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ImHex/external/ImGui/source/imnodes.cpp

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// the structure of this file:
//
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// [SECTION] bezier curve helpers
// [SECTION] draw list helper
// [SECTION] ui state logic
// [SECTION] render helpers
// [SECTION] API implementation
#include "imnodes.h"
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#include "imnodes_internal.h"
#include <imgui.h>
#define IMGUI_DEFINE_MATH_OPERATORS
#include <imgui_internal.h>
// Check minimum ImGui version
#define MINIMUM_COMPATIBLE_IMGUI_VERSION 17400
#if IMGUI_VERSION_NUM < MINIMUM_COMPATIBLE_IMGUI_VERSION
#error "Minimum ImGui version requirement not met -- please use a newer version!"
#endif
#include <assert.h>
#include <limits.h>
#include <math.h>
#include <new>
#include <stdint.h>
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#include <stdio.h> // for fwrite, ssprintf, sscanf
#include <stdlib.h>
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#include <string.h> // strlen, strncmp
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ImNodesContext* GImNodes = NULL;
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namespace ImNodes
{
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namespace
{
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// [SECTION] bezier curve helpers
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struct CubicBezier
{
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ImVec2 P0, P1, P2, P3;
int NumSegments;
};
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inline ImVec2 EvalCubicBezier(
const float t,
const ImVec2& P0,
const ImVec2& P1,
const ImVec2& P2,
const ImVec2& P3)
{
// B(t) = (1-t)**3 p0 + 3(1 - t)**2 t P1 + 3(1-t)t**2 P2 + t**3 P3
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const float u = 1.0f - t;
const float b0 = u * u * u;
const float b1 = 3 * u * u * t;
const float b2 = 3 * u * t * t;
const float b3 = t * t * t;
return ImVec2(
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b0 * P0.x + b1 * P1.x + b2 * P2.x + b3 * P3.x,
b0 * P0.y + b1 * P1.y + b2 * P2.y + b3 * P3.y);
}
// Calculates the closest point along each bezier curve segment.
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ImVec2 GetClosestPointOnCubicBezier(const int num_segments, const ImVec2& p, const CubicBezier& cb)
{
IM_ASSERT(num_segments > 0);
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ImVec2 p_last = cb.P0;
ImVec2 p_closest;
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float p_closest_dist = FLT_MAX;
float t_step = 1.0f / (float)num_segments;
for (int i = 1; i <= num_segments; ++i)
{
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ImVec2 p_current = EvalCubicBezier(t_step * i, cb.P0, cb.P1, cb.P2, cb.P3);
ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
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float dist = ImLengthSqr(p - p_line);
if (dist < p_closest_dist)
{
p_closest = p_line;
p_closest_dist = dist;
}
p_last = p_current;
}
return p_closest;
}
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inline float GetDistanceToCubicBezier(
const ImVec2& pos,
const CubicBezier& cubic_bezier,
const int num_segments)
{
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const ImVec2 point_on_curve = GetClosestPointOnCubicBezier(num_segments, pos, cubic_bezier);
const ImVec2 to_curve = point_on_curve - pos;
return ImSqrt(ImLengthSqr(to_curve));
}
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inline ImRect GetContainingRectForCubicBezier(const CubicBezier& cb)
{
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const ImVec2 min = ImVec2(ImMin(cb.P0.x, cb.P3.x), ImMin(cb.P0.y, cb.P3.y));
const ImVec2 max = ImVec2(ImMax(cb.P0.x, cb.P3.x), ImMax(cb.P0.y, cb.P3.y));
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const float hover_distance = GImNodes->Style.LinkHoverDistance;
ImRect rect(min, max);
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rect.Add(cb.P1);
rect.Add(cb.P2);
rect.Expand(ImVec2(hover_distance, hover_distance));
return rect;
}
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inline CubicBezier GetCubicBezier(
ImVec2 start,
ImVec2 end,
const ImNodesAttributeType start_type,
const float line_segments_per_length)
{
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assert(
(start_type == ImNodesAttributeType_Input) || (start_type == ImNodesAttributeType_Output));
if (start_type == ImNodesAttributeType_Input)
{
ImSwap(start, end);
}
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const float link_length = ImSqrt(ImLengthSqr(end - start));
const ImVec2 offset = ImVec2(0.25f * link_length, 0.f);
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CubicBezier cubic_bezier;
cubic_bezier.P0 = start;
cubic_bezier.P1 = start + offset;
cubic_bezier.P2 = end - offset;
cubic_bezier.P3 = end;
cubic_bezier.NumSegments = ImMax(static_cast<int>(link_length * line_segments_per_length), 1);
return cubic_bezier;
}
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inline float EvalImplicitLineEq(const ImVec2& p1, const ImVec2& p2, const ImVec2& p)
{
return (p2.y - p1.y) * p.x + (p1.x - p2.x) * p.y + (p2.x * p1.y - p1.x * p2.y);
}
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inline int Sign(float val) { return int(val > 0.0f) - int(val < 0.0f); }
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inline bool RectangleOverlapsLineSegment(const ImRect& rect, const ImVec2& p1, const ImVec2& p2)
{
// Trivial case: rectangle contains an endpoint
if (rect.Contains(p1) || rect.Contains(p2))
{
return true;
}
// Flip rectangle if necessary
ImRect flip_rect = rect;
if (flip_rect.Min.x > flip_rect.Max.x)
{
ImSwap(flip_rect.Min.x, flip_rect.Max.x);
}
if (flip_rect.Min.y > flip_rect.Max.y)
{
ImSwap(flip_rect.Min.y, flip_rect.Max.y);
}
// Trivial case: line segment lies to one particular side of rectangle
if ((p1.x < flip_rect.Min.x && p2.x < flip_rect.Min.x) ||
(p1.x > flip_rect.Max.x && p2.x > flip_rect.Max.x) ||
(p1.y < flip_rect.Min.y && p2.y < flip_rect.Min.y) ||
(p1.y > flip_rect.Max.y && p2.y > flip_rect.Max.y))
{
return false;
}
const int corner_signs[4] = {
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Sign(EvalImplicitLineEq(p1, p2, flip_rect.Min)),
Sign(EvalImplicitLineEq(p1, p2, ImVec2(flip_rect.Max.x, flip_rect.Min.y))),
Sign(EvalImplicitLineEq(p1, p2, ImVec2(flip_rect.Min.x, flip_rect.Max.y))),
Sign(EvalImplicitLineEq(p1, p2, flip_rect.Max))};
int sum = 0;
int sum_abs = 0;
for (int i = 0; i < 4; ++i)
{
sum += corner_signs[i];
sum_abs += abs(corner_signs[i]);
}
// At least one corner of rectangle lies on a different side of line segment
return abs(sum) != sum_abs;
}
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inline bool RectangleOverlapsBezier(const ImRect& rectangle, const CubicBezier& cubic_bezier)
{
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ImVec2 current =
EvalCubicBezier(0.f, cubic_bezier.P0, cubic_bezier.P1, cubic_bezier.P2, cubic_bezier.P3);
const float dt = 1.0f / cubic_bezier.NumSegments;
for (int s = 0; s < cubic_bezier.NumSegments; ++s)
{
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ImVec2 next = EvalCubicBezier(
static_cast<float>((s + 1) * dt),
cubic_bezier.P0,
cubic_bezier.P1,
cubic_bezier.P2,
cubic_bezier.P3);
if (RectangleOverlapsLineSegment(rectangle, current, next))
{
return true;
}
current = next;
}
return false;
}
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inline bool RectangleOverlapsLink(
const ImRect& rectangle,
const ImVec2& start,
const ImVec2& end,
const ImNodesAttributeType start_type)
{
// First level: simple rejection test via rectangle overlap:
ImRect lrect = ImRect(start, end);
if (lrect.Min.x > lrect.Max.x)
{
ImSwap(lrect.Min.x, lrect.Max.x);
}
if (lrect.Min.y > lrect.Max.y)
{
ImSwap(lrect.Min.y, lrect.Max.y);
}
if (rectangle.Overlaps(lrect))
{
// First, check if either one or both endpoinds are trivially contained
// in the rectangle
if (rectangle.Contains(start) || rectangle.Contains(end))
{
return true;
}
// Second level of refinement: do a more expensive test against the
// link
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const CubicBezier cubic_bezier =
GetCubicBezier(start, end, start_type, GImNodes->Style.LinkLineSegmentsPerLength);
return RectangleOverlapsBezier(rectangle, cubic_bezier);
}
return false;
}
// [SECTION] draw list helper
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void ImDrawListGrowChannels(ImDrawList* draw_list, const int num_channels)
{
ImDrawListSplitter& splitter = draw_list->_Splitter;
if (splitter._Count == 1)
{
splitter.Split(draw_list, num_channels + 1);
return;
}
// NOTE: this logic has been lifted from ImDrawListSplitter::Split with slight modifications
// to allow nested splits. The main modification is that we only create new ImDrawChannel
// instances after splitter._Count, instead of over the whole splitter._Channels array like
// the regular ImDrawListSplitter::Split method does.
const int old_channel_capacity = splitter._Channels.Size;
// NOTE: _Channels is not resized down, and therefore _Count <= _Channels.size()!
const int old_channel_count = splitter._Count;
const int requested_channel_count = old_channel_count + num_channels;
if (old_channel_capacity < old_channel_count + num_channels)
{
splitter._Channels.resize(requested_channel_count);
}
splitter._Count = requested_channel_count;
for (int i = old_channel_count; i < requested_channel_count; ++i)
{
ImDrawChannel& channel = splitter._Channels[i];
// If we're inside the old capacity region of the array, we need to reuse the existing
// memory of the command and index buffers.
if (i < old_channel_capacity)
{
channel._CmdBuffer.resize(0);
channel._IdxBuffer.resize(0);
}
// Else, we need to construct new draw channels.
else
{
IM_PLACEMENT_NEW(&channel) ImDrawChannel();
}
{
ImDrawCmd draw_cmd;
draw_cmd.ClipRect = draw_list->_ClipRectStack.back();
draw_cmd.TextureId = draw_list->_TextureIdStack.back();
channel._CmdBuffer.push_back(draw_cmd);
}
}
}
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void ImDrawListSplitterSwapChannels(
ImDrawListSplitter& splitter,
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const int lhs_idx,
const int rhs_idx)
{
if (lhs_idx == rhs_idx)
{
return;
}
assert(lhs_idx >= 0 && lhs_idx < splitter._Count);
assert(rhs_idx >= 0 && rhs_idx < splitter._Count);
ImDrawChannel& lhs_channel = splitter._Channels[lhs_idx];
ImDrawChannel& rhs_channel = splitter._Channels[rhs_idx];
lhs_channel._CmdBuffer.swap(rhs_channel._CmdBuffer);
lhs_channel._IdxBuffer.swap(rhs_channel._IdxBuffer);
const int current_channel = splitter._Current;
if (current_channel == lhs_idx)
{
splitter._Current = rhs_idx;
}
else if (current_channel == rhs_idx)
{
splitter._Current = lhs_idx;
}
}
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void DrawListSet(ImDrawList* window_draw_list)
{
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GImNodes->CanvasDrawList = window_draw_list;
GImNodes->NodeIdxToSubmissionIdx.Clear();
GImNodes->NodeIdxSubmissionOrder.clear();
}
// The draw list channels are structured as follows. First we have our base channel, the canvas grid
// on which we render the grid lines in BeginNodeEditor(). The base channel is the reason
// draw_list_submission_idx_to_background_channel_idx offsets the index by one. Each BeginNode()
// call appends two new draw channels, for the node background and foreground. The node foreground
// is the channel into which the node's ImGui content is rendered. Finally, in EndNodeEditor() we
// append one last draw channel for rendering the selection box and the incomplete link on top of
// everything else.
