Files
feuerwerk/src/editor/graph/GraphCanvas.ts
T
adminandClaude Opus 5.5 8a4e4a6762
game-maker / suite (push) Failing after 2m40s
game-maker / gate (push) Successful in 3m14s
Play sounds as notes of an instrument asset #331
A sound could only be played as it was, one at a time. An instrument
is a node graph that makes a note a sound: Notes nodes bring the note
in, Samples play sound assets for it, the effects of a sound FX shape
it and the Output sums the layers. Its tab plays it from a keyboard,
a behavior with Play note. It is what patterns and songs (#330) will
play.

- New asset type instrument, under the heading Music, not placeable.
  A new one starts as Notes into a Sample into the Output.
- Notes are counted as MIDI does: 60 is C4, names like C#4, sharps
  only, the lowest C-1. Notes has From and To, outputs any, note,
  frequency and velocity, and with Single notes a trigger per note,
  each with an optional name for a drum kit.
- New port type trigger, only into the trigger of a source. Inputs
  can take any number of edges now (PortDef.many): a trigger, and
  the Output, which plays everything into it side by side.
- Sample plays a sound asset. Follow note shifts it by note - root
  through the pitch worklet of #317, so it keeps its length. Gate
  fades it out at the end of the note, One-shot plays through. Loop
  runs between Loop start and Loop end, also in the worklet.
- Parameters declares the instrument's own parameters with a
  default. Sound FX sends the sound through a sound FX asset, its
  parameters as inputs, the sound set in where its Input was.
- compileInstrument walks the graph once per note. A trigger is on
  only for the notes it stands for, a silent source silences what it
  alone feeds, a Mix with a silent side is the other side. velocity
  and the parameters stay open for the voice. Builds are cached per
  note until the graph or a sound or FX it names changes.
- The player takes a note as one voice of several layers, each way
  with its own file and volume. release fades the gated ways out,
  one-shots play on. playNote can release after a duration.
- Play note plays one note with velocity, volume, duration and
  detached, and hands out voice for Set sound FX parameters and
  Stop sound. Velocity is always loudness. Instrument parameters
  picks values for the instrument's parameters like Sound FX
  parameters does for an FX, renames follow.
- The tab has the graph, a header field per parameter, Stop, and
  128 keys below. Keys without sound are grey. A key plays while it
  is held. Focused, the computer keyboard plays as in a tracker by
  KeyboardEvent.code, the arrows move the octave.

Findings:
- A label of the keys set fill on the shared small text style and
  darkened every small label of the editor. Caught in a screenshot
  before the commit, the keys have a style of their own now.
- Suite task 523 on cf6799a failed two checks of e2e 34 that timed
  audio by the page's clock: a 2.95 s echo tail was gone after 1 s,
  and Quad in was further along than 0.7 s allow. Both time on the
  audio clock now through a new hook __gm.sound.clock().

Tests:
- instrument.test.ts (new, 22): notes, asset, palette, round trip,
  compile per note, drum kit, zones, Mix, velocity and parameters,
  Sound FX node with rename, problems, cache, Play note, the keys
- sound-library +7 (layers, release, duration, early release, loop
  region in buffer and worklet), pitch-player +2 (loop region),
  node-catalog +4, graph adjusted. 582 tests in the touched files.
- e2e 4 and 34 on melektaus-atx: ALL PASSED, 34 with 44 checks (+7)
- Gate on melektaus-atx: CHECK EXIT 0, 243 test files, 3750 tests
- Counter-checks: any always on, release ending one-shots, Sound FX
  inputs ignored, loop region ignored. 3, 2, 1 and 1 tests failed.
- Browser probe on stein2: keys, held key, Single notes names and
  the header looked at in screenshots.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 10:07:40 +02:00

1246 lines
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TypeScript
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import { Container, type FederatedPointerEvent, type FederatedWheelEvent, Graphics } from 'pixi.js';
import { textOf } from '../../core/model/Properties';
import { AddNodeCommand, CollapseNodesCommand } from '../../core/commands/graphCommands';
import { SetMachineStartCommand } from '../../core/commands/assetCommands';
import { AddAnnotationCommand, type AnnotationBox } from '../../core/commands/annotationCommands';
import {
type AnnotationKind,
BEHAVIOR_PARAM,
blockProblem,
callProblem,
drawnDef,
edgesInto,
edgesOutOf,
FUNCTION_PARAM,
ghostProblem,
type Graph,
type GraphNode,
type PortDef,
type PortSide,
resolveDef,
namesBehavior,
RUN_BEHAVIOR,
SHADER_CALL,
INSTRUMENT_SOUND_FX,
callsFunction,
soundFxParamsMismatch,
startStateOf,
} from '../../core/graph';
import type { GraphAsset } from '../../core/model/Asset';
import { graphLookup } from '../../core/model/graphLookup';
import { particleLibrary } from '../../viewport/ParticleLibrary';
import { shaderLibrary } from '../../viewport/ShaderLibrary';
import { soundFxBuildFor } from '../../core/soundfx/compile';
import { instrumentCheck, instrumentSourcesOf } from '../../core/instrument/compile';
import { findAsset, findGraphAsset } from '../../core/model/Project';
import { type Trace, TRACE_FADE } from '../../runtime/systems/BehaviorSystem';
import { ViewTween } from '../viewTween';
import { BeadClock } from './beads';
import {
activeDrag,
type DragPayload,
drawBand,
endDrag,
onDragChange,
pressCount,
requestRender,
type MenuItem,
type Size,
Theme,
textStyle,
toHex,
truncate,
