N nodes · M links" readout, wide enough for a three-digit graph. */
const INFO_WIDTH = 150;
/**
* The Graph tab. It follows the selection, but keeps showing the last behavior when the
* selection moves elsewhere – clicking a sprite must not empty the graph being edited.
*/
export class GraphEditor extends VStack {
/** The canvas itself: the live redraw while playing and the check scripts reach for it. */
readonly canvas: GraphCanvas;
private readonly picker: Dropdown;
private readonly info: Label;
export class GraphEditor extends AssetTabEditor<BehaviorAsset, GraphCanvas> {
private readonly addButton: Button;
private readonly headerBg = new Graphics();
constructor(private readonly state: EditorState) {
super();
const header = new HStack({ gap: Theme.gap, padding: Theme.padding, align: 'center' });
header.minHeight = Theme.controlHeight + Theme.padding * 2;
header.addChildAt(this.headerBg, 0);
header.add(new Label('Behavior', { style: 'muted' }));
this.picker = new Dropdown('—', { width: 200, onClick: () => this.openPicker() });
header.add(this.picker);
constructor(state: EditorState) {
super(state, { noun: 'Behavior', infoWidth: INFO_WIDTH });
this.addButton = new Button('Add node…', { onClick: () => this.canvas.addNodeFrom(this.addButton) });
header.add(this.addButton);
header.add(new Button('Fit', { onClick: () => this.canvas.fit() }));
header.add(new Spacer(), 1);
this.info = new Label('', { style: 'small', align: 'right' });
// Reserved, not measured: a stack sizes the label once, from the empty text it was built with.
this.info.minWidth = INFO_WIDTH;
header.add(this.info);
this.canvas = new GraphCanvas(state);
this.add(header);
this.add(this.canvas, 1);
state.on('selection', () => this.followSelection());
state.on('project', () => this.refresh());
this.mount(new GraphCanvas(state), [this.addButton]);
// Adding nodes is an edit, and edits made while playing would be thrown away with the run.
state.on('mode', () => this.refresh());
state.on('load', () => {
this.canvas.show(null);
this.followSelection();
});
this.followSelection();
}
/** The behavior currently shown – the check scripts read this. */
get currentAssetId(): string | null {
return this.canvas.currentAssetId;
protected override selectedId(): string {
return this.state.selectedBehaviorId ?? '';
}
/** For the check scripts: the picker's width must not follow the name it happens to show. */
get pickerWidth(): number {
return this.picker.w;
protected override isMine(asset: Asset): asset is BehaviorAsset {
return asset.type === 'behavior';
}
private followSelection(): void {
const id = this.state.selectedBehaviorId;
// Null merely means "the selection is about something else"; the tab keeps its subject.
if (id) this.canvas.show(id);
this.refresh();
protected override infoText(asset: BehaviorAsset): string {
const nodes = asset.graph.nodes.length;
const links = asset.graph.edges.length;
return `${nodes} ${nodes === 1 ? 'node' : 'nodes'} · ${links} ${links === 1 ? 'link' : 'links'}`;
}
private asset(): BehaviorAsset | null {
const id = this.canvas.currentAssetId;
const asset = id ? findAsset(this.state.project, id) : undefined;
return asset && asset.type === 'behavior' ? asset : null;
}
private behaviors(): BehaviorAsset[] {
return this.state.project.assets
.filter((a): a is BehaviorAsset => a.type === 'behavior')
.sort((a, b) => a.name.localeCompare(b.name));
}
private openPicker(): void {
const current = this.canvas.currentAssetId;
const items: MenuItem[] = this.behaviors().map((asset) => ({
label: asset.id === current ? `● ${asset.name}` : asset.name,
onSelect: () => this.state.select({ kind: 'asset', assetId: asset.id }),
}));
if (items.length === 0) items.push({ label: 'No behaviors yet', onSelect: () => undefined });
new Menu(items, { searchable: true }).openBelow(this.picker);
}
private refresh(): void {
// A deleted behavior leaves the canvas empty; fall back to whatever behavior is left.
if (!this.asset()) this.canvas.show(this.behaviors()[0]?.id ?? null);
const asset = this.asset();
this.picker.setText(asset ? asset.name : 'No behavior');
const nodes = asset?.graph.nodes.length ?? 0;
const links = asset?.graph.edges.length ?? 0;
this.info.setText(
asset ? `${nodes} ${nodes === 1 ? 'node' : 'nodes'} · ${links} ${links === 1 ? 'link' : 'links'}` : '',
);
protected override syncExtras(asset: BehaviorAsset | null): void {
this.addButton.setEnabled(Boolean(asset) && this.state.mode === 'edit');
}
override redraw(): void {
super.redraw();
this.headerBg.clear();
const h = Theme.controlHeight + Theme.padding * 2;
this.headerBg.rect(0, 0, this.w, h).fill(Theme.colors.panelHeader);
this.headerBg.rect(0, h - 1, this.w, 1).fill(Theme.colors.border);
}
}