@react-x11/components 0.9.0 → 0.11.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (579) hide show
  1. package/README.md +10 -4
  2. package/dist/charts/node.d.ts +11 -1
  3. package/dist/charts/node.d.ts.map +1 -1
  4. package/dist/charts/node.js +44 -14
  5. package/dist/charts/node.js.map +1 -1
  6. package/dist/charts/render.d.ts +12 -3
  7. package/dist/charts/render.d.ts.map +1 -1
  8. package/dist/charts/render.js +94 -25
  9. package/dist/charts/render.js.map +1 -1
  10. package/dist/code/index.d.ts.map +1 -1
  11. package/dist/code/index.js +27 -24
  12. package/dist/code/index.js.map +1 -1
  13. package/dist/code-editor/completion.d.ts.map +1 -1
  14. package/dist/code-editor/completion.js +3 -2
  15. package/dist/code-editor/completion.js.map +1 -1
  16. package/dist/code-editor/index.d.ts.map +1 -1
  17. package/dist/code-editor/index.js +19 -0
  18. package/dist/code-editor/index.js.map +1 -1
  19. package/dist/code-editor/node.d.ts +177 -7
  20. package/dist/code-editor/node.d.ts.map +1 -1
  21. package/dist/code-editor/node.js +1329 -164
  22. package/dist/code-editor/node.js.map +1 -1
  23. package/dist/code-language/index.d.ts +1 -1
  24. package/dist/code-language/index.d.ts.map +1 -1
  25. package/dist/code-language/index.js +1 -1
  26. package/dist/code-language/index.js.map +1 -1
  27. package/dist/code-language/languages/glsl.d.ts.map +1 -1
  28. package/dist/code-language/languages/glsl.js +10 -2
  29. package/dist/code-language/languages/glsl.js.map +1 -1
  30. package/dist/code-language/languages/javascript.d.ts.map +1 -1
  31. package/dist/code-language/languages/javascript.js +18 -3
  32. package/dist/code-language/languages/javascript.js.map +1 -1
  33. package/dist/code-language/languages/json.d.ts.map +1 -1
  34. package/dist/code-language/languages/json.js +10 -2
  35. package/dist/code-language/languages/json.js.map +1 -1
  36. package/dist/code-language/languages/shell.d.ts.map +1 -1
  37. package/dist/code-language/languages/shell.js +10 -2
  38. package/dist/code-language/languages/shell.js.map +1 -1
  39. package/dist/code-language/languages/sql.d.ts.map +1 -1
  40. package/dist/code-language/languages/sql.js +20 -2
  41. package/dist/code-language/languages/sql.js.map +1 -1
  42. package/dist/code-language/runs.d.ts +31 -0
  43. package/dist/code-language/runs.d.ts.map +1 -1
  44. package/dist/code-language/runs.js +105 -0
  45. package/dist/code-language/runs.js.map +1 -1
  46. package/dist/code-language/stream.d.ts +22 -0
  47. package/dist/code-language/stream.d.ts.map +1 -1
  48. package/dist/code-language/stream.js +259 -9
  49. package/dist/code-language/stream.js.map +1 -1
  50. package/dist/code-language/types.d.ts +5 -4
  51. package/dist/code-language/types.d.ts.map +1 -1
  52. package/dist/codeblock/index.d.ts +26 -2
  53. package/dist/codeblock/index.d.ts.map +1 -1
  54. package/dist/codeblock/index.js +57 -4
  55. package/dist/codeblock/index.js.map +1 -1
  56. package/dist/flow/draw.d.ts +50 -0
  57. package/dist/flow/draw.d.ts.map +1 -1
  58. package/dist/flow/draw.js +132 -33
  59. package/dist/flow/draw.js.map +1 -1
  60. package/dist/flow/gl/color.d.ts +13 -0
  61. package/dist/flow/gl/color.d.ts.map +1 -0
  62. package/dist/flow/gl/color.js +82 -0
  63. package/dist/flow/gl/color.js.map +1 -0
  64. package/dist/flow/gl/index.d.ts +60 -0
  65. package/dist/flow/gl/index.d.ts.map +1 -0
  66. package/dist/flow/gl/index.js +283 -0
  67. package/dist/flow/gl/index.js.map +1 -0
  68. package/dist/flow/gl/pack.d.ts +133 -0
  69. package/dist/flow/gl/pack.d.ts.map +1 -0
  70. package/dist/flow/gl/pack.js +408 -0
  71. package/dist/flow/gl/pack.js.map +1 -0
  72. package/dist/flow/gl/renderer.d.ts +95 -0
  73. package/dist/flow/gl/renderer.d.ts.map +1 -0
  74. package/dist/flow/gl/renderer.js +459 -0
  75. package/dist/flow/gl/renderer.js.map +1 -0
  76. package/dist/flow/gl/shaders.d.ts +79 -0
  77. package/dist/flow/gl/shaders.d.ts.map +1 -0
  78. package/dist/flow/gl/shaders.js +346 -0
  79. package/dist/flow/gl/shaders.js.map +1 -0
  80. package/dist/flow/gl/text.d.ts +318 -0
  81. package/dist/flow/gl/text.d.ts.map +1 -0
  82. package/dist/flow/gl/text.js +1103 -0
  83. package/dist/flow/gl/text.js.map +1 -0
  84. package/dist/flow/index.d.ts +1 -1
  85. package/dist/flow/index.d.ts.map +1 -1
  86. package/dist/flow/index.js +619 -64
  87. package/dist/flow/index.js.map +1 -1
  88. package/dist/flow/node.d.ts +621 -72
  89. package/dist/flow/node.d.ts.map +1 -1
  90. package/dist/flow/node.js +2253 -1018
  91. package/dist/flow/node.js.map +1 -1
  92. package/dist/flow/paint.d.ts +35 -0
  93. package/dist/flow/paint.d.ts.map +1 -0
  94. package/dist/flow/paint.js +393 -0
  95. package/dist/flow/paint.js.map +1 -0
  96. package/dist/flow/paths.d.ts +14 -0
  97. package/dist/flow/paths.d.ts.map +1 -1
  98. package/dist/flow/paths.js +45 -19
  99. package/dist/flow/paths.js.map +1 -1
  100. package/dist/flow/scene.d.ts +584 -0
  101. package/dist/flow/scene.d.ts.map +1 -0
  102. package/dist/flow/scene.js +1453 -0
  103. package/dist/flow/scene.js.map +1 -0
  104. package/dist/flow/types.d.ts +111 -1
  105. package/dist/flow/types.d.ts.map +1 -1
  106. package/dist/html/controls.d.ts +28 -0
  107. package/dist/html/controls.d.ts.map +1 -1
  108. package/dist/html/controls.js +52 -2
  109. package/dist/html/controls.js.map +1 -1
  110. package/dist/html/css/calc.d.ts +14 -0
  111. package/dist/html/css/calc.d.ts.map +1 -0
  112. package/dist/html/css/calc.js +344 -0
  113. package/dist/html/css/calc.js.map +1 -0
  114. package/dist/html/css/cascade.d.ts +262 -6
  115. package/dist/html/css/cascade.d.ts.map +1 -1
  116. package/dist/html/css/cascade.js +1373 -67
  117. package/dist/html/css/cascade.js.map +1 -1
  118. package/dist/html/css/color.d.ts +23 -0
  119. package/dist/html/css/color.d.ts.map +1 -0
  120. package/dist/html/css/color.js +740 -0
  121. package/dist/html/css/color.js.map +1 -0
  122. package/dist/html/css/content.d.ts +92 -0
  123. package/dist/html/css/content.d.ts.map +1 -0
  124. package/dist/html/css/content.js +388 -0
  125. package/dist/html/css/content.js.map +1 -0
  126. package/dist/html/css/counter-styles.d.ts +76 -0
  127. package/dist/html/css/counter-styles.d.ts.map +1 -0
  128. package/dist/html/css/counter-styles.js +893 -0
  129. package/dist/html/css/counter-styles.js.map +1 -0
  130. package/dist/html/css/decode.d.ts +12 -0
  131. package/dist/html/css/decode.d.ts.map +1 -0
  132. package/dist/html/css/decode.js +116 -0
  133. package/dist/html/css/decode.js.map +1 -0
  134. package/dist/html/css/parse.d.ts +110 -10
  135. package/dist/html/css/parse.d.ts.map +1 -1
  136. package/dist/html/css/parse.js +1473 -180
  137. package/dist/html/css/parse.js.map +1 -1
  138. package/dist/html/css/style.d.ts +501 -15
  139. package/dist/html/css/style.d.ts.map +1 -1
  140. package/dist/html/css/style.js +3729 -206
  141. package/dist/html/css/style.js.map +1 -1
  142. package/dist/html/css/ua.d.ts.map +1 -1
  143. package/dist/html/css/ua.js +65 -16
  144. package/dist/html/css/ua.js.map +1 -1
  145. package/dist/html/css/values.d.ts +37 -3
  146. package/dist/html/css/values.d.ts.map +1 -1
  147. package/dist/html/css/values.js +122 -48
  148. package/dist/html/css/values.js.map +1 -1
  149. package/dist/html/css/vars.d.ts +52 -0
  150. package/dist/html/css/vars.d.ts.map +1 -0
  151. package/dist/html/css/vars.js +358 -0
  152. package/dist/html/css/vars.js.map +1 -0
  153. package/dist/html/dom.d.ts +30 -4
  154. package/dist/html/dom.d.ts.map +1 -1
  155. package/dist/html/dom.js +278 -17
  156. package/dist/html/dom.js.map +1 -1
  157. package/dist/html/fonts.d.ts +106 -0
  158. package/dist/html/fonts.d.ts.map +1 -0
  159. package/dist/html/fonts.js +565 -0
  160. package/dist/html/fonts.js.map +1 -0
  161. package/dist/html/gif.d.ts +15 -0
  162. package/dist/html/gif.d.ts.map +1 -0
  163. package/dist/html/gif.js +229 -0
  164. package/dist/html/gif.js.map +1 -0
  165. package/dist/html/index.d.ts +50 -11
  166. package/dist/html/index.d.ts.map +1 -1
  167. package/dist/html/index.js +115 -9
  168. package/dist/html/index.js.map +1 -1
  169. package/dist/html/layout/block.d.ts +226 -3
  170. package/dist/html/layout/block.d.ts.map +1 -1
  171. package/dist/html/layout/block.js +3077 -219
  172. package/dist/html/layout/block.js.map +1 -1
  173. package/dist/html/layout/boxes.d.ts +367 -17
  174. package/dist/html/layout/boxes.d.ts.map +1 -1
  175. package/dist/html/layout/boxes.js +1742 -182
  176. package/dist/html/layout/boxes.js.map +1 -1
  177. package/dist/html/layout/cache.d.ts +58 -0
  178. package/dist/html/layout/cache.d.ts.map +1 -0
  179. package/dist/html/layout/cache.js +224 -0
  180. package/dist/html/layout/cache.js.map +1 -0
  181. package/dist/html/layout/collapse.d.ts +45 -0
  182. package/dist/html/layout/collapse.d.ts.map +1 -0
  183. package/dist/html/layout/collapse.js +246 -0
  184. package/dist/html/layout/collapse.js.map +1 -0
  185. package/dist/html/layout/css-grid.d.ts +7 -0
  186. package/dist/html/layout/css-grid.d.ts.map +1 -0
  187. package/dist/html/layout/css-grid.js +900 -0
  188. package/dist/html/layout/css-grid.js.map +1 -0
  189. package/dist/html/layout/flex.d.ts.map +1 -1
  190. package/dist/html/layout/flex.js +1025 -89
  191. package/dist/html/layout/flex.js.map +1 -1
  192. package/dist/html/layout/floats.d.ts +45 -6
  193. package/dist/html/layout/floats.d.ts.map +1 -1
  194. package/dist/html/layout/floats.js +113 -14
  195. package/dist/html/layout/floats.js.map +1 -1
  196. package/dist/html/layout/grid-lines.d.ts +39 -0
  197. package/dist/html/layout/grid-lines.d.ts.map +1 -0
  198. package/dist/html/layout/grid-lines.js +119 -0
  199. package/dist/html/layout/grid-lines.js.map +1 -0
  200. package/dist/html/layout/grid.d.ts +53 -0
  201. package/dist/html/layout/grid.d.ts.map +1 -0
  202. package/dist/html/layout/grid.js +153 -0
  203. package/dist/html/layout/grid.js.map +1 -0
  204. package/dist/html/layout/inline.d.ts +154 -1
  205. package/dist/html/layout/inline.d.ts.map +1 -1
  206. package/dist/html/layout/inline.js +3598 -175
  207. package/dist/html/layout/inline.js.map +1 -1
  208. package/dist/html/layout/shaping.d.ts +6 -0
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  210. package/dist/html/layout/shaping.js +100 -0
  211. package/dist/html/layout/shaping.js.map +1 -0
  212. package/dist/html/layout/table.d.ts +3 -0
  213. package/dist/html/layout/table.d.ts.map +1 -1
  214. package/dist/html/layout/table.js +681 -175
  215. package/dist/html/layout/table.js.map +1 -1
  216. package/dist/html/layout/tracks.d.ts +44 -0
  217. package/dist/html/layout/tracks.d.ts.map +1 -0
  218. package/dist/html/layout/tracks.js +349 -0
  219. package/dist/html/layout/tracks.js.map +1 -0
  220. package/dist/html/node.d.ts +169 -4
  221. package/dist/html/node.d.ts.map +1 -1
  222. package/dist/html/node.js +1429 -137
  223. package/dist/html/node.js.map +1 -1
  224. package/dist/html/paint.d.ts +92 -3
  225. package/dist/html/paint.d.ts.map +1 -1
  226. package/dist/html/paint.js +3635 -107
  227. package/dist/html/paint.js.map +1 -1
  228. package/dist/html/resources.d.ts +60 -14
  229. package/dist/html/resources.d.ts.map +1 -1
  230. package/dist/html/resources.js +122 -36
  231. package/dist/html/resources.js.map +1 -1
  232. package/dist/html/surfaces.d.ts +23 -0
  233. package/dist/html/surfaces.d.ts.map +1 -0
  234. package/dist/html/surfaces.js +68 -0
  235. package/dist/html/surfaces.js.map +1 -0
  236. package/dist/html/svg.d.ts +80 -0
  237. package/dist/html/svg.d.ts.map +1 -0
  238. package/dist/html/svg.js +442 -0
  239. package/dist/html/svg.js.map +1 -0
  240. package/dist/html/url.d.ts +23 -0
  241. package/dist/html/url.d.ts.map +1 -0
  242. package/dist/html/url.js +80 -0
  243. package/dist/html/url.js.map +1 -0
  244. package/dist/index.d.ts +1 -1
  245. package/dist/index.d.ts.map +1 -1
  246. package/dist/index.js.map +1 -1
  247. package/dist/internal/codelines.d.ts +42 -0
  248. package/dist/internal/codelines.d.ts.map +1 -0
  249. package/dist/internal/codelines.js +170 -0
  250. package/dist/internal/codelines.js.map +1 -0
  251. package/dist/internal/collate.d.ts +3 -0
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  253. package/dist/internal/collate.js +11 -0
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  255. package/dist/internal/markdown/ast.d.ts +11 -0
  256. package/dist/internal/markdown/ast.d.ts.map +1 -1
  257. package/dist/internal/markdown/parse.d.ts.map +1 -1
  258. package/dist/internal/markdown/parse.js +109 -8
  259. package/dist/internal/markdown/parse.js.map +1 -1
  260. package/dist/internal/prewarm.d.ts +18 -0
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  264. package/dist/internal/sdf.d.ts +20 -0
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  266. package/dist/internal/sdf.js +216 -0
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  268. package/dist/internal/splice.d.ts +12 -0
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  270. package/dist/internal/splice.js +23 -0
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  272. package/dist/internal/window.d.ts +12 -0
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  274. package/dist/internal/window.js +23 -6
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  276. package/dist/maps/anchors.d.ts +6 -1
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  278. package/dist/maps/anchors.js +260 -1
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  280. package/dist/maps/controller.d.ts +57 -0
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  284. package/dist/maps/gl/buckets.d.ts +5 -1
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  286. package/dist/maps/gl/buckets.js +5 -2
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  288. package/dist/maps/gl/build-worker.d.ts +2 -0
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  292. package/dist/maps/gl/cover.d.ts +23 -4
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  296. package/dist/maps/gl/placement.d.ts +21 -8
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  357. package/dist/markdown/index.d.ts.map +1 -1
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  363. package/dist/qml/containers.d.ts.map +1 -1
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  366. package/dist/qml/interaction.d.ts.map +1 -1
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@@ -0,0 +1,2199 @@
1
+ // The scene: everything a frame draws, as data.