Widget,
zoomFactor,
crispText,
} from '../../ui';
import {
annotationSelection,
edgeSelection,
type EditorState,
graphSelection,
nodeSelection,
} from '../state';
import { canPasteGraph, copySelection, pasteGraph } from '../clipboard';
import { type Box, boundsOf, boxesInBand, boxesWithinBand, frameBoxes } from '../framing';
import { annotationBoxes, boxOf } from './annotationDrag';
import { AnnotationLayer } from './annotationLayer';
import { ANNOTATION_TITLE_HEIGHT, type AnnotationView, RESIZE_HANDLE } from './AnnotationView';
import { type BlockFrame, blockFrames, drawBlockFrames } from './blockFrames';
import { EdgeLayer } from './EdgeLayer';
import { DRAG_THRESHOLD, GraphDrags } from './graphDrags';
import type { GraphCanvasHost } from './graphHost';
import { openAnnotationMenu, openEdgeMenu, openLinkMenu, openNodeMenu } from './graphMenus';
import { NodePalette, type PaletteAction } from './NodePalette';
import { splitEntries } from './splitMenu';
import { type PaletteEntry, paletteEntries } from './paletteEntries';
import { NODE_WIDTH, NodeView, TITLE_HEIGHT } from './NodeView';
import { drawGraphGrid, FIT_MARGIN, inView, ZOOM_LIMITS, zoomedAbout } from './graphView';
import { GraphWiring } from './wiring';
/** One running instance's answer for a machine: which state it holds, and whose instance it is. */
export interface LiveMachineState {
state: string;
/** Object id of the behavior itself, and of the object it hangs under (empty when it has none). */
objectId: string;
ownerId: string;
}
/** Stand-in node height for a node with no view yet – real nodes vary with their port count. */
const NODE_HEIGHT_ESTIMATE = 80;
/** Live values change every frame; ten updates a second are still readable and cost far less text layout. */
const LIVE_VALUE_INTERVAL_MS = 100;
/** A group or comment created out of nothing – large enough to drop a few nodes into. */
const NEW_GROUP_SIZE = { w: 320, h: 200 };
const NEW_NOTE_SIZE = { w: 220, h: 96 };
/** Air a group keeps around the nodes it was drawn around; the top also holds the title bar. */
const GROUP_MARGIN = 20;
/** How far from a link, in screen pixels, a press still means that link. */
const EDGE_TOLERANCE = 6;
/**
* The node graph of one behavior or state machine asset. Which one that is comes from the outside
* (`show`), so the canvas never has an opinion about the selection – the tab 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 clipped = new Container();
private readonly canvas = new Container();
private readonly annotationLayer = new AnnotationLayer((view, e) => this.onAnnotationPointerDown(view, e));
private readonly blockLayer = new Graphics();
private drawnBlocks: BlockFrame[] = [];
private readonly edgeLayer = new EdgeLayer();
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 = crispText({ text: '', style: textStyle('muted') });
private readonly views = new Map<string, NodeView>();
private assetId = '';
private pan = { x: 0, y: 0 };
private zoom = 1;
private readonly tween = new ViewTween({
read: () => ({ scale: this.zoom, x: this.pan.x, y: this.pan.y }),
write: (map) => {
this.pan = { x: map.x, y: map.y };
this.zoom = map.scale;
},
draw: () => this.applyView(),
});
private panning: { startX: number; startY: number; panX: number; panY: number } | null = null;
private snapping = false;
private readonly wiring: GraphWiring;
private readonly drags: GraphDrags;
/** 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;
/** Fit the view once the editor has a real size (it may be hidden behind the Scene tab). */
private needsFit = true;
private valuesShownAt = 0;
private readonly beads = new BeadClock();
/** Last place the pointer was seen, in global coordinates – where a paste lands. */
private pointerGlobal: { x: number; y: number } | null = null;
/** Supplies live execution data while playing (null otherwise). */
traceProvider: (assetId: string) => Trace | null = () => null;
/** Which state each running instance of this machine holds; empty when nothing runs. */
stateProvider: (assetId: string) => readonly LiveMachineState[] = () => [];
timeProvider: () => number = () => 0;
/** A double-clicked call node; the tab opens the behavior and records the step. */
onOpenBehavior: (assetId: string) => void = (assetId) => this.state.select({ kind: 'asset', assetId });
constructor(
private readonly state: EditorState,
/** Names the asset kind in the empty state: "No behavior selected …". */
private readonly noun = 'behavior',
) {
super();
const host: GraphCanvasHost = {
state: this.state,
assetId: () => this.assetId,
asset: () => this.asset(),
views: () => this.views,
topDownViews: () => this.topDownViews(),
nodeUnder: (global) => this.nodeUnder(global.x, global.y),
nodeBoxes: () => this.nodeBoxes(),
toGraph: (global) => {
const local = this.toLocal(global);
return this.screenToGraph(local.x, local.y);
},
zoom: () => this.zoom,
snapping: () => this.snapping,
entries: () => this.entries(),
newNode: (entry, at) => this.newNode(entry, at),
redraw: () => this.redraw(),
moved: () => this.moved(),
};
this.wiring = new GraphWiring(host);
this.drags = new GraphDrags(host);
this.canvas.addChild(
this.annotationLayer,
this.blockLayer,
this.edgeLayer,
this.nodeLayer,
this.tempEdge,
);
this.clipped.addChild(this.canvas);
this.addChild(this.bg, this.grid, this.clipped, this.band, this.hint, this.clip);
this.clipped.mask = this.clip;
// A group of its own: panning and zooming move it as one, and a node that enters or leaves the
// picture rebuilds the drawing of the graph only, not of the whole editor. The mask sits one
// level above it: on the group itself it would be panned and zoomed along with the graph.