//
// +----------+----------+----------+----------+----------+----------+
// | | | | | | |
// |canvas |node |node |... |... |click |
// |grid |background|foreground| | |interaction
// | | | | | | |
// +----------+----------+----------+----------+----------+----------+
// | |
// | submission idx |
// | |
// -----------------------
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void DrawListAddNode(const int node_idx)
{
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GImNodes->NodeIdxToSubmissionIdx.SetInt(
static_cast<ImGuiID>(node_idx), GImNodes->NodeIdxSubmissionOrder.Size);
GImNodes->NodeIdxSubmissionOrder.push_back(node_idx);
ImDrawListGrowChannels(GImNodes->CanvasDrawList, 2);
}
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void DrawListAppendClickInteractionChannel()
{
// NOTE: don't use this function outside of EndNodeEditor. Using this before all nodes have been
// added will screw up the node draw order.
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ImDrawListGrowChannels(GImNodes->CanvasDrawList, 1);
}
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int DrawListSubmissionIdxToBackgroundChannelIdx(const int submission_idx)
{
// NOTE: the first channel is the canvas background, i.e. the grid
return 1 + 2 * submission_idx;
}
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int DrawListSubmissionIdxToForegroundChannelIdx(const int submission_idx)
{
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return DrawListSubmissionIdxToBackgroundChannelIdx(submission_idx) + 1;
}
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void DrawListActivateClickInteractionChannel()
{
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GImNodes->CanvasDrawList->_Splitter.SetCurrentChannel(
GImNodes->CanvasDrawList, GImNodes->CanvasDrawList->_Splitter._Count - 1);
}
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void DrawListActivateCurrentNodeForeground()
{
const int foreground_channel_idx =
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DrawListSubmissionIdxToForegroundChannelIdx(GImNodes->NodeIdxSubmissionOrder.Size - 1);
GImNodes->CanvasDrawList->_Splitter.SetCurrentChannel(
GImNodes->CanvasDrawList, foreground_channel_idx);
}
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void DrawListActivateNodeBackground(const int node_idx)
{
const int submission_idx =
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GImNodes->NodeIdxToSubmissionIdx.GetInt(static_cast<ImGuiID>(node_idx), -1);
// There is a discrepancy in the submitted node count and the rendered node count! Did you call
// one of the following functions
// * EditorContextMoveToNode
// * SetNodeScreenSpacePos
// * SetNodeGridSpacePos
// * SetNodeDraggable
// after the BeginNode/EndNode function calls?
assert(submission_idx != -1);
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const int background_channel_idx = DrawListSubmissionIdxToBackgroundChannelIdx(submission_idx);
GImNodes->CanvasDrawList->_Splitter.SetCurrentChannel(
GImNodes->CanvasDrawList, background_channel_idx);
}
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void DrawListSwapSubmissionIndices(const int lhs_idx, const int rhs_idx)
{
assert(lhs_idx != rhs_idx);
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const int lhs_foreground_channel_idx = DrawListSubmissionIdxToForegroundChannelIdx(lhs_idx);
const int lhs_background_channel_idx = DrawListSubmissionIdxToBackgroundChannelIdx(lhs_idx);
const int rhs_foreground_channel_idx = DrawListSubmissionIdxToForegroundChannelIdx(rhs_idx);
const int rhs_background_channel_idx = DrawListSubmissionIdxToBackgroundChannelIdx(rhs_idx);
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ImDrawListSplitterSwapChannels(
GImNodes->CanvasDrawList->_Splitter,
lhs_background_channel_idx,
rhs_background_channel_idx);
ImDrawListSplitterSwapChannels(
GImNodes->CanvasDrawList->_Splitter,
lhs_foreground_channel_idx,
rhs_foreground_channel_idx);
}
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void DrawListSortChannelsByDepth(const ImVector<int>& node_idx_depth_order)
{
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if (GImNodes->NodeIdxToSubmissionIdx.Data.Size < 2)
{
return;
}
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assert(node_idx_depth_order.Size == GImNodes->NodeIdxSubmissionOrder.Size);
int start_idx = node_idx_depth_order.Size - 1;
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while (node_idx_depth_order[start_idx] == GImNodes->NodeIdxSubmissionOrder[start_idx])
{
if (--start_idx == 0)
{
// early out if submission order and depth order are the same
return;
}
}
// TODO: this is an O(N^2) algorithm. It might be worthwhile revisiting this to see if the time
// complexity can be reduced.
for (int depth_idx = start_idx; depth_idx > 0; --depth_idx)
{
const int node_idx = node_idx_depth_order[depth_idx];
// Find the current index of the node_idx in the submission order array
int submission_idx = -1;
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for (int i = 0; i < GImNodes->NodeIdxSubmissionOrder.Size; ++i)
{
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if (GImNodes->NodeIdxSubmissionOrder[i] == node_idx)
{
submission_idx = i;
break;
}
}
assert(submission_idx >= 0);
if (submission_idx == depth_idx)
{
continue;
}
for (int j = submission_idx; j < depth_idx; ++j)
{
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DrawListSwapSubmissionIndices(j, j + 1);
ImSwap(GImNodes->NodeIdxSubmissionOrder[j], GImNodes->NodeIdxSubmissionOrder[j + 1]);
}
}
}
// [SECTION] ui state logic
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ImVec2 GetScreenSpacePinCoordinates(
const ImRect& node_rect,
const ImRect& attribute_rect,
const ImNodesAttributeType type)
{
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assert(type == ImNodesAttributeType_Input || type == ImNodesAttributeType_Output);
const float x = type == ImNodesAttributeType_Input
? (node_rect.Min.x - GImNodes->Style.PinOffset)
: (node_rect.Max.x + GImNodes->Style.PinOffset);
return ImVec2(x, 0.5f * (attribute_rect.Min.y + attribute_rect.Max.y));
}
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ImVec2 GetScreenSpacePinCoordinates(const ImNodesEditorContext& editor, const ImPinData& pin)
{
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const ImRect& parent_node_rect = editor.Nodes.Pool[pin.ParentNodeIdx].Rect;
return GetScreenSpacePinCoordinates(parent_node_rect, pin.AttributeRect, pin.Type);
}
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bool MouseInCanvas()
{
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// This flag should be true either when hovering or clicking something in the canvas.
const bool is_window_hovered_or_focused = ImGui::IsWindowHovered() || ImGui::IsWindowFocused();
return is_window_hovered_or_focused &&
GImNodes->CanvasRectScreenSpace.Contains(ImGui::GetMousePos());
}
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void BeginNodeSelection(ImNodesEditorContext& editor, const int node_idx)
{
// Don't start selecting a node if we are e.g. already creating and dragging
// a new link! New link creation can happen when the mouse is clicked over
// a node, but within the hover radius of a pin.
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if (editor.ClickInteraction.Type != ImNodesClickInteractionType_None)
{
return;
}
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editor.ClickInteraction.Type = ImNodesClickInteractionType_Node;
// If the node is not already contained in the selection, then we want only
// the interaction node to be selected, effective immediately.
//
// Otherwise, we want to allow for the possibility of multiple nodes to be
// moved at once.
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if (!editor.SelectedNodeIndices.contains(node_idx))
{
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editor.SelectedNodeIndices.clear();
editor.SelectedLinkIndices.clear();
editor.SelectedNodeIndices.push_back(node_idx);
// Ensure that individually selected nodes get rendered on top
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ImVector<int>& depth_stack = editor.NodeDepthOrder;
const int* const elem = depth_stack.find(node_idx);
assert(elem != depth_stack.end());
depth_stack.erase(elem);
depth_stack.push_back(node_idx);
}
}
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void BeginLinkSelection(ImNodesEditorContext& editor, const int link_idx)
{
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editor.ClickInteraction.Type = ImNodesClickInteractionType_Link;
// When a link is selected, clear all other selections, and insert the link
// as the sole selection.
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editor.SelectedNodeIndices.clear();
editor.SelectedLinkIndices.clear();
editor.SelectedLinkIndices.push_back(link_idx);
}
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void BeginLinkDetach(ImNodesEditorContext& editor, const int link_idx, const int detach_pin_idx)
{
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const ImLinkData& link = editor.Links.Pool[link_idx];
ImClickInteractionState& state = editor.ClickInteraction;
state.Type = ImNodesClickInteractionType_LinkCreation;
state.LinkCreation.EndPinIdx.Reset();
state.LinkCreation.StartPinIdx =
detach_pin_idx == link.StartPinIdx ? link.EndPinIdx : link.StartPinIdx;
GImNodes->DeletedLinkIdx = link_idx;
}
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void BeginLinkInteraction(ImNodesEditorContext& editor, const int link_idx)
{
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// Check the 'click and drag to detach' case.
if (GImNodes->HoveredPinIdx.HasValue() &&
(editor.Pins.Pool[GImNodes->HoveredPinIdx.Value()].Flags &
ImNodesAttributeFlags_EnableLinkDetachWithDragClick) != 0)
{
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BeginLinkDetach(editor, link_idx, GImNodes->HoveredPinIdx.Value());
editor.ClickInteraction.LinkCreation.Type = ImNodesLinkCreationType_FromDetach;
}
// If we aren't near a pin, check if we are clicking the link with the
// modifier pressed. This may also result in a link detach via clicking.
