Files
feuerwerk/src/editor/debugHook.ts
T
rootandClaude Fable 5.1 e7d82bd1a9 State machines: asset, tab, State branch and Set state nodes (#51)
A state machine is an asset whose graph holds one `State` node per state
(no ports, name as title), edited in a new "State machine" tab that reuses
the graph canvas: right-click places "State n", snap toggle shared with the
Behavior tab via SnapToggle. `statemachine` is a value kind like texture
(port, literal node, variable, struct field, tagged list item).

Behaviors use it through `State branch` (one exec output per state) and
`Set state` (one exec input per state; the interpreter now hands `run` the
entry port). States live per behavior instance in NodeContext.states, with
no initial state. Ports derive from the inline picker or a wired
`State machine` literal; BehaviorLookup became GraphLookup with
behavior(id) and machine(id).

The Graph tab is labelled "Behavior" (key unchanged). Unit tests
(state-machine, kinds, catalog, ports), e2e step 26 and README added.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 18:00:23 +02:00

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import { type Application, Color, type ColorSource, type Container, Rectangle, Text } from 'pixi.js';
import { resolveObjects } from '../core/model/instance';
import { findObjectHolder } from '../core/model/Project';
import { activeDrag, Button, ui, Widget } from '../ui';
import { textureLibrary } from '../viewport/TextureLibrary';
import type { CentreTab, Editor } from './Editor';
import { currentImagePicker } from './texture/ImagePicker';
import type { EditorState } from './state';
/**
* Installs `window.__gm`, which the check scripts in tools/ use to find widgets by their
* visible text and to read editor state.
*/
export function installDebugHook(app: Application, state: EditorState, editor: Editor): void {
const { viewport, gameView, graphEditor, textureEditor, containerEditor, hierarchy, assets, inspector } =
editor;
const centreOf = (widget: { getGlobalPosition(): { x: number; y: number }; w: number; h: number }) => {
const p = widget.getGlobalPosition();
return { x: p.x + widget.w / 2, y: p.y + widget.h / 2 };
};
/** Centres of every visible text equal to `text`, in drawing order (the topmost last). */
const locateAll = (text: string): { x: number; y: number }[] => {
const hits: { x: number; y: number }[] = [];
const walk = (node: Container): void => {
if (!node.visible) return;
if (node instanceof Text && node.text === text) {
const p = node.getGlobalPosition();
hits.push({ x: p.x + node.width / 2, y: p.y + node.height / 2 });
return;
}
for (const child of node.children) walk(child);
};
walk(app.stage);
return hits;
};
const locate = (text: string, last = false): { x: number; y: number } | null => {
const hits = locateAll(text);
return (last ? hits.at(-1) : hits[0]) ?? null;
};
/** Fill colour of a visible text, as `#rrggbb` – what tells an override label from a plain one. */
const textColor = (text: string): string | null => {
let found: string | null = null;
const walk = (node: Container): void => {
if (found !== null || !node.visible) return;
if (node instanceof Text && node.text === text) {
found = new Color(node.style.fill as ColorSource).toHex();
return;
}
for (const child of node.children) walk(child);
};
walk(app.stage);
return found;
};
/**
* Centre of the control of an inspector row, addressed by its label. A row aligns its label to a
* *minimum* width, so a label wider than the column pushes its control right – which is why a
* fixed offset from the label's own text is the wrong way to click one.
*/
const fieldOf = (label: string, last = false): { x: number; y: number; left: number } | null => {
let found: Text | null = null;
const walk = (node: Container): void => {
if ((found !== null && !last) || !node.visible) return;
if (node instanceof Text && node.text === label) {
found = node;
return;
}
for (const child of node.children) walk(child);
};
walk(app.stage);
// TypeScript does not track the assignment inside `walk`, hence the cast.
let owner: Container | null = (found as Text | null)?.parent ?? null;
while (owner && !(owner instanceof Widget)) owner = owner.parent;
const row = owner?.parent;
if (!row || !owner) return null;
const control = row.children[row.children.indexOf(owner) + 1];
if (!(control instanceof Widget)) return null;
return { ...centreOf(control), left: control.getGlobalPosition().x };
};
/**
* The visible text of the overlay layer, in drawing order – everything an open popup shows.
