npm package discovery and stats viewer.

Discover Tips

  • General search

    [free text search, go nuts!]

  • Package details

    pkg:[package-name]

  • User packages

    @[username]

Sponsor

Optimize Toolset

I’ve always been into building performant and accessible sites, but lately I’ve been taking it extremely seriously. So much so that I’ve been building a tool to help me optimize and monitor the sites that I build to make sure that I’m making an attempt to offer the best experience to those who visit them. If you’re into performant, accessible and SEO friendly sites, you might like it too! You can check it out at Optimize Toolset.

About

Hi, 👋, I’m Ryan Hefner  and I built this site for me, and you! The goal of this site was to provide an easy way for me to check the stats on my npm packages, both for prioritizing issues and updates, and to give me a little kick in the pants to keep up on stuff.

As I was building it, I realized that I was actually using the tool to build the tool, and figured I might as well put this out there and hopefully others will find it to be a fast and useful way to search and browse npm packages as I have.

If you’re interested in other things I’m working on, follow me on Twitter or check out the open source projects I’ve been publishing on GitHub.

I am also working on a Twitter bot for this site to tweet the most popular, newest, random packages from npm. Please follow that account now and it will start sending out packages soon–ish.

Open Software & Tools

This site wouldn’t be possible without the immense generosity and tireless efforts from the people who make contributions to the world and share their work via open source initiatives. Thank you 🙏

© 2026 – Pkg Stats / Ryan Hefner

@weasel-js/diagram

v1.16.2

Published

Node-link diagramming for weasel: any scene node becomes a diagram participant, with ports on its perimeter and an optional body builder for flowchart-shaped boxes.

Readme

@weasel-js/diagram

Node-link diagramming for weasel — flowcharts, pipelines, code-flow diagrams, simple visual programming.

Any scene node becomes a diagram participant by carrying the DiagramNode trait; nothing has to be authored through this package to take part. Ports default to anchors on the node's own bounds, so a node needs to say nothing to be connectable. Edges are ordinary scene nodes whose geometry derives from the two they join, so they re-route whenever either end moves. An optional body builder composes ordinary scene nodes for nodes that should look like a flowchart box.

Part of weasel, a domain-agnostic 2D scene-graph canvas kit for React. See the API reference.

Install

npm install @weasel-js/diagram

Usage

import { portsOf, COMPASS } from '@weasel-js/diagram';

Building a body

A participant that should read as a flowchart box gets one from buildBody: the container carrying the trait, plus an ordinary text node per row, so the kit's own text painter draws them and editing and styling work unchanged.

const { specs } = buildBody<Data, 'main', Pose>(
  { outline: 'diamond', rows: [{ kind: 'label', text: 'ready?' }] },
  { x: 40, y: 40, width: 150, height: 56 },
  {
    id: 'check',
    layer: 'main',
    body: (trait) => ({ diagram: trait, stroke }),
    row: (text) => (text === '' ? null : { text }),
  },
);

The rows measure a floor and the authored pose is grown to clear it, never shrunk — so resize, align, distribute, snapping and undo need no special case.

A perimeter port can carry a label, or be named in portLabels (on a BodySpec or a DataNode) by port id, which labels the default compass ports without redeclaring them. The label is drawn outside the node beside the port's wire; layout lays the node out with room for it, and a group's box takes it in.

Making ports grabbable

diagramPorts returns the two halves of the connect gesture. Attach the layer with registerLayer — the only route the kit hit-tests — and pass the contribution as ambient:

const { layer, contribution } = useMemo(() => diagramPorts({
  participants: sceneParticipants(scene),
}), [scene]);

const canvasRef = useRef<SceneCanvasApi | null>(null);
useEffect(() => canvasRef.current?.registerLayer(layer), [layer]);

return <SceneCanvas ref={canvasRef} scene={scene} ambient={[contribution]} />;

Dragging one port onto another authors an edge. Which pairs may be joined is canConnect, which defaults to "a port may not join itself, and two ports that both declare a type must declare the same one". It answers a DropVerdict (see "Refusing a drop with a reason").

A port may name other places it can sit, in sites. An edge meeting it takes whichever place faces the edge's next point — its first waypoint, or the other node — so a decision's second exit can leave by its top or its bottom, wherever its wire goes. portSitesOf resolves every place; anything else that shows a port, the connect affordance included, shows it at at.

Connecting to a shape's body

An edge may end on a shape rather than on one of its ports. DiagramView takes it with connectBodies; on a bare canvas, set bodies on the connect action and add the connector tool, which starts an edge from whatever shape the press lands on.

<DiagramView specs={specs} onConnect={add} connectBodies />

const participants = useMemo(() => sceneParticipants(scene), [scene]);
const connector = useConnectorTool({ participants });

An end is a ConnectEnd: a port, or a body (isBodyEnd tells them apart). A data edge ended on a body has no fromPort or toPort.

Reconnecting an edge end

Set onReconnect and a selected edge shows a handle at each end. Dragging one onto another port, or with connectBodies onto a shape, reports the move and changes nothing; update the data edge to keep it.

<DiagramView
  specs={specs}
  onReconnect={({ edge, end, node, port }) => setEdges((all) => all.map((e) => edgeIdOf(e) !== edge ? e
    : end === 'from' ? { ...e, from: node, fromPort: port } : { ...e, to: node, toPort: port }))}
  connectBodies
/>

edge is edgeIdOf the data edge, so give edges an id when you want it to survive a reorder.

Editing a route

A selected edge shows handles along its route as well as at its ends.

| Router | Handles | Drag | Double-click | |---|---|---|---| | straight, bezier | a dot on each waypoint; a smaller hollow dot in the middle of each leg | a dot moves its waypoint; a hollow dot inserts one there | a dot removes its waypoint | | orthogonal | a bar in the middle of each segment | slides the segment across its axis; a segment touching a port gets a jog, so the port end stays square | straightens a jog away, when a neighbor touching no port can slide into line | | avoid | a bar in the middle of each segment | slides the segment and pins only it: its two ends become waypoints, and the router keeps the rest | unpins it, dropping the waypoints at its ends |

A dragged handle snaps through the canvas's snap session: into line with the stops beside it and with a port's axis within 6 screen pixels (snapPx), and to whatever else the canvas snaps to, such as a grid, with the readout drawing each alignment. It leaves out the canvas's 'path-snap' default, so a bend never catches a shape's corner anchors, and the edge being edited offers nothing to itself. A neighbor or port within reach claims its axis, and a grid fills the other. Ctrl suspends snapping, Shift holds a dragged bend to the axes and diagonals, and a segment always slides across its own axis. Escape cancels. A double-click that would remove nothing falls through, to label editing say.

DiagramView takes onEditRoute, which reports the edge's new waypoints and changes nothing: store them as the data edge's waypoints and clear its routed. On a bare canvas, diagramWaypoints returns the handle layer to register — after the port layer and before the edge-end layer — and the contribution to pass as ambient, which also carries the diagram.resetRoute command that clears the selected edges' waypoints. The default commit writes the scene in one undo entry, and the route is the author's from then on, so layout leaves it alone.