else
{
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const bool modifier_pressed = GImNodes->Io.LinkDetachWithModifierClick.Modifier == NULL
? false
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: *GImNodes->Io.LinkDetachWithModifierClick.Modifier;
if (modifier_pressed)
{
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const ImLinkData& link = editor.Links.Pool[link_idx];
const ImPinData& start_pin = editor.Pins.Pool[link.StartPinIdx];
const ImPinData& end_pin = editor.Pins.Pool[link.EndPinIdx];
const ImVec2& mouse_pos = GImNodes->MousePos;
const float dist_to_start = ImLengthSqr(start_pin.Pos - mouse_pos);
const float dist_to_end = ImLengthSqr(end_pin.Pos - mouse_pos);
const int closest_pin_idx =
dist_to_start < dist_to_end ? link.StartPinIdx : link.EndPinIdx;
editor.ClickInteraction.Type = ImNodesClickInteractionType_LinkCreation;
BeginLinkDetach(editor, link_idx, closest_pin_idx);
editor.ClickInteraction.LinkCreation.Type = ImNodesLinkCreationType_FromDetach;
}
else
{
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BeginLinkSelection(editor, link_idx);
}
}
}
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void BeginLinkCreation(ImNodesEditorContext& editor, const int hovered_pin_idx)
{
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editor.ClickInteraction.Type = ImNodesClickInteractionType_LinkCreation;
editor.ClickInteraction.LinkCreation.StartPinIdx = hovered_pin_idx;
editor.ClickInteraction.LinkCreation.EndPinIdx.Reset();
editor.ClickInteraction.LinkCreation.Type = ImNodesLinkCreationType_Standard;
GImNodes->ImNodesUIState |= ImNodesUIState_LinkStarted;
}
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static inline bool IsMiniMapHovered();
void BeginCanvasInteraction(ImNodesEditorContext& editor)
{
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const bool any_ui_element_hovered =
GImNodes->HoveredNodeIdx.HasValue() || GImNodes->HoveredLinkIdx.HasValue() ||
GImNodes->HoveredPinIdx.HasValue() || ImGui::IsAnyItemHovered();
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const bool mouse_not_in_canvas = !MouseInCanvas();
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if (editor.ClickInteraction.Type != ImNodesClickInteractionType_None ||
any_ui_element_hovered || mouse_not_in_canvas)
{
return;
}
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const bool started_panning = GImNodes->AltMouseClicked;
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// Handle mini-map interactions
if (IsMiniMapHovered())
{
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if (started_panning)
{
editor.ClickInteraction.Type = ImNodesClickInteractionType_MiniMapPanning;
}
else if (GImNodes->LeftMouseReleased)
{
editor.ClickInteraction.Type = ImNodesClickInteractionType_MiniMapSnapping;
}
else if (GImNodes->AltMouseScrollDelta != 0.f)
{
editor.ClickInteraction.Type = ImNodesClickInteractionType_MiniMapZooming;
}
}
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// Handle normal editor interactions
else
{
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if (started_panning)
{
editor.ClickInteraction.Type = ImNodesClickInteractionType_Panning;
}
else if (GImNodes->LeftMouseClicked)
{
editor.ClickInteraction.Type = ImNodesClickInteractionType_BoxSelection;
editor.ClickInteraction.BoxSelector.Rect.Min = GImNodes->MousePos;
}
}
}
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void BoxSelectorUpdateSelection(ImNodesEditorContext& editor, ImRect box_rect)
{
// Invert box selector coordinates as needed
if (box_rect.Min.x > box_rect.Max.x)
{
ImSwap(box_rect.Min.x, box_rect.Max.x);
}
if (box_rect.Min.y > box_rect.Max.y)
{
ImSwap(box_rect.Min.y, box_rect.Max.y);
}
// Update node selection
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editor.SelectedNodeIndices.clear();
// Test for overlap against node rectangles
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for (int node_idx = 0; node_idx < editor.Nodes.Pool.size(); ++node_idx)
{
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if (editor.Nodes.InUse[node_idx])
{
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ImNodeData& node = editor.Nodes.Pool[node_idx];
if (box_rect.Overlaps(node.Rect))
{
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editor.SelectedNodeIndices.push_back(node_idx);
}
}
}
// Update link selection
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editor.SelectedLinkIndices.clear();
// Test for overlap against links
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for (int link_idx = 0; link_idx < editor.Links.Pool.size(); ++link_idx)
{
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if (editor.Links.InUse[link_idx])
{
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const ImLinkData& link = editor.Links.Pool[link_idx];
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const ImPinData& pin_start = editor.Pins.Pool[link.StartPinIdx];
const ImPinData& pin_end = editor.Pins.Pool[link.EndPinIdx];
const ImRect& node_start_rect = editor.Nodes.Pool[pin_start.ParentNodeIdx].Rect;
const ImRect& node_end_rect = editor.Nodes.Pool[pin_end.ParentNodeIdx].Rect;
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const ImVec2 start = GetScreenSpacePinCoordinates(
node_start_rect, pin_start.AttributeRect, pin_start.Type);
const ImVec2 end =
GetScreenSpacePinCoordinates(node_end_rect, pin_end.AttributeRect, pin_end.Type);
// Test
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if (RectangleOverlapsLink(box_rect, start, end, pin_start.Type))
{
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editor.SelectedLinkIndices.push_back(link_idx);
}
}
}
}
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void TranslateSelectedNodes(ImNodesEditorContext& editor)
{
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if (GImNodes->LeftMouseDragging)
{
const ImGuiIO& io = ImGui::GetIO();
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for (int i = 0; i < editor.SelectedNodeIndices.size(); ++i)
{
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const int node_idx = editor.SelectedNodeIndices[i];
ImNodeData& node = editor.Nodes.Pool[node_idx];
if (node.Draggable)
{
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node.Origin += io.MouseDelta;
}
}
}
}
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struct LinkPredicate
{
bool operator()(const ImLinkData& lhs, const ImLinkData& rhs) const
{
// Do a unique compare by sorting the pins' addresses.
// This catches duplicate links, whether they are in the
// same direction or not.
// Sorting by pin index should have the uniqueness guarantees as sorting
// by id -- each unique id will get one slot in the link pool array.
int lhs_start = lhs.StartPinIdx;
int lhs_end = lhs.EndPinIdx;
int rhs_start = rhs.StartPinIdx;
int rhs_end = rhs.EndPinIdx;
if (lhs_start > lhs_end)
{
ImSwap(lhs_start, lhs_end);
}
if (rhs_start > rhs_end)
{
ImSwap(rhs_start, rhs_end);
}
return lhs_start == rhs_start && lhs_end == rhs_end;
}
};
ImOptionalIndex FindDuplicateLink(
const ImNodesEditorContext& editor,
const int start_pin_idx,
const int end_pin_idx)
{
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ImLinkData test_link(0);
test_link.StartPinIdx = start_pin_idx;
test_link.EndPinIdx = end_pin_idx;
for (int link_idx = 0; link_idx < editor.Links.Pool.size(); ++link_idx)
{
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const ImLinkData& link = editor.Links.Pool[link_idx];
if (LinkPredicate()(test_link, link) && editor.Links.InUse[link_idx])
{
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return ImOptionalIndex(link_idx);
}
}
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return ImOptionalIndex();
}
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bool ShouldLinkSnapToPin(
const ImNodesEditorContext& editor,
const ImPinData& start_pin,
const int hovered_pin_idx,
const ImOptionalIndex duplicate_link)
{
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const ImPinData& end_pin = editor.Pins.Pool[hovered_pin_idx];
// The end pin must be in a different node
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if (start_pin.ParentNodeIdx == end_pin.ParentNodeIdx)
{
return false;
}
// The end pin must be of a different type
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if (start_pin.Type == end_pin.Type)
{
return false;
}
// The link to be created must not be a duplicate, unless it is the link which was created on
// snap. In that case we want to snap, since we want it to appear visually as if the created
// link remains snapped to the pin.
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if (duplicate_link.HasValue() && !(duplicate_link == GImNodes->SnapLinkIdx))
{
return false;
}
return true;
}
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void ClickInteractionUpdate(ImNodesEditorContext& editor)
{
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switch (editor.ClickInteraction.Type)
{
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case ImNodesClickInteractionType_BoxSelection:
{
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ImRect& box_rect = editor.ClickInteraction.BoxSelector.Rect;
box_rect.Max = GImNodes->MousePos;
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BoxSelectorUpdateSelection(editor, box_rect);
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const ImU32 box_selector_color = GImNodes->Style.Colors[ImNodesCol_BoxSelector];
const ImU32 box_selector_outline = GImNodes->Style.Colors[ImNodesCol_BoxSelectorOutline];
GImNodes->CanvasDrawList->AddRectFilled(box_rect.Min, box_rect.Max, box_selector_color);
GImNodes->CanvasDrawList->AddRect(box_rect.Min, box_rect.Max, box_selector_outline);
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if (GImNodes->LeftMouseReleased)
{
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ImVector<int>& depth_stack = editor.NodeDepthOrder;
const ImVector<int>& selected_idxs = editor.SelectedNodeIndices;
// Bump the selected node indices, in order, to the top of the depth stack.
// NOTE: this algorithm has worst case time complexity of O(N^2), if the node selection
// is ~ N (due to selected_idxs.contains()).
if ((selected_idxs.Size > 0) && (selected_idxs.Size < depth_stack.Size))
{
int num_moved = 0; // The number of indices moved. Stop after selected_idxs.Size
for (int i = 0; i < depth_stack.Size - selected_idxs.Size; ++i)
{
for (int node_idx = depth_stack[i]; selected_idxs.contains(node_idx);
node_idx = depth_stack[i])
{
depth_stack.erase(depth_stack.begin() + static_cast<size_t>(i));
depth_stack.push_back(node_idx);
++num_moved;
}
if (num_moved == selected_idxs.Size)
{
break;
}
}
}
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editor.ClickInteraction.Type = ImNodesClickInteractionType_None;
}
}
break;
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case ImNodesClickInteractionType_Node:
{
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TranslateSelectedNodes(editor);
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if (GImNodes->LeftMouseReleased)
{
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editor.ClickInteraction.Type = ImNodesClickInteractionType_None;
}
}
break;
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case ImNodesClickInteractionType_Link:
{
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if (GImNodes->LeftMouseReleased)
{
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editor.ClickInteraction.Type = ImNodesClickInteractionType_None;
}
}
break;
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case ImNodesClickInteractionType_LinkCreation:
{
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const ImPinData& start_pin =
editor.Pins.Pool[editor.ClickInteraction.LinkCreation.StartPinIdx];
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const ImOptionalIndex maybe_duplicate_link_idx =
GImNodes->HoveredPinIdx.HasValue()
? FindDuplicateLink(
editor,
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editor.ClickInteraction.LinkCreation.StartPinIdx,
GImNodes->HoveredPinIdx.Value())
: ImOptionalIndex();
const bool should_snap =
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GImNodes->HoveredPinIdx.HasValue() &&
ShouldLinkSnapToPin(
editor, start_pin, GImNodes->HoveredPinIdx.Value(), maybe_duplicate_link_idx);
// If we created on snap and the hovered pin is empty or changed, then we need signal that
// the link's state has changed.