* Menus hide filtered-out entries, so this is also what a search box currently leaves.
*/
const overlayTexts = (): string[] => {
const out: string[] = [];
const walk = (node: Container): void => {
if (!node.visible) return;
if (node instanceof Text) {
if (node.text) out.push(node.text);
return;
}
for (const child of node.children) walk(child);
};
walk(ui().overlay);
return out;
};
/**
* Visible texts drawn wider than the widget that owns them. The owner's box is its declared
* `w`/`h`, not `getBounds()`: a Pixi container's bounds are the union of its children –
* including the overflowing text – so every overflow would measure as zero.
*/
const textOverflows = (all = false): { text: string; owner: string; over: number }[] => {
const out: { text: string; owner: string; over: number }[] = [];
const walk = (node: Container, owner: Widget | null, clipped: boolean): void => {
if (!node.visible) return;
const isWidget = node instanceof Widget;
const box = isWidget ? node : owner;
// A mask further up does not excuse a label spilling out of its own control, so the
// question restarts at every widget. `Boolean`, not `!== null`: Pixi's mask getter
// returns `undefined` when nothing masks.
const masked = (isWidget ? false : clipped) || Boolean(node.mask);
if (node instanceof Text) {
if (!box || !node.text || (masked && !all)) return;
const text = node.getBounds();
const origin = box.getGlobalPosition();
const over = Math.max(text.x + text.width - (origin.x + box.w), origin.x - text.x);
if (over > 1 || all) {
out.push({ text: node.text, owner: box.constructor.name, over: Math.round(over) });
}
return;
}
for (const child of node.children) walk(child, box, masked);
};
walk(app.stage, null, false);
return out;
};
/**
* The counterpart of `textOverflows`: buttons whose label was shortened away to nothing, which
* leaves a control that says nothing at all. An empty `Text` is invisible to the overflow walk.
*/
const labelsDropped = (): { text: string; owner: string; w: number }[] => {
const out: { text: string; owner: string; w: number }[] = [];
const walk = (node: Container): void => {
if (!node.visible) return;
if (node instanceof Button && node.text && !node.shownText) {
out.push({ text: node.text, owner: node.constructor.name, w: node.w });
}
for (const child of node.children) walk(child);
};
walk(app.stage);
return out;
};
/** What the last visible button labelled `text` draws – shorter when it was truncated. */
const shownLabel = (text: string): string | null => {
let shown: string | null = null;
const walk = (node: Container): void => {
if (!node.visible) return;
if (node instanceof Button && node.text === text) shown = node.shownText;
for (const child of node.children) walk(child);
};
walk(app.stage);
return shown;
};
/** Screen rectangle of the open popup (the backdrop is not a widget), or null when none is. */
const overlayRect = (): { x: number; y: number; w: number; h: number } | null => {
const popups = ui().overlay.children.filter((node): node is Widget => node instanceof Widget);
const popup = popups[popups.length - 1];
if (!popup) return null;
const p = popup.getGlobalPosition();
return { x: p.x, y: p.y, w: popup.w, h: popup.h };
};
/**
* A holder's objects the way the editor sees them: the content of placed containers is resolved
* from the template, so it is nowhere in `holder.objects` (see `model/instance.ts`).
