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>
130 lines
5.0 KiB
TypeScript
130 lines
5.0 KiB
TypeScript
/**
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* The straight arrow between two states. It runs border to border because a diagonal line into a
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* port passes under the target node and hides its own arrowhead there – the failure that made this
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* geometry necessary, and the one these checks hold shut.
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*/
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import { describe, expect, it } from 'vitest';
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import {
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ARROW,
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arrowCorners,
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arrowShaft,
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BORDER_GAP,
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boxExit,
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centreOf,
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direction,
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PARALLEL_SEP,
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transitionEnds,
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transitionOffsets,
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transitionPreview,
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} from '../../src/editor/graph/transitions';
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/** Two states side by side, 100 x 40 each, 200 apart on x. */
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const left = { x: 0, y: 0, w: 100, h: 40 };
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const right = { x: 300, y: 0, w: 100, h: 40 };
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/** Directly below the first, which is where a pin-to-pin line would cut through a node. */
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const below = { x: 0, y: 200, w: 100, h: 40 };
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describe('transition geometry', () => {
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it('leaves a box on the side the ray points at', () => {
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expect(boxExit(left, { x: 1, y: 0 })).toEqual({ x: 100, y: 20 });
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expect(boxExit(left, { x: -1, y: 0 })).toEqual({ x: 0, y: 20 });
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expect(boxExit(left, { x: 0, y: 1 })).toEqual({ x: 50, y: 40 });
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expect(boxExit(left, { x: 0, y: -1 })).toEqual({ x: 50, y: 0 });
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});
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it('runs border to border, so neither end sits inside a node', () => {
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const ends = transitionEnds(left, right)!;
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expect(ends.start).toEqual({ x: 100 + BORDER_GAP, y: 20 });
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expect(ends.end).toEqual({ x: 300 - BORDER_GAP, y: 20 });
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});
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it('leaves through the bottom and the top when one state sits under the other', () => {
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const ends = transitionEnds(left, below)!;
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// The whole point: straight down, out of the lower border and into the upper one – never
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// across the body of either node.
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expect(ends.start).toEqual({ x: 50, y: 40 + BORDER_GAP });
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expect(ends.end).toEqual({ x: 50, y: 200 - BORDER_GAP });
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});
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it('keeps both ends clear of the borders they leave', () => {
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const ends = transitionEnds(left, right)!;
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expect(ends.start.x).toBeGreaterThan(left.x + left.w);
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expect(ends.end.x).toBeLessThan(right.x);
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});
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it('pushes a there-and-back pair to opposite sides of the line', () => {
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const offsets = transitionOffsets([
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{ id: 'there', from: 'a', to: 'b' },
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{ id: 'back', from: 'b', to: 'a' },
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]);
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const there = offsets.get('there')!;
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const back = offsets.get('back')!;
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// Same sign in each arrow's own frame, which is opposite sides on screen, since the normal
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// turns with the direction.
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expect(there).toBe(back);
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expect(Math.abs(there)).toBe(PARALLEL_SEP / 2);
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const a = transitionEnds(left, right, there)!;
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const b = transitionEnds(right, left, back)!;
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expect(a.start.y).not.toBe(b.end.y);
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expect(Math.abs(a.start.y - b.end.y)).toBeCloseTo(PARALLEL_SEP);
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});
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it('leaves a lone transition on the line between the centres', () => {
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const offsets = transitionOffsets([{ id: 'only', from: 'a', to: 'b' }]);
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expect(offsets.get('only')).toBe(0);
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expect(transitionEnds(left, right, 0)).toEqual(transitionEnds(left, right));
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});
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it('fans three between the same pair evenly around the centre line', () => {
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const offsets = transitionOffsets([
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{ id: 'one', from: 'a', to: 'b' },
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{ id: 'two', from: 'a', to: 'b' },
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{ id: 'three', from: 'a', to: 'b' },
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]);
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expect([...offsets.values()]).toEqual([-PARALLEL_SEP, 0, PARALLEL_SEP]);
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});
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it('keeps transitions between different pairs on their own centre lines', () => {
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const offsets = transitionOffsets([
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{ id: 'ab', from: 'a', to: 'b' },
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{ id: 'cd', from: 'c', to: 'd' },
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]);
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expect(offsets.get('ab')).toBe(0);
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expect(offsets.get('cd')).toBe(0);
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});
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it('has no ends when the two boxes share a centre', () => {
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expect(transitionEnds(left, { ...left })).toBeNull();
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expect(direction({ x: 5, y: 5 }, { x: 5, y: 5 })).toBeNull();
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});
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it('stops the line one arrowhead short of the tip', () => {
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const shaft = arrowShaft({ x: 0, y: 0 }, { x: 100, y: 0 });
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expect(shaft).toEqual({ x: 100 - ARROW, y: 0 });
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});
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it('points the head at the target, across the line', () => {
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const [tip, a, b] = arrowCorners({ x: 0, y: 0 }, { x: 100, y: 0 })!;
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expect(tip).toEqual({ x: 100, y: 0 });
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// Both base corners sit at the shaft's end, one on each side of the line.
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expect(a.x).toBeCloseTo(100 - ARROW);
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expect(b.x).toBeCloseTo(100 - ARROW);
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expect(Math.sign(a.y)).toBe(-Math.sign(b.y));
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expect(Math.abs(a.y)).toBeCloseTo(Math.abs(b.y));
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});
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it('previews from the source border to the pointer until it finds a state', () => {
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const loose = transitionPreview(left, null, { x: 300, y: 20 });
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expect(loose.start).toEqual({ x: 100 + BORDER_GAP, y: 20 });
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expect(loose.end).toEqual({ x: 300, y: 20 });
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const snapped = transitionPreview(left, right, { x: 280, y: 20 });
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expect(snapped).toEqual(transitionEnds(left, right));
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});
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it('centres a box where both halves meet', () => {
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expect(centreOf(left)).toEqual({ x: 50, y: 20 });
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});
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});
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