State machines: asset, tab, State branch and Set state nodes (#51)
A state machine is an asset whose graph holds one `State` node per state (no ports, name as title), edited in a new "State machine" tab that reuses the graph canvas: right-click places "State n", snap toggle shared with the Behavior tab via SnapToggle. `statemachine` is a value kind like texture (port, literal node, variable, struct field, tagged list item). Behaviors use it through `State branch` (one exec output per state) and `Set state` (one exec input per state; the interpreter now hands `run` the entry port). States live per behavior instance in NodeContext.states, with no initial state. Ports derive from the inline picker or a wired `State machine` literal; BehaviorLookup became GraphLookup with behavior(id) and machine(id). The Graph tab is labelled "Behavior" (key unchanged). Unit tests (state-machine, kinds, catalog, ports), e2e step 26 and README added. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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@@ -30,7 +30,7 @@ export interface AssetTabOptions {
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}
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/**
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* The Graph, Texture and Container tabs; each keeps its last asset when the selection moves elsewhere.
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* The Behavior, State machine, Texture and Container tabs; each keeps its last asset when the selection moves elsewhere.
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* A subclass must call `mount()`: header and canvas depend on each other, so the base cannot build them.
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*/
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export abstract class AssetTabEditor<
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+25
-5
@@ -17,19 +17,31 @@ import { HierarchyPanel } from './panels/HierarchyPanel';
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import { Toolbar } from './panels/Toolbar';
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import { type PlayHost, PlaySession, type WorldSnapshot } from './PlaySession';
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import { ProjectSession } from './ProjectSession';
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import { StateMachineEditor } from './statemachine/StateMachineEditor';
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import { installShortcuts } from './shortcuts';
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import type { EditorState } from './state';
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import { TextureEditor } from './texture/TextureEditor';
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import { installTextureImport } from './textureImport';
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export type CentreTab = 'scene' | 'graph' | 'game' | 'texture' | 'animation' | 'container' | 'list';
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export type CentreTab =
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'scene' | 'graph' | 'statemachine' | 'game' | 'texture' | 'animation' | 'container' | 'list';
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const TAB_ORDER = ['scene', 'game', 'graph', 'texture', 'animation', 'container', 'list'] as const;
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const TAB_ORDER = [
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'scene',
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'game',
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'graph',
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'statemachine',
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'texture',
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'animation',
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'container',
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'list',
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] as const;
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const TAB_LABELS: Record<CentreTab, string> = {
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scene: 'Scene',
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game: 'Game',
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graph: 'Graph',
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graph: 'Behavior',
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statemachine: 'State machine',
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texture: 'Texture',
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animation: 'Animation',
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container: 'Container',
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@@ -52,6 +64,7 @@ export class Editor implements PlayHost {
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/** Game tab: the running world through its camera. */
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readonly gameView: GameViewport;
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readonly graphEditor: GraphEditor;
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readonly stateMachineEditor: StateMachineEditor;
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readonly textureEditor: TextureEditor;
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readonly animationEditor: AnimationEditor;
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readonly containerEditor: ContainerEditor;
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@@ -88,6 +101,7 @@ export class Editor implements PlayHost {
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this.viewport = new SceneViewport(state);
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this.gameView = new GameViewport(state);
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this.graphEditor = new GraphEditor(state);
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this.stateMachineEditor = new StateMachineEditor(state);
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this.textureEditor = new TextureEditor(state);
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this.animationEditor = new AnimationEditor(state);
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this.containerEditor = new ContainerEditor(state);
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@@ -132,6 +146,7 @@ export class Editor implements PlayHost {
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scene: this.viewport,
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game: this.gameView,
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graph: this.graphEditor,
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statemachine: this.stateMachineEditor,
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texture: this.textureEditor,
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animation: this.animationEditor,
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container: this.containerEditor,
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@@ -141,6 +156,7 @@ export class Editor implements PlayHost {
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scene: this.tabButton('scene'),
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game: this.tabButton('game'),
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graph: this.tabButton('graph'),
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statemachine: this.tabButton('statemachine'),
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texture: this.tabButton('texture'),
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animation: this.tabButton('animation'),
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container: this.tabButton('container'),
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@@ -182,10 +198,14 @@ export class Editor implements PlayHost {
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});
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app.ticker.add((ticker) => this.tick(ticker.deltaMS / 1000));
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// A node, a frame and a template object exist only in their own tab, so selecting one
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// switches to it; selecting the behavior, texture or container asset itself does not.