*/
const objectsOf = (holderId: string) => {
const holder = findObjectHolder(state.project, holderId);
return holder ? resolveObjects(state.project, holder) : [];
};
(window as unknown as { __gm: unknown }).__gm = {
state,
sceneObjects: () => (state.activeScene ? objectsOf(state.activeScene.id) : []),
locate,
locateAll,
inspectorField: fieldOf,
inspectorInfo: () => inspector.debugInfo(),
textColor,
overlayTexts,
overlayRect,
textOverflows,
labelsDropped,
shownLabel,
viewportCenter: () => centreOf(viewport),
viewportInfo: () => viewport.debugInfo(),
/** Where a dragged asset would land in the Scene tab, and why not when it may not. */
dropPreview: () => viewport.dropInfo(),
/** The panel-to-view drag in flight, if any – a drop that never started looks like a refused one. */
dragPayload: () => activeDrag(),
/** An asset row by id – two assets can share a name with the container picker's label. */
assetRow: (id: string) => assets.rowGlobal(id),
assetRowColor: (id: string) => assets.rowColor(id),
gameInfo: () => gameView.debugInfo(),
/** Selection outlines in the Scene tab: a switched-off object is invisible but still framed. */
gizmos: () => viewport.gizmoInfo(),
layerOf: (id: string) => viewport.layerOf(id),
drawOrder: () => viewport.drawOrder(),
objectScreen: (id: string) => viewport.objectScreen(id),
objectRect: (id: string) => viewport.objectRect(id),
/** The same for the Game tab – through the camera, so what the player sees. */
gameScreen: (id: string) => gameView.objectScreen(id),
gameCenter: () => centreOf(gameView),
graph: {
current: () => graphEditor.currentAssetId,
portAt: (nodeId: string, port: string, isOutput: boolean) =>
graphEditor.canvas.portGlobal(nodeId, port, isOutput),
nodeAt: (nodeId: string) => graphEditor.canvas.nodeGlobal(nodeId),
chevronAt: (nodeId: string) => graphEditor.canvas.chevronGlobal(nodeId),
nodeLabel: (nodeId: string) => graphEditor.canvas.nodeLabel(nodeId),
nodeProblem: (nodeId: string) => graphEditor.canvas.nodeProblem(nodeId),
nodeSettings: (nodeId: string) => graphEditor.canvas.nodeSettings(nodeId),
/** Each input row as drawn: its name, and the inline value beside it while unconnected. */
nodeInputs: (nodeId: string) => graphEditor.canvas.nodeInputs(nodeId),
/** Each output row as drawn: while playing, the value it last carried in front of its name. */
nodeOutputs: (nodeId: string) => graphEditor.canvas.nodeOutputs(nodeId),
/** Beads in flight on exec edges as drawn, in graph coordinates; `progress` 0 = source, 1 = target. */
beads: () => graphEditor.canvas.beadsDrawn(),
/** Drawn rectangles on screen: what "fit" has to keep inside `canvasRect`. */
nodeRect: (nodeId: string) => graphEditor.canvas.nodeRect(nodeId),
canvasRect: () => graphEditor.canvas.canvasRect(),
selected: () => state.selectedNodeIds,
dropTarget: () => graphEditor.canvas.pendingDropTarget(),
danglingEdge: () => graphEditor.canvas.danglingEdgeVisible(),
edgeDrawn: (edgeId: string) => graphEditor.canvas.edgeDrawn(edgeId),
foldMark: (edgeId: string, isOutput: boolean) => graphEditor.canvas.foldMarkGlobal(edgeId, isOutput),
foldMarks: () => graphEditor.canvas.foldMarksDrawn(),
// The canvas, not the whole tab: a centre measured through the header sits above the
// drawing area.