this.canvas.isRenderGroup = true;
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 at = this.toLocal(e.global);
this.tween.change(() => {
({ pan: this.pan, zoom: this.zoom } = zoomedAbout(
{ pan: this.pan, zoom: this.zoom },
at,
zoomFactor(e.deltaY),
));
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;
// Its source node is in the graph being left, so the click that finished it would land nowhere.
this.wiring.cancel();
this.assetId = assetId;
this.sync();
this.needsFit = true;
this.fitView();
}
fit(): void {
this.tween.change(() => {
this.needsFit = true;
this.fitView();
});
}
saveView(): GraphViewState {
this.tween.land();
return { pan: { ...this.pan }, zoom: this.zoom, needsFit: this.needsFit };
}
restoreView(view: unknown): void {
const saved = view as GraphViewState;
if (saved.needsFit) return;
this.pan = { ...saved.pan };
this.zoom = saved.zoom;
this.needsFit = false;
this.applyView();
}
/** Takes effect on the next drag only – turning it on must not shuffle the graph. */
setSnapping(on: boolean): void {
this.snapping = on;
}
get snapEnabled(): boolean {
return this.snapping;
}
/** Screen pixels per graph unit; the fit picks it from the canvas size, so a check cannot assume 1. */
get zoomLevel(): number {
return this.zoom;
}
override measure(): Size {
return { w: Math.max(this.minWidth, 200), h: Math.max(this.minHeight, 200) };
}
private asset(): GraphAsset | null {
return (this.assetId && findGraphAsset(this.state.project, this.assetId)) || null;
}
/** Rebuilds node views from the model (cheap: views are reused by node id). */
private sync(): void {
const asset = this.asset();
if (!asset) {
// An asset that was deleted (or undone away) must not linger as a graph.
this.assetId = '';
this.wiring.cancel();
for (const view of this.views.values()) view.destroy({ children: true });
this.views.clear();
this.annotationLayer.clearViews();
this.redraw();
return;
}
this.annotationLayer.sync(asset.graph);
const seen = new Set<string>();
const lookup = graphLookup(this.state.project);
// In a compiled graph a node's problem is the compiler's, not a call's – but a shader function's
// call says what is wrong with it even where nothing reaches it, as a behavior's does.
const shaderBuild = asset.type === 'shader' ? shaderLibrary.buildFor(asset, this.state.project) : null;
const compilerProblems = shaderBuild
? { ...shaderBuild.hints, ...shaderBuild.problems }
: asset.type === 'shaderfunction'
? shaderLibrary.checkFor(asset, this.state.project).problems
: asset.type === 'particles'
? particleLibrary.buildFor(asset).problems
: asset.type === 'soundfx'
? soundFxBuildFor(asset).problems
: asset.type === 'instrument'
? instrumentCheck(asset, instrumentSourcesOf(this.state.project)).problems
: null;
for (const node of asset.graph.nodes) {
const resolved = resolveDef(node, asset.graph, lookup);
if (!resolved) continue;
const def = drawnDef(node, asset.graph, resolved, lookup);
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);
}
const problem =
compilerProblems?.[node.id] ??
(!compilerProblems || node.type === SHADER_CALL || node.type === INSTRUMENT_SOUND_FX
? callProblem(node, lookup, asset.id)
: null) ??
soundFxParamsMismatch(node, asset.graph) ??
ghostProblem(node, asset.graph, resolved) ??
blockProblem(asset.graph, node);
view.sync(node, asset.graph, this.state.project, def, problem);
}
for (const [id, view] of this.views) {
if (!seen.has(id)) {
view.destroy({ children: true });
this.views.delete(id);
}
}
this.redraw();
}
/**
* A drag moved nodes or boxes in the model. Nothing a node shows depends on where it stands, so
* the views are put there and the links drawn again – without asking every node what it is.