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// switches to it; selecting the behavior, texture or container asset itself does not. A state
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// machine asset does switch (user's choice): its tab is the only place it shows anything.
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state.on('selection', () => {
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const s = state.selection;
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if (s?.kind === 'node' && this.tab !== 'graph') this.showTab('graph');
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const machine = state.selectedStateMachineId !== null;
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if (s?.kind === 'node' && !machine && this.tab !== 'graph') this.showTab('graph');
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if ((s?.kind === 'node' || s?.kind === 'asset') && machine && this.tab !== 'statemachine')
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this.showTab('statemachine');
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if (s?.kind === 'frame' && this.tab !== 'texture') this.showTab('texture');
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if (
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s?.kind === 'object' &&
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@@ -230,6 +230,16 @@ export function installDebugHook(app: Application, state: EditorState, editor: E
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snapping: () => graphEditor.canvas.snapEnabled,
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crumbs: () => graphEditor.breadcrumb.crumbsDrawn(),
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},
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stateMachine: {
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current: () => editor.stateMachineEditor.currentAssetId,
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pickerAt: () => centreOf(editor.stateMachineEditor.picker),
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nodeAt: (nodeId: string) => editor.stateMachineEditor.canvas.nodeGlobal(nodeId),
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nodeLabel: (nodeId: string) => editor.stateMachineEditor.canvas.nodeLabel(nodeId),
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nodeRect: (nodeId: string) => editor.stateMachineEditor.canvas.nodeRect(nodeId),
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canvasRect: () => editor.stateMachineEditor.canvas.canvasRect(),
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center: () => centreOf(editor.stateMachineEditor.canvas),
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snapping: () => editor.stateMachineEditor.canvas.snapEnabled,
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},
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/** The open image picker: what it offers, what is picked, and where a tile sits. */
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imagePicker: () => currentImagePicker()?.debugInfo() ?? null,
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imagePickerTile: (file: string) => currentImagePicker()?.tileGlobal(file) ?? null,
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@@ -17,17 +17,18 @@ import {
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edgesInto,
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edgesOutOf,
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firstPortFor,
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type Graph,
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type GraphNode,
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type BehaviorLookup,
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type GraphLookup,
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type PortSide,
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type PortType,
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portTypeOf,
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resolveDef,
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RUN_BEHAVIOR,
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} from '../../core/graph';
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import type { BehaviorAsset } from '../../core/model/Asset';
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import { behaviorLookup } from '../../core/model/behaviorPrograms';
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import { findAsset } from '../../core/model/Project';
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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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import { findAsset, findGraphAsset } from '../../core/model/Project';
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import { type Trace, TRACE_FADE } from '../../runtime/systems/BehaviorSystem';
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import { beadsInFlight, launchBead } from './beads';
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import {
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@@ -69,8 +70,8 @@ const DRAG_THRESHOLD = 3;
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const LIVE_VALUE_INTERVAL_MS = 100;
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/**
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* The node graph of one behavior asset. Which behavior that is comes from the outside (`show`),
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* so the canvas never has an opinion about the selection – the GraphEditor around it does.
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* The node graph of one behavior or state machine asset. Which one that is comes from the outside
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* (`show`), so the canvas never has an opinion about the selection – the tab around it does.
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*/
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export class GraphCanvas extends Widget {
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private readonly bg = new Graphics();
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@@ -123,7 +124,11 @@ export class GraphCanvas extends Widget {
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/** A double-clicked call node; the tab opens the behavior and records the step. */
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onOpenBehavior: (assetId: string) => void = (assetId) => this.state.select({ kind: 'asset', assetId });
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constructor(private readonly state: EditorState) {
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constructor(
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private readonly state: EditorState,
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/** Names the asset kind in the empty state: "No behavior selected …". */
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private readonly noun = 'behavior',
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) {
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super();
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this.canvas.addChild(this.edgeLayer, this.nodeLayer, this.tempEdge);
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this.addChild(this.bg, this.grid, this.canvas, this.band, this.hint, this.clip);
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@@ -187,20 +192,19 @@ export class GraphCanvas extends Widget {
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return { w: Math.max(this.minWidth, 200), h: Math.max(this.minHeight, 200) };
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}
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private behaviors(): BehaviorLookup {
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return behaviorLookup(this.state.project);
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private behaviors(): GraphLookup {
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return graphLookup(this.state.project);
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}
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private asset(): BehaviorAsset | null {
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const asset = this.assetId ? findAsset(this.state.project, this.assetId) : undefined;
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return asset && asset.type === 'behavior' ? asset : null;
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private asset(): GraphAsset | null {
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return (this.assetId && findGraphAsset(this.state.project, this.assetId)) || null;
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}
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/** Rebuilds node views from the model (cheap: views are reused by node id). */
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private sync(): void {
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const asset = this.asset();
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if (!asset) {
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// A behavior that was deleted (or undone away) must not linger as a graph.