const bool snapping_pin_changed =
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editor.ClickInteraction.LinkCreation.EndPinIdx.HasValue() &&
!(GImNodes->HoveredPinIdx == editor.ClickInteraction.LinkCreation.EndPinIdx);
// Detach the link that was created by this link event if it's no longer in snap range
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if (snapping_pin_changed && GImNodes->SnapLinkIdx.HasValue())
{
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BeginLinkDetach(
editor,
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GImNodes->SnapLinkIdx.Value(),
editor.ClickInteraction.LinkCreation.EndPinIdx.Value());
}
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const ImVec2 start_pos = GetScreenSpacePinCoordinates(editor, start_pin);
// If we are within the hover radius of a receiving pin, snap the link
// endpoint to it
const ImVec2 end_pos = should_snap
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? GetScreenSpacePinCoordinates(
editor, editor.Pins.Pool[GImNodes->HoveredPinIdx.Value()])
: GImNodes->MousePos;
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const CubicBezier cubic_bezier = GetCubicBezier(
start_pos, end_pos, start_pin.Type, GImNodes->Style.LinkLineSegmentsPerLength);
#if IMGUI_VERSION_NUM < 18000
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GImNodes->CanvasDrawList->AddBezierCurve(
#else
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GImNodes->CanvasDrawList->AddBezierCubic(
#endif
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cubic_bezier.P0,
cubic_bezier.P1,
cubic_bezier.P2,
cubic_bezier.P3,
GImNodes->Style.Colors[ImNodesCol_Link],
GImNodes->Style.LinkThickness,
cubic_bezier.NumSegments);
const bool link_creation_on_snap =
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GImNodes->HoveredPinIdx.HasValue() &&
(editor.Pins.Pool[GImNodes->HoveredPinIdx.Value()].Flags &
ImNodesAttributeFlags_EnableLinkCreationOnSnap);
if (!should_snap)
{
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editor.ClickInteraction.LinkCreation.EndPinIdx.Reset();
}
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const bool create_link =
should_snap && (GImNodes->LeftMouseReleased || link_creation_on_snap);
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if (create_link && !maybe_duplicate_link_idx.HasValue())
{
// Avoid send OnLinkCreated() events every frame if the snap link is not saved
// (only applies for EnableLinkCreationOnSnap)
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if (!GImNodes->LeftMouseReleased &&
editor.ClickInteraction.LinkCreation.EndPinIdx == GImNodes->HoveredPinIdx)
{
break;
}
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GImNodes->ImNodesUIState |= ImNodesUIState_LinkCreated;
editor.ClickInteraction.LinkCreation.EndPinIdx = GImNodes->HoveredPinIdx.Value();
}
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if (GImNodes->LeftMouseReleased)
{
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editor.ClickInteraction.Type = ImNodesClickInteractionType_None;
if (!create_link)
{
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GImNodes->ImNodesUIState |= ImNodesUIState_LinkDropped;
}
}
}
break;
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case ImNodesClickInteractionType_Panning:
{
const bool dragging = GImNodes->AltMouseDragging;
if (dragging)
{
editor.Panning += ImGui::GetIO().MouseDelta;
}
else
{
editor.ClickInteraction.Type = ImNodesClickInteractionType_None;
}
}
break;
case ImNodesClickInteractionType_MiniMapPanning:
{
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const bool dragging = GImNodes->AltMouseDragging;
if (dragging)
{
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editor.Panning += ImGui::GetIO().MouseDelta / GImNodes->MiniMapZoom;
}
else
{
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editor.ClickInteraction.Type = ImNodesClickInteractionType_None;
}
}
break;
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case ImNodesClickInteractionType_MiniMapZooming:
{
GImNodes->MiniMapZoom = fmaxf(
0.05f,
fminf(
GImNodes->MiniMapZoom +
0.1f * GImNodes->MiniMapZoom * GImNodes->AltMouseScrollDelta,
1.f));
editor.ClickInteraction.Type = ImNodesClickInteractionType_None;
}
break;
case ImNodesClickInteractionType_MiniMapSnapping:
{
editor.Panning += GImNodes->MiniMapRectSnappingOffset;
GImNodes->MiniMapRectSnappingOffset = ImVec2(0.f, 0.f);
editor.ClickInteraction.Type = ImNodesClickInteractionType_None;
}
break;
case ImNodesClickInteractionType_ImGuiItem:
{
if (GImNodes->LeftMouseReleased)
{
editor.ClickInteraction.Type = ImNodesClickInteractionType_None;
}
}
case ImNodesClickInteractionType_None:
break;
default:
assert(!"Unreachable code!");
break;
}
}
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void ResolveOccludedPins(const ImNodesEditorContext& editor, ImVector<int>& occluded_pin_indices)
{
const ImVector<int>& depth_stack = editor.NodeDepthOrder;
occluded_pin_indices.resize(0);
if (depth_stack.Size < 2)
{
return;
}
// For each node in the depth stack
for (int depth_idx = 0; depth_idx < (depth_stack.Size - 1); ++depth_idx)
{
const ImNodeData& node_below = editor.Nodes.Pool[depth_stack[depth_idx]];
// Iterate over the rest of the depth stack to find nodes overlapping the pins
for (int next_depth_idx = depth_idx + 1; next_depth_idx < depth_stack.Size;
++next_depth_idx)
{
const ImRect& rect_above = editor.Nodes.Pool[depth_stack[next_depth_idx]].Rect;
// Iterate over each pin
for (int idx = 0; idx < node_below.PinIndices.Size; ++idx)
{
const int pin_idx = node_below.PinIndices[idx];
const ImVec2& pin_pos = editor.Pins.Pool[pin_idx].Pos;
if (rect_above.Contains(pin_pos))
{
occluded_pin_indices.push_back(pin_idx);
}
}
}
}
}
ImOptionalIndex ResolveHoveredPin(
const ImObjectPool<ImPinData>& pins,
const ImVector<int>& occluded_pin_indices)
{
float smallest_distance = FLT_MAX;
ImOptionalIndex pin_idx_with_smallest_distance;
const float hover_radius_sqr = GImNodes->Style.PinHoverRadius * GImNodes->Style.PinHoverRadius;
for (int idx = 0; idx < pins.Pool.Size; ++idx)
{
if (!pins.InUse[idx])
{
continue;
}
if (occluded_pin_indices.contains(idx))
{
continue;
}
const ImVec2& pin_pos = pins.Pool[idx].Pos;
const float distance_sqr = ImLengthSqr(pin_pos - GImNodes->MousePos);
// TODO: GImNodes->Style.PinHoverRadius needs to be copied into pin data and the pin-local
// value used here. This is no longer called in BeginAttribute/EndAttribute scope and the
// detected pin might have a different hover radius than what the user had when calling
// BeginAttribute/EndAttribute.
if (distance_sqr < hover_radius_sqr && distance_sqr < smallest_distance)
{
smallest_distance = distance_sqr;
pin_idx_with_smallest_distance = idx;
}
}
return pin_idx_with_smallest_distance;
}
ImOptionalIndex ResolveHoveredNode(const ImVector<int>& depth_stack)
{
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if (GImNodes->NodeIndicesOverlappingWithMouse.size() == 0)
{
return ImOptionalIndex();
}
if (GImNodes->NodeIndicesOverlappingWithMouse.size() == 1)
{
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return ImOptionalIndex(GImNodes->NodeIndicesOverlappingWithMouse[0]);
}
int largest_depth_idx = -1;
int node_idx_on_top = -1;
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for (int i = 0; i < GImNodes->NodeIndicesOverlappingWithMouse.size(); ++i)
{
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const int node_idx = GImNodes->NodeIndicesOverlappingWithMouse[i];
for (int depth_idx = 0; depth_idx < depth_stack.size(); ++depth_idx)
{
if (depth_stack[depth_idx] == node_idx && (depth_idx > largest_depth_idx))
{
largest_depth_idx = depth_idx;
node_idx_on_top = node_idx;
}
}
}
assert(node_idx_on_top != -1);
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return ImOptionalIndex(node_idx_on_top);
}
ImOptionalIndex ResolveHoveredLink(
const ImObjectPool<ImLinkData>& links,
const ImObjectPool<ImPinData>& pins)
{
float smallest_distance = FLT_MAX;
ImOptionalIndex link_idx_with_smallest_distance;
// There are two ways a link can be detected as "hovered".
// 1. The link is within hover distance to the mouse. The closest such link is selected as being
// hovered over.
// 2. If the link is connected to the currently hovered pin.
//
// The latter is a requirement for link detaching with drag click to work, as both a link and
// pin are required to be hovered over for the feature to work.
for (int idx = 0; idx < links.Pool.Size; ++idx)
{
if (!links.InUse[idx])
{
continue;
}
const ImLinkData& link = links.Pool[idx];
const ImPinData& start_pin = pins.Pool[link.StartPinIdx];
const ImPinData& end_pin = pins.Pool[link.EndPinIdx];
if (GImNodes->HoveredPinIdx == link.StartPinIdx ||
GImNodes->HoveredPinIdx == link.EndPinIdx)
{
return idx;
}
// TODO: the calculated CubicBeziers could be cached since we generate them again when
// rendering the links
const CubicBezier cubic_bezier = GetCubicBezier(
start_pin.Pos, end_pin.Pos, start_pin.Type, GImNodes->Style.LinkLineSegmentsPerLength);
// The distance test
{
const ImRect link_rect = GetContainingRectForCubicBezier(cubic_bezier);
// First, do a simple bounding box test against the box containing the link
// to see whether calculating the distance to the link is worth doing.
if (link_rect.Contains(GImNodes->MousePos))
{
const float distance = GetDistanceToCubicBezier(
GImNodes->MousePos, cubic_bezier, cubic_bezier.NumSegments);
// TODO: GImNodes->Style.LinkHoverDistance could be also copied into ImLinkData,
// since we're not calling this function in the same scope as ImNodes::Link(). The
// rendered/detected link might have a different hover distance than what the user
// had specified when calling Link()
if (distance < GImNodes->Style.LinkHoverDistance && distance < smallest_distance)
{
smallest_distance = distance;
link_idx_with_smallest_distance = idx;
}
}
}
}
return link_idx_with_smallest_distance;
}
// [SECTION] render helpers
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inline ImVec2 ScreenSpaceToGridSpace(const ImNodesEditorContext& editor, const ImVec2& v)
{
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return v - GImNodes->CanvasOriginScreenSpace - editor.Panning;
}
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inline ImVec2 GridSpaceToScreenSpace(const ImNodesEditorContext& editor, const ImVec2& v)
{
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return v + GImNodes->CanvasOriginScreenSpace + editor.Panning;
}
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inline ImVec2 GridSpaceToEditorSpace(const ImNodesEditorContext& editor, const ImVec2& v)
{
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return v + editor.Panning;
}
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inline ImVec2 EditorSpaceToGridSpace(const ImNodesEditorContext& editor, const ImVec2& v)
{
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return v - editor.Panning;
}
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inline ImVec2 EditorSpaceToScreenSpace(const ImVec2& v)
{
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return GImNodes->CanvasOriginScreenSpace + v;
}
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inline ImRect GetItemRect() { return ImRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax()); }
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inline ImVec2 GetNodeTitleBarOrigin(const ImNodeData& node)
{
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return node.Origin + node.LayoutStyle.Padding;
}
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inline ImVec2 GetNodeContentOrigin(const ImNodeData& node)
{
const ImVec2 title_bar_height =
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ImVec2(0.f, node.TitleBarContentRect.GetHeight() + 2.0f * node.LayoutStyle.Padding.y);
return node.Origin + title_bar_height + node.LayoutStyle.Padding;
}
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inline ImRect GetNodeTitleRect(const ImNodeData& node)
{
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ImRect expanded_title_rect = node.TitleBarContentRect;
expanded_title_rect.Expand(node.LayoutStyle.Padding);
return ImRect(
expanded_title_rect.Min,
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expanded_title_rect.Min + ImVec2(node.Rect.GetWidth(), 0.f) +
ImVec2(0.f, expanded_title_rect.GetHeight()));
}
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void DrawGrid(ImNodesEditorContext& editor, const ImVec2& canvas_size)
{
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const ImVec2 offset = editor.Panning;
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for (float x = fmodf(offset.x, GImNodes->Style.GridSpacing); x < canvas_size.x;
x += GImNodes->Style.GridSpacing)
{
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GImNodes->CanvasDrawList->AddLine(
EditorSpaceToScreenSpace(ImVec2(x, 0.0f)),
EditorSpaceToScreenSpace(ImVec2(x, canvas_size.y)),
GImNodes->Style.Colors[ImNodesCol_GridLine]);
}
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for (float y = fmodf(offset.y, GImNodes->Style.GridSpacing); y < canvas_size.y;
y += GImNodes->Style.GridSpacing)
{
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GImNodes->CanvasDrawList->AddLine(
EditorSpaceToScreenSpace(ImVec2(0.0f, y)),
EditorSpaceToScreenSpace(ImVec2(canvas_size.x, y)),
GImNodes->Style.Colors[ImNodesCol_GridLine]);
}
}
struct QuadOffsets
{
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ImVec2 TopLeft, BottomLeft, BottomRight, TopRight;
};
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QuadOffsets CalculateQuadOffsets(const float side_length)
{
const float half_side = 0.5f * side_length;
QuadOffsets offset;
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offset.TopLeft = ImVec2(-half_side, half_side);
offset.BottomLeft = ImVec2(-half_side, -half_side);
offset.BottomRight = ImVec2(half_side, -half_side);
offset.TopRight = ImVec2(half_side, half_side);
return offset;
}
struct TriangleOffsets
{
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ImVec2 TopLeft, BottomLeft, Right;
};
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TriangleOffsets CalculateTriangleOffsets(const float side_length)
{
// Calculates the Vec2 offsets from an equilateral triangle's midpoint to
// its vertices. Here is how the left_offset and right_offset are
// calculated.