*/
private moved(): void {
const asset = this.asset();
if (!asset) return;
this.annotationLayer.sync(asset.graph);
for (const node of asset.graph.nodes) this.views.get(node.id)?.position.set(node.x, node.y);
this.redraw();
}
private onAnnotationPointerDown(view: AnnotationView, e: FederatedPointerEvent): void {
if (e.button === 1 || !this.assetId) return;
e.stopPropagation();
// An armed transition eats the click, exactly as it does over a node.
if (this.wiring.isArmed && (e.button === 0 || e.button === 2)) {
this.wiring.finish(e.global, false);
return;
}
// A link runs over the box it crosses, so it is the nearer thing under the pointer.
if (this.pressEdge(e)) return;
const id = view.annotation.id;
// Grabbing a box that is already part of a wider selection keeps that selection, the way a node
// does: otherwise dragging one of several would silently drop the rest first.
if (!this.state.selectedAnnotationIds.includes(id))
this.state.select(annotationSelection(this.assetId, [id]));
if (e.button === 2) {
openAnnotationMenu(this.state, this.assetId, view.kind, id, e.global.x, e.global.y);
return;
}
if (e.button === 0) this.drags.grabBox(view, e.global);
}
/** Adds a group or comment and selects it, so its title can be typed straight away. */
private addAnnotation(kind: AnnotationKind, box: AnnotationBox, text: string): void {
if (!this.assetId) return;
const command = new AddAnnotationCommand(this.assetId, kind, box, text);
if (this.state.execute(command))
this.state.select(annotationSelection(this.assetId, [command.annotation.id]));
}
/** A group drawn around the selected nodes, with room for the title bar above them. */
groupSelectedNodes(): void {
const ids = new Set(this.state.selectedNodeIds);
const bounds = boundsOf(this.nodeBoxes().filter((b) => ids.has(b.id)));
if (!bounds) return;
this.addAnnotation(
'group',
{
x: bounds.minX - GROUP_MARGIN,
y: bounds.minY - GROUP_MARGIN - ANNOTATION_TITLE_HEIGHT,
w: bounds.maxX - bounds.minX + GROUP_MARGIN * 2,
h: bounds.maxY - bounds.minY + GROUP_MARGIN * 2 + ANNOTATION_TITLE_HEIGHT,
},
'Group',
);
}
/**
* The one entry that marks a state as the machine's start, or takes the mark off it again – the
* same place, so it reads as the switch it is. Only a state machine has one to give.
*/
private startItems(nodeId: string): MenuItem[] {
const asset = this.asset();
if (asset?.type !== 'statemachine') return [];
const isStart = startStateOf(asset.graph, asset.start) === nodeId;
return [
{
label: isStart ? 'Remove start state' : 'Set as start state',
onSelect: () => this.state.execute(new SetMachineStartCommand(asset.id, isStart ? '' : nodeId)),
},
];
}
/**
* Which states to light up while something runs: every state an instance holds, and strongly the
* one held by the selected object's instance. Without a selection nothing is strong – that keeps
* "many instances, many states" readable instead of picking one of them at random.
*/
private stateMarks(asset: GraphAsset): Map<string, 'held' | 'current'> {
const marks = new Map<string, 'held' | 'current'>();
if (asset.type !== 'statemachine') return marks;
const selection = this.state.selection;
const picked = selection?.kind === 'object' ? selection.objectId : '';
for (const live of this.stateProvider(asset.id)) {
const mine = picked !== '' && (live.objectId === picked || live.ownerId === picked);
if (mine || marks.get(live.state) !== 'current') marks.set(live.state, mine ? 'current' : 'held');
}
return marks;
}
/** What the last redraw marked, for the checks: the drawn state, not a recomputation of it. */
stateMarksDrawn(): Record<string, string> {
const marks: Record<string, string> = {};
for (const [id, view] of this.views) if (view.stateMark !== 'none') marks[id] = view.stateMark;
return marks;
}
/** Whether the start ring is drawn on this node – the same rule. */
startRingDrawn(nodeId: string): boolean {
return this.views.get(nodeId)?.isStart ?? false;
}
/** 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();
// Groups and comments are part of the picture: a fit that framed only the nodes would cut the
// box drawn around them, and a graph holding nothing but a comment would frame the origin.
const boxes = asset ? [...this.nodeBoxes(), ...annotationBoxes(asset.graph)] : [];
if (boxes.length === 0) {
this.pan = { x: this.w / 2 - NODE_WIDTH / 2, y: this.h / 3 };
this.zoom = 1;
this.applyView();
return;
}
const framing = frameBoxes(boxes, { w: this.w, h: this.h }, FIT_MARGIN, ZOOM_LIMITS);
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,
};
});
}
/**
* Moves the picture, and draws anew only what is laid out on the screen rather than in the graph:
* the grid and the band. Nodes and links keep their shapes – a pan that rebuilt them on every
* pointer move cost more than a frame in a graph of a few hundred nodes (#292).
*/
private applyView(): void {
this.canvas.position.set(Math.round(this.pan.x), Math.round(this.pan.y));
this.canvas.scale.set(this.zoom);
this.syncGrid();
this.cull();
this.drawBand();
requestRender();
}
/** Takes the nodes outside the picture out of the drawing – see `inView`. */
private cull(): void {
const view = { pan: this.pan, zoom: this.zoom };
for (const node of this.views.values()) node.visible = inView(node, view, this.w, this.h);
}
/** How many nodes the last redraw left in the picture. */
nodesDrawn(): number {
let drawn = 0;
for (const node of this.views.values()) if (node.visible) drawn += 1;
return drawn;
}
/** How often the texts and boxes of the nodes were really made, and the links drawn – a pan must add nothing. */
partsMade(): { texts: number; box: number; links: number } {
const made = { texts: 0, box: 0, links: this.edgeLayer.drawCount };
for (const node of this.views.values()) {
made.texts += node.made.texts;
made.box += node.made.box;
}
return made;
}
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.
