Files
feuerwerk/src/editor/graph/GraphCanvas.ts
T
root 2cf788eedd Let a value be a bundle of named fields
PropertyValue was number | string | boolean | list. A struct joins it, which
costs two things the typechecker found rather than I did.

An object on a data edge used to mean a live entity, so asEntity would have
taken a struct for one and asString would have read .name off it. EntityHandle
now carries a symbol brand – a symbol so no field name can impersonate it, and
it never serializes, which suits a thing that exists only while the game runs.
It is built in exactly one place.

String(value) would have written a struct as [object Object] at 39 call sites.
They go through textOf(), which is identical for primitives.

normalizeGraph dropped everything but primitives from node params, so the List
node lost its value on every save ([3,1,4] round-tripped to undefined).
Variables were spared: they have a schema, params have none.
2026-09-10 08:14:18 +02:00

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import { Container, type FederatedPointerEvent, type FederatedWheelEvent, Graphics, Text } from 'pixi.js';
import { textOf } from '../../core/model/Properties';
import type { Command } from '../../core/commands/Command';
import { CompoundCommand } from '../../core/commands/CompoundCommand';
import {
AddNodeCommand,
ConnectCommand,
DisconnectCommand,
FoldEdgeCommand,
MoveNodeCommand,
} from '../../core/commands/graphCommands';
import {
BEHAVIOR_PARAM,
callProblem,
canConnect,
defAcceptsFrom,
dropTargetPort,
edgesInto,
edgesOutOf,
firstPortFor,
type GraphEdge,
type GraphNode,
type BehaviorLookup,
type PortSide,
type PortType,
portsCompatible,
portTypeOf,
resolveDef,
RUN_BEHAVIOR,
} from '../../core/graph';
import type { BehaviorAsset } from '../../core/model/Asset';
import { behaviorLookup } from '../../core/model/behaviorPrograms';
import { findAsset } from '../../core/model/Project';
import { type Trace, TRACE_FADE } from '../../runtime/systems/BehaviorSystem';
import {
activeDrag,
clamp,
type DragPayload,
drawGrid,
endDrag,
Menu,
type MenuItem,
onDragChange,
pressCount,
type Size,
Theme,
textStyle,
truncate,
Widget,
zoomFactor,
} from '../../ui';
import { removeNodes } from '../actions';
import { type EditorState, nodeSelection } from '../state';
import {
buildFoldMarks,
foldedEdgeShown,
type FoldMarkEnd,
foldMarkAt,
foldMarkKey,
foldMarkLabel,
foldMarkRadius,
} from './folding';
import { type Box, boxesInBand, frameBoxes } from '../framing';
import { NodePalette } from './NodePalette';
import { type PaletteEntry, paletteEntries } from './paletteEntries';
import { NODE_WIDTH, NodeView, portColor, TITLE_HEIGHT } from './NodeView';
const GRID_STEP = 24;
/** Below this on-screen spacing the grid is noise rather than orientation, so it is dropped. */
const MIN_GRID_STEP = 8;
const MIN_ZOOM = 0.25;
const MAX_ZOOM = 2.5;
/** Stand-in node height for a node with no view yet – real nodes vary with their port count. */
const NODE_HEIGHT_ESTIMATE = 80;
/** Breathing room around the framed graph, so nodes do not touch the edge. */
const FIT_MARGIN = 24;
/** Pointer travel (screen pixels) before a press turns into a drag rather than a click. */
const DRAG_THRESHOLD = 3;
/** How far a folded edge's stub reaches out of its port. */
const FOLD_STUB = 16;
const FOLD_MARK_RADIUS = 5;
const FOLD_LABEL_WIDTH = 96;
/** One port's hidden links as drawn: what they stand in for, and where they can be clicked. */
interface FoldMark {
edgeIds: string[];
/** The nodes at the other ends, deduped – clicking selects them all. */
others: string[];
isOutput: boolean;
x: number;
y: number;
text: string;
}
/**
* The node graph of one behavior asset. Which behavior that is comes from the outside (`show`),
* so the canvas never has an opinion about the selection – the GraphEditor around it does.
