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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@@ -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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