const startPan = () => {
this.tween.finish();
this.panning = { startX: e.global.x, startY: e.global.y, panX: this.pan.x, panY: this.pan.y };
};
if (e.button === 1) {
startPan();
e.stopPropagation();
return;
}
if (e.target !== this) return;
// Away from every state, so there is nothing to transition to: the click drops the attempt.
if (this.wiring.isArmed && (e.button === 0 || e.button === 2)) {
this.wiring.finish(e.global, false);
return;
}
const local = this.toLocal(e.global);
const g = this.screenToGraph(local.x, local.y);
const mark = this.edgeLayer.markAt(g);
if (!mark && this.pressEdge(e)) return;
// Shift-drag on empty space pans as well, as it does in the scene view.
if (e.button === 0 && e.shiftKey) {
startPan();
return;
}
if (e.button === 2) {
if (mark) this.openLinks((g) => g.edges.filter((it) => mark.edgeIds.includes(it.id)), e.global);
else if (this.assetId) 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 };
}
}
/**
* A press on a link (#289): it selects the link, Ctrl or Shift adds or takes it, and the right
* button opens its menu. False when no link is under the pointer.
*/
private pressEdge(e: FederatedPointerEvent): boolean {
if (!this.assetId || (e.button !== 0 && e.button !== 2)) return false;
const local = this.toLocal(e.global);
const id = this.edgeLayer.edgeAt(this.screenToGraph(local.x, local.y), EDGE_TOLERANCE / this.zoom);
if (!id) return false;
if (e.button === 0 && (e.ctrlKey || e.metaKey || e.shiftKey)) {
this.state.toggleEdge(this.assetId, id);
return true;
}
// Pressing a link of a wider selection keeps that selection, so its menu speaks about all of it.
if (!this.state.selectedEdgeIds.includes(id)) this.state.select(edgeSelection(this.assetId, [id]));
if (e.button === 2) openEdgeMenu(this.state, this.assetId, e.global.x, e.global.y);
return true;
}
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) return;
e.stopPropagation();
// An armed transition eats the next click whole: on another state it lands, anywhere else it
// is dropped. Selecting or dragging the node underneath would be a second meaning for one click.
if (this.wiring.isArmed && (e.button === 0 || e.button === 2)) {
this.wiring.finish(e.global, e.button === 0);
return;
}
const local = view.toLocal(e.global);
const hit = view.portAt(local.x, local.y);
if (e.button === 2) {
const { id } = view.node;
if (hit) {
const key = hit.port.key;
const extras = hit.isOutput ? splitEntries(this.state, this.assetId, view.node, hit.port) : [];
this.openLinks(
(g) => (hit.isOutput ? edgesOutOf(g, id, key) : edgesInto(g, id, key)),
e.global,
extras,
);
} else {
// Right-clicking inside a multi-selection acts on all of it; outside it, on that node alone.
if (!this.state.selectedNodeIds.includes(id)) this.state.select(nodeSelection(this.assetId, [id]));
const at = this.toLocal(e.global);
const graphPoint = this.screenToGraph(at.x, at.y);
const picked = this.state.selectedNodeIds.length;
const extras: MenuItem[] = [
...(view.def.transitionEdges === true
? [
{ label: 'Make transition', onSelect: () => this.wiring.arm(id, graphPoint) },
...this.startItems(id),
]
: []),
{
label: picked > 1 ? `Group these ${picked} nodes` : 'Group this node',
onSelect: () => this.groupSelectedNodes(),
},
{ label: picked > 1 ? `Copy ${picked} nodes` : 'Copy', onSelect: () => copySelection(this.state) },
];
openNodeMenu(this.state, this.assetId, this.selectedNodes(), e.global.x, e.global.y, extras);
}
return;
}
if (e.button !== 0) return;
// A ghost pin is a handle for the right-click menu only: nothing to drag from, and dragging the
// node instead would make a press on the very edge of it move the whole node.
if (hit?.port.ghost) return;
if (hit) {
this.wiring.startDrag({ nodeId: view.node.id, port: hit.port.key, isOutput: hit.isOutput }, e.global);
return;
}
// Like the hierarchy's chevron: it folds, and leaves the selection alone.
if (view.chevronAt(local.x, local.y)) {
this.state.execute(new CollapseNodesCommand(this.assetId, [view.node.id], !view.collapsed));
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]));
if (this.drags.grabNodes(e.global)) this.nodeLayer.addChild(view); // raise
}
private openCalledBehavior(node: GraphNode): boolean {
if (node.type === SHADER_CALL || node.type === INSTRUMENT_SOUND_FX) {
const shader = node.type === SHADER_CALL;
const id = textOf(node.params[shader ? FUNCTION_PARAM : 'fx'] ?? '');
if (findAsset(this.state.project, id)?.type !== (shader ? 'shaderfunction' : 'soundfx')) return false;
this.state.openAsset(id);
return true;
}
if (!namesBehavior(node.type)) 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.onOpenBehavior(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));
}
/** Ctrl+V: under the pointer while it is over this canvas, else a grid step beside the original. */
paste(): boolean {
return this.assetId ? pasteGraph(this.state, this.assetId, this.pointerGraph(), this.snapping) : false;
}
/** The pointer in graph units, or null when it is not over this canvas. */
private pointerGraph(): { x: number; y: number } | null {
const global = this.pointerGlobal;
if (!global) return null;
const local = this.toLocal(global);
if (local.x < 0 || local.y < 0 || local.x > this.w || local.y > this.h) return null;
return this.screenToGraph(local.x, local.y);
}
private onPointerMove(e: FederatedPointerEvent): void {
this.pointerGlobal = { x: e.global.x, y: e.global.y };
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;
}
if (this.drags.move(e.global) || this.wiring.move(e.global)) return;
const local = this.toLocal(e.global);
const g = this.screenToGraph(local.x, local.y);
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.drawBand();
}
}
/**
* Follows a behavior or shader function 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;
// A behavior graph runs other behaviors and a shader calls functions (#303); a state machine
// has nothing to drop in.