//
// For an equilateral triangle of side length s, the
// triangle's height, h, is h = s * sqrt(3) / 2.
//
// The length from the base to the midpoint is (1 / 3) * h. The length from
// the midpoint to the triangle vertex is (2 / 3) * h.
const float sqrt_3 = sqrtf(3.0f);
const float left_offset = -0.1666666666667f * sqrt_3 * side_length;
const float right_offset = 0.333333333333f * sqrt_3 * side_length;
const float vertical_offset = 0.5f * side_length;
TriangleOffsets offset;
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offset.TopLeft = ImVec2(left_offset, vertical_offset);
offset.BottomLeft = ImVec2(left_offset, -vertical_offset);
offset.Right = ImVec2(right_offset, 0.f);
return offset;
}
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void DrawPinShape(const ImVec2& pin_pos, const ImPinData& pin, const ImU32 pin_color)
{
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static const int CIRCLE_NUM_SEGMENTS = 8;
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switch (pin.Shape)
{
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case ImNodesPinShape_Circle:
{
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GImNodes->CanvasDrawList->AddCircle(
pin_pos,
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GImNodes->Style.PinCircleRadius,
pin_color,
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CIRCLE_NUM_SEGMENTS,
GImNodes->Style.PinLineThickness);
}
break;
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case ImNodesPinShape_CircleFilled:
{
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GImNodes->CanvasDrawList->AddCircleFilled(
pin_pos, GImNodes->Style.PinCircleRadius, pin_color, CIRCLE_NUM_SEGMENTS);
}
break;
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case ImNodesPinShape_Quad:
{
const QuadOffsets offset = CalculateQuadOffsets(GImNodes->Style.PinQuadSideLength);
GImNodes->CanvasDrawList->AddQuad(
pin_pos + offset.TopLeft,
pin_pos + offset.BottomLeft,
pin_pos + offset.BottomRight,
pin_pos + offset.TopRight,
pin_color,
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GImNodes->Style.PinLineThickness);
}
break;
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case ImNodesPinShape_QuadFilled:
{
const QuadOffsets offset = CalculateQuadOffsets(GImNodes->Style.PinQuadSideLength);
GImNodes->CanvasDrawList->AddQuadFilled(
pin_pos + offset.TopLeft,
pin_pos + offset.BottomLeft,
pin_pos + offset.BottomRight,
pin_pos + offset.TopRight,
pin_color);
}
break;
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case ImNodesPinShape_Triangle:
{
const TriangleOffsets offset =
CalculateTriangleOffsets(GImNodes->Style.PinTriangleSideLength);
GImNodes->CanvasDrawList->AddTriangle(
pin_pos + offset.TopLeft,
pin_pos + offset.BottomLeft,
pin_pos + offset.Right,
pin_color,
// NOTE: for some weird reason, the line drawn by AddTriangle is
// much thinner than the lines drawn by AddCircle or AddQuad.
// Multiplying the line thickness by two seemed to solve the
// problem at a few different thickness values.
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2.f * GImNodes->Style.PinLineThickness);
}
break;
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case ImNodesPinShape_TriangleFilled:
{
const TriangleOffsets offset =
CalculateTriangleOffsets(GImNodes->Style.PinTriangleSideLength);
GImNodes->CanvasDrawList->AddTriangleFilled(
pin_pos + offset.TopLeft,
pin_pos + offset.BottomLeft,
pin_pos + offset.Right,
pin_color);
}
break;
default:
assert(!"Invalid PinShape value!");
break;
}
}
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void DrawPin(ImNodesEditorContext& editor, const int pin_idx)
{
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ImPinData& pin = editor.Pins.Pool[pin_idx];
const ImRect& parent_node_rect = editor.Nodes.Pool[pin.ParentNodeIdx].Rect;
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pin.Pos = GetScreenSpacePinCoordinates(parent_node_rect, pin.AttributeRect, pin.Type);
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ImU32 pin_color = pin.ColorStyle.Background;
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if (GImNodes->HoveredPinIdx == pin_idx)
{
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pin_color = pin.ColorStyle.Hovered;
}
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DrawPinShape(pin.Pos, pin, pin_color);
}
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void DrawNode(ImNodesEditorContext& editor, const int node_idx)
{
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const ImNodeData& node = editor.Nodes.Pool[node_idx];
ImGui::SetCursorPos(node.Origin + editor.Panning);
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const bool node_hovered =
GImNodes->HoveredNodeIdx == node_idx &&
editor.ClickInteraction.Type != ImNodesClickInteractionType_BoxSelection;
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ImU32 node_background = node.ColorStyle.Background;
ImU32 titlebar_background = node.ColorStyle.Titlebar;
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if (editor.SelectedNodeIndices.contains(node_idx))
{
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node_background = node.ColorStyle.BackgroundSelected;
titlebar_background = node.ColorStyle.TitlebarSelected;
}
else if (node_hovered)
{
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node_background = node.ColorStyle.BackgroundHovered;
titlebar_background = node.ColorStyle.TitlebarHovered;
}
{
// node base
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GImNodes->CanvasDrawList->AddRectFilled(
node.Rect.Min, node.Rect.Max, node_background, node.LayoutStyle.CornerRounding);
// title bar:
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if (node.TitleBarContentRect.GetHeight() > 0.f)
{
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ImRect title_bar_rect = GetNodeTitleRect(node);
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#if IMGUI_VERSION_NUM < 18200
GImNodes->CanvasDrawList->AddRectFilled(
title_bar_rect.Min,
title_bar_rect.Max,
titlebar_background,
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node.LayoutStyle.CornerRounding,
ImDrawCornerFlags_Top);
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#else
GImNodes->CanvasDrawList->AddRectFilled(
title_bar_rect.Min,
title_bar_rect.Max,
titlebar_background,
node.LayoutStyle.CornerRounding,
ImDrawFlags_RoundCornersTop);
#endif
}
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if ((GImNodes->Style.Flags & ImNodesStyleFlags_NodeOutline) != 0)
{
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#if IMGUI_VERSION_NUM < 18200
GImNodes->CanvasDrawList->AddRect(
node.Rect.Min,
node.Rect.Max,
node.ColorStyle.Outline,
node.LayoutStyle.CornerRounding,
ImDrawCornerFlags_All,
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node.LayoutStyle.BorderThickness);
#else
GImNodes->CanvasDrawList->AddRect(
node.Rect.Min,
node.Rect.Max,
node.ColorStyle.Outline,
node.LayoutStyle.CornerRounding,
ImDrawFlags_RoundCornersAll,
node.LayoutStyle.BorderThickness);
#endif
}
}
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for (int i = 0; i < node.PinIndices.size(); ++i)
{
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DrawPin(editor, node.PinIndices[i]);
}
if (node_hovered)
{
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GImNodes->HoveredNodeIdx = node_idx;
}
}
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void DrawLink(ImNodesEditorContext& editor, const int link_idx)
{
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const ImLinkData& link = editor.Links.Pool[link_idx];
const ImPinData& start_pin = editor.Pins.Pool[link.StartPinIdx];
const ImPinData& end_pin = editor.Pins.Pool[link.EndPinIdx];
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const CubicBezier cubic_bezier = GetCubicBezier(
start_pin.Pos, end_pin.Pos, start_pin.Type, GImNodes->Style.LinkLineSegmentsPerLength);
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const bool link_hovered =
GImNodes->HoveredLinkIdx == link_idx &&
editor.ClickInteraction.Type != ImNodesClickInteractionType_BoxSelection;
if (link_hovered)
{
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GImNodes->HoveredLinkIdx = link_idx;
}
// It's possible for a link to be deleted in begin_link_interaction. A user
// may detach a link, resulting in the link wire snapping to the mouse
// position.
//
// In other words, skip rendering the link if it was deleted.