2
+ //
3
+ // `./node.ts` used to hold both halves of drawing — deciding *what* a frame
4
+ // shows and issuing the 2D calls that show it — in one pass of interleaved
5
+ // private methods. This module is the first half, lifted out and made pure,
6
+ // and `./paint.ts` is the second.
7
+ //
8
+ // Three things wanted the split, in the order they mattered:
9
+ //
10
+ // - **A second renderer.** A `<glarea>` draws from instance buffers, not
11
+ // from a `FlowPainter`, but it draws the *same scene*: the same cards in
12
+ // the same order, the same routed edges, the same culling. A description
13
+ // that names no drawing API is what both can read
14
+ // (`docs/prd-flow-gl.md`).
15
+ // - **Measuring.** A frame's cost could not be told apart from a window's:
16
+ // building the scene needs no server, no surface and no display, so
17
+ // `scripts/bench/flow.ts` can price it on its own.
18
+ // - **Reading it.** What the pane draws is now a value you can print.
19
+ //
20
+ // Everything here is in **screen space** — logical pixels relative to the
21
+ // window, the unit `FlowPainter` takes — because that is where culling has
22
+ // to happen and where a routed edge's sample density is decided. The
23
+ // exception is {@link SceneNodeSource.rect}, which is graph space: it is
24
+ // what the handle anchors and the minimap are computed from.
25
+ //
26
+ // Purity is the point, so the live state a gesture holds does not reach in
27
+ // here: the element resolves it into {@link SceneNodeSource} once per paint
28
+ // — a drag's position already applied, a resize's box already substituted —
29
+ // and this module reads that. The one callback left is text measurement,
30
+ // which needs the app's font cache and cannot be a constant.
31
+ import { tint } from 'react-x11/style';
32
+
33
+ import { snapToGrid } from './draw.js';
34
+ import {
35
+ DEFAULT_MARKER_SIZE,
36
+ EDGE_SLOP,
37
+ EDGE_STEP_OFFSET,
38
+ gripPoint,
39
+ handleAnchor,
40
+ inflateRect,
41
+ NODE_DESC_SIZE,
42
+ NODE_LABEL_SIZE,
43
+ NODE_PAD_X,
44
+ NODE_PAD_Y,
45
+ normalizeMarker,
46
+ rectsOverlap,
47
+ RESIZE_GRIP,
48
+ unionRects,
49
+ } from './model.js';
50
+ import {
51
+ edgePath,
52
+ endAngle,
53
+ pathBounds,
54
+ pointAtFraction,
55
+ startAngle,
56
+ trimEnd,
57
+ } from './paths.js';
58
+ import type {
59
+ BackgroundVariant,
60
+ EdgeMarker,
61
+ EdgeType,
62
+ FlowEdge,
63
+ FlowNode,
64
+ FlowNodeData,
65
+ FlowNodeType,
66
+ FlowPalette,
67
+ FlowRect,
68
+ HandleAnchor,
69
+ HandleSpec,
70
+ MarkerType,
71
+ TextOptions,
72
+ Viewport,
73
+ XYPosition,
74
+ } from './types.js';
75
+
76
+ type AnyNode = FlowNode<unknown>;
77
+ type AnyEdge = FlowEdge<unknown>;
78
+ type AnyType = FlowNodeType<unknown>;
79
+
80
+ /** Below these zooms the pane stops drawing detail nobody could read — the
81
+ * cheapest optimisation there is, and the one that keeps a zoomed-out
82
+ * overview interactive. Exported because the element's hit testing has to
83
+ * agree with what was drawn. */
84
+ export const LABEL_ZOOM = 0.45;
85
+ export const HANDLE_ZOOM = 0.5;
86
+ export const DESC_ZOOM = 0.6;
87
+
88
+ /** The grid never draws denser than this on screen, whatever the zoom. */
89
+ export const MIN_GRID_PX = 16;
90
+
91
+ /**
92
+ * How far outside its own box a node's ink can land: handles (capped at
93
+ * 6 × 1.4 plus their outline), resize grips, the selection border, a pixel
94
+ * of antialiasing. Damage rects grow by this before they are invalidated,
95
+ * and cull tests grow their target by the same amount — the two must agree,
96
+ * or a moved node leaves crumbs of its old handles behind.
97
+ */
98
+ export const CULL_MARGIN = 16;
99
+
100
+ /**
101
+ * From this many edges on the pane, they are stroked a pen at a time — every
102
+ * run of a pen, and every arrowhead of a colour, as one path — and below
103
+ * it an edge at a time, in the graph's order.
104
+ *
105
+ * A path's mask is its bounding box, so a pen's scattered runs as one path
106
+ * cost a mask the size of the pane where each alone costs its own small
107
+ * one: nineteen long edges criss-crossing a pane measured 634 KB a repaint
108
+ * batched against 97 KB one at a time, and seven hundred measured 3.9 MB
109
+ * one at a time against 1.3 MB batched. And the two do not draw the same
110
+ * pixels where edges overlap: coverage adds inside one path and lays one
111
+ * over the other between two, so a fan-out's shared leg came out as much
112
+ * as 35 levels apart at its edges. So the choice is the pane's, never a
113
+ * pass's — decided from the edges on the pane and kept across the passes
114
+ * of every frame until a repaint of the whole pane takes the other one
115
+ * ({@link SceneInput.batch}).
116
+ */
117
+ export const EDGE_BATCH = 24;
118
+ /** …and below this many a batched pane goes back, so that a pan across the
119
+ * threshold does not change the way every step. */
120
+ const EDGE_UNBATCH = 16;
121
+
122
+ /** Whether `onPane` edges are stroked a pen at a time, given whether they
123
+ * were (`EDGE_BATCH`). */
124
+ export function batchesEdges(onPane: number, was = false): boolean {
125
+ return onPane >= (was ? EDGE_UNBATCH : EDGE_BATCH);
126
+ }
127
+
128
+ const DEFAULT_DASH = [7, 5];
129
+
130
+ // --- the cache ----------------------------------------------------------------
131
+
132
+ /**
133
+ * One edge's route, kept between frames.
134
+ *
135
+ * The saved work is everything above the arithmetic: resolving which handle
136
+ * each end uses (which allocates an anchor per spec), evaluating the curve
137
+ * (up to 48 points), and dropping the vertices that crowd each other.
138
+ *
139
+ * What makes it reusable is a property of the routing rather than of the
140
+ * cache: **every edge type is translation-equivariant and none is
141
+ * scale-equivariant.** Move both endpoints by the same vector and the whole
142
+ * route moves with them, because every route is built from distances
143
+ * between the two ends; change the zoom and it does not, because a bezier's
144
+ * shoulder, a step's offset, a fillet's radius and a loop's reach are all
145
+ * clamped against pixel constants that do not scale. So the route is stored
146
+ * in screen space next to the viewport origin it was built at, and a pan —
147
+ * which keeps the zoom and moves the origin — is an addition per vertex
148
+ * into an array that already exists. A zoom rebuilds.
149
+ *
150
+ * The screen arrays are **reused and mutated in place**, which is where the
151
+ * allocation goes: a frame of 2000 edges was spending a sixth of itself in
152
+ * the collector. A scene is built and drawn inside one paint and nothing
153
+ * retains it, so the only rule is the one stated on {@link buildScene} —
154
+ * do not hold a scene past the frame that made it.
155
+ */
156
+ interface CachedRoute {
157
+ // what it was built from
158
+ zoom: number;
159
+ originX: number;
160
+ originY: number;
161
+ sx: number;
162
+ sy: number;
163
+ sw: number;
164
+ sh: number;
165
+ tx: number;
166
+ ty: number;
167
+ tw: number;
168
+ th: number;
169
+ sourceSpecs: readonly HandleSpec[];
170
+ targetSpecs: readonly HandleSpec[];
171
+ sourceHandle: string | null;
172
+ targetHandle: string | null;
173
+ /** The node ids too: an id can be reused for a different pair between
174
+ * commits, and the rects alone would not notice two nodes that happen to
175
+ * sit in the same place. */
176
+ source: string;
177
+ target: string;
178
+ type: EdgeType | undefined;
179
+ loop: boolean;
180
+ /** The arrowheads' shapes and sizes, which decide where the stroke stops
181
+ * and what the heads look like. Their *colours* are not here: those
182
+ * change with selection and hover and move no geometry. */
183
+ markerKey: string;
184
+ // what came out, in screen space at `originX`/`originY`
185
+ points: XYPosition[];
186
+ /** The stroke's own points, stopped behind the arrowhead — null when
187
+ * there is no head and the stroke is the whole route. Kept apart from
188
+ * `points` because the label sits at the middle of the *whole* route. */
189
+ trimmed: XYPosition[] | null;
190
+ endHead: XYPosition[] | null;
191
+ startHead: XYPosition[] | null;
192
+ from: HandleAnchor;
193
+ to: HandleAnchor;
194
+ bounds: FlowRect;
195
+ /** The middle of the whole route, where a label sits: worked out the
196
+ * first time a label asks (`middleOf`), and moved with the route. */
197
+ middle: XYPosition | null;
198
+ }
199
+
200
+ /** Bounded, so a graph that churns edge ids cannot turn this into a leak. */
201
+ const ROUTE_LIMIT = 20000;
202
+
203
+ /**
204
+ * Move a polyline, in place.
205
+ *
206
+ * Addition in place drifts by float rounding — `(x + a) + b` is not always
207
+ * `x + (a + b)` — so a route panned many times sits a few units in the last
208
+ * place off one routed fresh. That is ~1e-14 px a pan, the painter puts
209
+ * every coordinate on the device grid before it draws, and any zoom or node
210
+ * move rebuilds the route from scratch and resets it. Reading through a
211
+ * per-frame copy instead would be exact and would bring back the allocation
212
+ * this cache exists to remove.
213
+ */
214
+ function shift(points: XYPosition[], dx: number, dy: number): void {
215
+ for (const p of points) {
216
+ p.x += dx;
217
+ p.y += dy;
218
+ }
219
+ }
220
+
221
+ /**
222
+ * What a renderer keeps between frames. Owned by whoever draws — the
223
+ * element, or a GL renderer — and handed to {@link buildScene}, which reads
224
+ * and fills it. Passing none is correct and simply recomputes everything.
225
+ */
226
+ /**
227
+ * One edge routed from scratch, arrowheads and all — the miss path of
228
+ * {@link SceneCache}, and the whole path for a caller that keeps none.