<DiagramView
  specs={specs}
  onEditRoute={({ edge, waypoints }) => setEdges((all) => all.map((e) => edgeIdOf(e) !== edge ? e
    : { ...e, waypoints, routed: undefined }))}
/>

const route = useMemo(() => diagramWaypoints({ participants, selected }), [participants, selected]);

An orthogonal segment drag writes every bend of the new route as a waypoint, since the router recomputes elbows between stops. The math is exported on its own: routeHandles, dragVertex, insertWaypoint, removeWaypoint, dragSegment, removeSegment, pinSegment, unpinSegment, and simplifyStops.

Waypoints ride along with a move that carries both of an edge's ends by the same offset: waypointFollower(scene) is a transform follower, added to the canvas with core's useTransformFollower. An edge with one end moved keeps its waypoints where they are.

Routing around shapes

The avoid router draws connectors around shapes: orthogonal, with few bends, 10 world units clear of every shape, and parallel runs spread 8 apart. Routes are computed when the scene is edited and stored on the edge as diagram.route, the bends between its ends, so a saved file draws them with no router running and undo restores them exactly. A stored route that no longer fits its ends, after something that did not reroute moved one, draws as orthogonal instead.

useAvoidRouting(scene), mounted as a child of <SceneCanvas>, reroutes what each edit disturbed — a move, an insert onto a route, a delete, a paste, a panel edit — in that edit's own undo entry, and while a shape is dragged it reroutes the connectors near it each frame, through the waypoints a waypointFollower registered before it carried. Installing it reroutes nothing. installAvoidRouting(scene) does the same for a host without React, and hands back the drag's transform follower. Its scene edit pass runs at DIAGRAM_PASS_ORDER.avoid; a pass of your own that should see the routes it wrote takes a higher order.

function Routing({ scene }) {
  useAvoidRouting(scene);
  return null;
}

<SceneCanvas scene={scene} /* … */>
  <Routing scene={scene} />
</SceneCanvas>

What a connector routes around:

| Thing | In the way when | |---|---| | A shape | always, beyond the stubs where a connector leaves or meets it | | A container, pool, or group box | neither end is inside it | | A lane's body | never | | A lane's or pool's header | always | | An edge label | always, except to its own connector, 4 world units clear |

Authored waypoints are stops the route passes in order. Layout names an avoid connector's ports and writes it no waypoints. diagram.router.avoid, .orthogonal, .straight, and .bezier (SET_ROUTER_ACTION_IDS, carried by diagramWaypoints) set the selected connectors' router; leaving avoid drops the stored route.

A data-backed DiagramView takes router="avoid": it routes every edge of each new specs around the shapes, holding one router across them so each reroutes only what changed, and never reports a route. createSpecRouter is that step on its own. The search itself, createAvoidRouter, reads plain boxes and ports and is in @weasel-js/diagram/layout.

Line jumps

While the document value HOPS_DOC_KEY ('diagram:hops') holds { size }, wherever two connectors cross, the one later in render order bows over the other in a half circle of radius size. Hops are on or off for the whole document. A hop bulges toward −y on a horizontal run and −x on a vertical one, whichever way the connector travels, and to the left of travel on a diagonal. A crossing within 2 × size of either connector's ends or within size of a bend makes no hop, nor does a collinear overlap; hops closer than 2 × size merge into one longer hop. A connector split across pages takes no part: its stubs are too short to hold a hop clear of their ends, and the run between them is not drawn.

Each connector stores its hops as diagram.hops, { at, over, r } in world units, so a saved file draws them with no pass running. edgeDerivePath draws only the hops that still lie on the route, so one left behind by an edit that did not recompute never draws.

useHops(scene), mounted as a child of <SceneCanvas> after useAvoidRouting, recomputes the hops each edit disturbed in that edit's own undo entry, and setting or clearing the value recomputes or clears every connector in the entry that sets it. While a drag is in progress, the connectors it moves and those hopping over them draw without hops; the release puts them back. installHops(scene) does the same without React. Its pass runs at DIAGRAM_PASS_ORDER.hops, after routing.

diagram.hops (SET_HOPS_ACTION_ID, carried by diagramWaypoints) toggles the value, at radius 5 (DEFAULT_HOP_SIZE). A data-backed DiagramView takes hops={radius}, applied after router; createSpecHops is that step on its own. edgeHops, which finds the hops over plain polylines, is in @weasel-js/diagram/layout.

Edge labels

onEditLabel reports a double-click on an edge. edgeLabelSpec builds the label node that rides the edge's route, and editEdgeLabelAction creates one or edits the existing one in place.

<DiagramView specs={specs} onEditLabel={(edge) => startEditing(edge)} />

const spec = edgeLabelSpec(edgeId, 'yes', { layer: 'diagram' });

labelSize is the box a label's text takes. Both routes size with it, so a label built from data and one the action creates come out the same size.

A label's at is 'start', 'mid', 'end', a fraction of the route, or { near } a point. At 'start' or 'end', inset stands the label's near side that far along the route from the end, so it clears the shape the route meets; that is how an edge's endLabels sit.

Labels that dodge

After any edit, a label that would sit on a shape, on another label, or across another connector slides along its own connector, or flips to the other side of it, to the nearest clear spot. It tries its preferred station first, then up to four stations either way, a label width and 8 apart, each on both sides of the line, and keeps the cheapest: area over shapes counts most, then area over other labels, then connectors it covers, then how far it moved. Labels move in id order, each an obstacle for the next, so the answer is always the same.

The station placement chose is stored on the trait as placed (at, a fraction of the route's length, and offset), read before at and offset, which stay the author's preference; a label goes back to its preference once that spot is clear. dodge: false keeps a label where its author put it. Under layered, the room layout left a label is its preference, so a laid-out diagram's labels stay put unless something covers them.

useLabelPlacement(scene) places what each edit may have covered or uncovered in that edit's own undo entry, and sizes a label to the text an edit gives it. Labels hold still while a shape is dragged and settle on release. installLabelPlacement(scene) does the same without React. Its edit pass runs at DIAGRAM_PASS_ORDER.labels, after routing: connectors route around labels as they stand, then labels move off the new routes, one round each per edit.

useAvoidRouting(scene);
useLabelPlacement(scene);

A data-backed DiagramView takes labels="dodge", placed after any router, and never reports a placement; createSpecLabelPlacer is that step on its own. The arithmetic, placeLabels, reads plain boxes and routes and is in @weasel-js/diagram/layout.

Connectors between pages

On a scene with pages (core's page run), a connector whose two shapes sit on different pages draws nothing across the gap. Each end draws a stub OFF_PAGE_STUB (24) world units out of its shape, ending at a tag that reads the other page's name and a reference letter, such as "Page 2 · A". The start stub ends in the connector's end marker, so it reads as leaving the page. A shape's page is its page ancestor (pageOfNode), not where it overlaps; a shape on the pasteboard is on none, and its connectors stay whole. A connector between pages is a child of the page run, and one whose ends share a page is that page's child (core's followerHome).