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if (GImNodes->DeletedLinkIdx == link_idx)
{
return;
}
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ImU32 link_color = link.ColorStyle.Base;
if (editor.SelectedLinkIndices.contains(link_idx))
{
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link_color = link.ColorStyle.Selected;
}
else if (link_hovered)
{
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link_color = link.ColorStyle.Hovered;
}
#if IMGUI_VERSION_NUM < 18000
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GImNodes->CanvasDrawList->AddBezierCurve(
#else
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GImNodes->CanvasDrawList->AddBezierCubic(
#endif
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cubic_bezier.P0,
cubic_bezier.P1,
cubic_bezier.P2,
cubic_bezier.P3,
link_color,
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GImNodes->Style.LinkThickness,
cubic_bezier.NumSegments);
}
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void BeginPinAttribute(
const int id,
const ImNodesAttributeType type,
const ImNodesPinShape shape,
const int node_idx)
{
// Make sure to call BeginNode() before calling
// BeginAttribute()
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assert(GImNodes->CurrentScope == ImNodesScope_Node);
GImNodes->CurrentScope = ImNodesScope_Attribute;
ImGui::BeginGroup();
ImGui::PushID(id);
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ImNodesEditorContext& editor = EditorContextGet();
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GImNodes->CurrentAttributeId = id;
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const int pin_idx = ObjectPoolFindOrCreateIndex(editor.Pins, id);
GImNodes->CurrentPinIdx = pin_idx;
ImPinData& pin = editor.Pins.Pool[pin_idx];
pin.Id = id;
pin.ParentNodeIdx = node_idx;
pin.Type = type;
pin.Shape = shape;
pin.Flags = GImNodes->CurrentAttributeFlags;
pin.ColorStyle.Background = GImNodes->Style.Colors[ImNodesCol_Pin];
pin.ColorStyle.Hovered = GImNodes->Style.Colors[ImNodesCol_PinHovered];
}
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void EndPinAttribute()
{
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assert(GImNodes->CurrentScope == ImNodesScope_Attribute);
GImNodes->CurrentScope = ImNodesScope_Node;
ImGui::PopID();
ImGui::EndGroup();
if (ImGui::IsItemActive())
{
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GImNodes->ActiveAttribute = true;
GImNodes->ActiveAttributeId = GImNodes->CurrentAttributeId;
}
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ImNodesEditorContext& editor = EditorContextGet();
ImPinData& pin = editor.Pins.Pool[GImNodes->CurrentPinIdx];
ImNodeData& node = editor.Nodes.Pool[GImNodes->CurrentNodeIdx];
pin.AttributeRect = GetItemRect();
node.PinIndices.push_back(GImNodes->CurrentPinIdx);
}
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void Initialize(ImNodesContext* context)
{
context->CanvasOriginScreenSpace = ImVec2(0.0f, 0.0f);
context->CanvasRectScreenSpace = ImRect(ImVec2(0.f, 0.f), ImVec2(0.f, 0.f));
context->CurrentScope = ImNodesScope_None;
context->MiniMapRectScreenSpace = ImRect(ImVec2(0.f, 0.f), ImVec2(0.f, 0.f));
context->MiniMapRectSnappingOffset = ImVec2(0.f, 0.f);
context->MiniMapZoom = 0.1f;
context->MiniMapNodeHoveringCallback = NULL;
context->MiniMapNodeHoveringCallbackUserData = NULL;
context->CurrentPinIdx = INT_MAX;
context->CurrentNodeIdx = INT_MAX;
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context->DefaultEditorCtx = EditorContextCreate();
EditorContextSet(GImNodes->DefaultEditorCtx);
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context->CurrentAttributeFlags = ImNodesAttributeFlags_None;
context->AttributeFlagStack.push_back(GImNodes->CurrentAttributeFlags);
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StyleColorsDark();
}
void Shutdown(ImNodesContext* ctx) { EditorContextFree(ctx->DefaultEditorCtx); }
// [SECTION] minimap
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static inline bool IsMiniMapActive() { return GImNodes->MiniMapRectScreenSpace.GetWidth() > 0.f; }
static inline bool IsMiniMapHovered()
{
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return IsMiniMapActive() &&
ImGui::IsMouseHoveringRect(
GImNodes->MiniMapRectScreenSpace.Min, GImNodes->MiniMapRectScreenSpace.Max);
}
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static inline ImRect ToMiniMapRect(
const float minimap_size_fraction,
const ImRect& editor_rect,
const ImNodesMiniMapLocation location)
{
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const ImVec2 editor_size(editor_rect.Max - editor_rect.Min);
const float max_editor_coord = fmaxf(editor_size.x, editor_size.y);
const float mini_map_coord = minimap_size_fraction * max_editor_coord;
const float corner_offset_alpha = fminf(1.f - minimap_size_fraction, 0.1f);
const float corner_offset_coord = corner_offset_alpha * mini_map_coord;
// Compute the size of the mini-map area; lower bound with some reasonable size values
const ImVec2 mini_map_size(mini_map_coord, mini_map_coord);
// Corner offset from editor context
const ImVec2 corner_offset(corner_offset_coord, corner_offset_coord);
switch (location)
{
case ImNodesMiniMapLocation_BottomRight:
return ImRect(
editor_rect.Max - corner_offset - mini_map_size, editor_rect.Max - corner_offset);
case ImNodesMiniMapLocation_BottomLeft:
return ImRect(
ImVec2(
editor_rect.Min.x + corner_offset.x,
editor_rect.Max.y - corner_offset.y - mini_map_size.y),
ImVec2(
editor_rect.Min.x + corner_offset.x + mini_map_size.x,
editor_rect.Max.y - corner_offset.y));
case ImNodesMiniMapLocation_TopRight:
return ImRect(
ImVec2(
editor_rect.Max.x - corner_offset.x - mini_map_size.x,
editor_rect.Min.y + corner_offset.y),
ImVec2(
editor_rect.Max.x - corner_offset.x,
editor_rect.Min.y + corner_offset.y + mini_map_size.y));
case ImNodesMiniMapLocation_TopLeft:
// [[fallthrough]]
default:
// [[fallthrough]]
break;
}
return ImRect(editor_rect.Min + corner_offset, editor_rect.Min + corner_offset + mini_map_size);
}
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static void MiniMapDrawNode(
ImNodesEditorContext& editor,
const int node_idx,
const ImVec2& editor_center,
const ImVec2& mini_map_center,
const float scaling)
{
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const ImNodeData& node = editor.Nodes.Pool[node_idx];
const ImVec2 editor_node_offset(node.Rect.Min - editor_center);
const ImVec2 mini_map_node_size((node.Rect.Max - node.Rect.Min) * scaling);
const ImVec2 mini_map_node_min(editor_node_offset * scaling + mini_map_center);
const ImVec2 mini_map_node_max(mini_map_node_min + mini_map_node_size);
// Round to near whole pixel value for corner-rounding to prevent visual glitches
const float mini_map_node_rounding = floorf(node.LayoutStyle.CornerRounding * scaling);
ImU32 mini_map_node_background;
if (editor.ClickInteraction.Type == ImNodesClickInteractionType_None &&
ImGui::IsMouseHoveringRect(mini_map_node_min, mini_map_node_max))
{
mini_map_node_background = GImNodes->Style.Colors[ImNodesCol_MiniMapNodeBackgroundHovered];
// Run user callback when hovering a mini-map node
if (GImNodes->MiniMapNodeHoveringCallback)
{
GImNodes->MiniMapNodeHoveringCallback(
node.Id, GImNodes->MiniMapNodeHoveringCallbackUserData);
}
// Compute the amount to pan editor to center node selected in the minimap
GImNodes->MiniMapRectSnappingOffset =
editor_center - (node.Rect.Min + node.Rect.Max) * 0.5f;
}
else if (editor.SelectedNodeIndices.contains(node_idx))
{
mini_map_node_background = GImNodes->Style.Colors[ImNodesCol_MiniMapNodeBackgroundSelected];
}
else
{
mini_map_node_background = GImNodes->Style.Colors[ImNodesCol_MiniMapNodeBackground];
}
const ImU32 mini_map_node_outline = GImNodes->Style.Colors[ImNodesCol_MiniMapNodeOutline];
GImNodes->CanvasDrawList->AddRectFilled(
mini_map_node_min, mini_map_node_max, mini_map_node_background, mini_map_node_rounding);
GImNodes->CanvasDrawList->AddRect(
mini_map_node_min, mini_map_node_max, mini_map_node_outline, mini_map_node_rounding);
}
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static void MiniMapDrawLink(
ImNodesEditorContext& editor,
const int link_idx,
const ImVec2& editor_center,
const ImVec2& mini_map_center,
const float scaling)
{
const ImLinkData& link = editor.Links.Pool[link_idx];
const ImPinData& start_pin = editor.Pins.Pool[link.StartPinIdx];
const ImPinData& end_pin = editor.Pins.Pool[link.EndPinIdx];
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const CubicBezier cubic_bezier = GetCubicBezier(
(start_pin.Pos - editor_center) * scaling + mini_map_center,
(end_pin.Pos - editor_center) * scaling + mini_map_center,
start_pin.Type,
GImNodes->Style.LinkLineSegmentsPerLength / scaling);
// It's possible for a link to be deleted in begin_link_interaction. A user
// may detach a link, resulting in the link wire snapping to the mouse
// position.
//
// In other words, skip rendering the link if it was deleted.