229
+ */
230
+ function buildRoute(
231
+ v: Viewport,
232
+ edge: AnyEdge,
233
+ from: SceneNodeSource,
234
+ to: SceneNodeSource,
235
+ markerEnd: EdgeMarker | null,
236
+ markerStart: EdgeMarker | null,
237
+ into?: CachedRoute,
238
+ ): CachedRoute | null {
239
+ const routed = edgeRoute(v, edge, from, to);
240
+ if (!routed) return null;
241
+ const markerKey = markerKeyOf(markerEnd, markerStart);
242
+ const loop = edge.source === edge.target;
243
+ const all = routed.points;
244
+ const { endHead, startHead, endTrim } = routeHeads(
245
+ v,
246
+ all,
247
+ markerEnd,
248
+ markerStart,
249
+ );
250
+ // Copied vertex by vertex, not just sliced. `trimEnd` returns a shallow
251
+ // copy — the same point *objects* as the route, less the last — and a
252
+ // pan moves both arrays in place, so a shared vertex moved twice: the
253
+ // stroke slid away from its own head by the pan's distance. Caught by
254
+ // test/flow-scene.test.ts, which the gesture tests could not have seen.
255
+ const trimmed = endHead
256
+ ? trimEnd(all, endTrim).map((p) => ({ x: p.x, y: p.y }))
257
+ : null;
258
+ // Written over the entry this edge already had, where there is one. A
259
+ // zoom misses on every edge of every frame, and allocating a fresh record
260
+ // for each — plus the `Map.set` to file it — cost more than the routing
261
+ // the cache saves: a drag and a zoom both came out ~10% slower than with
262
+ // no cache at all, before this.
263
+ const entry = into ?? ({} as CachedRoute);
264
+ Object.assign(entry, {
265
+ zoom: v.zoom,
266
+ originX: v.x,
267
+ originY: v.y,
268
+ sx: from.rect.x,
269
+ sy: from.rect.y,
270
+ sw: from.rect.width,
271
+ sh: from.rect.height,
272
+ tx: to.rect.x,
273
+ ty: to.rect.y,
274
+ tw: to.rect.width,
275
+ th: to.rect.height,
276
+ sourceSpecs: from.specs,
277
+ targetSpecs: to.specs,
278
+ sourceHandle: edge.sourceHandle ?? null,
279
+ targetHandle: edge.targetHandle ?? null,
280
+ source: edge.source,
281
+ target: edge.target,
282
+ type: edge.type,
283
+ loop,
284
+ markerKey,
285
+ points: all,
286
+ trimmed,
287
+ endHead,
288
+ startHead,
289
+ from: routed.from,
290
+ to: routed.to,
291
+ bounds: withHeads(pathBounds(all), endHead, startHead),
292
+ middle: null,
293
+ });
294
+ return entry;
295
+ }
296
+
297
+ /**
298
+ * Where a route's label sits. Walking the route to its middle is the length
299
+ * of every segment twice, and a 2D pan's passes asked it of every labelled
300
+ * edge they reached, every frame; kept, it is two additions a pan. A copy,
301
+ * never one of the route's own points, which the pan moves as well.
302
+ */
303
+ function middleOf(route: CachedRoute): XYPosition {
304
+ if (route.middle === null) {
305
+ const p = pointAtFraction(route.points, 0.5);
306
+ route.middle = { x: p.x, y: p.y };
307
+ }
308
+ return route.middle;
309
+ }
310
+
311
+ /**
312
+ * An edge's arrowheads on a route, and how much of the route's end the
313
+ * stroke leaves to the one at the end: the one place a head is placed, so
314
+ * what is drawn and what a move claims ({@link edgeInkBox}) cannot disagree.
315
+ */
316
+ function routeHeads(
317
+ v: Viewport,
318
+ all: readonly XYPosition[],
319
+ markerEnd: EdgeMarker | null,
320
+ markerStart: EdgeMarker | null,
321
+ ): {
322
+ endHead: XYPosition[] | null;
323
+ startHead: XYPosition[] | null;
324
+ endTrim: number;
325
+ } {
326
+ // The tip stops short of the handle rather than at it: the handle dot is
327
+ // drawn *over* the edges, with the nodes, so an arrow aimed at the
328
+ // handle's centre is an arrow mostly hidden under a white circle.
329
+ const inset = v.zoom >= HANDLE_ZOOM ? handleRadius(v.zoom) + 1 : 1;
330
+ let endHead: XYPosition[] | null = null;
331
+ let startHead: XYPosition[] | null = null;
332
+ let endTrim = 0;
333
+ if (markerEnd) {
334
+ const size = (markerEnd.size ?? DEFAULT_MARKER_SIZE) * v.zoom;
335
+ const last = all[all.length - 1];
336
+ const angle = endAngle(all);
337
+ // and the stroke stops behind the head, so a filled triangle is a
338
+ // triangle rather than a triangle with a line through it
339
+ endTrim = size * 0.8 + inset;
340
+ endHead = markerPoints(
341
+ {
342
+ x: last.x - Math.cos(angle) * inset,
343
+ y: last.y - Math.sin(angle) * inset,
344
+ },
345
+ angle,
346
+ markerEnd.type,
347
+ size,
348
+ );
349
+ }
350
+ if (markerStart) {
351
+ const size = (markerStart.size ?? DEFAULT_MARKER_SIZE) * v.zoom;
352
+ const angle = startAngle(all);
353
+ startHead = markerPoints(
354
+ {
355
+ x: all[0].x - Math.cos(angle) * inset,
356
+ y: all[0].y - Math.sin(angle) * inset,
357
+ },
358
+ angle,
359
+ markerStart.type,
360
+ size,
361
+ );
362
+ }
363
+ return { endHead, startHead, endTrim };
364
+ }
365
+
366
+ /**
367
+ * A route's box with its arrowheads in it. A head lies along the route's
368
+ * last stretch, but as wide as it is long: where the route runs along its
369
+ * box's side, a wing of it is outside the box — by nine pixels at `zoom` 2.
370
+ */
371
+ function withHeads(
372
+ box: FlowRect,
373
+ endHead: XYPosition[] | null,
374
+ startHead: XYPosition[] | null,
375
+ ): FlowRect {
376
+ if (endHead) box = unionRects(box, pathBounds(endHead));
377
+ if (startHead) box = unionRects(box, pathBounds(startHead));
378
+ return box;
379
+ }
380
+
381
+ /** The head an edge ends in. Left out, it is an arrow: a directed graph
382
+ * whose edges do not say which way they point is a set of lines. `null`
383
+ * opts out. */
384
+ function endMarkerOf(edge: AnyEdge): EdgeMarker | null {
385
+ return normalizeMarker(
386
+ edge.markerEnd === undefined ? 'arrowclosed' : edge.markerEnd,
387
+ );
388
+ }
389
+
390
+ /** An edge's pen, on screen. */
391
+ function edgeLineWidth(edge: AnyEdge, zoom: number): number {
392
+ return Math.max(
393
+ 1,
394
+ (edge.style?.strokeWidth ?? (edge.selected ? 2 : 1.5)) * zoom,
395
+ );
396
+ }
397
+
398
+ /** How far ink reaches from a segment, as a cull asks it: the pen and its
399
+ * join — a miter at the sharpest corner a route takes, or at an
400
+ * arrowhead's tip, stays well inside three widths. Loose on purpose: a
401
+ * cull that keeps an edge too many draws it clipped away. */
402
+ function penReach(lineWidth: number): number {
403
+ return lineWidth * 3 + 2;
404
+ }
405
+
406
+ /** How far it reaches in fact, as a claim asks it, where too much is pixels
407
+ * repainted for nothing: an edge and an open head are stroked round-joined
408
+ * and round-capped, so half the pen, and a filled head is not stroked at
409
+ * all — plus the edge pixels and the device grid every point is put on. */
410
+ function inkReach(lineWidth: number): number {
411
+ return lineWidth / 2 + 2;
412
+ }
413
+
414
+ /**
415
+ * Everything drawing `edge` along `points` can ink, in the same pixels: the
416
+ * route and its arrowheads, the pen's reach past both, and the label's
417
+ * plate — what a change that moves the edge has to claim. From the heads
418
+ * and the pen {@link buildScene} draws with: a claim that took the route's
419
+ * points alone reached a head's wing only through the margin it was grown
420
+ * by, and a large head, a deep zoom or a wide pen outgrows any margin.
421
+ *
422
+ * `margin` is what the caller grows the box by afterwards, and the pen and
423
+ * the heads count only past it: an ordinary pen and a default arrow stay
424
+ * inside a claim's margin at any zoom a pane allows by default, and adding
425
+ * them again made every move on a small graph claim a fifth more.
426
+ */
427
+ export function edgeInkBox(
428
+ v: Viewport,
429
+ edge: AnyEdge,
430
+ points: readonly XYPosition[],
431
+ margin = 0,
432
+ ): FlowRect {
433
+ const { endHead, startHead } = routeHeads(
434
+ v,
435
+ points,
436
+ endMarkerOf(edge),
437
+ normalizeMarker(edge.markerStart),
438
+ );
439
+ // how far ink reaches past the geometry, less the margin: below zero for
440
+ // any pen short of the margin's width
441
+ const past = inkReach(edgeLineWidth(edge, v.zoom)) - margin;
442
+ let box = withLabelPlate(pathBounds(points), edge, v.zoom);
443
+ if (past > 0) box = inflateRect(box, past);
444
+ if (endHead) box = reachingPast(box, pathBounds(endHead), past);
445
+ if (startHead) box = reachingPast(box, pathBounds(startHead), past);
446
+ return box;
447
+ }
448
+
449
+ /** `box`, grown on each side until it reaches `by` past `part` — or, where
450
+ * `by` is negative, until it comes within that much of it. */
451
+ function reachingPast(box: FlowRect, part: FlowRect, by: number): FlowRect {
452
+ const x = Math.min(box.x, part.x - by);
453
+ const y = Math.min(box.y, part.y - by);
454
+ return {
455
+ x,
456
+ y,
457
+ width: Math.max(box.x + box.width, part.x + part.width + by) - x,
458
+ height: Math.max(box.y + box.height, part.y + part.height + by) - y,
459
+ };
460
+ }
461
+
462
+ /** Which arrowheads a route was built for — their shapes and sizes, never
463
+ * their colours, which move nothing. */
464
+ function markerKeyOf(
465
+ markerEnd: EdgeMarker | null,
466
+ markerStart: EdgeMarker | null,
467
+ ): string {
468
+ return `${markerEnd?.type ?? ''}:${markerEnd?.size ?? ''}|${
469
+ markerStart?.type ?? ''
470
+ }:${markerStart?.size ?? ''}`;
471
+ }
472
+
473
+ /** A route with nothing kept between frames. */
474
+ export function uncachedRoute(
475
+ v: Viewport,
476
+ edge: AnyEdge,
477
+ from: SceneNodeSource,
478
+ to: SceneNodeSource,
479
+ markerEnd: EdgeMarker | null,
480
+ markerStart: EdgeMarker | null,
481
+ ): CachedRoute | null {
482
+ return buildRoute(v, edge, from, to, markerEnd, markerStart);
483
+ }
484
+
485
+ /** An edge a pass may draw: both ends resolved and its coarse box on
486
+ * screen, which is everything about it no pass's clip changes. */
487
+ interface EdgeCandidate {
488
+ edge: AnyEdge;
489
+ from: SceneNodeSource;
490
+ to: SceneNodeSource;
491
+ coarse: FlowRect;
492
+ }
493
+
494
+ /** A node on screen, with its screen box. */
495
+ interface NodeCandidate {
496
+ source: SceneNodeSource;
497
+ rect: FlowRect;
498
+ }
499
+
500
+ /** What a list of candidates was culled for: the arrays it came from, the
501
+ * viewport and the rect it was culled to. */
502
+ interface CullKey {
503
+ from: readonly unknown[];
504
+ all: readonly SceneNodeSource[] | null;
505
+ vx: number;
506
+ vy: number;
507
+ zoom: number;
508
+ kx: number;
509
+ ky: number;
510
+ kw: number;
511
+ kh: number;
512
+ scale: number;
513
+ }
514
+
515
+ function sameCull(
516
+ key: CullKey | null,
517
+ from: readonly unknown[],
518
+ all: readonly SceneNodeSource[] | null,
519
+ v: Viewport,
520
+ kept: FlowRect,
521
+ scale: number,
522
+ ): boolean {
523
+ return (
524
+ key != null &&
525
+ key.from === from &&
526
+ key.all === all &&
527
+ key.vx === v.x &&
528
+ key.vy === v.y &&
529
+ key.zoom === v.zoom &&
530
+ key.kx === kept.x &&
531
+ key.ky === kept.y &&
532
+ key.kw === kept.width &&
533
+ key.kh === kept.height &&
534
+ key.scale === scale
535
+ );
536
+ }
537
+
538
+ /**
539
+ * A box an edge's route stays in, grown to hold its label's plate too. The
540
+ * plate is centred on the route's middle and as wide as its text, which can
541
+ * be far wider than the route: a long name on a short edge put a plate on
542
+ * the pane whose edge was culled for being off it, and a node that moved
543
+ * such an edge claimed its route and left the plate's ends behind. Every
544
+ * cull and every claim asks this of every labelled edge, so the plate is
545
+ * bounded rather than measured — an em and a quarter a code unit, wider
546
+ * than any label is set — and grows nothing where no labels are drawn.