const into = this.asset()?.type;
const calls = asset?.type === 'shaderfunction' && (into === 'shader' || into === 'shaderfunction');
if (!inside || !asset || !(calls || (into === 'behavior' && asset.type === 'behavior'))) {
this.setIncoming(null);
return;
}
const g = this.screenToGraph(local.x, local.y);
const rejection = calls
? callsFunction(graphLookup(this.state.project), asset.id, this.assetId)
? 'A function cannot call itself'
: ''
: asset.id === this.assetId
? 'A behavior cannot run itself'
: '';
this.setIncoming({
assetId: asset.id,
at: { x: Math.round(g.x - NODE_WIDTH / 2), y: Math.round(g.y - TITLE_HEIGHT / 2) },
rejection,
});
}
private setIncoming(incoming: GraphCanvas['incoming']): void {
if (!incoming && !this.incoming) return;
this.incoming = incoming;
this.drawBand();
}
private dropIncoming(drop: NonNullable<GraphCanvas['incoming']>): void {
if (drop.rejection) {
this.state.setNotice(drop.rejection);
return;
}
const type =
findAsset(this.state.project, drop.assetId)?.type === 'shaderfunction' ? SHADER_CALL : RUN_BEHAVIOR;
const entry = this.entries().find((it) => it.id === `${type}:${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;
if (this.drags.releaseBox()) {
this.redraw();
return;
}
const marquee = this.marquee;
this.marquee = null;
if (marquee && this.assetId) {
if (marquee.active) this.selectInMarquee(marquee);
else this.state.select({ kind: 'asset', assetId: this.assetId });
}
this.drags.releaseNodes();
this.wiring.release(e.global);
this.redraw();
}
private selectInMarquee(marquee: {
start: { x: number; y: number };
current: { x: number; y: number };
}): void {
if (!this.assetId) return;
const band = {
x1: marquee.start.x,
y1: marquee.start.y,
x2: marquee.current.x,
y2: marquee.current.y,
};
const ids = boxesInBand(this.nodeBoxes(), band);
// A box counts only when the band holds all of it – see `boxesWithinBand`.
const graph = this.asset()?.graph;
const boxIds = graph ? boxesWithinBand(annotationBoxes(graph), band) : [];
// An empty band clears the selection but keeps the behavior, as a plain click does.
this.state.select(
graphSelection(this.assetId, ids, boxIds, this.edgeLayer.edgesIn(band)) ?? {
kind: 'asset',
assetId: this.assetId,
},
);
}
private nodeUnder(globalX: number, globalY: number): string | null {
for (const view of this.topDownViews()) {
const p = view.toLocal({ x: globalX, y: globalY });
if (view.containsLocal(p.x, p.y)) 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),
undefined,
this.annotationActions(at),
).open(globalX, globalY);
}
/** What the palette offers that is not a node. All of it lands where it was opened. */
private annotationActions(at: { x: number; y: number }): PaletteAction[] {
return [
...(canPasteGraph(this.state)
? [
{
id: 'paste',
label: 'Paste',
hint: 'clipboard',
match: 'paste clipboard',
onSelect: () => void pasteGraph(this.state, this.assetId, at, this.snapping),
},
]
: []),
{
id: 'add-group',
label: 'Add group',
hint: 'box',
match: 'group box frame',
onSelect: () => this.addAnnotation('group', { ...at, ...NEW_GROUP_SIZE }, 'Group'),
},
{
id: 'add-comment',
label: 'Add comment',
hint: 'text',
match: 'comment note text',
onSelect: () => this.addAnnotation('note', { ...at, ...NEW_NOTE_SIZE }, 'Comment'),
},
];
}
private entries(): PaletteEntry[] {
const asset = this.asset();
return asset ? paletteEntries(this.state.project, asset) : [];
}
private newNode(entry: PaletteEntry, at: { x: number; y: number }): AddNodeCommand {
return new AddNodeCommand(this.assetId, entry.def.type, Math.round(at.x), Math.round(at.y), entry.params);
}
private addNode(entry: PaletteEntry, at: { x: number; y: number }): void {
if (!this.assetId) return;
const command = this.newNode(entry, at);
if (this.state.execute(command)) this.state.select(nodeSelection(this.assetId, [command.node.id]));
}
private openLinks(
pick: (graph: Graph) => Graph['edges'],
at: { x: number; y: number },
extras: readonly MenuItem[] = [],
): void {
const graph = this.asset()?.graph;
if (graph) openLinkMenu(this.state, this.assetId, pick(graph), at.x, at.y, extras);
}
/** Shortened to the canvas: since the Particles tab put a preview beside it, a canvas can be narrow. */
private setHint(text: string): void {
this.hint.text = truncate(text, this.hint.style, this.w - Theme.padding * 2);
}
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.setHint(`No ${this.noun} selected – pick one above, or add one.`);
return;
}
const playing = this.state.mode === 'play';
this.setHint(
this.wiring.isArmed
? 'Click the state to transition to, this one to re-enter it – anywhere else, or Escape, cancels'
: 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();
this.beads.launch(asset.id, trace?.edges ?? null);
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 selectedAnnotations = new Set(this.state.selectedAnnotationIds);
this.annotationLayer.redrawViews(selectedAnnotations);
const target = this.wiring.target;
const wall = performance.now();
const values = trace && wall - this.valuesShownAt >= LIVE_VALUE_INTERVAL_MS ? trace.values : null;
if (values) this.valuesShownAt = wall;
const marks = this.stateMarks(asset);
const start = asset.type === 'statemachine' ? startStateOf(asset.graph, asset.start) : '';
for (const view of this.views.values()) {
view.selected = selectedNodes.has(view.node.id);
view.hot = isHot(trace?.nodes, view.node.id);