*/
export class GraphCanvas extends Widget {
private readonly bg = new Graphics();
private readonly grid = new Graphics();
private readonly clip = new Graphics();
private readonly canvas = new Container();
private readonly edges = new Graphics();
private readonly markChips = new Graphics();
/** Texts naming the far node of each folded edge; pooled, since a redraw rebuilds them all. */
private readonly markLayer = new Container();
private readonly markLabels: Text[] = [];
private markLabelCount = 0;
private foldMarks: FoldMark[] = [];
private foldEnds: FoldMarkEnd[] = [];
/** Edges the last redraw really stroked as a curve – a hidden one is missing from it. */
private readonly strokedEdges = new Set<string>();
private readonly nodeLayer = new Container();
private readonly tempEdge = new Graphics();
/** Drawn in screen space, so the band keeps a hairline border at any zoom. */
private readonly band = new Graphics();
private readonly hint = new Text({ text: '', style: textStyle('muted') });
private readonly views = new Map<string, NodeView>();
private assetId = '';
private pan = { x: 0, y: 0 };
private zoom = 1;
private panning: { startX: number; startY: number; panX: number; panY: number } | null = null;
private dragging: {
items: { nodeId: string; start: { x: number; y: number } }[];
pointer: { x: number; y: number };
moved: boolean;
} | null = null;
/** A rubber-band selection in progress, in graph coordinates. */
private marquee: {
start: { x: number; y: number };
current: { x: number; y: number };
active: boolean;
} | null = null;
/** A behavior dragged in from the asset panel, and why it may not land. */
private incoming: { assetId: string; at: { x: number; y: number }; rejection: string } | null = null;
private connecting: { from: PortSide; pointer: { x: number; y: number } } | null = null;
/** A finished drag whose palette is still open – drawn like the running one, so the connection
* being made stays visible while the node type is chosen. */
private pendingDrop: { from: PortSide; pointer: { x: number; y: number } } | null = null;
/** Where the running drag would land, recomputed on every move so the drop holds no surprise. */
private dropTarget: PortSide | null = null;
/** Whether the last redraw actually stroked the dangling edge. */
private tempEdgeShown = false;
/** Fit the view once the editor has a real size (it may be hidden behind the Scene tab). */
private needsFit = true;
/** Supplies live execution data while playing (null otherwise). */
traceProvider: (assetId: string) => Trace | null = () => null;
timeProvider: () => number = () => 0;
constructor(private readonly state: EditorState) {
super();
this.canvas.addChild(this.edges, this.markChips, this.markLayer, this.nodeLayer, this.tempEdge);
this.addChild(this.bg, this.grid, this.canvas, this.band, this.hint, this.clip);
this.canvas.mask = this.clip;
this.cursor = 'default';
this.on('pointerdown', (e: FederatedPointerEvent) => this.onCanvasPointerDown(e));
this.on('globalpointermove', (e: FederatedPointerEvent) => this.onPointerMove(e));
this.on('pointerup', (e: FederatedPointerEvent) => this.onPointerUp(e));
this.on('pointerupoutside', (e: FederatedPointerEvent) => this.onPointerUp(e));
this.on('wheel', (e: FederatedWheelEvent) => {
const local = this.toLocal(e.global);
const before = this.screenToGraph(local.x, local.y);
this.zoom = clamp(this.zoom * zoomFactor(e.deltaY), MIN_ZOOM, MAX_ZOOM);
const after = this.screenToGraph(local.x, local.y);
this.pan.x += (after.x - before.x) * this.zoom;
this.pan.y += (after.y - before.y) * this.zoom;
this.applyView();
e.preventDefault();
});
// A drag can end anywhere; without this the preview would outlive it.
onDragChange(() => {
if (!activeDrag()) this.setIncoming(null);
});
// Only the highlight of the selected node depends on the selection.
state.on('selection', () => this.redraw());
state.on('project', () => this.sync());
state.on('mode', () => this.redraw());
}
get currentAssetId(): string {
return this.assetId;
}
/** Switching refits the view, since the next graph is a new subject. */
show(assetId: string): void {
if (this.assetId === assetId) return;
this.assetId = assetId;
this.sync();
this.needsFit = true;
this.fitView();
}
fit(): void {
this.needsFit = true;
this.fitView();
}
/** Drops the node in the middle of the view, since a button press names no position. */
addNodeFrom(anchor: Widget): void {
if (!this.assetId || this.state.mode !== 'edit') return;
const centre = this.screenToGraph(this.w / 2, this.h / 2);
new NodePalette(this.entries(), (entry) =>
this.addNode(entry, { x: centre.x - NODE_WIDTH / 2, y: centre.y - NODE_HEIGHT_ESTIMATE / 2 }),
).openBelow(anchor);
}
override measure(): Size {
return { w: Math.max(this.minWidth, 200), h: Math.max(this.minHeight, 200) };
}
private behaviors(): BehaviorLookup {
return behaviorLookup(this.state.project);
}
private asset(): BehaviorAsset | null {
const asset = this.assetId ? findAsset(this.state.project, this.assetId) : undefined;
return asset && asset.type === 'behavior' ? asset : null;
}
/** Rebuilds node views from the model (cheap: views are reused by node id). */
private sync(): void {
const asset = this.asset();
if (!asset) {
// A behavior that was deleted (or undone away) must not linger as a graph.