547
+ */
548
+ export function withLabelPlate(
549
+ box: FlowRect,
550
+ edge: AnyEdge,
551
+ zoom: number,
552
+ ): FlowRect {
553
+ if (!edge.label || zoom < LABEL_ZOOM) return box;
554
+ const size = Math.max(8, 11 * zoom);
555
+ const dx = (edge.label.length * size * 1.25) / 2 + 5 * zoom + 1;
556
+ const dy = size + 2 * zoom + 1;
557
+ return {
558
+ x: box.x - dx,
559
+ y: box.y - dy,
560
+ width: box.width + dx * 2,
561
+ height: box.height + dy * 2,
562
+ };
563
+ }
564
+
565
+ function cullEdges(
566
+ v: Viewport,
567
+ kept: FlowRect,
568
+ edges: readonly AnyEdge[],
569
+ byId: ReadonlyMap<string, SceneNodeSource>,
570
+ scale: number,
571
+ ): EdgeCandidate[] {
572
+ const list: EdgeCandidate[] = [];
573
+ for (const edge of edges) {
574
+ if (edge.hidden) continue;
575
+ const from = byId.get(edge.source);
576
+ const to = byId.get(edge.target);
577
+ if (!from || !to || from.node.hidden || to.node.hidden) continue;
578
+ const coarse = withLabelPlate(
579
+ edgeCoarseBox(v, from, to, scale),
580
+ edge,
581
+ v.zoom,
582
+ );
583
+ if (rectsOverlap(coarse, kept)) list.push({ edge, from, to, coarse });
584
+ }
585
+ return list;
586
+ }
587
+
588
+ function cullNodes(
589
+ v: Viewport,
590
+ kept: FlowRect,
591
+ nodes: readonly SceneNodeSource[],
592
+ scale: number,
593
+ ): NodeCandidate[] {
594
+ const list: NodeCandidate[] = [];
595
+ for (const source of nodes) {
596
+ if (source.node.hidden) continue;
597
+ const rect = screenRect(v, source.rect, scale);
598
+ // By what the node inks, not by its card: a handle sits on the card's
599
+ // edge and reaches past it, and a node whose card had just left the
600
+ // pane lost the half ring still inside it. The margin every claim and
601
+ // the damage test below grow a node by.
602
+ if (rectsOverlap(inflateRect(rect, CULL_MARGIN), kept)) {
603
+ list.push({ source, rect });
604
+ }
605
+ }
606
+ return list;
607
+ }
608
+
609
+ function cullKey(
610
+ from: readonly unknown[],
611
+ all: readonly SceneNodeSource[] | null,
612
+ v: Viewport,
613
+ kept: FlowRect,
614
+ scale: number,
615
+ ): CullKey {
616
+ return {
617
+ from,
618
+ all,
619
+ vx: v.x,
620
+ vy: v.y,
621
+ zoom: v.zoom,
622
+ kx: kept.x,
623
+ ky: kept.y,
624
+ kw: kept.width,
625
+ kh: kept.height,
626
+ scale,
627
+ };
628
+ }
629
+
630
+ export class SceneCache {
631
+ private readonly routes = new Map<string, CachedRoute>();
632
+ /** The node index, memoized on the array it was built from: at two
633
+ * thousand nodes, rebuilding this Map every frame was a tenth of the
634
+ * build. */
635
+ private index: Map<string, SceneNodeSource> | null = null;
636
+ private indexFor: readonly SceneNodeSource[] | null = null;
637
+ /** The edges and nodes on screen, for the passes of one frame. */
638
+ private edgeCull: { key: CullKey; list: EdgeCandidate[] } | null = null;
639
+ private nodeCull: { key: CullKey; list: NodeCandidate[] } | null = null;
640
+
641
+ /** Everything is derived, so forgetting it is always safe. */
642
+ clear(): void {
643
+ this.routes.clear();
644
+ this.index = null;
645
+ this.indexFor = null;
646
+ this.edgeCull = null;
647
+ this.nodeCull = null;
648
+ }
649
+
650
+ /**
651
+ * The edges whose coarse box reaches `kept`, with their ends — the list a
652
+ * pass walks, culled once for every pass of a frame. A 2D frame paints its
653
+ * damage as several passes, a pan's strips and corners and furniture, and
654
+ * each one walked every edge in the graph to throw nearly all of them
655
+ * away: at four thousand edges that was most of what a pan frame cost
656
+ * once the drawing had become a copy. Keyed on the arrays themselves, so
657
+ * the element has to hand the same ones to every pass of a frame.
658
+ */
659
+ edgesOnScreen(
660
+ v: Viewport,
661
+ kept: FlowRect,
662
+ edges: readonly AnyEdge[],
663
+ all: readonly SceneNodeSource[],
664
+ scale: number,
665
+ ): EdgeCandidate[] {
666
+ const hit = this.edgeCull;
667
+ if (hit && sameCull(hit.key, edges, all, v, kept, scale)) return hit.list;
668
+ const list = cullEdges(v, kept, edges, this.byId(all), scale);
669
+ this.edgeCull = { key: cullKey(edges, all, v, kept, scale), list };
670
+ return list;
671
+ }
672
+
673
+ /** The nodes whose screen box reaches `kept`, culled once for every pass
674
+ * of a frame the way `edgesOnScreen` culls the edges. */
675
+ nodesOnScreen(
676
+ v: Viewport,
677
+ kept: FlowRect,
678
+ nodes: readonly SceneNodeSource[],
679
+ scale: number,
680
+ ): NodeCandidate[] {
681
+ const hit = this.nodeCull;
682
+ if (hit && sameCull(hit.key, nodes, null, v, kept, scale)) return hit.list;
683
+ const list = cullNodes(v, kept, nodes, scale);
684
+ this.nodeCull = { key: cullKey(nodes, null, v, kept, scale), list };
685
+ return list;
686
+ }
687
+
688
+ byId(all: readonly SceneNodeSource[]): Map<string, SceneNodeSource> {
689
+ if (this.indexFor === all && this.index) return this.index;
690
+ const map = new Map<string, SceneNodeSource>();
691
+ for (const source of all) map.set(source.node.id, source);
692
+ this.index = map;
693
+ this.indexFor = all;
694
+ return map;
695
+ }
696
+
697
+ /**
698
+ * The route for `edge` at `v`, from the cache where it still holds. With
699
+ * `within`, a cached route whose box, carried to `v`, misses that rect is
700
+ * left where it is and null comes back: the pass has nothing of it to
701
+ * draw, and the pan it was not moved by is added to the next one that
702
+ * reaches it.
703
+ */
704
+ route(
705
+ v: Viewport,
706
+ edge: AnyEdge,
707
+ from: SceneNodeSource,
708
+ to: SceneNodeSource,
709
+ markerEnd: EdgeMarker | null,
710
+ markerStart: EdgeMarker | null,
711
+ within: FlowRect | null = null,
712
+ ): CachedRoute | null {
713
+ const loop = edge.source === edge.target;
714
+ const markerKey = markerKeyOf(markerEnd, markerStart);
715
+ const hit = this.routes.get(edge.id);
716
+ if (
717
+ hit &&
718
+ hit.zoom === v.zoom &&
719
+ hit.sx === from.rect.x &&
720
+ hit.sy === from.rect.y &&
721
+ hit.sw === from.rect.width &&
722
+ hit.sh === from.rect.height &&
723
+ hit.tx === to.rect.x &&
724
+ hit.ty === to.rect.y &&
725
+ hit.tw === to.rect.width &&
726
+ hit.th === to.rect.height &&
727
+ hit.sourceSpecs === from.specs &&
728
+ hit.targetSpecs === to.specs &&
729
+ hit.sourceHandle === (edge.sourceHandle ?? null) &&
730
+ hit.targetHandle === (edge.targetHandle ?? null) &&
731
+ hit.source === edge.source &&
732
+ hit.target === edge.target &&
733
+ hit.type === edge.type &&
734
+ hit.loop === loop &&
735
+ hit.markerKey === markerKey
736
+ ) {
737
+ const dx = v.x - hit.originX;
738
+ const dy = v.y - hit.originY;
739
+ if (within) {
740
+ const b = hit.bounds;
741
+ if (!(
742
+ b.x + dx < within.x + within.width &&
743
+ b.x + dx + b.width > within.x &&
744
+ b.y + dy < within.y + within.height &&
745
+ b.y + dy + b.height > within.y
746
+ )) {
747
+ return null;
748
+ }
749
+ }
750
+ if (dx !== 0 || dy !== 0) {
751
+ shift(hit.points, dx, dy);
752
+ // `trimmed` is null when it would be `points`, so nothing is moved
753
+ // twice — the bug that aliasing invites here.
754
+ if (hit.trimmed) shift(hit.trimmed, dx, dy);
755
+ if (hit.endHead) shift(hit.endHead, dx, dy);
756
+ if (hit.startHead) shift(hit.startHead, dx, dy);
757
+ hit.bounds.x += dx;
758
+ hit.bounds.y += dy;
759
+ if (hit.middle) {
760
+ hit.middle.x += dx;
761
+ hit.middle.y += dy;
762
+ }
763
+ hit.originX = v.x;
764
+ hit.originY = v.y;
765
+ }
766
+ return hit;
767
+ }
768
+
769
+ const entry = buildRoute(v, edge, from, to, markerEnd, markerStart, hit);
770
+ if (!entry) {
771
+ this.routes.delete(edge.id);
772
+ return null;
773
+ }
774
+ if (!hit) {
775
+ if (this.routes.size >= ROUTE_LIMIT) this.routes.clear();
776
+ this.routes.set(edge.id, entry);
777
+ }
778
+ return entry;
779
+ }
780
+ }
781
+
782
+ // --- what goes in -------------------------------------------------------------
783
+
784
+ /**
785
+ * One node, resolved. The element builds these: a drag's live position is
786
+ * already in `rect`, a resize's live box has already replaced it, and
787
+ * `grips` is already filtered by whatever the handles took.
788
+ */
789
+ export interface SceneNodeSource {
790
+ node: AnyNode;
791
+ /** **Graph space**, unlike everything else here. */
792
+ rect: FlowRect;
793
+ specs: readonly HandleSpec[];
794
+ type: AnyType | undefined;
795
+ /** The title bar's height in graph units — only read when `mounted`. */
796
+ header: number;
797
+ /** Whether a React body is mounted over this node, which is what makes
798
+ * the card draw a title bar rather than a centred label. */
799
+ mounted: boolean;
800
+ connectable: boolean;
801
+ /** Which resize grips to draw, already filtered. Empty for most nodes. */
802
+ grips: readonly XYPosition[];
803
+ }
804
+
805
+ /** The pointer's business, for hover styling. */
806
+ export interface SceneHover {
807
+ nodeId: string | null;
808
+ handle: HandleAnchor | null;
809
+ edgeId: string | null;
810
+ }
811
+
812
+ /** A connection being dragged out of a handle. */
813
+ export interface SceneConnectionSource {
814
+ from: HandleAnchor;
815
+ to: HandleAnchor | null;
816
+ pointer: XYPosition;
817
+ valid: boolean;
818
+ }
819
+
820
+ /** The minimap's frame, as the element resolved it. */
821
+ export interface SceneMiniMapSource {
822
+ panel: FlowRect;
823
+ bounds: FlowRect;
824
+ scale: number;
825
+ nodeColor?: string | ((node: FlowNode<never>) => string);
826
+ maskColor?: string;
827
+ /** The rect this pass repaints of it, where the scene is built with no
828
+ * clip of its own — the furniture's, which is drawn over the rest. Only
829
+ * the nodes that reach it are built (`buildMiniMap`). */
830
+ reach?: FlowRect | null;
831
+ }
832
+
833
+ /** One control button's box and what it does. */
834
+ export interface SceneControlButton {
835
+ rect: FlowRect;
836
+ action: 'in' | 'out' | 'fit';
837
+ }
838
+
839
+ /** The background, normalized. */
840
+ export interface SceneBackgroundSource {
841
+ variant: BackgroundVariant;
842
+ gap: number;
843
+ size: number;
844
+ color?: string;
845
+ }
846
+
847
+ /** Everything {@link buildScene} reads. */
848
+ export interface SceneInput {
849
+ viewport: Viewport;
850
+ /** The pane's content box, in screen space. */
851
+ pane: FlowRect;
852
+ /**
853
+ * The damage rect this pass repaints, in screen space — null for a full
854
+ * pass. Everything outside it survives on the window from the last frame,
855
+ * so it is a second cull on top of the pane's.
856
+ *
857
+ * A renderer that redraws the whole frame every time (the GL one) passes
858
+ * null, and the scene is the whole pane.
859
+ */
860
+ clip: FlowRect | null;
861
+ /**
862
+ * What is kept, in the same window pixels — the pane when left out.
863
+ *
864
+ * A renderer that keeps a scene across frames wants more than the pane:
865
+ * the GL one builds the graph at a pinned origin and pans it by moving a
866
+ * uniform, so it culls to an *overscan* region round the view, and only
867
+ * rebuilds once the view leaves it (`./node.ts`, `glFrame`).
868
+ */
869
+ cull?: FlowRect | null;
870
+ palette: FlowPalette;
871
+ /** The pane's own background, when its style set one. */
872
+ paneBackground?: string;
873
+ background: SceneBackgroundSource;
874
+ /** Paint order: z-index, then selection, with a dragged node on top. */
875
+ nodes: readonly SceneNodeSource[];
876
+ /** Every node, for the minimap — which summarises the graph, not the
877
+ * pass. */
878
+ all: readonly SceneNodeSource[];
879
+ edges: readonly AnyEdge[];
880
+ /** How far an animated edge's dash has marched, in graph units. */
881
+ dashPhase: number;
882
+ hover: SceneHover;
883
+ connection: SceneConnectionSource | null;
884
+ /** The box-selection rectangle, in screen space. */
885
+ selection: FlowRect | null;
886
+ miniMap: SceneMiniMapSource | null;
887
+ controls: readonly SceneControlButton[];
888
+ /** Device pixels per logical pixel — only to put node boxes on whole
889
+ * device pixels; everything else here is scale-free. */
890
+ scale: number;
891
+ /** Text metrics, which need the app's font cache. */
892
+ measure(
893
+ text: string,
894
+ options?: TextOptions,
895
+ ): { width: number; height: number };
896
+ /** What survived the last frame. Optional: without one every route is
897
+ * computed again, which is correct and slower. */
898
+ cache?: SceneCache;
899
+ /**
900
+ * Whether the edges are stroked a pen at a time ({@link EDGE_BATCH}) —
901
+ * the pane's choice, which every pass that repaints part of it has to
902
+ * follow. Left out, this pass makes it from the edges on the pane, going
903
+ * by `batchWas` for which side of the threshold it was on.
