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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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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