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// An asset that was deleted (or undone away) must not linger as a graph.
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this.assetId = '';
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for (const view of this.views.values()) view.destroy({ children: true });
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this.views.clear();
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@@ -208,7 +212,7 @@ export class GraphCanvas extends Widget {
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return;
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}
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const seen = new Set<string>();
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const lookup = behaviorLookup(this.state.project);
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const lookup = graphLookup(this.state.project);
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for (const node of asset.graph.nodes) {
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const def = resolveDef(node, asset.graph, lookup);
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if (!def) continue;
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@@ -435,7 +439,8 @@ export class GraphCanvas extends Widget {
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const local = this.toLocal(e.global);
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const inside = local.x >= 0 && local.x <= this.w && local.y >= 0 && local.y <= this.h;
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const asset = dragged.kind === 'asset' ? findAsset(this.state.project, dragged.id) : undefined;
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if (!inside || !this.assetId || asset?.type !== 'behavior') {
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// Only a behavior graph runs other behaviors; a state machine has nothing to drop in.
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if (!inside || this.asset()?.type !== 'behavior' || asset?.type !== 'behavior') {
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this.setIncoming(null);
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return;
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}
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@@ -631,10 +636,7 @@ export class GraphCanvas extends Widget {
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this.state.select(nodeSelection(this.assetId, [add.node.id]));
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}
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private openLinks(
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pick: (graph: BehaviorAsset['graph']) => BehaviorAsset['graph']['edges'],
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at: { x: number; y: number },
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): void {
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private openLinks(pick: (graph: Graph) => Graph['edges'], at: { x: number; y: number }): void {
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const graph = this.asset()?.graph;
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if (graph) openLinkMenu(this.state, this.assetId, pick(graph), at.x, at.y);
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}
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@@ -652,7 +654,7 @@ export class GraphCanvas extends Widget {
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const asset = this.asset();
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this.canvas.visible = asset !== null;
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if (!asset) {
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this.hint.text = 'No behavior selected – pick one above, or add a behavior asset.';
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this.hint.text = `No ${this.noun} selected – pick one above, or add a ${this.noun} asset.`;
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return;
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}
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const playing = this.state.mode === 'play';
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@@ -1,29 +1,24 @@
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import type { Asset, BehaviorAsset } from '../../core/model/Asset';
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import { findAsset, findAssetOf } from '../../core/model/Project';
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import { Checkbox, Label } from '../../ui';
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import { AssetTabEditor } from '../AssetTabEditor';
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import type { EditorState } from '../state';
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import { Breadcrumb } from './Breadcrumb';
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import { GraphCanvas } from './GraphCanvas';
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import { SnapToggle } from './SnapToggle';
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import { backTo, descend, follow, type Trail } from './trail';
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/** Room kept for the "N nodes · M links" readout, wide enough for a three-digit graph. */
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const INFO_WIDTH = 150;
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export class GraphEditor extends AssetTabEditor<BehaviorAsset, GraphCanvas> {
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private readonly snapBox = new Checkbox();
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private readonly snap = new SnapToggle(() => this.canvas);
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readonly breadcrumb = new Breadcrumb();
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private trail: Trail = [];
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constructor(state: EditorState) {
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super(state, { noun: 'Behavior', infoWidth: INFO_WIDTH });
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this.snapBox.onChange = (on) => this.canvas.setSnapping(on);
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this.breadcrumb.onPick = (index) => this.open(this.trail[index]!, backTo(this.trail, index));
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this.mount(
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new GraphCanvas(state),
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[new Label('Snap', { style: 'muted' }), this.snapBox],
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this.breadcrumb,
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);
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this.mount(new GraphCanvas(state), this.snap.widgets, this.breadcrumb);
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this.canvas.onOpenBehavior = (id) => this.open(id, descend(this.trail, this.currentAssetId, id));
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// Play swaps in the runtime copy of the project, and back.