904
+ */
905
+ batch?: boolean;
906
+ batchWas?: boolean;
907
+ }
908
+
909
+ // --- what comes out -----------------------------------------------------------
910
+
911
+ /** A filled and/or stroked rectangle. */
912
+ export interface SceneRect {
913
+ rect: FlowRect;
914
+ radius: number;
915
+ fill?: string;
916
+ stroke?: string;
917
+ lineWidth?: number;
918
+ }
919
+
920
+ /** A string to set. */
921
+ export interface SceneText {
922
+ kind: 'text';
923
+ text: string;
924
+ x: number;
925
+ y: number;
926
+ size: number;
927
+ color: string;
928
+ weight?: 'bold';
929
+ align?: 'left' | 'center' | 'right';
930
+ baseline?: 'middle';
931
+ maxWidth?: number;
932
+ }
933
+
934
+ /** A hairline: the rule under a title bar, a separator between two control
935
+ * buttons. Stroked rather than filled, so it lands where a 1px border
936
+ * does. */
937
+ export interface SceneRule {
938
+ kind: 'rule';
939
+ points: readonly XYPosition[];
940
+ color: string;
941
+ lineWidth: number;
942
+ }
943
+
944
+ /** An arrowhead. `filled` is a closed triangle; the open kind is a
945
+ * two-segment chevron. */
946
+ export interface SceneMarker {
947
+ points: readonly XYPosition[];
948
+ filled: boolean;
949
+ color: string;
950
+ lineWidth: number;
951
+ }
952
+
953
+ /** One edge, routed and ready. */
954
+ export interface SceneEdge {
955
+ id: string;
956
+ /** The polyline, already shortened behind an arrowhead. */
957
+ points: readonly XYPosition[];
958
+ stroke: string;
959
+ lineWidth: number;
960
+ dash?: readonly number[];
961
+ dashOffset: number;
962
+ /** Whether the dash marches. `dashOffset` already holds this frame's
963
+ * phase; a renderer that keeps edges across frames reads this instead and
964
+ * moves the phase itself, so a tick is not a rebuild. */
965
+ animated: boolean;
966
+ /** The pieces of `points` a pass that reaches only part of the edge draws
967
+ * — each run of segments whose ink can land in its rect. Absent where the
968
+ * whole route is drawn. */
969
+ runs?: readonly (readonly XYPosition[])[];
970
+ /** For a dashed edge with `runs`: how far along `points` each run
971
+ * starts, logical pixels — its pattern goes on from there rather than
972
+ * starting again at every cut. */
973
+ runStarts?: readonly number[];
974
+ markers: readonly SceneMarker[];
975
+ /** Which edges a batched pane strokes over which: a selected one over a
976
+ * hovered one over the rest. Left out, the rest. */
977
+ layer?: number;
978
+ /** The plate behind a label, so it sits above every edge. */
979
+ chip?: SceneRect;
980
+ label?: SceneText;
981
+ }
982
+
983
+ /** A connection point. */
984
+ export interface SceneHandle {
985
+ at: XYPosition;
986
+ radius: number;
987
+ fill: string;
988
+ stroke?: string;
989
+ lineWidth?: number;
990
+ label?: SceneText;
991
+ }
992
+
993
+ /** One node's drawing. `custom` means the node's type draws its own body,
994
+ * and everything but the handles and grips is its business. */
995
+ export interface SceneNodeItem {
996
+ id: string;
997
+ rect: FlowRect;
998
+ selected: boolean;
999
+ hovered: boolean;
1000
+ /** Present unless the type paints itself. */
1001
+ card?: { shape: SceneRect; accent?: SceneRect };
1002
+ /** The label, the description, and the rule under a title bar. */
1003
+ ink: readonly (SceneText | SceneRule)[];
1004
+ handles: readonly SceneHandle[];
1005
+ grips: readonly SceneRect[];
1006
+ /** Set when the type has a `paint`: the painter calls it, and a renderer
1007
+ * that cannot must say so rather than draw the wrong thing. */
1008
+ custom?: {
1009
+ type: AnyType;
1010
+ node: AnyNode;
1011
+ /** The node's handles in screen space, which is what the hook is
1012
+ * handed. */
1013
+ anchors: readonly HandleAnchor[];
1014
+ };
1015
+ }
1016
+
1017
+ /** The grid, described rather than drawn: a renderer works it out per pixel,
1018
+ * as a pattern tile or as a pile of runs, and the choice is the
1019
+ * renderer's. */
1020
+ export interface SceneGrid {
1021
+ variant: BackgroundVariant;
1022
+ /** The pitch on screen, already doubled past {@link MIN_GRID_PX}. */
1023
+ step: number;
1024
+ /** Where a grid line falls: the viewport origin, in screen space. */
1025
+ origin: XYPosition;
1026
+ /** A mark's size in graph units — multiply by the zoom for screen. */
1027
+ size: number;
1028
+ color: string;
1029
+ /** The part of the pane this pass covers. */
1030
+ region: FlowRect;
1031
+ }
1032
+
1033
+ /** The connection line being dragged out of a handle. */
1034
+ export interface SceneConnection {
1035
+ points: readonly XYPosition[];
1036
+ stroke: string;
1037
+ lineWidth: number;
1038
+ dash?: readonly number[];
1039
+ tip: SceneHandle;
1040
+ }
1041
+
1042
+ /** The minimap panel. */
1043
+ export interface SceneMiniMap {
1044
+ panel: SceneRect;
1045
+ nodes: readonly SceneMiniMapNode[];
1046
+ view: SceneRect;
1047
+ }
1048
+
1049
+ /**
1050
+ * A node in the minimap, with the run it is filled in: a run of plain
1051
+ * squares of one colour, next to each other in the graph's order, is one
1052
+ * path and one fill (`paintPanels`). The run is worked out over every node,
1053
+ * so a pass that culls some away fills what it keeps as a whole repaint
1054
+ * does — nodes that overlap are one path's coverage or one over another,
1055
+ * and which one is the run's to say, not the pass's. `batched` says whether
1056
+ * the whole run was more than one node, for the same reason: a lone square
1057
+ * is filled as a rectangle, and that is not the pixels a path gives.
1058
+ */
1059
+ export interface SceneMiniMapNode extends SceneRect {
1060
+ run: number;
1061
+ batched: boolean;
1062
+ }
1063
+
1064
+ /** Where a box of the graph sits in the minimap, as it is drawn there — the
1065
+ * one formula the pass that draws the minimap and a claim on it share. */
1066
+ export function miniMapPlace(
1067
+ map: Pick<SceneMiniMapSource, 'panel' | 'bounds' | 'scale'>,
1068
+ rect: FlowRect,
1069
+ ): FlowRect {
1070
+ const ox = map.panel.x + (map.panel.width - map.bounds.width * map.scale) / 2;
1071
+ const oy =
1072
+ map.panel.y + (map.panel.height - map.bounds.height * map.scale) / 2;
1073
+ return {
1074
+ x: ox + (rect.x - map.bounds.x) * map.scale,
1075
+ y: oy + (rect.y - map.bounds.y) * map.scale,
1076
+ width: Math.max(1, rect.width * map.scale),
1077
+ height: Math.max(1, rect.height * map.scale),
1078
+ };
1079
+ }
1080
+
1081
+ /** How far a minimap node's fill reaches past its box: its antialiased
1082
+ * edge, which a pass has to take in to draw the node's part of a pixel it
1083
+ * shares. */
1084
+ export const MINIMAP_BLEED = 2;
1085
+
1086
+ /** One button's mark: its runs go in one path, which is what the 2D painter
1087
+ * did per button before any of this moved. */
1088
+ export interface SceneGlyph {
1089
+ runs: readonly (readonly XYPosition[])[];
1090
+ color: string;
1091
+ lineWidth: number;
1092
+ }
1093
+
1094
+ /** The zoom controls. */
1095
+ export interface SceneControls {
1096
+ panel: SceneRect;
1097
+ rules: readonly SceneRule[];
1098
+ glyphs: readonly SceneGlyph[];
1099
+ }
1100
+
1101
+ /** The whole frame. */
1102
+ export interface FlowScene {
1103
+ viewport: Viewport;
1104
+ pane: FlowRect;
1105
+ /** Carried so a custom node type's `paint` can be handed it — the hook
1106
+ * takes the palette the rest of the frame was drawn from. */
1107
+ palette: FlowPalette;
1108
+ /** What this pass covers: the pane, or the damage rect inside it. Null
1109
+ * when the pass reaches nothing. */
1110
+ region: FlowRect | null;
1111
+ background: SceneRect | null;
1112
+ grid: SceneGrid | null;
1113
+ edges: readonly SceneEdge[];
1114
+ nodes: readonly SceneNodeItem[];
1115
+ connection: SceneConnection | null;
1116
+ selection: SceneRect | null;
1117
+ miniMap: SceneMiniMap | null;
1118
+ controls: SceneControls | null;
1119
+ /** Whether any edge in view is animated — the element keeps a timer alive
1120
+ * only while this is true. */
1121
+ animated: boolean;
1122
+ /** The box those animated edges actually inked, so a dash tick repaints
1123
+ * that rather than the pane. Null when this pass drew none. */
1124
+ animBox: FlowRect | null;
1125
+ /** Whether the edges are stroked a pen at a time (`SceneInput.batch`). */
1126
+ batch: boolean;
1127
+ /** How many edges reach the pane, whatever this pass reaches: what the
1128
+ * next choice of `batch` goes by. */
1129
+ edgesOnPane: number;
1130
+ }
1131
+
1132
+ // --- geometry -----------------------------------------------------------------
1133
+
1134
+ /**
1135
+ * The viewport as the *window* sees it: the pane's own origin folded into
1136
+ * the translation.
1137
+ *
1138
+ * A {@link Viewport} is the pane's — `x`/`y` place the graph relative to the
1139
+ * pane's top-left, which is what `setViewport` and `onViewportChange` speak
1140
+ * — while everything this module draws and everything the element hit-tests
1141
+ * is in window pixels. Every graph-to-window conversion goes through this
1142
+ * first. The scene extraction once skipped it, so a pane that did not sit at
1143
+ * the window's origin drew and hit-tested shifted by its own offset — and
1144
+ * agreed with itself while doing it, which is why only an off-origin test
1145
+ * could see it (`test/flow.test.ts`, "off the window origin").
1146
+ */
1147
+ export function screenViewport(v: Viewport, pane: FlowRect): Viewport {
1148
+ return { x: pane.x + v.x, y: pane.y + v.y, zoom: v.zoom };
1149
+ }
1150
+
1151
+ /** Graph point to window, through a {@link screenViewport}. */
1152
+ export function toScreen(v: Viewport, p: XYPosition): XYPosition {
1153
+ return { x: p.x * v.zoom + v.x, y: p.y * v.zoom + v.y };
1154
+ }
1155
+
1156
+ /**
1157
+ * A node's box on screen, put on whole device pixels.
1158
+ *
1159
+ * Rounded as *edges* rather than as a size, so two nodes that share a column
1160
+ * still share it after rounding.
1161
+ */
1162
+ export function screenRect(
1163
+ v: Viewport,
1164
+ rect: FlowRect,
1165
+ scale: number,
1166
+ ): FlowRect {
1167
+ // Written out rather than through `toScreen` and a rounding closure: a
1168
+ // drag or a pan asks this of every node in the graph each step, to find
1169
+ // the few on screen, and the two allocations a call were most of it.
1170
+ const px = rect.x * v.zoom + v.x;
1171
+ const py = rect.y * v.zoom + v.y;
1172
+ const x = snapToGrid(px * scale) / scale;
1173
+ const y = snapToGrid(py * scale) / scale;
1174
+ return {
1175
+ x,
1176
+ y,
1177
+ width: snapToGrid((px + rect.width * v.zoom) * scale) / scale - x,
1178
+ height: snapToGrid((py + rect.height * v.zoom) * scale) / scale - y,
1179
+ };
1180
+ }
1181
+
1182
+ /** A handle's drawn radius: it grows with the zoom, but only so far, so a
1183
+ * zoomed-out graph still has something to aim at. */
1184
+ export function handleRadius(zoom: number): number {
1185
+ return Math.min(6, Math.max(2.5, 4.5 * zoom));
1186
+ }
1187
+
1188
+ export function sameHandle(
1189
+ a: HandleAnchor | null | undefined,
1190
+ b: HandleAnchor,
1191
+ ): boolean {
1192
+ return (
1193
+ a != null &&
1194
+ a.nodeId === b.nodeId &&
1195
+ (a.id ?? null) === (b.id ?? null) &&
1196
+ a.type === b.type &&
1197
+ a.position === b.position
1198
+ );
1199
+ }
1200
+
1201
+ function intersect(a: FlowRect, b: FlowRect): FlowRect | null {
1202
+ const x = Math.max(a.x, b.x);
1203
+ const y = Math.max(a.y, b.y);
1204
+ const right = Math.min(a.x + a.width, b.x + b.width);
1205
+ const bottom = Math.min(a.y + a.height, b.y + b.height);
1206
+ if (right <= x || bottom <= y) return null;
1207
+ return { x, y, width: right - x, height: bottom - y };
1208
+ }
1209
+
1210
+ function centre(rect: FlowRect): XYPosition {
1211
+ return { x: rect.x + rect.width / 2, y: rect.y + rect.height / 2 };
1212
+ }
1213
+
1214
+ /**
1215
+ * A node's handle anchors, in graph space.
1216
+ *
1217
+ * Takes the three fields it reads rather than a whole
1218
+ * {@link SceneNodeSource}, and that is load-bearing rather than tidy: a
1219
+ * source carries `grips`, and which grips a node shows depends on where its
1220
+ * handles are — asking for the whole source here is a cycle.
