Full rewrite of the editor surface, layered on top of the
FlowGraph foundation. One in-memory flow drives three tabs
that the operator can flip between freely:
- Graph: a drag-and-drop canvas. Nodes are step cards with
port dots on their left (one per `with:` field) and a
combined output port on the right. Pinned inputs and
outputs pseudo-nodes sit at the left and right edges so
every flow has a visually obvious source and sink. Pan +
zoom via InteractiveViewer; drag a node by its body to
reposition it (positions persisted to a sidecar JSON file
under ~/.fai/data/flows/.layout/<name>.json — kept OUT of
the YAML so `fai run` stays byte-stable).
- Text: the existing YAML CodeField with expands:true so
line 1 anchors at the top edge. YAML-aware syntax
highlighting picks up the theme's primary / secondary /
tertiary palette for keys / strings / numbers.
- Run: an inputs form (text fields + file-pick), a Start
button that calls the host's FlowRunDriver, a live step
list driven by the driver's event stream (matches the
`fai run` CLI rendering — ◻ pending, · running, ✔ done +
duration, ✗ failed, ⏸ awaiting approval), and the typed
outputs once the run resolves.
Source of truth = the YAML text. Graph edits emit fresh YAML
into the shared CodeController; text edits re-parse the
graph on a 350 ms debounce. Layout sidecar persists drag
positions only.
New public API (lib/fai_studio_flow_editor.dart):
FlowEditorPage(
initialFlowName: ...,
locale: ...,
runDriver: FlowRunDriver?, // NEW — host bridge
availableCapabilities: List<String>, // NEW — for the
// capability picker
// dialog when adding
// a step
)
The host (Studio) implements FlowRunDriver to bridge the
hub's gRPC SDK into the editor's event vocabulary. The
StepStarted/Completed/Failed/AwaitingApproval events are
shared verbatim with the CLI's run_progress renderer so
both surfaces speak the same visual language.
Files in this commit:
- lib/src/editor_controller.dart — shared state +
debounced reparse loop
- lib/src/run_driver.dart — host bridge
interface + event types
- lib/src/widgets/flow_canvas.dart — pan / zoom / drag /
port-to-port connection drawing
- lib/src/widgets/flow_node.dart — node card primitive
(module / approval / inputs / outputs variants)
- lib/src/widgets/edge_painter.dart — single CustomPainter
for every edge + draft drag line, cubic bezier with
arrow-head caps
- lib/src/widgets/properties_panel.dart — right-side editor
when a step is selected (rename id, change capability, add
/ remove / rename with-fields, delete step)
- lib/src/widgets/capability_picker.dart — searchable list
dialog used by Add-step
- lib/src/widgets/run_tab.dart — inputs form +
live step progress + outputs renderer
- lib/src/flow_editor_page.dart — host scaffolding,
toolbar, file list, three-tab body, keyboard shortcuts
- lib/src/l10n.dart — EN + DE strings for
every new label
- lib/fai_studio_flow_editor.dart — exports the new
public types (FlowRunDriver, FlowRunEvent variants,
FlowOutputValue variants)
flutter analyze: 0 issues. flutter test: 7/7 green.
Signed-off-by: flemming-it <sf@flemming.it>
105 lines
3.2 KiB
Dart
105 lines
3.2 KiB
Dart
// EdgePainter — draws every connection on the canvas as a
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// cubic-bezier curve. Pure render layer: receives a flat list
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// of port-to-port positions (already resolved against node
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// positions) and paints them in one go.
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//
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// Connections are painted in a single CustomPaint so we don't
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// pay the widget-tree cost of one painter per edge. Hit
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// testing is delegated to port hit boxes drawn over the
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// canvas; the painter itself is wrapped in IgnorePointer in
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// the canvas so nothing here eats taps meant for nodes.
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import 'package:flutter/material.dart';
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class EdgeSegment {
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final Offset from;
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final Offset to;
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final EdgeAccent accent;
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const EdgeSegment({
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required this.from,
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required this.to,
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this.accent = EdgeAccent.normal,
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});
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}
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enum EdgeAccent { normal, highlight, draftDrag }
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class EdgePainter extends CustomPainter {
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final List<EdgeSegment> segments;
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final Color baseColor;
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final Color highlightColor;
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final Color draftColor;
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EdgePainter({
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required this.segments,
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required this.baseColor,
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required this.highlightColor,
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required this.draftColor,
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});
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@override
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void paint(Canvas canvas, Size size) {
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for (final seg in segments) {
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final color = switch (seg.accent) {
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EdgeAccent.normal => baseColor,
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EdgeAccent.highlight => highlightColor,
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EdgeAccent.draftDrag => draftColor,
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};
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final paint = Paint()
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..color = color
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..style = PaintingStyle.stroke
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..strokeWidth = seg.accent == EdgeAccent.highlight ? 2.5 : 1.8
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..strokeCap = StrokeCap.round;
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final path = _bezier(seg.from, seg.to);
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canvas.drawPath(path, paint);
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// End-cap arrow: small filled triangle pointing at the
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// target port so the reader can tell direction at a
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// glance without inspecting the geometry.
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_drawArrowHead(canvas, seg.to, seg.from, color);
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}
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}
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Path _bezier(Offset from, Offset to) {
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// Cubic with horizontal handles — typical "flow diagram"
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// smooth curve. The handle length scales with the
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// horizontal distance so steep verticals still look
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// graceful.
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final dx = (to.dx - from.dx).abs();
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final handleLen = (dx / 2).clamp(40.0, 220.0);
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return Path()
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..moveTo(from.dx, from.dy)
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..cubicTo(
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from.dx + handleLen,
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from.dy,
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to.dx - handleLen,
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to.dy,
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to.dx,
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to.dy,
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);
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}
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void _drawArrowHead(Canvas canvas, Offset tip, Offset from, Color color) {
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// Approximate the incoming direction by sampling a
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// little before the tip. Good enough since the curve is
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// nearly horizontal near the end.
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final dir = tip.dx - from.dx;
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final orient = dir >= 0 ? 1.0 : -1.0;
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const size = 6.0;
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final p1 = tip;
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final p2 = Offset(tip.dx - size * orient, tip.dy - size * 0.7);
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final p3 = Offset(tip.dx - size * orient, tip.dy + size * 0.7);
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final path = Path()
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..moveTo(p1.dx, p1.dy)
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..lineTo(p2.dx, p2.dy)
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..lineTo(p3.dx, p3.dy)
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..close();
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canvas.drawPath(path, Paint()..color = color);
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}
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@override
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bool shouldRepaint(EdgePainter old) =>
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old.segments != segments ||
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old.baseColor != baseColor ||
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old.highlightColor != highlightColor ||
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old.draftColor != draftColor;
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}
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