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>
This commit is contained in:
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27 files changed
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@@ -3,13 +3,22 @@ import {
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declaresPropertyPorts,
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declaresVariablePorts,
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edgesInto,
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edgesOfNode,
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findNode,
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type Graph,
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type GraphEdge,
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type GraphNode,
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inlineInputDef,
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inlineInputs,
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isStateNode,
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MACHINE_PORT,
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OBJECT_BEHAVIOR_PARAM,
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OBJECT_TYPE_PARAM,
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portSignature,
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resolveDef,
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STATE_TRANSITION,
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stateName,
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TRANSITION_PARAM,
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} from '../../core/graph';
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import type { GraphAsset } from '../../core/model/Asset';
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import { graphLookup } from '../../core/model/graphLookup';
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@@ -21,6 +30,7 @@ import { createFieldRow, type FieldHandlers } from './fieldFactory';
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import { addNote, addTitle, type InspectorHost } from './host';
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import { buildPortSection, buildPropertyPortSection, buildVariablePortSection } from './portSection';
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import { listOpener, previewingHandlers } from './previewHandlers';
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import { buildTransitionPicker, buildTransitionSection } from './transitionSection';
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import { currentNode, nodeParamValue } from './valueSpecs';
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/** Structure-defining facts of a node selection: ports, connected inputs, declared variables. */
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@@ -39,11 +49,24 @@ export function nodeSignature(project: Project, assetId: string, nodeId: string)
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const declared = (node.ports ?? []).map((p) => `${p.key}:${p.kind}${p.write ? ':set' : ''}`).join(',');
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// They decide which rows the inspector builds, and two behaviors may share a name in the title.
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const target = `${textOf(node.params[OBJECT_TYPE_PARAM] ?? '')}:${textOf(node.params[OBJECT_BEHAVIOR_PARAM] ?? '')}`;
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// The transition rows and the picked name are drawn, not filled in by `refreshNodeSection`, so
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// every part of them a command can change has to force a rebuild.
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const transitions = isStateNode(node)
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? edgesOfNode(asset.graph, node.id)
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.map((e) => `${e.id}:${e.label ?? ''}:${farStateName(asset.graph, e, node.id)}`)
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.join(',')
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: `${textOf(node.params[TRANSITION_PARAM] ?? '')}:${textOf(node.params[MACHINE_PORT] ?? '')}`;
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return `${portSignature(node, asset.graph, lookup, assetId)}|${declared}|${connected.join(',')}|${variablesOf(
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asset,
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)
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.map((v) => v.key)
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.join(',')}|${target}`;
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.join(',')}|${target}|${transitions}`;
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}
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/** The name of the state at the other end of an edge – what a transition row is labelled with. */
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function farStateName(graph: Graph, edge: GraphEdge, nodeId: string): string {
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const far = findNode(graph, edge.from.node === nodeId ? edge.to.node : edge.from.node);
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return far && isStateNode(far) ? stateName(far) : '';
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}
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/** A state machine declares no variables; its one node type has none to name. */
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@@ -79,8 +102,13 @@ export function buildNodeSection(host: InspectorHost, assetId: string, nodeId: s
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if (!ownSettings && def.params.length > 0) {
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addTitle(host, 'SETTINGS');
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for (const param of def.params) addSetting(param);
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for (const param of def.params) {
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if (param.key === TRANSITION_PARAM && node.type === STATE_TRANSITION)
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buildTransitionPicker(host, assetId, node, asset.graph);
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else addSetting(param);
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}
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}
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if (isStateNode(node)) buildTransitionSection(host, assetId, node, asset.graph);
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const free = inlineInputs(def).filter((p) => edgesInto(asset.graph, node.id, p.key).length === 0);
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if (free.length > 0) addTitle(host, 'INPUTS (unconnected)');
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@@ -0,0 +1,131 @@
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import {
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DisconnectCommand,
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NameTransitionCommand,
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SetNodeParamCommand,
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} from '../../core/commands/graphCommands';
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import {
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findNode,
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type Graph,
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type GraphEdge,
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type GraphNode,
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isStateNode,
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machineOf,
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stateName,
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TRANSITION_PARAM,
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transitionNames,
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} from '../../core/graph';
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import { graphLookup } from '../../core/model/graphLookup';
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import { textOf } from '../../core/model/Properties';
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import { Dropdown, HStack, Label, Menu, Spacer, TextField, Theme } from '../../ui';
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import { NAME_WIDTH, removeButton } from './fieldFactory';
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import { addNote, addTitle, type InspectorHost } from './host';
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/** The name `State transition` asks for, picked from the machine on its `machine` input – the
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* options depend on another field, which no field kind can express. */
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export function buildTransitionPicker(