1221
+ */
1222
+ export function anchorsOf(source: {
1223
+ node: { id: string };
1224
+ rect: FlowRect;
1225
+ specs: readonly HandleSpec[];
1226
+ }): HandleAnchor[] {
1227
+ return source.specs.map((spec) =>
1228
+ handleAnchor(source.node.id, source.rect, spec),
1229
+ );
1230
+ }
1231
+
1232
+ /** An arrowhead's points. */
1233
+ function markerPoints(
1234
+ at: XYPosition,
1235
+ angle: number,
1236
+ type: MarkerType,
1237
+ size: number,
1238
+ ): XYPosition[] {
1239
+ const spread = 0.42; // radians off the shaft — a ~24° half-angle
1240
+ const back = {
1241
+ x: at.x - Math.cos(angle) * size,
1242
+ y: at.y - Math.sin(angle) * size,
1243
+ };
1244
+ const left = {
1245
+ x: at.x - Math.cos(angle - spread) * size,
1246
+ y: at.y - Math.sin(angle - spread) * size,
1247
+ };
1248
+ const right = {
1249
+ x: at.x - Math.cos(angle + spread) * size,
1250
+ y: at.y - Math.sin(angle + spread) * size,
1251
+ };
1252
+ return type === 'arrowclosed' ? [at, left, back, right] : [left, at, right];
1253
+ }
1254
+
1255
+ // --- the builder --------------------------------------------------------------
1256
+
1257
+ /**
1258
+ * The scene for one pass.
1259
+ *
1260
+ * Pure but for one thing, and it is worth stating plainly: with a
1261
+ * {@link SceneCache} the routes it returns are **arrays the cache owns and
1262
+ * the next frame will move in place**. A scene is built and drawn inside one
1263
+ * paint and nothing keeps it, so the rule is simply that — do not hold a
1264
+ * scene past the frame that made it, and do not mutate what it hands back.
1265
+ * Without a cache every array is fresh and the rule is vacuous.
1266
+ */
1267
+ export function buildScene(input: SceneInput): FlowScene {
1268
+ const { viewport: v, pane, clip, palette } = input;
1269
+ const region = clip ? intersect(pane, clip) : pane;
1270
+
1271
+ const scene: FlowScene = {
1272
+ viewport: v,
1273
+ pane,
1274
+ palette,
1275
+ region,
1276
+ background: region
1277
+ ? {
1278
+ rect: region,
1279
+ radius: 0,
1280
+ fill: input.paneBackground ?? palette.background,
1281
+ }
1282
+ : null,
1283
+ grid: null,
1284
+ edges: [],
1285
+ nodes: [],
1286
+ connection: null,
1287
+ selection: null,
1288
+ miniMap: null,
1289
+ controls: null,
1290
+ animated: false,
1291
+ animBox: null,
1292
+ batch: input.batch ?? input.batchWas ?? false,
1293
+ edgesOnPane: 0,
1294
+ };
1295
+ if (!region) return scene;
1296
+
1297
+ scene.grid = buildGrid(input, region);
1298
+ scene.edges = buildEdges(input, scene);
1299
+ scene.nodes = buildNodes(input);
1300
+ scene.connection = buildConnection(input);
1301
+ if (input.selection) {
1302
+ scene.selection = {
1303
+ rect: input.selection,
1304
+ radius: 2,
1305
+ fill: palette.selection,
1306
+ stroke: palette.accent,
1307
+ lineWidth: 1,
1308
+ };
1309
+ }
1310
+ // Both panels are pinned to a corner, so a pass whose damage misses them
1311
+ // skips the walk that builds them — which for the minimap is every node in
1312
+ // the graph, not just the ones in view.
1313
+ if (input.miniMap && (!clip || rectsOverlap(input.miniMap.panel, clip))) {
1314
+ scene.miniMap = buildMiniMap(
1315
+ input,
1316
+ input.miniMap,
1317
+ clip ?? input.miniMap.reach,
1318
+ );
1319
+ }
1320
+ if (
1321
+ input.controls.length > 0 &&
1322
+ (!clip || input.controls.some((b) => rectsOverlap(b.rect, clip)))
1323
+ ) {
1324
+ scene.controls = buildControls(input);
1325
+ }
1326
+ return scene;
1327
+ }
1328
+
1329
+ function buildGrid(input: SceneInput, region: FlowRect): SceneGrid | null {
1330
+ const { background: options, viewport: v, pane, palette } = input;
1331
+ if (options.variant === 'none') return null;
1332
+ let step = options.gap * v.zoom;
1333
+ if (!(step > 0)) return null;
1334
+ // Doubling rather than clamping keeps the grid *aligned* to the graph
1335
+ // while zooming out: every visible line is still a real one.
1336
+ while (step < MIN_GRID_PX) step *= 2;
1337
+ return {
1338
+ variant: options.variant,
1339
+ step,
1340
+ origin: { x: pane.x + v.x, y: pane.y + v.y },
1341
+ size: options.size,
1342
+ color: options.color ?? palette.grid,
1343
+ region,
1344
+ };
1345
+ }
1346
+
1347
+ function indexOf(
1348
+ all: readonly SceneNodeSource[],
1349
+ ): Map<string, SceneNodeSource> {
1350
+ const map = new Map<string, SceneNodeSource>();
1351
+ for (const source of all) map.set(source.node.id, source);
1352
+ return map;
1353
+ }
1354
+
1355
+ function buildEdges(input: SceneInput, scene: FlowScene): SceneEdge[] {
1356
+ const { pane, clip, palette, hover, scale } = input;
1357
+ const v = screenViewport(input.viewport, pane);
1358
+ const kept = input.cull ?? pane;
1359
+ const labels = v.zoom >= LABEL_ZOOM;
1360
+ const out: SceneEdge[] = [];
1361
+ const cache = input.cache;
1362
+ let animBox: FlowRect | null = null;
1363
+ // a label's plate, the same for every edge that names none of its own
1364
+ let plateFill: string | undefined;
1365
+
1366
+ // Two rejects: one from the nodes alone — the coarse box, culled once for
1367
+ // every pass of a frame where there is a cache — and one from the route
1368
+ // the edge took.
1369
+ const onPane = cache
1370
+ ? cache.edgesOnScreen(v, kept, input.edges, input.all, scale)
1371
+ : cullEdges(v, kept, input.edges, indexOf(input.all), scale);
1372
+ scene.edgesOnPane = onPane.length;
1373
+ scene.batch = input.batch ?? batchesEdges(onPane.length, input.batchWas);
1374
+ for (const { edge, from, to, coarse } of onPane) {
1375
+ // Tracked before the damage skip, deliberately: whether the dash timer
1376
+ // runs is a question about the viewport, not about what this particular
1377
+ // pass repaints — deciding it after the skip is how a drag in one corner
1378
+ // would stop the dash marching in the other. And so is the box the ticks
1379
+ // repaint, below, for the same reason: a pass over one corner that
1380
+ // reached one animated edge made that edge the only one the next tick
1381
+ // repainted, and every other dash on screen stopped.
1382
+ if (edge.animated) scene.animated = true;
1383
+ const reached = !clip || rectsOverlap(coarse, clip);
1384
+ if (!reached && !edge.animated) continue;
1385
+
1386
+ const markerEnd = endMarkerOf(edge);
1387
+ const markerStart = normalizeMarker(edge.markerStart);
1388
+
1389
+ const selected = edge.selected ?? false;
1390
+ const hovered = hover.edgeId === edge.id;
1391
+ const stroke =
1392
+ edge.style?.stroke ??
1393
+ (selected ? palette.edgeSelected : hovered ? palette.text : palette.edge);
1394
+ const lineWidth = edgeLineWidth(edge, v.zoom);
1395
+ const reach = penReach(lineWidth);
1396
+
1397
+ // The route, from the cache where there is one: a pan keeps the zoom, so
1398
+ // the cached route is the same curve translated, and re-deriving it —
1399
+ // the handles, the curve, the arrowheads — is the work this skips.
1400
+ //
1401
+ // And a cached route that cannot reach this pass is not moved to it at
1402
+ // all. A long edge's coarse box reaches a strip its curve never comes
1403
+ // near — the lattice's diagonals reach every corner of the pane — and
1404
+ // carrying each such route to the frame, cutting it to the pass and
1405
+ // finding it empty was most of what a 2D pan's strips cost. Only where
1406
+ // nothing of the edge could land there: its stroke stays within `reach`
1407
+ // of its route's box, heads and all; a label's plate is sized by its
1408
+ // text, and a marching edge's box is tracked whatever it reaches.
1409
+ const within =
1410
+ clip && reached && !edge.animated && !(labels && edge.label)
1411
+ ? inflateRect(clip, reach)
1412
+ : null;
1413
+ const routed = cache
1414
+ ? cache.route(v, edge, from, to, markerEnd, markerStart, within)
1415
+ : uncachedRoute(v, edge, from, to, markerEnd, markerStart);
1416
+ if (!routed) continue;
1417
+ const bounds = routed.bounds;
1418
+ // the heads are in the box and the pen reaches past it: an edge whose
1419
+ // route had just left the pane culled the wing of a head still on it
1420
+ if (
1421
+ !rectsOverlap(
1422
+ inflateRect(withLabelPlate(bounds, edge, v.zoom), reach),
1423
+ kept,
1424
+ )
1425
+ ) {
1426
+ continue;
1427
+ }
1428
+ if (edge.animated) {
1429
+ // The coarse box carries the bezier's slack, and a tick that repaints
1430
+ // slack repaints a card-sized halo of neighbours sixteen times a
1431
+ // second — so the box the ticks invalidate comes off the *drawn*
1432
+ // geometry.
1433
+ const tight = inflateRect(bounds, CULL_MARGIN);
1434
+ animBox = animBox ? unionRects(animBox, tight) : tight;
1435
+ }
1436
+ if (!reached) continue;
1437
+
1438
+ // The heads' geometry came with the route; only their ink is this
1439
+ // frame's, because selection and hover recolour without moving anything.
1440
+ const markers: SceneMarker[] = [];
1441
+ if (routed.endHead && markerEnd) {
1442
+ markers.push({
1443
+ points: routed.endHead,
1444
+ filled: markerEnd.type === 'arrowclosed',
1445
+ color: markerEnd.color ?? stroke,
1446
+ lineWidth,
1447
+ });
1448
+ }
1449
+ if (routed.startHead && markerStart) {
1450
+ markers.push({
1451
+ points: routed.startHead,
1452
+ filled: markerStart.type === 'arrowclosed',
1453
+ color: markerStart.color ?? stroke,
1454
+ lineWidth,
1455
+ });
1456
+ }
1457
+
1458
+ const dash = edge.style?.dash ?? (edge.animated ? DEFAULT_DASH : undefined);
1459
+ const points = routed.trimmed ?? routed.points;
1460
+
1461
+ const item: SceneEdge = {
1462
+ id: edge.id,
1463
+ points,
1464
+ stroke,
1465
+ lineWidth,
1466
+ dash: dash?.map((d) => d * v.zoom),
1467
+ dashOffset: edge.animated ? -input.dashPhase * v.zoom : 0,
1468
+ animated: edge.animated ?? false,
1469
+ markers,
1470
+ layer: selected ? 2 : hovered ? 1 : 0,
1471
+ };
1472
+ // A pass over part of the edge draws the part it reaches: a strip down
1473
+ // the pane's edge crossed by a hundred long edges traced every point of
1474
+ // every one of them, to keep the handful of segments inside it
1475
+ // (`reach`, above).
1476
+ //
1477
+ // A dashed edge too, with where each run starts along it: the pattern
1478
+ // is picked up there through the dash offset (`paintEdges`). Left
1479
+ // whole, every marching edge a 2D pan's strip crossed was stroked end
1480
+ // to end, and on X11 that is a coverage mask the size of the edge's box
1481
+ // uploaded for a strip two pixels wide — 1.1 MB a frame over the
1482
+ // stress example's widgets, a pan held to 38 fps by ten dashed edges.
1483
+ if (clip) {
1484
+ const starts: number[] | undefined = dash ? [] : undefined;
1485
+ const runs = runsReaching(points, clip, reach, starts);
1486
+ if (runs) {
1487
+ item.runs = runs;
1488
+ if (starts) item.runStarts = distancesAt(points, starts);
1489
+ }
1490
+ }
1491
+
1492
+ if (labels && edge.label) {
1493
+ const at = middleOf(routed);
1494
+ const size = Math.max(8, 11 * v.zoom);
1495
+ const metrics = input.measure(edge.label, { size });
1496
+ const padX = 5 * v.zoom;
1497
+ const padY = 2 * v.zoom;
1498
+ item.chip = {
1499
+ rect: {
1500
+ x: snapToGrid(at.x - metrics.width / 2 - padX),
1501
+ y: snapToGrid(at.y - metrics.height / 2 - padY),
1502
+ width: Math.round(metrics.width + padX * 2),
1503
+ height: Math.round(metrics.height + padY * 2),
1504
+ },
1505
+ radius: Math.max(2, Math.round(3 * v.zoom)),
1506
+ fill:
1507
+ edge.style?.labelBackground ??
1508
+ (plateFill ??= tint(palette.background, 0.92)),
1509
+ };
1510
+ item.label = {
1511
+ kind: 'text',
1512
+ text: edge.label,
1513
+ x: at.x,
1514
+ y: at.y,
1515
+ size,
1516
+ color: edge.style?.labelColor ?? palette.text,
1517
+ align: 'center',
1518
+ baseline: 'middle',
1519
+ };
1520
+ }
1521
+ // …and of what is left, only what this pass reaches: an arrowhead or a
1522
+ // label plate beside the rect is drawn by the pass that holds it, and an
1523
+ // edge with nothing here is not drawn at all.