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state.on('mode', () => this.refresh());
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@@ -69,6 +64,6 @@ export class GraphEditor extends AssetTabEditor<BehaviorAsset, GraphCanvas> {
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}
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protected override syncExtras(asset: BehaviorAsset | null): void {
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this.snapBox.setEnabled(Boolean(asset));
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this.snap.setEnabled(Boolean(asset));
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}
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}
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@@ -2,7 +2,7 @@ import type { NodeCategory, NodeDef } from '../../core/graph';
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import { ListView, Popup, ScrollContainer, TextField, Theme, ui } from '../../ui';
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import type { PaletteEntry } from './paletteEntries';
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const CATEGORY_ORDER: NodeCategory[] = ['event', 'flow', 'variable', 'data', 'action'];
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const CATEGORY_ORDER: NodeCategory[] = ['event', 'flow', 'variable', 'data', 'action', 'state'];
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/** Searchable list of node types; right-click menu of the graph editor. */
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export class NodePalette extends Popup {
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@@ -49,6 +49,8 @@ export function categoryColor(category: NodeCategory): number {
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return c.categoryVariable;
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case 'action':
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return c.categoryAction;
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case 'state':
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return c.categoryState;
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}
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}
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@@ -0,0 +1,17 @@
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import { Checkbox, Label, type Widget } from '../../ui';
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import type { GraphCanvas } from './GraphCanvas';
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/** The "Snap" checkbox every tab on the graph canvas carries in its header. */
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export class SnapToggle {
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private readonly box = new Checkbox();
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readonly widgets: readonly Widget[];
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constructor(canvas: () => GraphCanvas) {
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this.box.onChange = (on) => canvas().setSnapping(on);
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this.widgets = [new Label('Snap', { style: 'muted' }), this.box];
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}
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setEnabled(on: boolean): void {
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this.box.setEnabled(on);
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}
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}
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@@ -3,13 +3,16 @@ import {
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BEHAVIOR_PARAM,
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createEmptyGraph,
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isTerminalType,
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nextStateName,
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type NodeDef,
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resolveDef,
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RUN_BEHAVIOR,
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State,
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STATE_NAME_PARAM,
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terminalNode,
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} from '../../core/graph';
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import type { BehaviorAsset } from '../../core/model/Asset';
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import { behaviorLookup } from '../../core/model/behaviorPrograms';
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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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import type { PropertyBag } from '../../core/model/Properties';
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import type { Project } from '../../core/model/Project';
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@@ -25,17 +28,22 @@ export interface PaletteEntry {
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}
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/**
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* The node types offerable in `asset`'s graph. Every other behavior appears under its own name
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* instead of behind a generic "Run behavior"; the two terminals drop out once the graph has them.
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* The node types offerable in `asset`'s graph. A state machine holds states and nothing else, each
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* new one named by its number. In a behavior, every other behavior appears under its own name
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* instead of behind a generic "Run behavior", and the two terminals drop out once the graph has them.
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*/
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export function paletteEntries(project: Project, asset: BehaviorAsset): PaletteEntry[] {
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export function paletteEntries(project: Project, asset: GraphAsset): PaletteEntry[] {
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if (asset.type === 'statemachine') {
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const params = { [STATE_NAME_PARAM]: nextStateName(asset.graph) };
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return [{ id: State.type, hint: State.category, def: State, params }];
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}
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const entries: PaletteEntry[] = [];
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for (const def of allNodeDefs()) {
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if (def.type === RUN_BEHAVIOR) continue;
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if (def.type === RUN_BEHAVIOR || def.category === 'state') continue;
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if (isTerminalType(def.type) && terminalNode(asset.graph, def.type)) continue;
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entries.push({ id: def.type, hint: def.category, def, params: {} });
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}
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const lookup = behaviorLookup(project);
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const lookup = graphLookup(project);
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for (const other of project.assets) {
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// A behavior running itself is an endless loop, so it is not on offer.