A data-backed diagram takes the same pages as DiagramData.pages (core's Pages), placed by layoutPages with pageLayout; diagramPages(data) gives them in world space. diagramScene splits each connector between pages and adds its two tags, lettered in the order the data lists the edges. An edge to a group or a container splits by that box's page, not a member's. dataOffPage(edges, pages, boxOf, look) is the same step over plain boxes.

useOffPageMarkers(scene) splits and joins connectors as edits move their ends or change the pages, in that edit's own undo entry; installing it recomputes nothing. installOffPageMarkers(scene) does the same without React. Its pass runs at DIAGRAM_PASS_ORDER.offPage, before routing, so the avoid router skips a split connector and routes it again in the entry that joins it. A split connector shows no route handles and keeps its waypoints for when it joins.

function Markers({ scene }) {
  useOffPageMarkers(scene);
  return null;
}

const offPage = diagramOffPage();
<SceneCanvas scene={scene} ambient={[offPage.contribution]} /* … */>
  <Markers scene={scene} />
</SceneCanvas>

| Surface | What it is | |---|---| | DiagramEdge.offPage | { ref, from, to }: the reference and the two ends' page ids, written by the pass | | offPageSplits, nextOffPageRef | which connectors split, as arithmetic on page rects and end boxes; refs run A…Z, AA… and stay while a split does | | offPageTagSpec, offPageTagOf | a tag: a text node with a background, id <edge>/offpage-<end>, that stations itself past its stub | | offPageOps | the pass's ops for named connectors, or 'all', for a document saved before it had markers | | diagramOffPage, createFollowOffPageAction | a double-click on a tag selects the far shape and fits the view to its page; follow replaces that | | offPageTargetOf | where a tag leads: the far shape and its page |

Tags take the theme's label color and face on its page color, and applying a theme recolors them. A host whose text editing opens on any text node should leave tags out: the pass owns their text.

To save one page as an SVG document or a PNG image, cut to the page with its stubs and tags, use exportPageSvg and exportPagePng from @weasel-js/diagram-formats.

Overlays and hover

overlays holds DOM against a node, a group or an edge, and places it again after every paint, so it follows pans, zooms, resizes and layout. A side placement uses geom's placeRect inside the view, flipping to the far side when the near one has no room; the default centers it on the target. An edge's place is the midpoint along its route.

<DiagramView
  specs={specs}
  pickEdges
  onHover={setHovered}
  overlays={[
    ...(hoveredEdge ? [{ target: hoveredEdge, content: <button onClick={insert}>+</button> }] : []),
    ...(picked ? [{ target: picked, placement: { side: 'right', align: 'start' }, offset: 8, content: <Card /> }] : []),
  ]}
/>

onHover reports the node, group or edge under the pointer, and null when there is none or the pointer leaves the canvas, which it also does when the pointer moves onto an overlay. Edges answer only with pickEdges. For DOM the view does not hold, rectOf(id) on the ref gives a target's client rect and subscribeFrame says when to read it again.

Refusing a drop with a reason

Every "may this land here?" check answers a DropVerdict, the one shape core uses too: true lands, false is a silent no, and { refuse: string } is a no the user is told about.

| Check | Asked about | |---|---| | canConnect(from, to, moving?) | a new edge's end, or a selected edge's end being moved (moving names it) | | canReparent(ids, container) | nodes dragged into a container or lane they are not already in, once the diagram's own rules allow it | | canDropItem(item, target) | an item carried in from a palette (see "Dropping items from a palette") |

Over a false the drag behaves as if the target were not there: a port is never snapped to, and a container is passed over for the one around it. Over a refusal the canvas outlines the target in the refused overlay role and shows the reason beside the pointer; a release there reports nothing, and a moved node goes back where it was.

<DiagramView
  specs={specs}
  canConnect={(from, to) => (to.nodeId === 'source' ? { refuse: 'The source takes no inputs' } : true)}
  canReparent={(_ids, into) => (into === 'shelf' ? { refuse: 'The shelf is locked' } : true)}
/>

Reordering a group's or a container's members

A group with reorder: 'x' | 'y' lets onReorder drag any of its members along that axis; a member that is a group carries everything inside it. The other members slide into the places they would take, and the release reports the new order without moving anything. With a member picked, Alt and an arrow key steps it one place. layered keeps a reorderable group's members in the order given across every rank, so writing the order back is all it takes.

const data = { nodes, edges, groups: [...rows, { id: 'layers', members: order, reorder: 'y' }] };
<DiagramView specs={diagramScene(data)} onReorder={({ parent, order }) => setOrder(order)} />

A DataContainer takes reorder the same way, with the same drag, the same Alt and arrow key, and the same report: parent is the container's id and order its members in their new order. Nothing moves until the data does, so place the members by their order and write it to members. A body drag on a member of a reorderable container reorders it until the pointer leaves the container's box; from there it is a move, reported to onMove with the parent it lands in, as any shape dragged out of a container is.

Dropping items from a palette

A list the host renders outside the canvas becomes a palette with dragItemProps(item), spread on each entry: a press carries item, any value of the host's own, over the page. While it is over the diagram, the shape or container it would land on is outlined, and in a container marked reorder a bar marks its place. Release reports an ItemDrop to onDropItem and adds nothing.

| Field | What it holds | |---|---| | item | the value dragItemProps was given | | target | the shape or the container it was dropped on, or null for the bare canvas | | container | the container or lane that would hold it: the target when that is one, else the one around the pointer; null at the top level | | index | its place among container's members, along the container's reorder axis, else in reading order (top to bottom, then left to right); null with no container | | at | the pointer, in world units |

<li {...dragItemProps({ kind: 'blur' })}>Blur</li>
<DiagramView
  specs={specs}
  onDropItem={({ item, container, index }) => insert(item, container, index)}
  canDropItem={(item, { container }) => (container === 'shelf' ? { refuse: 'The shelf is locked' } : true)}
/>

Give each entry touch-action: none so a touch drag is a carry, not a scroll. startItemDrag(event, item) starts one from a pointer event of your own, and createItemDropAction (or itemDropContribution, to pass as ambient) is the canvas half for a SceneCanvas of your own; the carry travels as DIAGRAM_ITEM_CARRY. There its report gets the canvas's deps as well as the drop, and requires names the ones it reads, so it can add the item itself through insert. A ToolPalette carries from its buttons with carryTool.

Stencils

A DiagramStencil is a palette entry: an id, a label, an outline and a default size. FLOWCHART_STENCILS has the basic flowchart symbols. useStencilInsert makes the canvas's insert dep build them, and useStencilTool gives each a tool that places one on a drag. A click places nothing; to place one at a point, call the insert dep's commit with a zero-size box there and the stencil's kind, and the body comes out at the stencil's size.

useStencilInsert(FLOWCHART_STENCILS, { layer: 'diagram' });
const decision = useStencilTool(FLOWCHART_STENCILS[1]);

A drop from your own palette goes through the canvas's ingestion handlers: a handler gets the drop's world point as ctx.point and calls ctx.insert.commit. Elsewhere, SceneCanvasApi.clientToWorld turns a client point into a world one. useStencilInsert hands any kind that is not a stencil's to the insert dep it displaced, so core's rect, ellipse and text tools keep working.