1524
+ if (clip) {
1525
+ if (item.chip && !rectsOverlap(item.chip.rect, clip)) {
1526
+ item.chip = undefined;
1527
+ item.label = undefined;
1528
+ }
1529
+ if (markers.length > 0) {
1530
+ item.markers = markers.filter((m) =>
1531
+ rectsOverlap(inflateRect(pointsBox(m.points), reach), clip),
1532
+ );
1533
+ }
1534
+ const stroked = item.runs
1535
+ ? item.runs.length > 0
1536
+ : rectsOverlap(inflateRect(bounds, reach), clip);
1537
+ if (!stroked && !item.chip && item.markers.length === 0) continue;
1538
+ }
1539
+ out.push(item);
1540
+ }
1541
+
1542
+ scene.animBox = animBox;
1543
+ return out;
1544
+ }
1545
+
1546
+ /** The box around a handful of points. */
1547
+ function pointsBox(points: readonly XYPosition[]): FlowRect {
1548
+ let x0 = Infinity;
1549
+ let y0 = Infinity;
1550
+ let x1 = -Infinity;
1551
+ let y1 = -Infinity;
1552
+ for (const p of points) {
1553
+ if (p.x < x0) x0 = p.x;
1554
+ if (p.y < y0) y0 = p.y;
1555
+ if (p.x > x1) x1 = p.x;
1556
+ if (p.y > y1) y1 = p.y;
1557
+ }
1558
+ return { x: x0, y: y0, width: x1 - x0, height: y1 - y0 };
1559
+ }
1560
+
1561
+ /**
1562
+ * The runs of `points` whose ink can land in `clip`: each maximal run of
1563
+ * segments whose box comes within `reach` of it, or null when every segment
1564
+ * does and the route is one run already. A run ends at a vertex farther
1565
+ * than `reach` from the rect, so the cap and the join the cut replaced are
1566
+ * drawn where the rect cannot see them.
1567
+ */
1568
+ export function runsReaching(
1569
+ points: readonly XYPosition[],
1570
+ clip: FlowRect,
1571
+ reach: number,
1572
+ /** Filled, when given, with the index in `points` each run starts at. */
1573
+ starts?: number[],
1574
+ ): (readonly XYPosition[])[] | null {
1575
+ const x0 = clip.x - reach;
1576
+ const y0 = clip.y - reach;
1577
+ const x1 = clip.x + clip.width + reach;
1578
+ const y1 = clip.y + clip.height + reach;
1579
+ let runs: (readonly XYPosition[])[] | null = null;
1580
+ let start = -1;
1581
+ for (let i = 0; i + 1 < points.length; i++) {
1582
+ const a = points[i];
1583
+ const b = points[i + 1];
1584
+ const inside =
1585
+ (a.x > b.x ? a.x : b.x) >= x0 &&
1586
+ (a.x < b.x ? a.x : b.x) <= x1 &&
1587
+ (a.y > b.y ? a.y : b.y) >= y0 &&
1588
+ (a.y < b.y ? a.y : b.y) <= y1;
1589
+ if (inside) {
1590
+ if (start < 0) start = i;
1591
+ } else {
1592
+ runs ??= [];
1593
+ if (start >= 0) {
1594
+ runs.push(points.slice(start, i + 1));
1595
+ starts?.push(start);
1596
+ start = -1;
1597
+ }
1598
+ }
1599
+ }
1600
+ if (!runs) return null;
1601
+ if (start >= 0) {
1602
+ runs.push(points.slice(start));
1603
+ starts?.push(start);
1604
+ }
1605
+ return runs;
1606
+ }
1607
+
1608
+ /** How far along a polyline each of `indices` is, in its own units. */
1609
+ function distancesAt(
1610
+ points: readonly XYPosition[],
1611
+ indices: readonly number[],
1612
+ ): number[] {
1613
+ const out: number[] = [];
1614
+ let at = 0;
1615
+ let length = 0;
1616
+ for (const index of indices) {
1617
+ for (; at < index; at++) {
1618
+ length += Math.hypot(
1619
+ points[at + 1].x - points[at].x,
1620
+ points[at + 1].y - points[at].y,
1621
+ );
1622
+ }
1623
+ out.push(length);
1624
+ }
1625
+ return out;
1626
+ }
1627
+
1628
+ /** The box two nodes' edge cannot leave, before it is routed. */
1629
+ export function edgeCoarseBox(
1630
+ v: Viewport,
1631
+ from: SceneNodeSource,
1632
+ to: SceneNodeSource,
1633
+ // unused: a coarse box with pixels of slack has no use for the device
1634
+ // grid `screenRect` snaps to, and snapping two rects per edge was most of
1635
+ // what this cost — every edge, every frame of a drag
1636
+ _scale?: number,
1637
+ ): FlowRect {
1638
+ const z = v.zoom;
1639
+ const f = from.rect;
1640
+ const t = to.rect;
1641
+ const ax = f.x * z + v.x;
1642
+ const ay = f.y * z + v.y;
1643
+ const aw = f.width * z;
1644
+ const ah = f.height * z;
1645
+ const bx = t.x * z + v.x;
1646
+ const by = t.y * z + v.y;
1647
+ const bw = t.width * z;
1648
+ const bh = t.height * z;
1649
+ const span = Math.hypot(
1650
+ ax + aw / 2 - (bx + bw / 2),
1651
+ ay + ah / 2 - (by + bh / 2),
1652
+ );
1653
+ const slack =
1654
+ Math.max(5, EDGE_SLOP * z) +
1655
+ Math.max(EDGE_STEP_OFFSET * 3 * z, 8 * Math.sqrt(z * span));
1656
+ const x = Math.min(ax, bx) - slack;
1657
+ const y = Math.min(ay, by) - slack;
1658
+ return {
1659
+ x,
1660
+ y,
1661
+ width: Math.max(ax + aw, bx + bw) + slack - x,
1662
+ height: Math.max(ay + ah, by + bh) + slack - y,
1663
+ };
1664
+ }
1665
+
1666
+ /** Which handles an edge joins, and the polyline between them. */
1667
+ export function edgeRoute(
1668
+ v: Viewport,
1669
+ edge: AnyEdge,
1670
+ from: SceneNodeSource,
1671
+ to: SceneNodeSource,
1672
+ ): { points: XYPosition[]; from: HandleAnchor; to: HandleAnchor } | null {
1673
+ const a = endpoint(from, edge.sourceHandle, 'source', centre(to.rect));
1674
+ const b = endpoint(to, edge.targetHandle, 'target', centre(from.rect));
1675
+ if (!a || !b) return null;
1676
+ const s = toScreen(v, a);
1677
+ const t = toScreen(v, b);
1678
+ return {
1679
+ points: edgePath(
1680
+ edge.type as EdgeType | undefined,
1681
+ { x: s.x, y: s.y, position: a.position },
1682
+ { x: t.x, y: t.y, position: b.position },
1683
+ {
1684
+ stepOffset: EDGE_STEP_OFFSET * v.zoom,
1685
+ radius: 8 * v.zoom,
1686
+ scale: v.zoom,
1687
+ loop: edge.source === edge.target,
1688
+ },
1689
+ ),
1690
+ from: a,
1691
+ to: b,
1692
+ };
1693
+ }
1694
+
1695
+ export function endpoint(
1696
+ source: {
1697
+ node: { id: string };
1698
+ rect: FlowRect;
1699
+ specs: readonly HandleSpec[];
1700
+ },
1701
+ handleId: string | null | undefined,
1702
+ type: 'source' | 'target',
1703
+ towards: XYPosition | null,
1704
+ ): HandleAnchor | null {
1705
+ const anchors = anchorsOf(source);
1706
+ if (handleId != null) {
1707
+ const named = anchors.find((a) => a.id === handleId);
1708
+ if (named) return named;
1709
+ }
1710
+ const typed = anchors.filter((a) => a.type === type);
1711
+ const candidates = typed.length > 0 ? typed : anchors;
1712
+ if (candidates.length === 0) return null;
1713
+ if (candidates.length === 1 || !towards) return candidates[0];
1714
+ let best = candidates[0];
1715
+ let bestDistance = Infinity;
1716
+ for (const anchor of candidates) {
1717
+ const d = Math.hypot(anchor.x - towards.x, anchor.y - towards.y);
1718
+ if (d < bestDistance) {
1719
+ bestDistance = d;
1720
+ best = anchor;
1721
+ }
1722
+ }
1723
+ return best;
1724
+ }
1725
+
1726
+ /** The node items of a scene alone — what a mounted node's card is painted
1727
+ * from, apart from the rest of the scene (`FlowGraphNode.paintCard`). */
1728
+ export function buildNodeItems(input: SceneInput): SceneNodeItem[] {
1729
+ return buildNodes(input);
1730
+ }
1731
+
1732
+ function buildNodes(input: SceneInput): SceneNodeItem[] {
1733
+ const { pane, clip, hover, scale } = input;
1734
+ const v = screenViewport(input.viewport, pane);
1735
+ const kept = input.cull ?? pane;
1736
+ const out: SceneNodeItem[] = [];
1737
+ for (const { source, rect } of input.cache
1738
+ ? input.cache.nodesOnScreen(v, kept, input.nodes, scale)
1739
+ : cullNodes(v, kept, input.nodes, scale)) {
1740
+ // inflated by the margin its handles and grips can ink outside the box —
1741
+ // the same margin every invalidate grew by, so the two agree
1742
+ if (clip && !rectsOverlap(inflateRect(rect, CULL_MARGIN), clip)) continue;
1743
+
1744
+ const selected = source.node.selected ?? false;
1745
+ const hovered = hover.nodeId === source.node.id;
1746
+ const anchors = anchorsOf(source).map((anchor) => {
1747
+ const s = toScreen(v, anchor);
1748
+ return { ...anchor, x: s.x, y: s.y };
1749
+ });
1750
+
1751
+ const item: SceneNodeItem = {
1752
+ id: source.node.id,
1753
+ rect,
1754
+ selected,
1755
+ hovered,
1756
+ ink: [],
1757
+ handles: [],
1758
+ grips: [],
1759
+ };
1760
+
1761
+ if (source.type?.paint) {
1762
+ // Never described: a type that draws its own body is drawing whatever
1763
+ // it likes, in an order only it knows.
1764
+ item.custom = { type: source.type, node: source.node, anchors };
1765
+ } else {
1766
+ item.card = buildCard(input, source, rect, selected, hovered);
1767
+ item.ink = buildCardInk(input, source, rect);
1768
+ }
1769
+
1770
+ if (source.connectable && (v.zoom >= HANDLE_ZOOM || hovered)) {
1771
+ item.handles = buildHandles(input, anchors);
1772
+ }
1773
+ item.grips = buildGrips(input, source, rect);
1774
+ out.push(item);
1775
+ }
1776
+ return out;
1777
+ }
1778
+
1779
+ function buildCard(
1780
+ input: SceneInput,
1781
+ source: SceneNodeSource,
1782
+ rect: FlowRect,
1783
+ selected: boolean,
1784
+ hovered: boolean,
1785
+ ): { shape: SceneRect; accent?: SceneRect } {
1786
+ const { viewport: v, palette } = input;
1787
+ const style = source.node.style;
1788
+ const radius = Math.round((style?.borderRadius ?? 6) * v.zoom);
1789
+ const border = selected
1790
+ ? palette.accent
1791
+ : hovered
1792
+ ? tint(palette.accent, 0.55)
1793
+ : (style?.borderColor ?? palette.nodeBorder);
1794
+ const shape: SceneRect = {
1795
+ rect,
1796
+ radius,
1797
+ fill: style?.background ?? palette.nodeBackground,
1798
+ stroke: border,
1799
+ lineWidth: Math.max(
1800
+ 1,
1801
+ Math.round((style?.borderWidth ?? (selected ? 2 : 1)) * v.zoom),
1802
+ ),
1803
+ };
1804
+ if (!style?.accent) return { shape };
1805
+ return {
1806
+ shape,
1807
+ // Inset past the rounded corners instead of clipped to them: a
1808
+ // non-rectangular clip forfeits ntk's rounded-box fast path for every
1809
+ // fill under it — measured as a pixmap create/free and a trapezoid pass
1810
+ // per card per repaint.
1811
+ accent: {
1812
+ rect: {
1813
+ x: rect.x + Math.max(1, v.zoom),
1814
+ y: rect.y + radius,
1815
+ width: Math.max(2, 3 * v.zoom),
1816
+ height: rect.height - radius * 2,
1817
+ },
1818
+ radius: 0,
1819
+ fill: style.accent,
1820
+ },
1821
+ };
1822
+ }
1823
+
1824
+ function buildCardInk(
1825
+ input: SceneInput,
1826
+ source: SceneNodeSource,
1827
+ rect: FlowRect,
1828
+ ): (SceneText | SceneRule)[] {
1829
+ const { viewport: v, palette } = input;
1830
+ if (v.zoom < LABEL_ZOOM) return [];
1831
+ const style = source.node.style;
1832
+ const header = source.mounted ? source.header : 0;
1833
+ const data = source.node.data as FlowNodeData | undefined;
1834
+ const label = data?.label ?? source.node.id;
1835
+ const description = data?.description;
1836
+ const color = style?.color ?? palette.text;
1837
+ const padX = NODE_PAD_X * v.zoom;
1838
+ const centreX = rect.x + rect.width / 2;
1839
+ const maxWidth = Math.max(8, rect.width - padX * 2);
1840
+ const showDescription = Boolean(description) && v.zoom >= DESC_ZOOM;
1841
+
1842
+ if (header > 0) {
1843
+ // The title bar of a node whose body is somebody else's: left-aligned,
1844
+ // with a hairline under it so the strip reads as the thing to grab.
