A transition carries a name, so a state needs no visible port (#52)
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:
rootandClaude Opus 5 committed 2026-09-14 14:05:18 +02:00
1 parent a041322a0e
commit 68c92daaa6
27 files changed
+1186 -38

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@@ -3,13 +3,22 @@ import {
declaresPropertyPorts,
declaresVariablePorts,
edgesInto,
edgesOfNode,
findNode,
type Graph,
type GraphEdge,
type GraphNode,
inlineInputDef,
inlineInputs,
isStateNode,
MACHINE_PORT,
OBJECT_BEHAVIOR_PARAM,
OBJECT_TYPE_PARAM,
portSignature,
resolveDef,
STATE_TRANSITION,
stateName,
TRANSITION_PARAM,
} from '../../core/graph';
import type { GraphAsset } from '../../core/model/Asset';
import { graphLookup } from '../../core/model/graphLookup';
@@ -21,6 +30,7 @@ import { createFieldRow, type FieldHandlers } from './fieldFactory';
import { addNote, addTitle, type InspectorHost } from './host';
import { buildPortSection, buildPropertyPortSection, buildVariablePortSection } from './portSection';
import { listOpener, previewingHandlers } from './previewHandlers';
import { buildTransitionPicker, buildTransitionSection } from './transitionSection';
import { currentNode, nodeParamValue } from './valueSpecs';
/** Structure-defining facts of a node selection: ports, connected inputs, declared variables. */
@@ -39,11 +49,24 @@ export function nodeSignature(project: Project, assetId: string, nodeId: string)
const declared = (node.ports ?? []).map((p) => `${p.key}:${p.kind}${p.write ? ':set' : ''}`).join(',');
// They decide which rows the inspector builds, and two behaviors may share a name in the title.
const target = `${textOf(node.params[OBJECT_TYPE_PARAM] ?? '')}:${textOf(node.params[OBJECT_BEHAVIOR_PARAM] ?? '')}`;
// The transition rows and the picked name are drawn, not filled in by `refreshNodeSection`, so
// every part of them a command can change has to force a rebuild.
const transitions = isStateNode(node)
? edgesOfNode(asset.graph, node.id)
.map((e) => `${e.id}:${e.label ?? ''}:${farStateName(asset.graph, e, node.id)}`)
.join(',')
: `${textOf(node.params[TRANSITION_PARAM] ?? '')}:${textOf(node.params[MACHINE_PORT] ?? '')}`;
return `${portSignature(node, asset.graph, lookup, assetId)}|${declared}|${connected.join(',')}|${variablesOf(
asset,
)
.map((v) => v.key)
.join(',')}|${target}`;
.join(',')}|${target}|${transitions}`;
}
/** The name of the state at the other end of an edge – what a transition row is labelled with. */
function farStateName(graph: Graph, edge: GraphEdge, nodeId: string): string {
const far = findNode(graph, edge.from.node === nodeId ? edge.to.node : edge.from.node);
return far && isStateNode(far) ? stateName(far) : '';
}
/** A state machine declares no variables; its one node type has none to name. */
@@ -79,8 +102,13 @@ export function buildNodeSection(host: InspectorHost, assetId: string, nodeId: s
if (!ownSettings && def.params.length > 0) {
addTitle(host, 'SETTINGS');
for (const param of def.params) addSetting(param);
for (const param of def.params) {
if (param.key === TRANSITION_PARAM && node.type === STATE_TRANSITION)
buildTransitionPicker(host, assetId, node, asset.graph);
else addSetting(param);
}
}
if (isStateNode(node)) buildTransitionSection(host, assetId, node, asset.graph);
const free = inlineInputs(def).filter((p) => edgesInto(asset.graph, node.id, p.key).length === 0);
if (free.length > 0) addTitle(host, 'INPUTS (unconnected)');