Containers and pools

A container is a titled box that holds other shapes; a pool is a header and a stack of lanes, each holding shapes. Both are core GroupNodes carrying a container trait (diagramContainerOf): a role of container, pool, or lane, and a header. A region's title is a text child named <id>/title, so double-clicking a header renames it.

| What the user does | What happens | |---|---| | drags a shape into a container's body or a lane | the shape becomes its member, in the move's undo entry | | drags a member out | it leaves, to the top level or the container under the drop | | drags a container | its members, and the waypoints of connectors between them, go with it | | resizes a container | its members stay where they are | | deletes a container | its members go with it; Release members keeps them | | drags a lane by its header | the lanes reorder, members and all | | drags the boundary after a lane | that lane resizes and the pool grows or shrinks with it | | clicks the button past the end of a pool | a lane is added at the end |

CONTAINER_STENCILS offers Container, Pool (rows), and Pool (columns); pass it as useStencilInsert's containers and give each a stencilTool. Their glyphs are in the diagram icon namespace, whose table is @weasel-js/diagram/icons; an app without the icons build plugin registers it beside the kit's. A stencil drawn inside a container or a lane becomes its member (diagramDropParentAt). containerBuild returns the ops on their own, and addLane and releaseMembers are the edits as functions.

What a region admits is the canDropInto dep's call, and diagramCanDropInto(scene, canReparent?) is the one for a diagram: containers and lanes take shapes and containers, a pool takes only lanes, and a stencil body, an edge, or a label takes nothing. diagramContainers returns the lane layer to register and the contribution to pass as ambient, which carries the boundary drag (diagram.resizeLane), the add-lane click (diagram.addLane), and the diagram.releaseMembers command. The two lane gestures take a swappable commit.

useStencilInsert(FLOWCHART_STENCILS, { containers: CONTAINER_STENCILS });
useDepSource('canDropInto', () => diagramCanDropInto(scene));
const containers = useMemo(() => diagramContainers({ scene, selected }), [scene, selected]);

Diagram types

A DiagramType is a kind of diagram: the stencil groups (STENCIL_GROUPS) its Shapes panel opens with, how a new connector starts (edge: router, end markers, dash), the layout Auto layout runs, and the notations its graph pages are written in. DIAGRAM_TYPES ships these:

| Type | Groups | Notation | | --- | --- | --- | | Flowchart | flowchart, containers | FLOWCHART_NOTATION | | Org chart, Network, BPMN | their own, containers | none: written as a flowchart | | UML class, Entity relationship, Mind map | their own (UML adds containers) | class, er, mindmap | | State | state: states, start, end, choice, fork or join, note, composite and concurrent states | state | | Requirement | requirement: requirements and elements, joined dashed | requirement | | C4 | C4: people, systems, containers, components, stores, queues, boundaries | c4-context, and the other levels on import | | Block | flowchart, containers, laid out on a grid | block | | Architecture | architecture: services by Mermaid's built-in icons, junctions, groups | architecture | | Kanban | kanban: a board of column lanes, cards | kanban |

The type a scene holds is its diagram:type document value (diagramTypeOf, setDiagramType), and diagramNotationOf(scene) the notation a page of it is written in. A stencil's themeRole puts that theme role on the body it draws, as C4's outside elements are muted; useStencilInsert resolves its colors when given theme. A container stencil may name its title and the lanes a pool starts with.

The layouts register by key through withDiagramRegistry, so a saved scene finds them again: diagram:container, diagram:pool-rows, diagram:pool-columns, diagram:lane-rows, and diagram:lane-columns. diagramContainerLayout places members freely under a header, and laneStackLayout stacks a pool's lanes in the order they sit; a pool's size along the stack is the sum of its lanes. Lanes take no connectors, and connectors stay at the top level, drawn above every container. diagramScene builds them from data too (see "From data").

Themes

A DiagramTheme is a document's colors and face: a style per role (DIAGRAM_ROLES: Default, Accent, Muted, Positive, Warning, Negative), the connector and label colors, the container and lane looks, the page color, a font, and a series of colors for things it cannot name ahead, such as a look's value types. DIAGRAM_THEMES ships paper, night, blueprint, pastel, and mono; diagramThemeFromTokens(read) builds one from a host's resolved --wzl-* values.

A theme writes literal colors into the scene, so whatever draws or exports the scene needs no theme. A shape or connector names its role in its trait's style, and lists the colors its author set by hand in ownStyle; a theme leaves those. A theme whose font size differs from the one the scene was in moves every text by the step between them, keeping a title or label's offset from the body size, except text whose owner lists 'size' in ownFont. A body whose text changes size is laid out again in the same undo entry: it grows to what its rows need, never shrinks, and a body the author made larger keeps its size. A body built from text rows alone records how it stacks them (DiagramNode.body, each row's text node carrying bodyRow), which is what relayoutBodies(scene, ids, measure) reads back. rendererMeasure measures a row as the kit's text renderer lays it out, from the registered font, for a host whose bodies should hold their text exactly.

applyDiagramTheme(scene, DIAGRAM_THEMES.blueprint);          // one undo entry, saved as `diagram:theme`
setDiagramStyle(scene, selection.get(), 'warning');          // name a role, and recolor in it
setDiagramColor(scene, selection.get(), 'fill', '#ffcc00');  // by hand: survives the next theme
setDiagramFontSize(scene, selection.get(), 16);              // by hand, recorded in `ownFont`
const theme = diagramThemeOf(scene, DIAGRAM_THEMES.paper);   // the scene's theme, or a fallback

themeWrites(scene, theme) is the pure half: the new data for every node the theme recolors. New shapes and connectors take the theme from whatever inserts them: pass roleStyle(theme) and themeFont(theme) to useStencilInsert, themeEdgeStroke(theme) as a connect action's edgeStroke, and themeLabelStyle(theme) and theme.label.fill to editEdgeLabelAction. diagramScene takes theme too, drawing each DataNode in its style role, and the effect looks take one in their options (default night, which draws them as they always were).

A theme is edited as a value: each edit returns a new theme, so a shipped one is never changed. editableTheme(theme) is where an editor starts: a shipped theme forked as " (edited)", a custom one as it is. A custom theme lives in the document's diagram:theme value and travels between documents as a .weasel-theme.json file.

let theme = editableTheme(diagramThemeOf(scene));
theme = setThemeValue(theme, ['roles', 'accent', 'fill'], '#ff8800');  // also edge, lane, page, font, series…
theme = addThemeRole(theme, 'Critical').theme;                         // in the default role's colors
theme = removeThemeRole(theme, 'muted');                               // its shapes fall to the default role
applyDiagramTheme(scene, theme, 'Edit theme', { coalesceKey: 'theme:roles.accent.fill' });
const file = themeToJson(theme);                                       // and back: parseDiagramTheme(file)

Applies made under one coalesceKey with nothing between fold into one undo entry, so a color dragged undoes in one step; scene.history.seal() ends the run. parseDiagramTheme answers { theme } or { errors }, each error naming the bad value by its path.