view.isStart = view.node.id === start;
view.stateMark = marks.get(view.node.id) ?? 'none';
if (values) view.setLiveValues(values.get(view.node.id) ?? null, this.state.project);
view.targetPort =
target && target.nodeId === view.node.id ? { port: target.port, isOutput: target.isOutput } : null;
view.redraw();
}
this.cull();
this.drawnBlocks = blockFrames(asset.graph, (id) => {
const view = this.views.get(id);
return view ? { id, x: view.x, y: view.y, w: view.w, h: view.h } : null;
});
drawBlockFrames(this.blockLayer, this.drawnBlocks);
this.edgeLayer.draw(
asset.graph.edges,
this.views,
(id) => isHot(trace?.edges, id),
selectedNodes,
(id) => this.beads.inFlight(id, now),
new Set(this.state.selectedEdgeIds),
);
this.wiring.draw(this.tempEdge, asset.graph);
this.drawBand();
}
/** The rubber band and the place a dragged behavior would land, both in screen space. */
private drawBand(): void {
const c = Theme.colors;
this.band.clear();
if (!this.asset()) return;
const m = this.marquee;
if (m?.active) {
drawBand(
this.band,
this.graphToScreen(m.start.x, m.start.y),
this.graphToScreen(m.current.x, m.current.y),
);
}
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 });
}
}
private syncGrid(): void {
drawGraphGrid(this.grid, { pan: this.pan, zoom: this.zoom }, this.w, this.h);
}
/** 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);
return view && p ? globalPoint(view, p) : null;
}
/** The port a running edge drag would connect to, or null when the drop would do nothing. */
pendingDropTarget(): PortSide | null {
return this.wiring.target;
}
/** Whether the dangling edge is on screen right now (running drag, or a drop awaiting its node). */
danglingEdgeVisible(): boolean {
return this.wiring.edgeShown;
}
/** The frames the last redraw put behind the `Find` … `Match` blocks, in graph units. */
blockFrames(): BlockFrame[] {
return this.drawnBlocks;
}
/** Whether the last redraw stroked this edge as a curve. */
edgeDrawn(edgeId: string): boolean {
return this.edgeLayer.wasStroked(edgeId);
}
/** As a hex string, so a test can name the colour it expects: `danger` marks an edge gone invalid. */
edgeColor(edgeId: string): string | null {
const color = this.edgeLayer.strokeColor(edgeId);
return color === null ? null : `#${color.toString(16).padStart(6, '0')}`;
}
/**
* The port types the node is drawn with – what a shared group (#207) makes of its inputs. `paint`
* is what an input's pin is *coloured* as, which can differ: the type stays `any`, the pin follows
* the edge feeding it.
*/
portTypes(nodeId: string): {
inputs: Record<string, string>;
outputs: Record<string, string>;
paint: Record<string, string>;
} | null {
const view = this.views.get(nodeId);
if (!view) return null;
const side = (ports: readonly PortDef[]) => Object.fromEntries(ports.map((p) => [p.key, p.type]));
return {
inputs: side(view.def.inputs),
outputs: side(view.def.outputs),
paint: Object.fromEntries(view.def.inputs.map((p) => [p.key, p.paintType ?? p.type])),
};
}
/** Halfway along a link as drawn, on screen – where a check clicks it. Null for one without a line. */
edgeGlobal(edgeId: string): { x: number; y: number } | null {
const middle = this.edgeLayer.edgeMiddle(edgeId);
return middle ? globalPoint(this.edgeLayer, middle) : null;
}
/** The links the last redraw marked as picked. */
pickedEdgesDrawn(): string[] {
return this.edgeLayer.pickedDrawn();
}
/** The name drawn on a transition, or null when nothing is drawn on it. */
transitionLabelDrawn(edgeId: string): string | null {
return this.edgeLayer.drawnTransitionLabels().find((l) => l.edgeId === edgeId)?.text ?? null;
}
/** Where that name's plate is drawn on screen, top-left corner and size – null when nothing is drawn. */
transitionLabelAt(edgeId: string): { x: number; y: number; w: number; h: number } | null {
const label = this.edgeLayer.drawnTransitionLabels().find((l) => l.edgeId === edgeId);
if (!label) return null;
const corner = globalPoint(this.edgeLayer, label);
const far = globalPoint(this.edgeLayer, { x: label.x + label.w, y: label.y + label.h });
return { ...corner, w: far.x - corner.x, h: far.y - corner.y };
}
/** Whether a pin can be grabbed on this node at all – false for a state, whose ports are hidden. */
portGrabbable(nodeId: string, port: string, isOutput: boolean): boolean {
const view = this.views.get(nodeId);
const p = view?.portPosition(port, isOutput);
return view !== undefined && p !== null && p !== undefined && view.portAt(p.x, p.y) !== null;
}
/** The line at the bottom of the canvas – what tells the user an armed transition is waiting. */
shownHint(): string {
return this.hint.text;
}
foldMarksDrawn(): { links: number; label: string; isOutput: boolean }[] {
return this.edgeLayer
.drawnMarks()
.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.edgeLayer
.drawnMarks()
.find((m) => m.edgeIds.includes(edgeId) && m.isOutput === isOutput);
if (!mark) return null;
return { ...globalPoint(this.canvas, mark), links: mark.edgeIds.length, label: mark.text };
}
nodeRect(nodeId: string): Rect | null {
const view = this.views.get(nodeId);
return view ? globalRect(view, view.w, view.h) : null;
}
canvasRect(): Rect {
return globalRect(this, this.w, this.h);
}
/**
* A drawn point no node covers, with room below and right for a node created there and for the
* palette that creates it. Searched from the bottom up, so no edge between nodes crosses it.