if (GImNodes->DeletedLinkIdx == link_idx)
{
return;
}
const ImU32 link_color =
GImNodes->Style.Colors
[editor.SelectedLinkIndices.contains(link_idx) ? ImNodesCol_MiniMapLinkSelected
: ImNodesCol_MiniMapLink];
#if IMGUI_VERSION_NUM < 18000
GImNodes->CanvasDrawList->AddBezierCurve(
#else
GImNodes->CanvasDrawList->AddBezierCubic(
#endif
cubic_bezier.P0,
cubic_bezier.P1,
cubic_bezier.P2,
cubic_bezier.P3,
link_color,
GImNodes->Style.LinkThickness * scaling,
cubic_bezier.NumSegments);
}
static void MiniMapUpdate()
{
ImNodesEditorContext& editor = EditorContextGet();
ImU32 mini_map_background;
// NOTE: use normal background when panning (typically opaque)
if (editor.ClickInteraction.Type != ImNodesClickInteractionType_MiniMapPanning &&
IsMiniMapHovered())
{
mini_map_background = GImNodes->Style.Colors[ImNodesCol_MiniMapBackgroundHovered];
}
else
{
mini_map_background = GImNodes->Style.Colors[ImNodesCol_MiniMapBackground];
}
const ImRect& editor_rect = GImNodes->CanvasRectScreenSpace;
const ImVec2 editor_center(
0.5f * (editor_rect.Min.x + editor_rect.Max.x),
0.5f * (editor_rect.Min.y + editor_rect.Max.y));
const ImRect& mini_map_rect = GImNodes->MiniMapRectScreenSpace;
const ImVec2 mini_map_center(
0.5f * (mini_map_rect.Min.x + mini_map_rect.Max.x),
0.5f * (mini_map_rect.Min.y + mini_map_rect.Max.y));
// Draw minimap background and border
GImNodes->CanvasDrawList->AddRectFilled(
mini_map_rect.Min, mini_map_rect.Max, mini_map_background);
GImNodes->CanvasDrawList->AddRect(
mini_map_rect.Min, mini_map_rect.Max, GImNodes->Style.Colors[ImNodesCol_MiniMapOutline]);
// Clip draw list items to mini-map rect (after drawing background/outline)
GImNodes->CanvasDrawList->PushClipRect(
mini_map_rect.Min, mini_map_rect.Max, true /* intersect with editor clip-rect */);
// Get zoom scaling (0, 1]
const float scaling = GImNodes->MiniMapZoom;
// Draw links first so they appear under nodes, and we can use the same draw channel
for (int link_idx = 0; link_idx < editor.Links.Pool.size(); ++link_idx)
{
if (editor.Links.InUse[link_idx])
{
MiniMapDrawLink(editor, link_idx, editor_center, mini_map_center, scaling);
}
}
for (int node_idx = 0; node_idx < editor.Nodes.Pool.size(); ++node_idx)
{
if (editor.Nodes.InUse[node_idx])
{
MiniMapDrawNode(editor, node_idx, editor_center, mini_map_center, scaling);
}
}
// Have to pop mini-map clip rect
GImNodes->CanvasDrawList->PopClipRect();
// Reset callback info after use
GImNodes->MiniMapNodeHoveringCallback = NULL;
GImNodes->MiniMapNodeHoveringCallbackUserData = NULL;
// Reset mini-map area so that it will disappear if MiniMap(...) is not called on the next frame
GImNodes->MiniMapRectScreenSpace = ImRect(ImVec2(0.f, 0.f), ImVec2(0.f, 0.f));
}
// [SECTION] selection helpers
template<typename T>
void SelectObject(const ImObjectPool<T>& objects, ImVector<int>& selected_indices, const int id)
{
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const int idx = ObjectPoolFind(objects, id);
assert(idx >= 0);
assert(selected_indices.find(idx) == selected_indices.end());
selected_indices.push_back(idx);
}
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template<typename T>
void ClearObjectSelection(
const ImObjectPool<T>& objects,
ImVector<int>& selected_indices,
const int id)
{
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const int idx = ObjectPoolFind(objects, id);
assert(idx >= 0);
assert(selected_indices.find(idx) != selected_indices.end());
selected_indices.find_erase_unsorted(idx);
}
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template<typename T>
bool IsObjectSelected(const ImObjectPool<T>& objects, ImVector<int>& selected_indices, const int id)
{
const int idx = ObjectPoolFind(objects, id);
return selected_indices.find(idx) != selected_indices.end();
}
} // namespace
} // namespace ImNodes
// [SECTION] API implementation
ImNodesIO::EmulateThreeButtonMouse::EmulateThreeButtonMouse() : Modifier(NULL) {}
ImNodesIO::LinkDetachWithModifierClick::LinkDetachWithModifierClick() : Modifier(NULL) {}
ImNodesIO::ImNodesIO()
: EmulateThreeButtonMouse(), LinkDetachWithModifierClick(),
AltMouseButton(ImGuiMouseButton_Middle)
{
}
ImNodesStyle::ImNodesStyle()
: GridSpacing(32.f), NodeCornerRounding(4.f), NodePaddingHorizontal(8.f),
NodePaddingVertical(8.f), NodeBorderThickness(1.f), LinkThickness(3.f),
LinkLineSegmentsPerLength(0.1f), LinkHoverDistance(10.f), PinCircleRadius(4.f),
PinQuadSideLength(7.f), PinTriangleSideLength(9.5), PinLineThickness(1.f),
PinHoverRadius(10.f), PinOffset(0.f),
Flags(ImNodesStyleFlags_NodeOutline | ImNodesStyleFlags_GridLines), Colors()
{
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}
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namespace ImNodes
{
ImNodesContext* CreateContext()
{
ImNodesContext* ctx = IM_NEW(ImNodesContext)();
if (GImNodes == NULL)
SetCurrentContext(ctx);
Initialize(ctx);
return ctx;
}
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void DestroyContext(ImNodesContext* ctx)
{
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if (ctx == NULL)
ctx = GImNodes;
Shutdown(ctx);
if (GImNodes == ctx)
SetCurrentContext(NULL);
IM_DELETE(ctx);
}
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ImNodesContext* GetCurrentContext() { return GImNodes; }
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void SetCurrentContext(ImNodesContext* ctx) { GImNodes = ctx; }
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ImNodesEditorContext* EditorContextCreate()
{
void* mem = ImGui::MemAlloc(sizeof(ImNodesEditorContext));
new (mem) ImNodesEditorContext();
return (ImNodesEditorContext*)mem;
}
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void EditorContextFree(ImNodesEditorContext* ctx)
{
ctx->~ImNodesEditorContext();
ImGui::MemFree(ctx);
}
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void EditorContextSet(ImNodesEditorContext* ctx) { GImNodes->EditorCtx = ctx; }
ImVec2 EditorContextGetPanning()
{
const ImNodesEditorContext& editor = EditorContextGet();
return editor.Panning;
}
void EditorContextResetPanning(const ImVec2& pos)
{
ImNodesEditorContext& editor = EditorContextGet();
editor.Panning = pos;
}
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void EditorContextMoveToNode(const int node_id)
{
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ImNodesEditorContext& editor = EditorContextGet();
ImNodeData& node = ObjectPoolFindOrCreateObject(editor.Nodes, node_id);
editor.Panning.x = -node.Origin.x;
editor.Panning.y = -node.Origin.y;
}
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void SetImGuiContext(ImGuiContext* ctx) { ImGui::SetCurrentContext(ctx); }
ImNodesIO& GetIO() { return GImNodes->Io; }
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ImNodesStyle& GetStyle() { return GImNodes->Style; }
void StyleColorsDark()
{
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GImNodes->Style.Colors[ImNodesCol_NodeBackground] = IM_COL32(50, 50, 50, 255);
GImNodes->Style.Colors[ImNodesCol_NodeBackgroundHovered] = IM_COL32(75, 75, 75, 255);
GImNodes->Style.Colors[ImNodesCol_NodeBackgroundSelected] = IM_COL32(75, 75, 75, 255);
GImNodes->Style.Colors[ImNodesCol_NodeOutline] = IM_COL32(100, 100, 100, 255);
// title bar colors match ImGui's titlebg colors
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GImNodes->Style.Colors[ImNodesCol_TitleBar] = IM_COL32(41, 74, 122, 255);
GImNodes->Style.Colors[ImNodesCol_TitleBarHovered] = IM_COL32(66, 150, 250, 255);
GImNodes->Style.Colors[ImNodesCol_TitleBarSelected] = IM_COL32(66, 150, 250, 255);
// link colors match ImGui's slider grab colors
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GImNodes->Style.Colors[ImNodesCol_Link] = IM_COL32(61, 133, 224, 200);
GImNodes->Style.Colors[ImNodesCol_LinkHovered] = IM_COL32(66, 150, 250, 255);
GImNodes->Style.Colors[ImNodesCol_LinkSelected] = IM_COL32(66, 150, 250, 255);
// pin colors match ImGui's button colors
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GImNodes->Style.Colors[ImNodesCol_Pin] = IM_COL32(53, 150, 250, 180);
GImNodes->Style.Colors[ImNodesCol_PinHovered] = IM_COL32(53, 150, 250, 255);
GImNodes->Style.Colors[ImNodesCol_BoxSelector] = IM_COL32(61, 133, 224, 30);
GImNodes->Style.Colors[ImNodesCol_BoxSelectorOutline] = IM_COL32(61, 133, 224, 150);
GImNodes->Style.Colors[ImNodesCol_GridBackground] = IM_COL32(40, 40, 50, 200);
GImNodes->Style.Colors[ImNodesCol_GridLine] = IM_COL32(200, 200, 200, 40);
// minimap colors
GImNodes->Style.Colors[ImNodesCol_MiniMapBackground] = IM_COL32(25, 25, 25, 100);
GImNodes->Style.Colors[ImNodesCol_MiniMapBackgroundHovered] = IM_COL32(25, 25, 25, 200);
GImNodes->Style.Colors[ImNodesCol_MiniMapOutline] = IM_COL32(150, 150, 150, 100);
GImNodes->Style.Colors[ImNodesCol_MiniMapOutlineHovered] = IM_COL32(150, 150, 150, 200);
GImNodes->Style.Colors[ImNodesCol_MiniMapNodeBackground] = IM_COL32(200, 200, 200, 100);
GImNodes->Style.Colors[ImNodesCol_MiniMapNodeBackgroundHovered] = IM_COL32(200, 200, 200, 255);
GImNodes->Style.Colors[ImNodesCol_MiniMapNodeBackgroundSelected] =
GImNodes->Style.Colors[ImNodesCol_MiniMapNodeBackgroundHovered];
GImNodes->Style.Colors[ImNodesCol_MiniMapNodeOutline] = IM_COL32(200, 200, 200, 100);
GImNodes->Style.Colors[ImNodesCol_MiniMapLink] = GImNodes->Style.Colors[ImNodesCol_Link];
GImNodes->Style.Colors[ImNodesCol_MiniMapLinkSelected] =
GImNodes->Style.Colors[ImNodesCol_LinkSelected];
}
void StyleColorsClassic()
{
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GImNodes->Style.Colors[ImNodesCol_NodeBackground] = IM_COL32(50, 50, 50, 255);
GImNodes->Style.Colors[ImNodesCol_NodeBackgroundHovered] = IM_COL32(75, 75, 75, 255);
GImNodes->Style.Colors[ImNodesCol_NodeBackgroundSelected] = IM_COL32(75, 75, 75, 255);
GImNodes->Style.Colors[ImNodesCol_NodeOutline] = IM_COL32(100, 100, 100, 255);
GImNodes->Style.Colors[ImNodesCol_TitleBar] = IM_COL32(69, 69, 138, 255);
GImNodes->Style.Colors[ImNodesCol_TitleBarHovered] = IM_COL32(82, 82, 161, 255);
GImNodes->Style.Colors[ImNodesCol_TitleBarSelected] = IM_COL32(82, 82, 161, 255);
GImNodes->Style.Colors[ImNodesCol_Link] = IM_COL32(255, 255, 255, 100);
GImNodes->Style.Colors[ImNodesCol_LinkHovered] = IM_COL32(105, 99, 204, 153);
GImNodes->Style.Colors[ImNodesCol_LinkSelected] = IM_COL32(105, 99, 204, 153);
GImNodes->Style.Colors[ImNodesCol_Pin] = IM_COL32(89, 102, 156, 170);
GImNodes->Style.Colors[ImNodesCol_PinHovered] = IM_COL32(102, 122, 179, 200);
GImNodes->Style.Colors[ImNodesCol_BoxSelector] = IM_COL32(82, 82, 161, 100);
GImNodes->Style.Colors[ImNodesCol_BoxSelectorOutline] = IM_COL32(82, 82, 161, 255);
GImNodes->Style.Colors[ImNodesCol_GridBackground] = IM_COL32(40, 40, 50, 200);
