A transition carries a name, so a state needs no visible port (#52)
game-maker / suite (push) Successful in 10m22s
game-maker / suite (push) Successful in 10m22s
A state keeps its `in`/`out` exec pins in the model and the editor never draws
them. That is the whole trick: connecting, undo, deleting a state and saving all
keep working untouched, because `normalizeGraph` filters nodes and never edges,
and no edge ever checks its port key against a NodeDef. Only two places change --
`NodeView.redraw` stops drawing the row, and `portAt` refuses to hand one out, so
an invisible pin cannot be grabbed either.
Transitions are drawn by right-clicking a state, `Make transition`, then clicking
the target. The armed mode takes the same shape as a live drag, so the existing
preview draws it with no second code path, and it dies with Escape, a click on
empty canvas or a switch to another asset.
Removing the pins removed the only handle a transition had: edges have no
hit-test anywhere, and the pin right-click was the sole route to Disconnect.
The inspector's TRANSITIONS OUT / TRANSITIONS IN lists are therefore not a
convenience, they are the delete path.
`GraphEdge` gained an optional `label`, which `normalizeGraph` has to pass
through explicitly or a saved name is dropped on load. `State transition`
replaces `Next state`: it takes the machine on an input port and the name from a
picker, and resolves against the *current* state. Names are deliberately not
unique across a machine -- two states may both have an `alarm` -- so a node named
`alarm` moves whichever state has one, and an empty name follows the single
unnamed edge.
The geometry moved to a Pixi-free `transitions.ts`: a gap to the box border, and
a fan that puts a pair of opposite edges beside each other instead of on top of
each other. Keeping it as plain maths is what let a screenshot bug become a unit
test -- an earlier pin-to-pin line ran under the target node and took its
arrowhead with it, because `nodeLayer` sits above `edgeLayer`.
One limit stands and is not fixed here: `ConnectCommand` rejects a second edge
between the same two states ("Already connected"), because every transition
hangs off the same two ports. With names, `A --alarm--> B` beside
`A --seen--> B` is a sensible pair, so this is worth its own issue.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -91,6 +91,12 @@ export interface NodeDef {
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declaresPorts?: 'inputs' | 'outputs' | 'both';
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/** How a declared port becomes a port; without it, named after its key and typed by its kind. */
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declaredPort?(port: DeclaredPort, node: GraphNode): PortDef;
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/**
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* Edges between two such nodes are transitions: drawn as a straight arrow instead of the usual
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* curve, and hung on ports that are never shown. A transition graph is read as directed steps
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* between whole states, not as signal flowing left to right into a particular socket.
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*/
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transitionEdges?: true;
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/**
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* Ports this node computes beyond the fixed and the declared ones – how many outputs a Sequence
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* offers, which values the behavior a call node names takes. `resolveDef` applies it.
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@@ -105,7 +111,8 @@ export interface NodeDef {
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/**
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* Event nodes have no `run` – the interpreter seeds their outputs. `def` is resolved for the node at
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* hand, the only way a node with derived ports knows how many it has. `entry` is the exec input
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* the pulse arrived through – what a node with one exec input per meaning reads.
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* the pulse arrived through – what a node with one exec input per meaning reads. `lookup` is the
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* project around the graph, for a node whose step is written in another asset.
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*/
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run?(
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ctx: NodeContext,
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@@ -113,6 +120,7 @@ export interface NodeDef {
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params: PropertyBag,
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def: NodeDef,
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entry: string,
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lookup: GraphLookup,
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): RunResult;
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}
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