this.assetId = '';
for (const view of this.views.values()) view.destroy({ children: true });
this.views.clear();
this.redraw();
return;
}
const seen = new Set<string>();
const lookup = behaviorLookup(this.state.project);
for (const node of asset.graph.nodes) {
const def = resolveDef(node, lookup);
if (!def) continue;
seen.add(node.id);
let view = this.views.get(node.id);
if (!view || view.node !== node) {
view?.destroy({ children: true });
view = new NodeView(node, def);
view.on('pointerdown', (e: FederatedPointerEvent) => this.onNodePointerDown(view!, e));
this.views.set(node.id, view);
this.nodeLayer.addChild(view);
}
view.sync(node, asset.graph, asset, this.state.project, def, callProblem(node, lookup, asset.id));
}
for (const [id, view] of this.views) {
if (!seen.has(id)) {
view.destroy({ children: true });
this.views.delete(id);
}
}
this.redraw();
}
/** Frames the graph's nodes (or the origin) in the view. Waits for a real size. */
private fitView(): void {
if (this.w === 0 || this.h === 0) return;
this.needsFit = false;
const asset = this.asset();
if (!asset || asset.graph.nodes.length === 0) {
this.pan = { x: this.w / 2 - NODE_WIDTH / 2, y: this.h / 3 };
this.zoom = 1;
this.applyView();
return;
}
const framing = frameBoxes(this.nodeBoxes(), { w: this.w, h: this.h }, FIT_MARGIN, {
min: MIN_ZOOM,
max: MAX_ZOOM,
});
this.zoom = framing.zoom;
this.pan = { x: framing.panX, y: framing.panY };
this.applyView();
}
/** Each node as the rectangle it is actually drawn as (a view knows its own height). */
private nodeBoxes(): Box[] {
return (this.asset()?.graph.nodes ?? []).map((node) => {
const view = this.views.get(node.id);
return {
id: node.id,
x: node.x,
y: node.y,
w: view?.w ?? NODE_WIDTH,
h: view?.h ?? NODE_HEIGHT_ESTIMATE,
};
});
}
private applyView(): void {
this.canvas.position.set(Math.round(this.pan.x), Math.round(this.pan.y));
this.canvas.scale.set(this.zoom);
this.redraw();
}
private screenToGraph(sx: number, sy: number): { x: number; y: number } {
return { x: (sx - this.pan.x) / this.zoom, y: (sy - this.pan.y) / this.zoom };
}
private graphToScreen(gx: number, gy: number): { x: number; y: number } {
return { x: gx * this.zoom + this.pan.x, y: gy * this.zoom + this.pan.y };
}
private onCanvasPointerDown(e: FederatedPointerEvent): void {
// The middle button pans from anywhere, a node under the pointer included – it is the one
// gesture that never means "grab this". Nodes let it through for exactly that reason.
if (e.button === 1) {
this.panning = { startX: e.global.x, startY: e.global.y, panX: this.pan.x, panY: this.pan.y };
e.stopPropagation();
return;
}
if (e.target !== this) return;
// Shift-drag on empty space pans as well, as it does in the scene view.
if (e.button === 0 && e.shiftKey) {
this.panning = { startX: e.global.x, startY: e.global.y, panX: this.pan.x, panY: this.pan.y };
return;
}
const local = this.toLocal(e.global);
const g = this.screenToGraph(local.x, local.y);
const mark = this.state.mode === 'edit' ? this.markAt(g) : null;
if (e.button === 2) {
if (mark) this.openMarkMenu(mark, e.global.x, e.global.y);
else if (this.assetId && this.state.mode === 'edit') this.openPalette(e.global.x, e.global.y, g);
return;
}
if (e.button === 0) {
// Selecting the far nodes is also what puts the hidden curves back on screen.
if (mark && this.assetId) {
this.state.select(nodeSelection(this.assetId, mark.others));
return;
}
// Empty space: a click selects the behavior, a drag becomes a rubber band – decided on release.
this.marquee = { start: g, current: g, active: false };
}
}
private onNodePointerDown(view: NodeView, e: FederatedPointerEvent): void {
// Panning takes precedence over the node: let the middle button bubble up to the canvas.
if (e.button === 1) return;
if (!this.assetId || this.state.mode !== 'edit') return;
e.stopPropagation();
const local = view.toLocal(e.global);
const hit = view.portAt(local.x, local.y);
if (e.button === 2) {
if (hit) this.openPortMenu(view, hit.port.key, hit.isOutput, e.global.x, e.global.y);
else this.openNodeMenu(view, e.global.x, e.global.y);
return;
}
if (e.button !== 0) return;
if (hit) {
const p = this.toLocal(e.global);
this.connecting = {
from: { nodeId: view.node.id, port: hit.port.key, isOutput: hit.isOutput },
pointer: this.screenToGraph(p.x, p.y),
};
this.dropTarget = null;
this.redraw();
return;
}
if (e.ctrlKey || e.metaKey || e.shiftKey) {
this.state.toggleNode(this.assetId, view.node.id);
return;
}
if (pressCount(e, view.node.id) === 2 && this.openCalledBehavior(view.node)) return;
// Clicking a selected node keeps the selection so the whole group can be dragged.