Laying it out

layered, tree, force, chain, radial, and grid are plain functions of the graph. Each hands back the new top-left for every node that moves — a node already standing where the layout wants it is absent, so re-running a layout on an unchanged diagram writes nothing at all.

useAction(useMemo(() => createLayoutAction<Pose>({
  source: sceneParticipants(scene),
  algorithm: 'layered',
}), [scene]));

The action rebuilds the graph from the scene on each press and writes the whole move as one undo entry. Three rules keep a re-layout from scrambling a diagram someone has arranged: no RNG anywhere, within-rank order seeded from where the nodes already sit, and a node carrying pinned: true that nothing moves.

The first pinned node anchors the layout. Under layered, every other pin keeps its place across its rank, with the rest of the rank moved clear of it, past it if there is no room beside it. A pin's rank band slides or deepens to cover it, the gaps toward other pinned ranks shrink to make room, and a group's column moves or widens to take in its pinned members, never over a node outside the group. A pin is left out only when no arrangement fits: its band would come nearer another pinned rank's than the ranks between them allow with every gap at a quarter of rankGap (plus group insets), or a group's box would cover a pin outside the group. In practice that is a pin dragged level with, or past, the rank beside it. Such a pin stays put without the layout being built around it; layeredPlan names it in unheld.

force is the exception to the second half of that: it is an iterative relaxation seeded from the current positions, so re-running it keeps relaxing.

layered turns around any edge that closes a cycle, then gives each node a rank that keeps the total edge length as short as it can (ranksByLength, network simplex), so a node with no inputs sits beside what it feeds rather than in the first rank. A group's members share one rank wherever the edges between them allow it, and a group's box closes any stretch none of its members covers to nodeGap, so the box holds no empty room. It lines each node up with its neighbors across the ranks (Brandes–Köpf), lining up the two ports an edge joins rather than the two centers. An edge that spans ranks stands in each rank it crosses, so placement leaves it room, and an edge whose GraphEdge.label gives its label's size gets a rank of its own between its ends, with room beside its wire as big as the label. Under order: 'seeded' an edge keeps its place in each rank the way a node does, from where its route crosses that rank now. Under order: 'barycenter' it also reorders each rank to cut crossings, reading each edge at the port it joins, where portsOf puts that port on the node's outline, so two wires into one node arrive in the order of its ports. A port with several places is read at the one nearest where the wire's other end falls among the node's wires on that side. layeredPlan(graph, opts), also reachable as layered.plan, answers with the moves plus each node's rank, each spanning edge's waypoints and where among them each label's room is, for drawing those edges where their room was left. ranksOf is the plain longest-path ranking, which chain uses.

On a live scene the layout action and a live layered run write those routes too, in the same undo entry as the moves: each long edge gets its waypoints, and its label, when it sits at the default middle, moves into the room left beside them. Under layered each edge's compass ports are named for the way it runs between ranks, and an end records the port layout named as laidOut, the way a route does; layout names it again on each run while the end names no port or still names that one. An edge records the waypoints layout wrote as laidOut, and layout rewrites a route only while the edge's waypoints still match them; once someone moves a bend, the route is theirs and layout leaves it and its label alone, and keeps no room for it in the ranks it crosses. A layout that routes nothing, tree or force, takes layered's routes back off, and anything on a locked layer stays as it is. A live run writes its routes only when it arrives with nothing held along the way, since a drag or a stop leaves the nodes somewhere the routes were not laid out for. While it eases, each route it will write eases with the nodes, shown as the edge's path on the override channel. A layout of your own hands routes back the same way, by giving its LayoutFn a plan, which diagramScene reads too.

chain stands one run of nodes on a straight line and hangs everything else beside the chain node it is nearest to, counting edges in either direction. It is picked like the others, by name: layout: 'chain' in diagramScene, layout('chain') on a DiagramView, or algorithm: 'chain' in createLayoutAction. The chain layout option lists the ids on the line, in order; unset, or naming no node of the graph, it is the longest path through the graph. chainSide is 'after' (default) or 'before': which side of the line the rest hangs on. Each chain node owns a column as wide as the widest thing hung on it, so neighbors never share space, and the hung nodes stand in the order of the ports they connect to. An edge between a chain node and one hung beside it, both ends naming ports that face each other, runs on a track of its own in the gap between them, so a fan of them never crosses; the gap grows to keep tracks 12 apart. Groups are ignored.

radial is the mind-map layout. The first root tree would find sits in the middle, and its children are dealt to its right and its left, in graph order, each to whichever side holds fewer nodes so far. Each side grows away from the root as a horizontal tree, one band per depth rankGap apart, its subtrees packed as blocks nodeGap apart and centered on the root. Because sides are dealt in graph order and each side keeps the order its branches stand in, a second run moves nothing. Further trees lay out the same way, stacked below the first. direction and groups are ignored.

grid stands nodes in rows of a fixed number of columns, left to right and top to bottom, as a block diagram does. Its grid option gives the top level's columns (unset, everything in one row), each group's own under groupColumns, how many columns an item spans, and how many empty cells it skips before it, all by id. Items fill their cells in graph order, a group where its first member would stand. Every column of one grid is as wide as its widest item needs, a spanning item sharing its width over its columns, and every row as tall as its tallest item; an item is centered in its cells. A group (or a container fitted to what it holds) is a grid of its own in its cells, its inset kept around it. Columns are nodeGap apart and rows rankGap, or nodeGap when rankGap is unset. Edges and direction are ignored, so a second run moves nothing.

From data

diagramScene turns plain { nodes, edges } into a laid-out scene, and DiagramView draws it, with pan, zoom and picking:

const specs = useMemo(() => diagramScene(data, { nodeStyle }), [data]);
return <DiagramView specs={specs} width={360} height={600} selected={id} onSelect={setId} />;

onSelect(id, ids) reports the latest pick and every id picked. With selectionMode="multiple", Shift-click adds a node, group or edge to the pick or takes it out; selected takes one id or an array, and handing back the reported id leaves the rest picked.

Every box is a buildBody body, so a data node takes the same knobs a body does — outline, rows, padding, gap, verticalAlign, ports — plus pinned, a starting at, and a minimum width/height; lines is shorthand for one label row each. A slot row is reserved space, height tall and, with a width, that wide and centered; one with an id becomes a scene node of that name, <node>/<id>, drawn as an empty frame until you fill it by changing its data — with { image: { src } }, say. An edge can name fromPort/toPort, its own router, waypoints, labelPlacement, and a theme role in style. Its endLabels { from, to } draw text beside each end, a multiplicity or a role, as labels at 'start' and 'end' (END_LABEL_PLACEMENT) whose ids endLabelIdOf(edge, end) gives.