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if (other.type !== 'behavior' || other.id === asset.id) continue;
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@@ -231,6 +231,12 @@ const REFERENCES: Record<ReferenceKind, Reference> = {
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})),
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},
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texture: { none: NO_TEXTURE_LABEL, label: textureRefLabel, choices: textureRefChoices },
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statemachine: {
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none: NO_ASSET_LABEL,
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label: assetRefLabel,
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choices: (project) =>
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assetRefChoices(project, ['statemachine']).map((a) => ({ id: a.id, label: a.name })),
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},
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};
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/** An id in the words of its reference kind; nothing for a kind that names nothing. */
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@@ -355,6 +361,7 @@ export function createField(
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}
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case 'asset':
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case 'texture':
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case 'statemachine':
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return referenceField(ctx, def, REFERENCES[def.kind], value, handlers);
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}
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}
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@@ -11,8 +11,9 @@ import {
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portSignature,
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resolveDef,
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} from '../../core/graph';
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import { behaviorLookup } from '../../core/model/behaviorPrograms';
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import { findAssetOf, type Project } from '../../core/model/Project';
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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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import { findGraphAsset, type Project } from '../../core/model/Project';
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import { textOf } from '../../core/model/Properties';
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import type { PropertyDef } from '../../core/properties/PropertySchema';
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import { Label } from '../../ui';
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@@ -24,11 +25,11 @@ 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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export function nodeSignature(project: Project, assetId: string, nodeId: string): string {
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const asset = findAssetOf(project, assetId, 'behavior');
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const asset = findGraphAsset(project, assetId);
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if (!asset) return 'missing';
|
||||
const node = asset.graph.nodes.find((n) => n.id === nodeId);
|
||||
if (!node) return 'missing';
|
||||
const lookup = behaviorLookup(project);
|
||||
const lookup = graphLookup(project);
|
||||
const def = resolveDef(node, asset.graph, lookup);
|
||||
const connected = def
|
||||
? inlineInputs(def)
|
||||
@@ -38,23 +39,28 @@ 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] ?? '')}`;
|
||||
return `${portSignature(node, asset.graph, lookup, assetId)}|${declared}|${connected.join(',')}|${asset.variables
|
||||
return `${portSignature(node, asset.graph, lookup, assetId)}|${declared}|${connected.join(',')}|${variablesOf(
|
||||
asset,
|
||||
)
|
||||
.map((v) => v.key)
|
||||
.join(',')}|${target}`;
|
||||
}
|
||||
|
||||
/** A state machine declares no variables; its one node type has none to name. */
|
||||
const variablesOf = (asset: GraphAsset): PropertyDef[] => (asset.type === 'behavior' ? asset.variables : []);
|
||||
|
||||
/** Description, settings (params) and the inline values of unconnected data inputs. */
|
||||
export function buildNodeSection(host: InspectorHost, assetId: string, nodeId: string): void {
|
||||
const asset = findAssetOf(host.state.project, assetId, 'behavior');
|
||||
const asset = findGraphAsset(host.state.project, assetId);
|
||||
if (!asset) return;
|
||||
const node = asset.graph.nodes.find((n) => n.id === nodeId);
|
||||
const def = node && resolveDef(node, asset.graph, behaviorLookup(host.state.project));
|
||||
const def = node && resolveDef(node, asset.graph, graphLookup(host.state.project));
|
||||
if (!node || !def) return;