if (!this.state.selectedNodeIds.includes(view.node.id))
this.state.select(nodeSelection(this.assetId, [view.node.id]));
const p = this.toLocal(e.global);
this.dragging = {
items: this.selectedNodes().map((n) => ({ nodeId: n.id, start: { x: n.x, y: n.y } })),
pointer: this.screenToGraph(p.x, p.y),
moved: false,
};
this.nodeLayer.addChild(view); // raise
}
/** Selecting the asset is what opens it: the graph tab follows the selection. */
private openCalledBehavior(node: GraphNode): boolean {
if (node.type !== RUN_BEHAVIOR) return false;
const id = textOf(node.params[BEHAVIOR_PARAM] ?? '');
const asset = id ? findAsset(this.state.project, id) : undefined;
if (asset?.type !== 'behavior') return false;
this.state.select({ kind: 'asset', assetId: id });
return true;
}
private selectedNodes(): GraphNode[] {
const graph = this.asset()?.graph;
if (!graph) return [];
const ids = new Set(this.state.selectedNodeIds);
return graph.nodes.filter((n) => ids.has(n.id));
}
private onPointerMove(e: FederatedPointerEvent): void {
const dragged = activeDrag();
if (dragged) {
this.trackIncoming(dragged, e);
return;
}
if (this.panning) {
this.pan.x = this.panning.panX + (e.global.x - this.panning.startX);
this.pan.y = this.panning.panY + (e.global.y - this.panning.startY);
this.applyView();
return;
}
const local = this.toLocal(e.global);
const g = this.screenToGraph(local.x, local.y);
if (this.dragging) {
const dx = g.x - this.dragging.pointer.x;
const dy = g.y - this.dragging.pointer.y;
if (!this.dragging.moved && Math.hypot(dx, dy) * this.zoom < DRAG_THRESHOLD) return;
this.dragging.moved = true;
const graph = this.asset()?.graph;
if (!graph) return;
for (const item of this.dragging.items) {
const node = graph.nodes.find((n) => n.id === item.nodeId);
if (!node) continue;
node.x = Math.round(item.start.x + dx);
node.y = Math.round(item.start.y + dy);
}
this.state.preview();
} else if (this.connecting) {
this.connecting.pointer = g;
this.dropTarget = this.resolveDrop(e.global.x, e.global.y);
this.redraw();
} else if (this.marquee) {
this.marquee.current = g;
const d = Math.hypot(g.x - this.marquee.start.x, g.y - this.marquee.start.y) * this.zoom;
if (!this.marquee.active && d < DRAG_THRESHOLD) return;
this.marquee.active = true;
this.redraw();
}
}
/**
* Follows a behavior dragged in from the asset panel. The node is centred under the pointer, so
* it lands where the ghost was rather than below and right of it.
*/
private trackIncoming(dragged: DragPayload, e: FederatedPointerEvent): void {
const local = this.toLocal(e.global);
const inside = local.x >= 0 && local.x <= this.w && local.y >= 0 && local.y <= this.h;
const asset = dragged.kind === 'asset' ? findAsset(this.state.project, dragged.id) : undefined;
if (!inside || !this.assetId || this.state.mode !== 'edit' || asset?.type !== 'behavior') {
this.setIncoming(null);
return;
}
const g = this.screenToGraph(local.x, local.y);
this.setIncoming({
assetId: asset.id,
at: { x: Math.round(g.x - NODE_WIDTH / 2), y: Math.round(g.y - TITLE_HEIGHT / 2) },
rejection: asset.id === this.assetId ? 'A behavior cannot run itself' : '',
});
}
private setIncoming(incoming: GraphCanvas['incoming']): void {
if (!incoming && !this.incoming) return;
this.incoming = incoming;
this.redraw();
}
private dropIncoming(drop: NonNullable<GraphCanvas['incoming']>): void {
if (drop.rejection) {
this.state.setNotice(drop.rejection);
return;
}
const entry = this.entries().find((it) => it.id === `${RUN_BEHAVIOR}:${drop.assetId}`);
if (entry) this.addNode(entry, drop.at);
}
private onPointerUp(e: FederatedPointerEvent): void {
const incoming = this.incoming;
if (incoming) {
this.setIncoming(null);
endDrag();
this.dropIncoming(incoming);
return;
}
this.panning = null;
const marquee = this.marquee;
this.marquee = null;
if (marquee && this.assetId && this.state.mode === 'edit') {
if (marquee.active) this.selectInMarquee(marquee);
else this.state.select({ kind: 'asset', assetId: this.assetId });
}
const drag = this.dragging;
this.dragging = null;
if (drag?.moved && this.assetId) {
const graph = this.asset()?.graph;
const moves: MoveNodeCommand[] = [];
for (const item of drag.items) {
const node = graph?.nodes.find((n) => n.id === item.nodeId);
if (!node) continue;
// The preview moved the node already; put it back so the command records the start.