*/
emptySpotGlobal(): { x: number; y: number } | null {
const rect = this.canvasRect();
const room = { below: NODE_HEIGHT_ESTIMATE * this.zoom + 40, right: NODE_WIDTH * this.zoom + 40 };
const taken = [...this.views.keys()].map((id) => this.nodeRect(id)).filter((r): r is Rect => r !== null);
const clear = (x: number, y: number) =>
!taken.some(
(r) => x >= r.x - 16 && x <= r.x + r.w + 16 && y >= r.y - 16 && y <= r.y + r.h + room.below + 16,
);
for (let y = rect.y + rect.h - room.below; y > rect.y + 40; y -= 20) {
// Right to left: a node created here must stay inside the view a later marquee spans.
for (let x = rect.x + rect.w - room.right; x > rect.x + 40; x -= 20) if (clear(x, y)) return { x, y };
}
return null;
}
/** A nested-behavior node takes its title from the behavior it runs. */
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;
}
nodeInputs(nodeId: string): string[] | null {
return this.views.get(nodeId)?.inputLines ?? null;
}
beadsDrawn(): readonly { edgeId: string; progress: number; x: number; y: number }[] {
return this.edgeLayer.drawnBeads();
}
nodeOutputs(nodeId: string): string[] | null {
return this.views.get(nodeId)?.outputLines ?? null;
}
nodeRowSpans(nodeId: string): NodeView['rowSpans'] | null {
return this.views.get(nodeId)?.rowSpans ?? 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);
return view ? globalPoint(view, { x: view.w / 2, y: TITLE_HEIGHT / 2 }) : null;
}
/** Every group and comment as it is drawn: the box, the text on it, and both its colours. */
annotationsDrawn(): {
id: string;
kind: AnnotationKind;
text: string;
color: string;
textColor: string;
selected: boolean;
x: number;
y: number;
w: number;
h: number;
}[] {
return [...this.annotationLayer.views.values()].map((view) => ({
id: view.annotation.id,
kind: view.kind,
text: view.drawnText(),
color: toHex(view.color),
textColor: toHex(view.textColor),
selected: view.selected,
...boxOf(view.annotation),
}));
}
/** Where a group or comment is grabbed: its title bar, or – with `corner` – its resize handle. */
annotationGlobal(id: string, corner = false): { x: number; y: number } | null {
const view = this.annotationLayer.views.get(id);
if (!view) return null;
const local = corner
? { x: view.w - RESIZE_HANDLE / 2, y: view.h - RESIZE_HANDLE / 2 }
: { x: view.w / 2, y: ANNOTATION_TITLE_HEIGHT / 2 };
return globalPoint(view, local);
}
/** The rectangle a box is drawn as, on screen – what a fit has to bring into view. */
annotationRect(id: string): Rect | null {
const view = this.annotationLayer.views.get(id);
return view ? globalRect(view, view.w, view.h) : null;
}
chevronGlobal(nodeId: string): { x: number; y: number } | null {
const g = this.views.get(nodeId)?.chevronGlobal();
return g ? { x: g.x, y: g.y } : null;
}
}
type Rect = { x: number; y: number; w: number; h: number };
/** Zoom and scroll of one graph, kept while another document is on screen (#171). */
interface GraphViewState {
pan: { x: number; y: number };
zoom: number;
needsFit: boolean;
}
function globalPoint(target: Container, local: { x: number; y: number }): { x: number; y: number } {
const g = target.toGlobal({ x: local.x, y: local.y });
return { x: g.x, y: g.y };
}
function globalRect(target: Container, w: number, h: number): Rect {
const topLeft = target.toGlobal({ x: 0, y: 0 });
const bottomRight = target.toGlobal({ x: w, y: h });
return { x: topLeft.x, y: topLeft.y, w: bottomRight.x - topLeft.x, h: bottomRight.y - topLeft.y };
}