|
||||
|
||||
addTitle(host, `${def.category.toUpperCase()} NODE`);
|
||||
host.body.add(new Label(def.label, { style: 'bodyBold' }));
|
||||
addNote(host, def.description);
|
||||
const problem = callProblem(node, behaviorLookup(host.state.project), assetId);
|
||||
const problem = callProblem(node, graphLookup(host.state.project), assetId);
|
||||
if (problem) addNote(host, problem, 'warning');
|
||||
const addSetting = (param: PropertyDef) => {
|
||||
const row = createFieldRow(
|
||||
@@ -67,9 +73,9 @@ export function buildNodeSection(host: InspectorHost, assetId: string, nodeId: s
|
||||
host.body.add(row.row);
|
||||
};
|
||||
const ownSettings = declaresPropertyPorts(node.type);
|
||||
if (declaresVariablePorts(node.type)) buildVariablePortSection(host, assetId, node, asset.variables);
|
||||
if (declaresVariablePorts(node.type)) buildVariablePortSection(host, assetId, node, variablesOf(asset));
|
||||
else if (ownSettings) buildPropertyPortSection(host, assetId, node, addSetting);
|
||||
else if (def.declaresPorts) buildPortSection(host, assetId, node, asset.variables);
|
||||
else if (def.declaresPorts) buildPortSection(host, assetId, node, variablesOf(asset));
|
||||
|
||||
if (!ownSettings && def.params.length > 0) {
|
||||
addTitle(host, 'SETTINGS');
|
||||
@@ -94,7 +100,7 @@ export function buildNodeSection(host: InspectorHost, assetId: string, nodeId: s
|
||||
/** Pushes the node's current params into the rows. False when the node is gone (rebuild). */
|
||||
export function refreshNodeSection(host: InspectorHost, assetId: string, nodeId: string): boolean {
|
||||
const found = currentNode(host.state.project, assetId, nodeId);
|
||||
const def = found && resolveDef(found.node, found.graph, behaviorLookup(host.state.project));
|
||||
const def = found && resolveDef(found.node, found.graph, graphLookup(host.state.project));
|
||||
if (!found || !def) return false;
|
||||
for (const [key, row] of host.fields) {
|
||||
const [scope, name] = key.split(':') as ['param' | 'input', string];
|
||||
|
||||
@@ -4,7 +4,7 @@ import { SetOverrideCommand } from '../../core/commands/sceneObjectCommands';
|
||||
import { findNode, type Graph, type GraphNode } from '../../core/graph/Graph';
|
||||
import type { Asset } from '../../core/model/Asset';
|
||||
import type { ObjectRef } from '../../core/model/instance';
|
||||
import { findAsset, findAssetOf, type Project } from '../../core/model/Project';
|
||||
import { findAsset, findGraphAsset, type Project } from '../../core/model/Project';
|
||||
import type { EditorState } from '../state';
|
||||
import { currentProps, currentRef } from './objectQueries';
|
||||
import type { PreviewedValue } from './previewHandlers';
|
||||
@@ -57,7 +57,7 @@ export function currentNode(
|
||||
assetId: string,
|
||||
nodeId: string,
|
||||
): { node: GraphNode; graph: Graph } | undefined {
|
||||
const asset = findAssetOf(project, assetId, 'behavior');
|
||||
const asset = findGraphAsset(project, assetId);
|
||||
if (!asset) return undefined;
|
||||
const node = findNode(asset.graph, nodeId);
|
||||
return node && { node, graph: asset.graph };
|
||||
|
||||
@@ -6,7 +6,7 @@ import { edgesInto, type Graph, type GraphNode } from '../../core/graph/Graph';
|
||||
import { resolveDef } from '../../core/graph/nested';
|
||||
import { inlineInputDef, inlineInputs, type NodeDef } from '../../core/graph/NodeRegistry';
|
||||
import type { Asset } from '../../core/model/Asset';
|
||||
import { behaviorLookup } from '../../core/model/behaviorPrograms';
|
||||
import { graphLookup } from '../../core/model/graphLookup';
|
||||
import type { ObjectRef } from '../../core/model/instance';
|
||||
import { isList, type ListValue, type PropertyValue, type StructValue } from '../../core/model/Properties';
|
||||
import { findAsset } from '../../core/model/Project';
|
||||
@@ -181,7 +181,7 @@ function objectOwner(
|
||||
function nodeOwner(state: EditorState, slot: Extract<ListSlot, { kind: 'node' }>): Owner<GraphNode> | null {
|
||||
const found = currentNode(state.project, slot.assetId, slot.nodeId);
|
||||
if (!found) return null;
|
||||
const nodeDef = resolveDef(found.node, found.graph, behaviorLookup(state.project));
|
||||
const nodeDef = resolveDef(found.node, found.graph, graphLookup(state.project));
|
||||
const def =
|
||||
nodeDef && (nodeDef.params.find((p) => p.key === slot.key) ?? inlineListDef(nodeDef, found, slot.key));
|
||||
if (!nodeDef || !def) return null;
|
||||
|
||||
+15
-5
@@ -7,6 +7,7 @@ import {
|
||||
createEmptyProject,
|
||||
findAsset,
|
||||
findAssetOf,
|
||||
findGraphAsset,
|
||||
findObjectHolder,
|
||||
findScene,
|
||||
type Project,
|
||||
@@ -313,8 +314,8 @@ export class EditorState {
|
||||
if (alive.length !== s.objectIds.length) this.select(objectSelection(s.holderId, alive, s.objectId));
|
||||
}
|
||||
if (s.kind === 'node') {
|
||||
const asset = findAssetOf(this.project, s.assetId, 'behavior');
|
||||
// Fall back to the behavior asset so the graph stays open when its node vanished (undo).