const next = { x: node.x, y: node.y };
node.x = item.start.x;
node.y = item.start.y;
moves.push(new MoveNodeCommand(this.assetId, item.nodeId, next.x, next.y));
}
if (moves.length === 1) this.state.execute(moves[0]!);
else if (moves.length > 1) this.state.execute(new CompoundCommand('Move nodes', moves));
}
const connecting = this.connecting;
const target = connecting ? (this.dropTarget ?? this.resolveDrop(e.global.x, e.global.y)) : null;
this.connecting = null;
this.dropTarget = null;
if (connecting && this.assetId) {
if (target) this.connect(connecting.from, target);
else if (!this.nodeUnder(e.global.x, e.global.y))
this.openPaletteForDrop(connecting, e.global.x, e.global.y);
}
this.redraw();
}
private selectInMarquee(marquee: {
start: { x: number; y: number };
current: { x: number; y: number };
}): void {
if (!this.assetId) return;
const ids = boxesInBand(this.nodeBoxes(), {
x1: marquee.start.x,
y1: marquee.start.y,
x2: marquee.current.x,
y2: marquee.current.y,
});
// An empty band clears the nodes but keeps the behavior selected, as a plain click does.
this.state.select(nodeSelection(this.assetId, ids) ?? { kind: 'asset', assetId: this.assetId });
}
private connect(from: PortSide, to: PortSide): void {
if (!this.assetId) return;
const [out, inp] = from.isOutput ? [from, to] : [to, from];
this.state.execute(
new ConnectCommand(
this.assetId,
{ node: out.nodeId, port: out.port },
{ node: inp.nodeId, port: inp.port },
),
);
}
/**
* Dropped into empty space: offer the node types this edge could reach, then wire the new node
* up the same way a drop on its body would.
*/
private openPaletteForDrop(
drag: { from: PortSide; pointer: { x: number; y: number } },
globalX: number,
globalY: number,
): void {
const graph = this.asset()?.graph;
const from = drag.from;
const fromType = graph && portTypeOf(graph, from, this.behaviors());
if (!graph || fromType === undefined) return;
const local = this.toLocal({ x: globalX, y: globalY });
const at = this.screenToGraph(local.x, local.y);
this.pendingDrop = drag;
const palette = new NodePalette(
this.entries(),
(entry) => this.addConnectedNode(entry, from, fromType, at),
(def) => defAcceptsFrom(def, fromType, from.isOutput),
);
palette.onClose = () => {
this.pendingDrop = null;
this.redraw();
};
palette.open(globalX, globalY);
}
/**
* Where the running drag would connect: the port under the pointer, or – dropped on a node's
* body – the port that node picks for it. Null means the drop does nothing.
*/
private resolveDrop(globalX: number, globalY: number): PortSide | null {
const graph = this.asset()?.graph;
const from = this.connecting?.from;
if (!graph || !from) return null;
const lookup = this.behaviors();
const hit = this.portUnder(globalX, globalY);
if (hit) return canConnect(graph, from, hit, lookup) ? hit : null;
const node = this.nodeUnder(globalX, globalY);
return node ? dropTargetPort(graph, from, node, lookup) : null;
}
private portUnder(globalX: number, globalY: number): PortSide | null {
for (const view of this.topDownViews()) {
const local = view.toLocal({ x: globalX, y: globalY });
const hit = view.portAt(local.x, local.y);
if (hit) return { nodeId: view.node.id, port: hit.port.key, isOutput: hit.isOutput };
}
return null;
}
private nodeUnder(globalX: number, globalY: number): string | null {
for (const view of this.topDownViews()) {
const p = view.toLocal({ x: globalX, y: globalY });
if (p.x >= 0 && p.x <= view.w && p.y >= 0 && p.y <= view.h) return view.node.id;
}
return null;
}
/** Views in stacking order, topmost first – a node drawn over another one wins the pointer. */
private *topDownViews(): Iterable<NodeView> {
for (let i = this.nodeLayer.children.length - 1; i >= 0; i--) {
const child = this.nodeLayer.children[i];
if (child instanceof NodeView) yield child;
}
}
private openPalette(globalX: number, globalY: number, at: { x: number; y: number }): void {
new NodePalette(this.entries(), (entry) => this.addNode(entry, at)).open(globalX, globalY);
}
private entries(): PaletteEntry[] {
const asset = this.asset();
return asset ? paletteEntries(this.state.project, asset) : [];
}
private addNode(entry: PaletteEntry, at: { x: number; y: number }): void {
if (!this.assetId) return;
const command = new AddNodeCommand(
this.assetId,
entry.def.type,
Math.round(at.x),
Math.round(at.y),
entry.params,
);
if (this.state.execute(command)) this.state.select(nodeSelection(this.assetId, [command.node.id]));
}
/** Adding and wiring go in as one command, so a single undo takes the whole gesture back. */
private addConnectedNode(
entry: PaletteEntry,
from: PortSide,
fromType: PortType,
at: { x: number; y: number },
): void {
if (!this.assetId) return;
const add = new AddNodeCommand(
this.assetId,
entry.def.type,
Math.round(at.x),
Math.round(at.y),
entry.params,
);
const port = firstPortFor(entry.def, fromType, from.isOutput);
const to = { nodeId: add.node.id, port: port ?? '', isOutput: !from.isOutput };
const [out, inp] = from.isOutput ? [from, to] : [to, from];
const commands: Command[] = [add];
if (port)
commands.push(
new ConnectCommand(
this.assetId,
{ node: out.nodeId, port: out.port },
{ node: inp.nodeId, port: inp.port },
),
);
if (this.state.execute(new CompoundCommand(add.label, commands)))
this.state.select(nodeSelection(this.assetId, [add.node.id]));
}
private openNodeMenu(view: NodeView, globalX: number, globalY: number): void {
const assetId = this.assetId;
if (!assetId) return;
// Right-clicking inside a multi-selection acts on all of it; outside it, on that node alone.