1845
+ const band = header * v.zoom;
1846
+ return [
1847
+ {
1848
+ kind: 'text',
1849
+ text: label,
1850
+ x: rect.x + padX,
1851
+ y: rect.y + band / 2,
1852
+ size: NODE_LABEL_SIZE * v.zoom,
1853
+ weight: 'bold',
1854
+ color,
1855
+ baseline: 'middle',
1856
+ maxWidth,
1857
+ },
1858
+ {
1859
+ kind: 'rule',
1860
+ points: [
1861
+ { x: rect.x + 1, y: rect.y + band },
1862
+ { x: rect.x + rect.width - 1, y: rect.y + band },
1863
+ ],
1864
+ color: palette.nodeBorder,
1865
+ lineWidth: 1,
1866
+ },
1867
+ ];
1868
+ }
1869
+
1870
+ if (!showDescription) {
1871
+ return [
1872
+ {
1873
+ kind: 'text',
1874
+ text: label,
1875
+ x: centreX,
1876
+ y: rect.y + rect.height / 2,
1877
+ size: NODE_LABEL_SIZE * v.zoom,
1878
+ weight: 'bold',
1879
+ color,
1880
+ align: 'center',
1881
+ baseline: 'middle',
1882
+ maxWidth,
1883
+ },
1884
+ ];
1885
+ }
1886
+ const top = rect.y + NODE_PAD_Y * v.zoom;
1887
+ return [
1888
+ {
1889
+ kind: 'text',
1890
+ text: label,
1891
+ x: centreX,
1892
+ y: top,
1893
+ size: NODE_LABEL_SIZE * v.zoom,
1894
+ weight: 'bold',
1895
+ color,
1896
+ align: 'center',
1897
+ maxWidth,
1898
+ },
1899
+ {
1900
+ kind: 'text',
1901
+ text: description!,
1902
+ x: centreX,
1903
+ y: top + NODE_LABEL_SIZE * 1.35 * v.zoom,
1904
+ size: NODE_DESC_SIZE * v.zoom,
1905
+ color: palette.dim,
1906
+ align: 'center',
1907
+ maxWidth,
1908
+ },
1909
+ ];
1910
+ }
1911
+
1912
+ function buildHandles(
1913
+ input: SceneInput,
1914
+ anchors: readonly HandleAnchor[],
1915
+ ): SceneHandle[] {
1916
+ const { viewport: v, palette, hover, connection } = input;
1917
+ const radius = handleRadius(v.zoom);
1918
+ const lineWidth = Math.max(1, 1.5 * v.zoom);
1919
+ return anchors.map((anchor) => {
1920
+ const active =
1921
+ sameHandle(hover.handle, anchor) ||
1922
+ sameHandle(connection?.to ?? null, anchor) ||
1923
+ sameHandle(connection?.from ?? null, anchor);
1924
+ const handle: SceneHandle = {
1925
+ at: { x: anchor.x, y: anchor.y },
1926
+ radius: active ? radius * 1.4 : radius,
1927
+ fill: active ? palette.accent : palette.nodeBackground,
1928
+ stroke: active ? palette.accent : palette.handle,
1929
+ lineWidth,
1930
+ };
1931
+ if (anchor.label && v.zoom >= DESC_ZOOM) {
1932
+ const outside = anchor.position === 'left' || anchor.position === 'top';
1933
+ handle.label = {
1934
+ kind: 'text',
1935
+ text: anchor.label,
1936
+ x:
1937
+ anchor.x +
1938
+ (anchor.position === 'left'
1939
+ ? -radius - 4 * v.zoom
1940
+ : radius + 4 * v.zoom),
1941
+ y: anchor.y,
1942
+ size: 10 * v.zoom,
1943
+ color: palette.dim,
1944
+ align: outside ? 'right' : 'left',
1945
+ baseline: 'middle',
1946
+ };
1947
+ }
1948
+ return handle;
1949
+ });
1950
+ }
1951
+
1952
+ function buildGrips(
1953
+ input: SceneInput,
1954
+ source: SceneNodeSource,
1955
+ rect: FlowRect,
1956
+ ): SceneRect[] {
1957
+ if (source.grips.length === 0) return [];
1958
+ const { viewport: v, palette } = input;
1959
+ const size = Math.max(4, RESIZE_GRIP * 2 * v.zoom);
1960
+ return source.grips.map((dir) => {
1961
+ const at = gripPoint(rect, dir);
1962
+ return {
1963
+ rect: {
1964
+ x: at.x - size / 2,
1965
+ y: at.y - size / 2,
1966
+ width: size,
1967
+ height: size,
1968
+ },
1969
+ radius: 1,
1970
+ fill: palette.nodeBackground,
1971
+ stroke: palette.accent,
1972
+ lineWidth: 1.5,
1973
+ };
1974
+ });
1975
+ }
1976
+
1977
+ /**
1978
+ * The line a connection gesture draws, routed. Exported because the element
1979
+ * claims damage for it between frames and the two must be the same curve —
1980
+ * a box drawn from a second derivation is a box that leaves crumbs.
1981
+ */
1982
+ export function connectionPath(
1983
+ v: Viewport,
1984
+ source: SceneConnectionSource,
1985
+ ): XYPosition[] {
1986
+ const from = toScreen(v, source.from);
1987
+ const to = toScreen(v, source.to ?? source.pointer);
1988
+ const toPosition =
1989
+ source.to?.position ??
1990
+ (source.from.position === 'left'
1991
+ ? 'right'
1992
+ : source.from.position === 'right'
1993
+ ? 'left'
1994
+ : source.from.position === 'top'
1995
+ ? 'bottom'
1996
+ : 'top');
1997
+ return edgePath(
1998
+ 'bezier',
1999
+ { x: from.x, y: from.y, position: source.from.position },
2000
+ { x: to.x, y: to.y, position: toPosition },
2001
+ {
2002
+ stepOffset: EDGE_STEP_OFFSET * v.zoom,
2003
+ radius: 8 * v.zoom,
2004
+ scale: v.zoom,
2005
+ },
2006
+ );
2007
+ }
2008
+
2009
+ function buildConnection(input: SceneInput): SceneConnection | null {
2010
+ const { palette, connection } = input;
2011
+ if (!connection) return null;
2012
+ const v = screenViewport(input.viewport, input.pane);
2013
+ const to = toScreen(v, connection.to ?? connection.pointer);
2014
+ const invalid = connection.to != null && !connection.valid;
2015
+ const color = invalid ? palette.dim : palette.accent;
2016
+ return {
2017
+ points: connectionPath(v, connection),
2018
+ stroke: color,
2019
+ lineWidth: Math.max(1.5, 2 * v.zoom),
2020
+ dash:
2021
+ connection.to && connection.valid ? undefined : [5 * v.zoom, 4 * v.zoom],
2022
+ tip: { at: to, radius: handleRadius(v.zoom), fill: color },
2023
+ };
2024
+ }
2025
+
2026
+ function buildMiniMap(
2027
+ input: SceneInput,
2028
+ map: SceneMiniMapSource,
2029
+ clip: FlowRect | null | undefined,
2030
+ ): SceneMiniMap {
2031
+ const { viewport: v, pane, palette } = input;
2032
+ const ox = map.panel.x + (map.panel.width - map.bounds.width * map.scale) / 2;
2033
+ const oy =
2034
+ map.panel.y + (map.panel.height - map.bounds.height * map.scale) / 2;
2035
+ const place = (p: XYPosition): XYPosition => ({
2036
+ x: ox + (p.x - map.bounds.x) * map.scale,
2037
+ y: oy + (p.y - map.bounds.y) * map.scale,
2038
+ });
2039
+ // A pass over a corner of the minimap — a node a drag moves claims its
2040
+ // places there and no more — builds the nodes that reach its clip. Every
2041
+ // node is still walked, for its run; only the ones kept are made.
2042
+ const reach = clip ? inflateRect(clip, MINIMAP_BLEED) : null;
2043
+ const colour = map.nodeColor;
2044
+ const nodes: SceneMiniMapNode[] = [];
2045
+ let run = 0;
2046
+ let runFill: string | null = null;
2047
+ let runStart = 0;
2048
+ let runLength = 0;
2049
+ const closeRun = (): void => {
2050
+ if (runLength <= 1) return;
2051
+ for (let k = runStart; k < nodes.length; k++) nodes[k].batched = true;
2052
+ };
2053
+ for (const source of input.all) {
2054
+ if (source.node.hidden) continue;
2055
+ const fill =
2056
+ typeof colour === 'function'
2057
+ ? colour(source.node as FlowNode<never>)
2058
+ : (colour ??
2059
+ (source.node.selected ? palette.accent : palette.nodeBorder));
2060
+ // a plain square of the run's colour joins it, as `paintPanels` groups
2061
+ if (runLength === 0 || fill == null || fill !== runFill) {
2062
+ closeRun();
2063
+ run++;
2064
+ runFill = fill ?? null;
2065
+ runStart = nodes.length;
2066
+ runLength = 0;
2067
+ }
2068
+ runLength++;
2069
+ // `miniMapPlace`, written out so that a node the pass does not reach
2070
+ // makes nothing
2071
+ const r = source.rect;
2072
+ const x = ox + (r.x - map.bounds.x) * map.scale;
2073
+ const y = oy + (r.y - map.bounds.y) * map.scale;
2074
+ const width = Math.max(1, r.width * map.scale);
2075
+ const height = Math.max(1, r.height * map.scale);
2076
+ if (
2077
+ reach &&
2078
+ (x >= reach.x + reach.width ||
2079
+ reach.x >= x + width ||
2080
+ y >= reach.y + reach.height ||
2081
+ reach.y >= y + height)
2082
+ ) {
2083
+ continue;
2084
+ }
2085
+ nodes.push({
2086
+ rect: { x, y, width, height },
2087
+ radius: 0,
2088
+ fill,
2089
+ run,
2090
+ batched: false,
2091
+ });
2092
+ }
2093
+ closeRun();
2094
+ const view = place({ x: -v.x / v.zoom, y: -v.y / v.zoom });
2095
+ return {
2096
+ panel: {
2097
+ rect: map.panel,
2098
+ radius: 4,
2099
+ fill: tint(palette.surface, 0.92),
2100
+ stroke: palette.surfaceBorder,
2101
+ lineWidth: 1,
2102
+ },
2103
+ nodes,
2104
+ // The viewport, as an outline over a wash on everything outside it —
2105
+ // cheaper than four mask rectangles and reads the same.
2106
+ view: {
2107
+ rect: {
2108
+ x: view.x,
2109
+ y: view.y,
2110
+ width: (pane.width / v.zoom) * map.scale,
2111
+ height: (pane.height / v.zoom) * map.scale,
2112
+ },
2113
+ radius: 2,
2114
+ fill: map.maskColor ?? tint(palette.accent, 0.1),
2115
+ stroke: palette.accent,
2116
+ lineWidth: 1,
2117
+ },
2118
+ };
2119
+ }
2120
+
2121
+ function buildControls(input: SceneInput): SceneControls {
2122
+ const { palette, controls } = input;
2123
+ const first = controls[0].rect;
2124
+ const last = controls[controls.length - 1].rect;
2125
+ const glyphs: SceneGlyph[] = [];
2126
+ const rules: SceneRule[] = [];
2127
+ for (let i = 0; i < controls.length; i++) {
2128
+ const { rect, action } = controls[i];
2129
+ if (i > 0) {
2130
+ rules.push({
2131
+ kind: 'rule',
2132
+ points: [
2133
+ { x: rect.x + 4, y: rect.y },
2134
+ { x: rect.x + rect.width - 4, y: rect.y },
2135
+ ],
2136
+ color: palette.surfaceBorder,
2137
+ lineWidth: 1,
2138
+ });
2139
+ }
2140
+ const cx = rect.x + rect.width / 2;
2141
+ const cy = rect.y + rect.height / 2;
2142
+ const arm = 5;
2143
+ const runs: XYPosition[][] = [];
2144
+ if (action === 'in' || action === 'out') {
2145
+ runs.push([
2146
+ { x: cx - arm, y: cy },
2147
+ { x: cx + arm, y: cy },
2148
+ ]);
2149
+ if (action === 'in') {
2150
+ runs.push([
2151
+ { x: cx, y: cy - arm },
2152
+ { x: cx, y: cy + arm },
2153
+ ]);
2154
+ }
2155
+ } else {
2156
+ // a frame with its sides opened out: "fit what is there into this"
2157
+ const a = 5;
2158
+ runs.push(
2159
+ [
2160
+ { x: cx - a, y: cy - a + 3 },
2161
+ { x: cx - a, y: cy - a },
2162
+ { x: cx - a + 3, y: cy - a },
2163
+ ],
2164
+ [
2165
+ { x: cx + a - 3, y: cy - a },
2166
+ { x: cx + a, y: cy - a },
2167
+ { x: cx + a, y: cy - a + 3 },
2168
+ ],
2169
+ [
2170
+ { x: cx + a, y: cy + a - 3 },
2171
+ { x: cx + a, y: cy + a },
2172
+ { x: cx + a - 3, y: cy + a },
2173
+ ],
2174
+ [
2175
+ { x: cx - a + 3, y: cy + a },
2176
+ { x: cx - a, y: cy + a },
2177
+ { x: cx - a, y: cy + a - 3 },
2178
+ ],
2179
+ );
2180
+ }
2181
+ glyphs.push({ runs, color: palette.text, lineWidth: 1.5 });
2182
+ }
2183
+ return {
2184
+ panel: {
2185
+ rect: {
2186
+ x: first.x,
2187
+ y: first.y,
2188
+ width: first.width,
2189
+ height: last.y + last.height - first.y,
2190
+ },
2191
+ radius: 4,
2192
+ fill: tint(palette.surface, 0.94),
2193
+ stroke: palette.surfaceBorder,
2194
+ lineWidth: 1,
2195
+ },
2196
+ rules,
2197
+ glyphs,
2198
+ };
2199
+ }