A node, an edge, a container, or a lane can carry colors of its own: a node's fill, stroke, and text, an edge's stroke, label, width, dash, and markers. diagramScene draws them over the theme and lists the colors in the trait's ownStyle, so a later theme change leaves them, as it leaves a color set by hand. dataNodeStyle, dataEdgeStyle, and dataRegionStyle give the style an item is drawn in, for a writer that needs it without drawing; where a style gives no width, NODE_STROKE_WIDTH, LANE_STROKE_WIDTH, and EDGE_STROKE_WIDTH are what is drawn. layer puts every spec on a layer other than 'main'.

outline is a name from the outline table, or a Path drawn in a unit square — (0, 0) the box's top-left, (1, 1) its bottom-right — which is stretched over the box, so it follows its node as marks do. The built-in names are the flowchart shapes 'rect', 'diamond', 'stadium', 'ellipse', 'parallelogram', 'trapezoid' (a demultiplexer: tall at the right, short at the left), and 'hexagon' (pointed at the left and right, its rows kept between the points); 'roundRect', 'triangle', 'octagon', 'cloud', 'doubleEllipse', 'actor' (a stick figure, its label in the strip beneath it), and 'person' (a head over a body with rounded shoulders, its rows in the body); and 'cylinder', 'document', 'note', 'folder', and 'cube'. Each keeps its rows inside the visible shape, clear of a cylinder's cap or a note's fold. Some draw a detail, stroked over the fill: a cylinder's rim, a note's fold, a cube's front edges. The state-machine figures 'start' (a filled dot), 'end' (a ring around a dot), and 'bar' (a fork or join, 6 thick along the box's longer side) keep their proportions centered in any box, and fill their solid part in the stroke's color.

registerOutline(name, def) adds a name, or shadows a built-in until its disposer runs. An OutlineDef builds path in a node's bounds, and optionally detail, solid (filled in the stroke's color over the fill), content (the box rows lay out in), and boxForContent (its inverse, for sizing a node to its rows). outlineFromD(d, { detail, content }) builds one from SVG path data in a unit square. A saved name that is not registered paints as 'rect' and warns once.

marks draws more over a box than its rows. A mark with d is SVG path data in a unit square, stretched over the node's box; it takes fill, stroke, strokeWidth, dash and opacity. diagramScene throws on path data that does not parse or draws nothing, naming the node and the mark's index. A mark with text is pinned to a point on the box: at is that point as { u, v } fractions of the box, self is which point of the text sits on it (default at), and offset nudges it in pixels. Marks move with their node. DiagramView registers the painters for outlines and marks itself; a scene drawn on your own SceneCanvas calls registerDiagramShape() once for outlines and registerMarkShape() once for marks, each of which returns its disposer, or they do not paint:

{ id: 'gain', marks: [
  { d: 'M0 1 L1 0', stroke: '#c58bff' },
  { text: 'gain', at: { u: 0.5, v: 1 }, self: { u: 0.5, v: 0 }, offset: { x: 0, y: 4 } },
] }

DiagramView draws ports when onConnect is set, or when ports says so: 'connect' draws them and lets one be dragged onto another, 'show' draws them and nothing more, 'none' hides them. portOptions styles them: shape is 'square' (default) or 'circle', fill is one fill or a function of the port (its type, say), and showsPort picks which of a node's ports show.

Under layered, an edge that names neither leaves its source by the face toward the next rank and arrives at its target's face toward the last; an edge running back up the ranks does the same the other way round. One that spans ranks runs through the room layeredPlan left for it in each rank it crosses, so it goes around what lies between its ends — unless an end is a pin layeredPlan could not hold (unheld), when it takes the router's own path. An edge whose pinned ends stand level runs straight between their facing sides, or around past both when a node stands between them. An author's own ports and waypoints win. A label's offset is the gap between the route and the label's near side. A label whose edge sets no labelPlacement of its own, or one at 'mid', sits in the room layout left it, placed with at: { near }, which stations a label where its route passes nearest a point, so a bend added or removed elsewhere leaves it where it was.

groups draws a box around some nodes, with an optional label inside it:

diagramScene({ nodes, edges, groups: [{ id: 'ingest', members: ['fetch', 'decode'], label: 'ingest' }] });

A group may be a member of another. layered, tree and force keep a group's members together; chain ignores groups but still draws them. Under layered and tree each group gets a column on the cross axis that nothing else enters, in every rank from its first member's to its last, and rank gaps widen where a box needs the room; force pulls a group's members toward each other and pushes groups apart. The box is an ordinary scene node that depends on its members and derives its pose from theirs (groupDerivePose), so dragging a member carries the box along. It also depends on the labels of the wires with both ends inside it, so a long label stays inside the box. It is never narrower than its label, and a layout running down or up leaves room for that width. An edge whose from or to names a group meets the box, and ranks against the group's first stage. A scene built any other way joins in with a node whose trait carries group and whose dependsOn lists its members.

containers draws the containers and pools of "Containers and pools" from data:

diagramScene({ nodes, edges, containers: [
  { id: 'review', role: 'container', label: 'Review', members: ['draft', 'check'] },
  { id: 'teams', role: 'pool', label: 'Teams', box: { x: 0, y: 400, width: 600, height: 240 }, pinned: true,
    lanes: [{ id: 'ops', label: 'Ops', members: ['deploy'] }, { id: 'qa', label: 'QA', size: 80 }] },
] });

Each region is a scene container and its members are its children, so a region's id shares the node id namespace, and so does each lane's. A member already claimed by an earlier region, a pool, and a claim that would put a container inside itself are ignored. A node is in a group or in a region, never both: a region is its scene parent, and a group would draw a second box around it that the region's does not hold, so diagramScene throws on a node that groups and containers both name. A container with a box is laid out as one node of that size, and its members ride along with it, keeping where they stand in it; a member with no at is seeded inside its body, in rows. A container with no box is laid out as a group, and its box fits its members. A pool always has a box: 600 across and 120 along per lane when it gives none (DEFAULT_POOL_ACROSS, DEFAULT_LANE_SIZE). Its lanes stack along axis ('y', rows, by default) at their size, and lanes giving none share what the pool's box leaves. An edge with an end inside a boxed region ranks against the outermost one holding it, and keeps none of layout's route. pinned leaves a box where it is. A container's reorder lets onReorder drag its members along that axis (see "Reordering a group's or a container's members"). Under theme, a region naming a style role takes that role's colors; otherwise a container takes the theme's container, a pool its lane.header, and lanes the lane.bodies in turn; titles are set in the diagram's face, the theme's when font is unset. router="avoid" routes around a region neither end is inside, and around every header.

Text is sized from character counts unless measure is given, so layout runs without a canvas. The layout defaults to layered, picked by name or passed as any LayoutFn; layoutOptions merge over order: 'barycenter', and 'none' leaves every node at its at.

The data owns the diagram: a new specs array is reconciled into the scene the view already holds (reconcileSpecs in core), so the view, the pick and anything moved since survive it. Editing reports rather than writes —

<DiagramView
  ref={view}
  specs={specs}
  onMove={(moves) => setNodes((ns) => withPositions(ns, moves))}
  onConnect={(edge) => setEdges((es) => [...es, edge])}
/>

— onMove turns on dragging and hears every node a drag or a layout run moved, and, as its second argument, every edge whose route a layout run or ports rewrote ({ id, waypoints, ports }, id being edgeIdOf of the data edge, ports the ends whose port the run picked); onConnect makes ports grabbable and hears the edge a connect describes. Store a move as the node's at, with pinned: true unless the scene uses layout: 'none', or the next diagramScene lays it out again. Store a route as the edge's routed and its ports as routedPorts, which edgeIdOf does not read: it is drawn until layout runs again, and stays layout's to replace, its label keeping the room layout leaves it. waypoints would make it yours, which layout never moves. A run that only rewrote routes calls onMove with no moves. onMove hears only what changes after the view is built. Where the build's own layout put things, diagramLayoutOf(specs) reads off the specs, in the same shape ({ moves, routes, containers }): every node not pinned, every edge whose route or ports layout wrote, and a box edit for every container and pool not pinned whose box is its own. Store them the same way and the next diagramScene leaves those nodes where they stand and lays out only the new ones, which keeps a diagram still while its data is edited. onResize gives a selected node resize handles (diagramResizable, so none on an edge, an edge label, a lane, or a group's box). The box resizes live under the drag; on release the view reports { id, x, y, width, height } for each resized node and draws the new box only once the specs do. Store it as the node's width, height, and at, with pinned: true. The size is a minimum, so a box dragged smaller than its rows grows back to them. Core's createResizeAction({ commit }) is what reports: it hands the release poses to commit in place of writing them.

