Files
feuerwerk/src/editor/statemachine/StateMachineEditor.ts
T
rootandClaude Opus 5 68c92daaa6
game-maker / suite (push) Successful in 10m22s
A transition carries a name, so a state needs no visible port (#52)
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>
2026-09-14 14:05:18 +02:00

43 lines
1.6 KiB
TypeScript

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 and
* a transition an edge, so placing (right-click), moving, snapping, renaming, connecting, deleting
* and undo are all the graph's.
*/
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));
}
}