if (!this.state.selectedNodeIds.includes(view.node.id))
this.state.select(nodeSelection(assetId, [view.node.id]));
const ids = this.state.selectedNodeIds;
new Menu([
{
label: ids.length > 1 ? `Delete ${ids.length} nodes` : 'Delete node',
danger: true,
onSelect: () => removeNodes(this.state, assetId, ids),
},
]).open(globalX, globalY);
}
private openPortMenu(
view: NodeView,
port: string,
isOutput: boolean,
globalX: number,
globalY: number,
): void {
const asset = this.asset();
if (!asset) return;
const edges = isOutput
? edgesOutOf(asset.graph, view.node.id, port)
: edgesInto(asset.graph, view.node.id, port);
if (edges.length === 0) return;
const shown = edges.filter((e) => !e.folded);
const hidden = edges.filter((e) => e.folded);
const fold = (list: GraphEdge[], folded: boolean) => () => {
const commands = list.map((e) => new FoldEdgeCommand(asset.id, e.id, folded));
this.state.execute(
commands.length === 1
? commands[0]!
: new CompoundCommand(folded ? 'Hide links' : 'Show links', commands),
);
};
const items: MenuItem[] = [];
if (shown.length > 0)
items.push({
label: shown.length === 1 ? 'Hide link' : `Hide ${shown.length} links`,
onSelect: fold(shown, true),
});
if (hidden.length > 0)
items.push({
label: hidden.length === 1 ? 'Show link' : `Show ${hidden.length} links`,
onSelect: fold(hidden, false),
});
items.push({
label: edges.length === 1 ? 'Disconnect' : `Disconnect ${edges.length} links`,
danger: true,
onSelect: () => {
for (const edge of edges) this.state.execute(new DisconnectCommand(asset.id, edge.id));
},
});
new Menu(items).open(globalX, globalY);
}
/** The mark is the only handle a hidden edge has, so it carries the way back. */
private openMarkMenu(mark: FoldMark, globalX: number, globalY: number): void {
const assetId = this.assetId;
if (!assetId) return;
const ids = mark.edgeIds;
const n = ids.length;
const all = (title: string, make: (edgeId: string) => Command) => () => {
const commands = ids.map(make);
this.state.execute(commands.length === 1 ? commands[0]! : new CompoundCommand(title, commands));
};
new Menu([
{
label: n === 1 ? 'Show link' : `Show ${n} links`,
onSelect: all('Show links', (id) => new FoldEdgeCommand(assetId, id, false)),
},
{
label: n === 1 ? 'Disconnect' : `Disconnect ${n} links`,
danger: true,
onSelect: all('Disconnect links', (id) => new DisconnectCommand(assetId, id)),
},
]).open(globalX, globalY);
}
override layout(): void {
this.hint.position.set(Theme.padding, this.h - Theme.padding - 16);
if (this.needsFit) this.fitView();
}
override redraw(): void {
const c = Theme.colors;
this.bg.clear().rect(0, 0, this.w, this.h).fill(c.graphBackground);
this.clip.clear().rect(0, 0, this.w, this.h).fill(0xffffff);
this.syncGrid();
const asset = this.asset();
this.canvas.visible = asset !== null;
if (!asset) {
this.hint.text = 'No behavior selected – pick one above, or add a behavior asset.';
return;
}
const playing = this.state.mode === 'play';
this.hint.text = asset.graph.nodes.length === 0 ? 'Right-click to add a node' : playing ? 'live' : '';
const trace = playing ? this.traceProvider(asset.id) : null;
const now = this.timeProvider();
const isHot = (map: Map<string, number> | undefined, id: string) => {
const t = map?.get(id);
return t !== undefined && now - t <= TRACE_FADE;
};
const selectedNodes = new Set(this.state.selectedNodeIds);
const target = this.dropTarget;
for (const view of this.views.values()) {
view.selected = selectedNodes.has(view.node.id);
view.hot = isHot(trace?.nodes, view.node.id);
view.targetPort =
target && target.nodeId === view.node.id ? { port: target.port, isOutput: target.isOutput } : null;
view.redraw();
}
this.edges.clear();
this.markChips.clear();
this.foldMarks = [];
this.markLabelCount = 0;
this.strokedEdges.clear();
this.foldEnds = [];
for (const edge of asset.graph.edges) this.drawEdge(edge, isHot(trace?.edges, edge.id), selectedNodes);
// After the curves, so no line drawn later crosses a mark that stands for a hidden one.