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host: InspectorHost,
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assetId: string,
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node: GraphNode,
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graph: Graph,
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): void {
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const lookup = graphLookup(host.state.project);
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const machine = machineOf({ node, graph, lookup });
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const names = transitionNames(machine);
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const chosen = textOf(node.params[TRANSITION_PARAM] ?? '');
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const known = chosen === '' || names.includes(chosen);
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const row = new HStack({ gap: Theme.gap, align: 'center' });
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row.minHeight = Theme.rowHeight;
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row.add(new Label('Transition', { style: 'muted' }));
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row.add(new Spacer());
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const choose = new Dropdown(chosen || UNNAMED, { variant: known ? 'default' : 'danger' });
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choose.onClick = () => {
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const items = [UNNAMED, ...names].map((name) => ({
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label: name,
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onSelect: () =>
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host.state.execute(
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new SetNodeParamCommand(assetId, node.id, TRANSITION_PARAM, name === UNNAMED ? '' : name),
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),
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}));
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new Menu(items, { searchable: names.length > 8 }).openBelow(choose);
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};
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row.add(choose);
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host.body.add(row);
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if (!machine) addNote(host, 'Pick a machine first.');
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else if (!known) addNote(host, `"${chosen}" is not a transition of ${machine.name}.`, 'warning');
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}
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/** How the transition nobody named reads in a picker, where an empty row would look like a bug. */
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const UNNAMED = '(unnamed)';
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/** The transitions at a state, both ways round – the only handle they have, since a transition
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* hangs on ports the canvas never draws and so cannot be clicked out there. */
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export function buildTransitionSection(
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host: InspectorHost,
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assetId: string,
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node: GraphNode,
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graph: Graph,
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): void {
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const out = transitionsAt(graph, node.id, true);
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const into = transitionsAt(graph, node.id, false);
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group(host, assetId, graph, 'TRANSITIONS OUT', out, true);
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group(host, assetId, graph, 'TRANSITIONS IN', into, false);
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const duplicate = firstDuplicate(out.map((e) => e.label ?? ''));
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if (duplicate !== null)
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addNote(
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host,
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duplicate
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? `Two transitions out of here are called "${duplicate}" – neither will be taken.`
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: 'Two transitions out of here are unnamed – neither will be taken.',
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'warning',
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);
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}
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/** Edges joining this state to another one, on the given side. */
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function transitionsAt(graph: Graph, nodeId: string, outgoing: boolean): GraphEdge[] {
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return graph.edges.filter((e) => {
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const [mine, other] = outgoing ? [e.from.node, e.to.node] : [e.to.node, e.from.node];
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const far = findNode(graph, other);
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return mine === nodeId && far !== undefined && isStateNode(far);
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});
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}
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/** The first name that appears twice, or null. An empty name counts: it is the unnamed transition. */
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function firstDuplicate(names: readonly string[]): string | null {
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const seen = new Set<string>();
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for (const name of names) {
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if (seen.has(name)) return name;
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seen.add(name);
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}
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return null;
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}
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function group(
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host: InspectorHost,
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assetId: string,
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graph: Graph,
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title: string,
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edges: readonly GraphEdge[],
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outgoing: boolean,
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): void {
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addTitle(host, title);
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if (edges.length === 0) {
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addNote(host, outgoing ? 'Nothing leads out of this state yet.' : 'Nothing leads here yet.');
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return;
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}
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for (const edge of edges) {
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const far = findNode(graph, outgoing ? edge.to.node : edge.from.node);
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const row = new HStack({ gap: Theme.gap, align: 'center' });
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row.minHeight = Theme.rowHeight;
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row.add(new Label(outgoing ? '→' : '←', { style: 'muted' }));
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row.add(new Label(far ? stateName(far) : '?', { style: 'muted' }));
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row.add(new Spacer());
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row.add(
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new TextField(edge.label ?? '', {
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width: NAME_WIDTH,
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onChange: (next) => host.state.execute(new NameTransitionCommand(assetId, edge.id, next)),
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}),
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);
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row.add(removeButton(() => host.state.execute(new DisconnectCommand(assetId, edge.id))));
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host.body.add(row);
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}
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}
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