<DiagramView
  specs={specs}
  onResize={(resizes) => setNodes((ns) => withBoxes(ns, resizes))}
/>

onEditContainer edits containers and pools the way chart mode does, and reports each edit without keeping it (ContainerEdit):

| The user | Reported | |---|---| | drags a shape into a container or a lane, or out | onMove, the move carrying parent: the region's id, or null for the top level | | drags a container or pool, or resizes it by a handle | { kind: 'box', id, box }, with parent when a drop changed its region; what it carried goes to onMove | | drags a lane's boundary | { kind: 'lanes', pool, lanes }, every lane with its size; the shapes in the lanes after it go to onMove | | drags a lane by its header to another place | { kind: 'lanes', pool, lanes } in the new order | | clicks a pool's add-lane button | { kind: 'lanes', pool, lanes } ending in a new lane, its id minted by the view | | double-clicks a header | { kind: 'title', id }, for the host to edit the label | | runs Release members (diagram.releaseMembers) | { kind: 'release', id } |

Move ids between members lists on a move's parent, and store a box as the region's box with pinned: true. onDelete reports a deleted region with everything inside it. The view lets shapes drop only into containers and lanes, and lanes only into pools (diagramCanDropInto). view.current.layout('layered') re-runs a layout animated from where the nodes stand; 'force' relaxes live. Either way the routes ease with the nodes, through the ports the run will commit.

layout() also takes a LayoutPlanner, an object whose plan(graph, opts) answers with a whole LayoutPlan, now or as a promise. The run asks it once, with the graph as it stands, and eases to the answer the way it eases to layered's, reporting the same moves, routes and ports to onMove. While the answer is on its way, a drag, a change to the data, or another layout() call drops it, since the plan was made for a diagram that is no longer there. A planner whose promise rejects starts no run, and the reason goes to live.onError, or to console.error when that is unset. elkPlanner() from @weasel-js/diagram-elk is one: it lays the diagram out with ELK (the Eclipse Layout Kernel).

view.current.layout(elkPlanner({ direction: 'right' }));

Labels paint only in a registered font family, and the default is sans-serif, so call registerCanvasFont('sans-serif') once or they render blank. The view opens fitted to the diagram and fits again when width or height changes or a layout run settles, until the user pans or zooms. minScale stops the fit from shrinking a wide diagram past readable; the rest is a pan away.

Sequence diagrams

A SequenceData is participants left to right and steps top to bottom: messages, notes, activations, create and destroy, and fragments (loop, alt, opt, par, critical, break, and a colored region) holding runs of steps in sections. boxes draw around participants' columns, and autonumber numbers the messages from a start.

const data: SequenceData = {
  participants: [{ id: 'a', label: 'Alice', outline: 'actor' }, { id: 'b', label: 'Bob' }],
  steps: [
    { kind: 'message', id: 'm1', from: 'a', to: 'b', text: 'Hello', line: 'solid', head: 'arrow', activate: 'to' },
    { kind: 'message', id: 'm2', from: 'b', to: 'a', text: 'Hi', line: 'dashed', head: 'arrow', deactivate: 'from' },
  ],
};
const [seq, setSeq] = useState(data);
const specs = useMemo(() => sequenceSpecs(seq, { id: 'hello' }), [seq]);
<DiagramView specs={specs} onEditSequence={(edit) => setSeq(edit.data)} />;

sequenceSpecs(data, { id, at, theme, measure }) lays the data out (sequenceLayout gives the geometry alone): lifelines spaced so the widest text between neighbors fits, a row per step sized to its text, self-messages looped, a head started at its create and a lifeline ended at its destroy, nested activations stepped right, and each fragment boxed over the lifelines its steps touch, with its type in a tab and a dashed line between sections. It returns one root node, id, holding the data, and every part as a child of it that takes no press. Heads wear the participant's outline: actor, boundary, control, entity, cylinder for a database, collections, and queue besides any other. Every part is drawn in the theme: a head and its activations in the participant's role, a message in the connector style, a note in SEQUENCE_ROLES.note, a fragment or a box as a container.

The edits are pure functions of the data: moveStep (into or out of a fragment's section), moveParticipant, reconnectMessage, and setSequenceText. DiagramView's onEditSequence turns them on as drags — a message or note to another row, a head sideways, a message end onto another lifeline — and double-click text editing, each reported as the sequence's new data. On a scene that is the document, diagramSequence({ scene, measure }) gives the layer and contribution that commit each edit as one undo entry (commitSequence), and foldSequenceText turns a text edit on a part into one edit of the data. A theme applied with applyDiagramTheme draws every sequence again.

A sequence is built from nothing with more pure edits: addParticipant and removeParticipant (which takes every message, mark, and note naming it), insertMessage with an arrow from SEQ_ARROWS, insertNote, insertMark for activations, creations, and destructions, wrapSteps to put a run of steps in a fragment and addSection for an alt's next branch, removeStep, addBox, and setAutonumber, among others. useSequenceTools builds the tools in SEQUENCE_TOOLS that make them on the canvas: Participant clicks a lifeline in between two (or starts a sequence on empty canvas), Message drags from one lifeline to another, Note clicks or drags across lifelines, and Fragment drags across rows, and Mark clicks an activation's start or end, a creation, or a destruction onto a lifeline. Pass them as tools to DiagramView or <SceneCanvas>. sequenceSelectionOf(scene, ids) reads a selection as one sequence's participants, messages, notes, fragments, and boxes, for a panel that offers the edits fitting it. A click on a sequence's part selects it, and createSequenceDeleteAction (which DiagramView installs with onEditSequence) makes Delete remove it from the data.