this.drawFoldMarks();
for (let i = this.markLabelCount; i < this.markLabels.length; i++) this.markLabels[i]!.visible = false;
this.tempEdge.clear();
this.tempEdgeShown = false;
const drag = this.connecting ?? this.pendingDrop;
if (drag) {
const view = this.views.get(drag.from.nodeId);
const p = view?.portPosition(drag.from.port, drag.from.isOutput);
if (view && p) {
const a = { x: view.x + p.x, y: view.y + p.y };
// Snapping to the resolved port makes the prediction the ring shows unmistakable.
const b = this.anchorPoint(target) ?? drag.pointer;
const [from, to] = drag.from.isOutput ? [a, b] : [b, a];
bezier(this.tempEdge, from.x, from.y, to.x, to.y);
this.tempEdge.stroke({ width: 2, color: c.textMuted, alpha: 0.9 });
this.tempEdgeShown = true;
}
}
this.band.clear();
const m = this.marquee;
if (m?.active) {
const a = this.graphToScreen(m.start.x, m.start.y);
const b = this.graphToScreen(m.current.x, m.current.y);
this.band
.rect(Math.min(a.x, b.x), Math.min(a.y, b.y), Math.abs(b.x - a.x), Math.abs(b.y - a.y))
.fill({ color: c.marquee, alpha: 0.12 })
.stroke({ width: 1, color: c.marquee });
}
const drop = this.incoming;
if (drop) {
const a = this.graphToScreen(drop.at.x, drop.at.y);
const color = drop.rejection ? c.danger : c.nodeSelected;
this.band
.rect(a.x, a.y, NODE_WIDTH * this.zoom, NODE_HEIGHT_ESTIMATE * this.zoom)
.fill({ color, alpha: 0.15 })
.stroke({ width: 2, color });
}
}
/** A port's centre in graph coordinates. */
private anchorPoint(side: PortSide | null): { x: number; y: number } | null {
if (!side) return null;
const view = this.views.get(side.nodeId);
const p = view?.portPosition(side.port, side.isOutput);
return view && p ? { x: view.x + p.x, y: view.y + p.y } : null;
}
private drawEdge(edge: GraphEdge, hot: boolean, selected: Set<string>): void {
const from = this.views.get(edge.from.node);
const to = this.views.get(edge.to.node);
const a = from?.portPosition(edge.from.port, true);
const b = to?.portPosition(edge.to.port, false);
if (!from || !to || !a || !b) return;
const type = from.def.outputs.find((p) => p.key === edge.from.port)?.type ?? 'any';
const inType = to.def.inputs.find((p) => p.key === edge.to.port)?.type ?? 'any';
const valid = portsCompatible(type, inType);
const color = hot ? Theme.colors.hot : valid ? portColor(type) : Theme.colors.danger;
const start = { x: from.x + a.x, y: from.y + a.y };
const end = { x: to.x + b.x, y: to.y + b.y };
if (edge.folded) {
this.addFoldMark(edge, start, true, to.def.label, color, hot);
this.addFoldMark(edge, end, false, from.def.label, color, hot);
if (!foldedEdgeShown(edge, selected, hot)) return;
}
bezier(this.edges, start.x, start.y, end.x, end.y);
this.edges.stroke({
width: hot ? 4 : type === 'exec' ? 2.5 : 2,
color,
// Dimmed while folded, so a curve that is only on loan is not mistaken for a plain one.
alpha: (type === 'exec' || hot ? 1 : 0.85) * (edge.folded ? 0.6 : 1),
});
this.strokedEdges.add(edge.id);
}
/** Records one end of a hidden link; `drawFoldMarks` groups them per port afterwards. */
private addFoldMark(
edge: GraphEdge,
port: { x: number; y: number },
isOutput: boolean,
otherLabel: string,
color: number,
hot: boolean,
): void {
const [side, other] = isOutput ? [edge.from, edge.to.node] : [edge.to, edge.from.node];
this.foldEnds.push({
edgeId: edge.id,
key: foldMarkKey(side, isOutput),
other,
otherLabel,
isOutput,
portX: port.x,
portY: port.y,
color,
hot,
});
}
/** A stub out of the port, a dot, and what waits at the other end – one per port, not per link. */
private drawFoldMarks(): void {
for (const mark of buildFoldMarks(this.foldEnds, FOLD_STUB)) {
const { x, y, color, isOutput } = mark;
this.edges.moveTo(mark.portX, y).lineTo(x, y).stroke({ width: 2, color, alpha: 0.9 });
const radius = foldMarkRadius(mark.edgeIds.length, FOLD_MARK_RADIUS);
this.edges.circle(x, y, radius).fill(color);
this.edges.circle(x, y, radius).stroke({ width: 1, color: Theme.colors.node });
const label = this.markLabel();
label.text = truncate(foldMarkLabel(mark.names), textStyle('small'), FOLD_LABEL_WIDTH);
const gap = radius + 4;
const lx = isOutput ? x + gap : x - gap - label.width;
label.position.set(lx, y - label.height / 2);
// Without a plate behind it the name blurs into whatever curves pass behind the mark.