center: () => centreOf(graphEditor.canvas),
pickerWidth: () => graphEditor.picker.w,
pickerAt: () => centreOf(graphEditor.picker),
snapping: () => graphEditor.canvas.snapEnabled,
crumbs: () => graphEditor.breadcrumb.crumbsDrawn(),
},
stateMachine: {
current: () => editor.stateMachineEditor.currentAssetId,
pickerAt: () => centreOf(editor.stateMachineEditor.picker),
nodeAt: (nodeId: string) => editor.stateMachineEditor.canvas.nodeGlobal(nodeId),
nodeLabel: (nodeId: string) => editor.stateMachineEditor.canvas.nodeLabel(nodeId),
nodeRect: (nodeId: string) => editor.stateMachineEditor.canvas.nodeRect(nodeId),
canvasRect: () => editor.stateMachineEditor.canvas.canvasRect(),
center: () => centreOf(editor.stateMachineEditor.canvas),
snapping: () => editor.stateMachineEditor.canvas.snapEnabled,
},
/** The open image picker: what it offers, what is picked, and where a tile sits. */
imagePicker: () => currentImagePicker()?.debugInfo() ?? null,
imagePickerTile: (file: string) => currentImagePicker()?.tileGlobal(file) ?? null,
texture: {
current: () => textureEditor.currentAssetId,
pickerWidth: () => textureEditor.picker.w,
/** Where an image pixel of the shown sheet sits on screen (frames are dragged in image coordinates). */
pointAt: (x: number, y: number) => textureEditor.imageToScreen(x, y),
},
animation: {
/** Frames, the one on screen, play state and where the preview picture is drawn. */
current: () => editor.animationEditor.canvas.debugInfo(),
tileCentre: (index: number) => editor.animationEditor.canvas.tileCentre(index),
playButton: () => centreOf(editor.animationEditor.playButton),
playLabel: () => editor.animationEditor.playButton.text,
},
container: {
current: () => containerEditor.currentAssetId,
pickerWidth: () => containerEditor.picker.w,
center: () => centreOf(containerEditor),
rect: () => containerEditor.canvasRect(),
/** Where a template object is drawn, so a check can click or sample it. */
objectScreen: (id: string) => containerEditor.objectScreen(id),
dropPreview: () => containerEditor.dropInfo(),
},
list: {
info: () => editor.listEditor.debugInfo(),
/** Where an item's widget sits, so a check can click it – a number field has no findable text. */
fieldAt: (index: number, field = '') => editor.listEditor.fieldAt(index, field),
/** The kind mark of a row, or of one field of a struct item – both are pickers. */
markAt: (index: number, field = '') => editor.listEditor.markAt(index, field),
nameAt: (index: number, field: string) => editor.listEditor.nameAt(index, field),
},
world: () => editor.worldSnapshot(),
playInfo: () => editor.playInfo(),
/** Behaviors running without Play (`Run in editor`), and how long they have been at it. */
editorRun: () => editor.editorRunInfo(),
/** Rows the hierarchy shows – collapsed subtrees are not in here. */
hierarchyOrder: () => hierarchy.rowOrder(),
hierarchyChevron: (id: string) => hierarchy.chevronPosition(id),
/** Centre of a hierarchy row, clear of the chevron – for clicks that must hit the row itself. */
hierarchyRow: (id: string) => hierarchy.rowPosition(id),
hierarchyRowColor: (id: string) => hierarchy.rowColor(id),
hierarchyExpandAll: () => hierarchy.expandAll(),
hierarchyCollapseAll: () => hierarchy.collapseAll(),
/** The colour actually on screen at a point, as `#rrggbb` – what was drawn, not what the model says. */
pixelAt: (x: number, y: number) => {
const { pixels } = app.renderer.extract.pixels({
target: app.stage,
frame: new Rectangle(x, y, 1, 1),
});
const hex = (value: number | undefined) => (value ?? 0).toString(16).padStart(2, '0');
return `#${hex(pixels[0])}${hex(pixels[1])}${hex(pixels[2])}`;
},
/** The filter the GPU sampler actually got, next to the model's – only the driver knows the former. */
textureFilter: (file: string) => {
const texture = textureLibrary.peek(file);
if (!texture) return null;
const source = texture.source;
const renderer = app.renderer as unknown as {
gl?: WebGL2RenderingContext;
uid: number;
texture: { bindSource(source: unknown, location: number): void };
};
const gl = renderer.gl;
const uploaded = Boolean(
(source as unknown as { _gpuData: Record<number, unknown> })._gpuData[renderer.uid],
);
let magFilter = 0;
if (gl) {
// Through Pixi rather than a raw `bindTexture`, so its idea of what is bound stays true.
renderer.texture.bindSource(source, 0);
magFilter = gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER) as number;
}
return {
scaleMode: source.scaleMode,
gpu: magFilter === gl?.NEAREST ? 'nearest' : magFilter === gl?.LINEAR ? 'linear' : 'none',
uploaded,
};
},
fps: () => editor.fps,
lowLatency: () =>
(app.renderer as unknown as { gl?: WebGL2RenderingContext }).gl?.getContextAttributes()
?.desynchronized === true,
tab: () => editor.tab,
showTab: (tab: CentreTab) => editor.showTab(tab),
};
}