Effect charts

@weasel-js/diagram/effect draws an effects pipeline: the stages a signal passes through, what each reads and writes, and where a decision (a stage that sends the signal one of several ways) sends it.

import { EffectChart, type EffectPipeline } from '@weasel-js/diagram/effect';

const pipeline: EffectPipeline = {
  stages: [
    { id: 'in', title: 'Input', kind: 'source', outputs: [{ id: 'out', type: 'audio' }] },
    {
      id: 'gate',
      title: 'Gate',
      inputs: [{ id: 'in', type: 'audio' }],
      outputs: [{ id: 'out', type: 'audio' }],
      params: [{ label: 'threshold', value: '-40 dB' }],
    },
    {
      id: 'verb',
      title: 'Reverb',
      inputs: [{ id: 'in', type: 'audio' }],
      outputs: [{ id: 'out', type: 'audio' }],
    },
    { id: 'out', title: 'Output', kind: 'sink', inputs: [{ id: 'in', type: 'audio' }] },
  ],
  wires: [
    { from: { stage: 'in', port: 'out' }, to: { stage: 'gate', port: 'in' } },
    { from: { stage: 'gate', port: 'out' }, to: { stage: 'verb', port: 'in' } },
    { from: { stage: 'verb', port: 'out' }, to: { stage: 'out', port: 'in' } },
  ],
};

<EffectChart pipeline={pipeline} width={900} height={420} background={{ color: '#10161c' }} />

A pipeline is plain data and says nothing about how it is drawn:

| Field | Meaning | | --- | --- | | stages | The stages, below. | | wires | { from: { stage, port }, to: { stage, port }, label? }, from an output to an input. | | groups | { id, label?, members }: a box around stages and other groups. | | types | { [type]: { control?: boolean } }. A control type carries a condition or a modulation rather than the signal, and its wires draw dashed. A type not listed is plain data. |

A stage:

| Field | Meaning | | --- | --- | | id, title | Required. | | kind | 'stage' (default), 'decision', 'source' or 'sink'. Any other value draws as 'stage'. | | inputs, outputs | Ports, { id, label?, type }. type names a value type; a wire joins ports of one type. A port's id is unique among the stage's inputs and outputs together. | | params | { label, value } pairs shown on the box. A decision does not show them. | | split | On a decision that compares a number: { input, at }, the input it compares and the cut points in ascending order. N cuts need N + 1 outputs, lowest band first. | | bypassed | The stage is in the pipeline and switched off; it draws dashed and dim. | | data | Anything else a look wants. The shipped looks do not read it. |

EffectChart takes:

| Prop | Meaning | | --- | --- | | pipeline | The pipeline. It is compared by its JSON, so it may be rebuilt on every render; a value JSON drops or flattens in a stage's data, such as a function or a Map, is not seen changing. | | run | One run of the pipeline, drawn over it (below). It may change every frame. | | look, options | How it is drawn, and that look's options. Default look nodeGraph. | | width, height | The canvas size. | | minScale | The smallest scale the chart opens at; a chart too big to fit whole at it opens at its start, the rest a pan away. Default EFFECT_MIN_SCALE, 0.5, which sets the shipped looks' titles at 6px. | | background | What the canvas paints behind the chart. Unset, it is transparent; the shipped looks are drawn for a dark ground. | | selected, onSelect | As on DiagramView, for stage ids. A pick of anything that is not a stage, such as a group box, is reported as null, and the canvas keeps its own highlight on it. | | onProblems | Hears what checkPipeline found, on mount and each time the pipeline's content changes, whether or not the list differs. | | className | A class for the canvas element. |

Keep look and options steady between renders: a new object for either lays the chart out again and opens it fitted afresh, as a pipeline whose content changes does. Ports that carry a value type are drawn, colored by type. As with DiagramView, call registerCanvasFont('sans-serif') once or labels render blank.

Runs

A run is what one pass through the pipeline did, kept beside the pipeline rather than in it, keyed by stage id:

const run: EffectRun = {
  stages: {
    src: { cost: 0.3, values: { out: '1920×1080' } },
    q: { taken: 'yes' },                    // a decision's chosen output
    blur: { cost: 4.2, values: { out: '6.0 px' } },
  },
};

A stage the run has no entry for is one it never reached. The chart fades such a stage, its rows and its wires, and a decision's wires to the outputs it did not take, every one of them when taken names none; where a look draws a decision as something else, as rack draws a skip as an arc, the look's exits say which edges stand for which exit. It writes each stage's cost, in milliseconds, above its top-right corner; and writes each output's value into the row a look keeps for it when its showValues option is on, with a dash for an output the run says nothing about. A switch symbol is drawn thrown to its first exit, and a run whose taken is the second throws it there. EffectChart fades the port dots of a stage the run never reached as well; paintRun alone cannot, since the port layer draws them outside the scene. A decision a look does not draw has nowhere to show its cost. A stage whose entry has an error shows it where its cost would go, in the problem color, and a run's at names a stage to outline, as a run taken a step at a time does.

A run never lays the chart out again or refits it: paintRun(pipeline, specs, run) edits the specs the look already built, data only, and DiagramView writes just the fields that changed. So showValues keeps its rows from the first draw, wide enough for a value of about nine characters, and a longer one runs past the box's edge rather than resizing it.

A run can also carry a picture per output, previews: { [port]: ImageBitmap } on a stage's entry. With a look's showPreviews on, each output gets a slot previewSize big (default PREVIEW_SIZE, a 48-unit square; or { width, height }) under its value row, kept from the first draw like the value rows, drawn as an empty frame until a run fills it. The preview is stretched to the slot. It is an ImageBitmap, not a canvas, because a bitmap's pixels cannot change: a run that hands back the same bitmap edits nothing and uploads nothing, and new pixels are a new bitmap. A canvas you draw into becomes one with transferToImageBitmap() (OffscreenCanvas) or createImageBitmap(). EffectChart frees the texture of a bitmap the next run no longer shows, and of every one it shows when it unmounts; closing a bitmap is still yours to do. Under paintRun alone the slot becomes an image node whose src is bitmapSrc(bitmap) from @weasel-js/core, and releasing the replaced textures is the caller's: releaseImageSource(old) from @weasel-js/core/renderer.

checkPipeline(pipeline) returns the problems without drawing anything, each { kind, message, stage?, port?, wire?, group? }, where wire is an index into pipeline.wires. The shipped looks draw a pipeline with problems as far as they can:

| kind | When | On the chart | | --- | --- | --- | | missing-stage, missing-port | A wire names a stage or port that does not exist. | The wire is left out. | | wrong-direction | A wire starts at an input or ends at an output. | The wire is drawn in the warning color. | | type-mismatch | A wire joins ports of different types. | The wire is drawn in the warning color. | | duplicate-stage | Two stages share an id. | The first is drawn. | | duplicate-port | Two ports on one stage share an id. | Both are listed; wires attach to the first. | | duplicate-group | A group's id repeats an earlier group's, or is a stage's. | Only the first group with the id is drawn, and a group with a stage's id is not. | | missing-member | A group names something that is neither a stage nor a group. | The name is ignored. | | bad-split | A split names an input the stage lacks, has no cuts, has cuts out of order or one that is not a finite number, or does not have one more output than cuts. | A decision that would draw as a bar draws as a diamond. |

Looks

A look is how a pipeline is drawn: a function from the pipeline and its options to { data, scene, color }, which are diagramScene's two arguments and a color(type) for the ports. EFFECT_LOOKS holds nodeGraph, rack, lanes and compact.

| Look | Draws | Options | | --- | --- | --- | | nodeGraph (default) | Every port a named row on its stage, a wire from port to port, flowing left to right. | router (default 'bezier'), nodeGap, rankGap, colors, showParams, showValues, showPreviews, previewSize, `