this.markChips
.roundRect(lx - 3, y - label.height / 2 - 1, label.width + 6, label.height + 2, 3)
.fill({ color: Theme.colors.node, alpha: 0.85 });
this.foldMarks.push({ edgeIds: mark.edgeIds, others: mark.others, isOutput, x, y, text: label.text });
}
}
private markLabel(): Text {
let label = this.markLabels[this.markLabelCount];
if (!label) {
label = new Text({ text: '', style: textStyle('small') });
this.markLabels.push(label);
this.markLayer.addChild(label);
}
label.visible = true;
this.markLabelCount++;
return label;
}
private markAt(g: { x: number; y: number }): FoldMark | null {
return foldMarkAt(this.foldMarks, g, FOLD_MARK_RADIUS);
}
private syncGrid(): void {
this.grid.clear();
const step = GRID_STEP * this.zoom;
if (step < MIN_GRID_STEP) return;
// `pan` is where the graph origin sits on screen, but no axis lines: it marks nothing.
drawGrid(this.grid, {
originX: this.pan.x,
originY: this.pan.y,
step,
w: this.w,
h: this.h,
alpha: 0.04,
});
}
/** Global screen position of a port (tests drive connections with it). */
portGlobal(nodeId: string, port: string, isOutput: boolean): { x: number; y: number } | null {
const view = this.views.get(nodeId);
const p = view?.portPosition(port, isOutput);
if (!view || !p) return null;
const g = view.toGlobal({ x: p.x, y: p.y });
return { x: g.x, y: g.y };
}
/** The port a running edge drag would connect to, or null when the drop would do nothing. */
pendingDropTarget(): PortSide | null {
return this.dropTarget;
}
/** Whether the dangling edge is on screen right now (running drag, or a drop awaiting its node). */
danglingEdgeVisible(): boolean {
return this.tempEdgeShown;
}
/** Whether the last redraw drew this edge as a curve – the claim "hidden" is about exactly this. */
edgeDrawn(edgeId: string): boolean {
return this.strokedEdges.has(edgeId);
}
/** Every mark the last redraw drew – its length is the claim "one per port, not one per link". */
foldMarksDrawn(): { links: number; label: string; isOutput: boolean }[] {
return this.foldMarks.map((m) => ({ links: m.edgeIds.length, label: m.text, isOutput: m.isOutput }));
}
/** Global screen position of a folded edge's mark at one end, and what that mark stands for. */
foldMarkGlobal(
edgeId: string,
isOutput: boolean,
): { x: number; y: number; links: number; label: string } | null {
const mark = this.foldMarks.find((m) => m.edgeIds.includes(edgeId) && m.isOutput === isOutput);
if (!mark) return null;
const g = this.canvas.toGlobal({ x: mark.x, y: mark.y });
return { x: g.x, y: g.y, links: mark.edgeIds.length, label: mark.text };
}
/** A node's drawn rectangle on screen, and the canvas' own – "fit" is a claim about both. */
nodeRect(nodeId: string): { x: number; y: number; w: number; h: number } | null {
const view = this.views.get(nodeId);
if (!view) return null;
const topLeft = view.toGlobal({ x: 0, y: 0 });
const bottomRight = view.toGlobal({ x: view.w, y: view.h });
return {
x: topLeft.x,
y: topLeft.y,
w: bottomRight.x - topLeft.x,
h: bottomRight.y - topLeft.y,
};
}
canvasRect(): { x: number; y: number; w: number; h: number } {
const topLeft = this.toGlobal({ x: 0, y: 0 });
const bottomRight = this.toGlobal({ x: this.w, y: this.h });
return {
x: topLeft.x,
y: topLeft.y,
w: bottomRight.x - topLeft.x,
h: bottomRight.y - topLeft.y,
};
}
/**
* The title a node is drawn with. Worth reaching for from outside because a nested-behavior node
* takes its title from the behavior it runs – "which node is this" is otherwise only a guess.
*/
nodeLabel(nodeId: string): string | null {
return this.views.get(nodeId)?.def.label ?? null;
}
nodeProblem(nodeId: string): string | null {
return this.views.get(nodeId)?.problemText ?? null;
}
/** The setting rows a node is drawn with – a setting left off the body is absent here too. */
nodeSettings(nodeId: string): string[] | null {
return this.views.get(nodeId)?.settingLines ?? null;
}
/** Global screen position of a node's title bar centre. */
nodeGlobal(nodeId: string): { x: number; y: number } | null {
const view = this.views.get(nodeId);
if (!view) return null;
const g = view.toGlobal({ x: view.w / 2, y: TITLE_HEIGHT / 2 });
return { x: g.x, y: g.y };
}
}
/** Horizontal S-curve between two points. */
function bezier(g: Graphics, x1: number, y1: number, x2: number, y2: number): void {
const dx = Math.max(40, Math.abs(x2 - x1) * 0.5);
g.moveTo(x1, y1).bezierCurveTo(x1 + dx, y1, x2 - dx, y2, x2, y2);
}