|
||||
const asset = findGraphAsset(this.project, s.assetId);
|
||||
// Fall back to the asset so the graph stays open when its node vanished (undo).
|
||||
if (!asset) this.select(null);
|
||||
else {
|
||||
const alive = s.nodeIds.filter((id) => asset.graph.nodes.some((n) => n.id === id));
|
||||
@@ -346,12 +347,21 @@ export class EditorState {
|
||||
|
||||
/** The behavior asset the current selection refers to (asset, placed object or node), if any. */
|
||||
get selectedBehaviorId(): string | null {
|
||||
return this.selectedGraphId('behavior');
|
||||
}
|
||||
|
||||
/** The state machine the current selection refers to: the asset, or one of its states. */
|
||||
get selectedStateMachineId(): string | null {
|
||||
return this.selectedGraphId('statemachine');
|
||||
}
|
||||
|
||||
private selectedGraphId(type: 'behavior' | 'statemachine'): string | null {
|
||||
const s = this.selection;
|
||||
if (!s) return null;
|
||||
if (s.kind === 'node') return s.assetId;
|
||||
if (s.kind === 'frame') return null;
|
||||
const asset = this.assetBehind(s);
|
||||
return asset && asset.type === 'behavior' ? asset.id : null;
|
||||
// A node names its asset; which tab that is depends on what the asset is.
|
||||
const asset = s.kind === 'node' ? findAsset(this.project, s.assetId) : this.assetBehind(s);
|
||||
return asset && asset.type === type ? asset.id : null;
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -0,0 +1,42 @@
|
||||
import { statesOf } from '../../core/graph';
|
||||
import type { Asset, StateMachineAsset } from '../../core/model/Asset';
|
||||
import { AssetTabEditor } from '../AssetTabEditor';
|
||||
import { GraphCanvas } from '../graph/GraphCanvas';
|
||||
import { SnapToggle } from '../graph/SnapToggle';
|
||||
import type { EditorState } from '../state';
|
||||
|
||||
/** Room kept for the "N states" readout. */
|
||||
const INFO_WIDTH = 90;
|
||||
|
||||
/**
|
||||
* The states of one state machine, on the graph canvas the Behavior tab uses: a state is a node,
|
||||
* so placing (right-click), moving, snapping, renaming, deleting and undo are the graph's.
|
||||
* Transitions are a later step.
|
||||
*/
|
||||
export class StateMachineEditor extends AssetTabEditor<StateMachineAsset, GraphCanvas> {
|
||||
private readonly snap = new SnapToggle(() => this.canvas);
|
||||
|
||||
constructor(state: EditorState) {
|
||||
super(state, { noun: 'State machine', infoWidth: INFO_WIDTH });
|
||||
this.mount(new GraphCanvas(state, 'state machine'), this.snap.widgets);
|
||||
// Play swaps in the runtime copy of the project, and back.
|
||||
state.on('mode', () => this.refresh());
|
||||
}
|
||||
|
||||
protected override selectedId(): string {
|
||||
return this.state.selectedStateMachineId ?? '';
|
||||
}
|
||||
|
||||
protected override isMine(asset: Asset): asset is StateMachineAsset {
|
||||
return asset.type === 'statemachine';
|
||||
}
|
||||
|
||||
protected override infoText(asset: StateMachineAsset): string {
|
||||
const count = statesOf(asset.graph).length;
|
||||
return `${count} ${count === 1 ? 'state' : 'states'}`;
|
||||
}
|
||||
|
||||
protected override syncExtras(asset: StateMachineAsset | null): void {
|
||||
this.snap.setEnabled(Boolean(asset));
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user