GImNodes->Style.Colors[ImNodesCol_GridLine] = IM_COL32(200, 200, 200, 40);
// minimap colors
GImNodes->Style.Colors[ImNodesCol_MiniMapBackground] = IM_COL32(25, 25, 25, 100);
GImNodes->Style.Colors[ImNodesCol_MiniMapBackgroundHovered] = IM_COL32(25, 25, 25, 200);
GImNodes->Style.Colors[ImNodesCol_MiniMapOutline] = IM_COL32(150, 150, 150, 100);
GImNodes->Style.Colors[ImNodesCol_MiniMapOutlineHovered] = IM_COL32(150, 150, 150, 200);
GImNodes->Style.Colors[ImNodesCol_MiniMapNodeBackground] = IM_COL32(200, 200, 200, 100);
GImNodes->Style.Colors[ImNodesCol_MiniMapNodeBackgroundSelected] =
GImNodes->Style.Colors[ImNodesCol_MiniMapNodeBackgroundHovered];
GImNodes->Style.Colors[ImNodesCol_MiniMapNodeBackgroundSelected] = IM_COL32(200, 200, 240, 255);
GImNodes->Style.Colors[ImNodesCol_MiniMapNodeOutline] = IM_COL32(200, 200, 200, 100);
GImNodes->Style.Colors[ImNodesCol_MiniMapLink] = GImNodes->Style.Colors[ImNodesCol_Link];
GImNodes->Style.Colors[ImNodesCol_MiniMapLinkSelected] =
GImNodes->Style.Colors[ImNodesCol_LinkSelected];
}
void StyleColorsLight()
{
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GImNodes->Style.Colors[ImNodesCol_NodeBackground] = IM_COL32(240, 240, 240, 255);
GImNodes->Style.Colors[ImNodesCol_NodeBackgroundHovered] = IM_COL32(240, 240, 240, 255);
GImNodes->Style.Colors[ImNodesCol_NodeBackgroundSelected] = IM_COL32(240, 240, 240, 255);
GImNodes->Style.Colors[ImNodesCol_NodeOutline] = IM_COL32(100, 100, 100, 255);
GImNodes->Style.Colors[ImNodesCol_TitleBar] = IM_COL32(248, 248, 248, 255);
GImNodes->Style.Colors[ImNodesCol_TitleBarHovered] = IM_COL32(209, 209, 209, 255);
GImNodes->Style.Colors[ImNodesCol_TitleBarSelected] = IM_COL32(209, 209, 209, 255);
// original imgui values: 66, 150, 250
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GImNodes->Style.Colors[ImNodesCol_Link] = IM_COL32(66, 150, 250, 100);
// original imgui values: 117, 138, 204
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GImNodes->Style.Colors[ImNodesCol_LinkHovered] = IM_COL32(66, 150, 250, 242);
GImNodes->Style.Colors[ImNodesCol_LinkSelected] = IM_COL32(66, 150, 250, 242);
// original imgui values: 66, 150, 250
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GImNodes->Style.Colors[ImNodesCol_Pin] = IM_COL32(66, 150, 250, 160);
GImNodes->Style.Colors[ImNodesCol_PinHovered] = IM_COL32(66, 150, 250, 255);
GImNodes->Style.Colors[ImNodesCol_BoxSelector] = IM_COL32(90, 170, 250, 30);
GImNodes->Style.Colors[ImNodesCol_BoxSelectorOutline] = IM_COL32(90, 170, 250, 150);
GImNodes->Style.Colors[ImNodesCol_GridBackground] = IM_COL32(225, 225, 225, 255);
GImNodes->Style.Colors[ImNodesCol_GridLine] = IM_COL32(180, 180, 180, 100);
// minimap colors
GImNodes->Style.Colors[ImNodesCol_MiniMapBackground] = IM_COL32(25, 25, 25, 100);
GImNodes->Style.Colors[ImNodesCol_MiniMapBackgroundHovered] = IM_COL32(25, 25, 25, 200);
GImNodes->Style.Colors[ImNodesCol_MiniMapOutline] = IM_COL32(150, 150, 150, 100);
GImNodes->Style.Colors[ImNodesCol_MiniMapOutlineHovered] = IM_COL32(150, 150, 150, 200);
GImNodes->Style.Colors[ImNodesCol_MiniMapNodeBackground] = IM_COL32(200, 200, 200, 100);
GImNodes->Style.Colors[ImNodesCol_MiniMapNodeBackgroundSelected] =
GImNodes->Style.Colors[ImNodesCol_MiniMapNodeBackgroundHovered];
GImNodes->Style.Colors[ImNodesCol_MiniMapNodeBackgroundSelected] = IM_COL32(200, 200, 240, 255);
GImNodes->Style.Colors[ImNodesCol_MiniMapNodeOutline] = IM_COL32(200, 200, 200, 100);
GImNodes->Style.Colors[ImNodesCol_MiniMapLink] = GImNodes->Style.Colors[ImNodesCol_Link];
GImNodes->Style.Colors[ImNodesCol_MiniMapLinkSelected] =
GImNodes->Style.Colors[ImNodesCol_LinkSelected];
}
void BeginNodeEditor()
{
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assert(GImNodes->CurrentScope == ImNodesScope_None);
GImNodes->CurrentScope = ImNodesScope_Editor;
// Reset state from previous pass
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ImNodesEditorContext& editor = EditorContextGet();
ObjectPoolReset(editor.Nodes);
ObjectPoolReset(editor.Pins);
ObjectPoolReset(editor.Links);
GImNodes->HoveredNodeIdx.Reset();
GImNodes->HoveredLinkIdx.Reset();
GImNodes->HoveredPinIdx.Reset();
GImNodes->DeletedLinkIdx.Reset();
GImNodes->SnapLinkIdx.Reset();
GImNodes->NodeIndicesOverlappingWithMouse.clear();
GImNodes->ImNodesUIState = ImNodesUIState_None;
GImNodes->MousePos = ImGui::GetIO().MousePos;
GImNodes->LeftMouseClicked = ImGui::IsMouseClicked(0);
GImNodes->LeftMouseReleased = ImGui::IsMouseReleased(0);
GImNodes->AltMouseClicked =
(GImNodes->Io.EmulateThreeButtonMouse.Modifier != NULL &&
*GImNodes->Io.EmulateThreeButtonMouse.Modifier && GImNodes->LeftMouseClicked) ||
ImGui::IsMouseClicked(GImNodes->Io.AltMouseButton);
GImNodes->LeftMouseDragging = ImGui::IsMouseDragging(0, 0.0f);
GImNodes->AltMouseDragging =
(GImNodes->Io.EmulateThreeButtonMouse.Modifier != NULL && GImNodes->LeftMouseDragging &&
(*GImNodes->Io.EmulateThreeButtonMouse.Modifier)) ||
ImGui::IsMouseDragging(GImNodes->Io.AltMouseButton, 0.0f);
GImNodes->AltMouseScrollDelta = ImGui::GetIO().MouseWheel;
GImNodes->ActiveAttribute = false;
ImGui::BeginGroup();
{
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(1.f, 1.f));
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.f, 0.f));
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ImGui::PushStyleColor(ImGuiCol_ChildBg, GImNodes->Style.Colors[ImNodesCol_GridBackground]);
ImGui::BeginChild(
"scrolling_region",
ImVec2(0.f, 0.f),
true,
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_NoScrollWithMouse);
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GImNodes->CanvasOriginScreenSpace = ImGui::GetCursorScreenPos();
// NOTE: we have to fetch the canvas draw list *after* we call
// BeginChild(), otherwise the ImGui UI elements are going to be
// rendered into the parent window draw list.
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DrawListSet(ImGui::GetWindowDrawList());
{
const ImVec2 canvas_size = ImGui::GetWindowSize();
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GImNodes->CanvasRectScreenSpace = ImRect(
EditorSpaceToScreenSpace(ImVec2(0.f, 0.f)), EditorSpaceToScreenSpace(canvas_size));
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if (GImNodes->Style.Flags & ImNodesStyleFlags_GridLines)
{
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DrawGrid(editor, canvas_size);
}
}
}
}
void EndNodeEditor()
{
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assert(GImNodes->CurrentScope == ImNodesScope_Editor);
GImNodes->CurrentScope = ImNodesScope_None;
ImNodesEditorContext& editor = EditorContextGet();
// Detect ImGui interaction first, because it blocks interaction with the rest of the UI
if (GImNodes->LeftMouseClicked && ImGui::IsAnyItemActive())
{
editor.ClickInteraction.Type = ImNodesClickInteractionType_ImGuiItem;
}
// Detect which UI element is being hovered over. Detection is done in a hierarchical fashion,
// because a UI element being hovered excludes any other as being hovered over.
// Don't do hovering detection for nodes/links/pins when interacting with the mini-map, since
// its an *overlay* with its own interaction behavior and must have precedence during mouse
// interaction.
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if ((editor.ClickInteraction.Type == ImNodesClickInteractionType_None ||
editor.ClickInteraction.Type == ImNodesClickInteractionType_LinkCreation) &&
MouseInCanvas() && !IsMiniMapHovered())
{
// Pins needs some special care. We need to check the depth stack to see which pins are
// being occluded by other nodes.
ResolveOccludedPins(editor, GImNodes->OccludedPinIndices);
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GImNodes->HoveredPinIdx = ResolveHoveredPin(editor.Pins, GImNodes->OccludedPinIndices);
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if (!GImNodes->HoveredPinIdx.HasValue())
{
// Resolve which node is actually on top and being hovered using the depth stack.
GImNodes->HoveredNodeIdx = ResolveHoveredNode(editor.NodeDepthOrder);
}
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// We don't check for hovered pins here, because if we want to detach a link by clicking and
// dragging, we need to have both a link and pin hovered.
if (!GImNodes->HoveredNodeIdx.HasValue())
{
GImNodes->HoveredLinkIdx = ResolveHoveredLink(editor.Links, editor.Pins);
}
}
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for (int node_idx = 0; node_idx < editor.Nodes.Pool.size(); ++node_idx)
{
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if (editor.Nodes.InUse[node_idx])
{
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DrawListActivateNodeBackground(node_idx);
DrawNode(editor, node_idx);
}
}
// In order to render the links underneath the nodes, we want to first select the bottom draw
// channel.
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GImNodes->CanvasDrawList->ChannelsSetCurrent(0);
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for (int link_idx = 0; link_idx < editor.Links.Pool.size(); ++link_idx)
{
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if (editor.Links.InUse[link_idx])
{
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DrawLink(editor, link_idx);
}
}
// Render the click interaction UI elements (partial links, box selector) on top of everything
// else.
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DrawListAppendClickInteractionChannel();
DrawListActivateClickInteractionChannel();
// Handle node graph interaction
{
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if (GImNodes->LeftMouseClicked && GImNodes->HoveredLinkIdx.HasValue())
{
BeginLinkInteraction(editor, GImNodes->HoveredLinkIdx.Value());
}
else if (GImNodes->LeftMouseClicked && GImNodes->HoveredPinIdx.HasValue())
{
BeginLinkCreation(editor, GImNodes->HoveredPinIdx.Value());
}
else if (GImNodes->LeftMouseClicked && GImNodes->HoveredNodeIdx.HasValue())
{
BeginNodeSelection(editor, GImNodes->HoveredNodeIdx.Value());
}
else if (
GImNodes->LeftMouseClicked || GImNodes->LeftMouseReleased ||
GImNodes->AltMouseClicked || GImNodes->AltMouseScrollDelta != 0.f)
{
BeginCanvasInteraction(editor);
}
ClickInteractionUpdate(editor);
}
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// Mini-map rect will be set with non-zero width if MiniMap(...) was called
if (IsMiniMapActive())
{
MiniMapUpdate();
}
// At this point, draw commands have been issued for all nodes (and pins). Update the node pool
// to detect unused node slots and remove those indices from the depth stack before sorting the
// node draw commands by depth.
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ObjectPoolUpdate(editor.Nodes);
ObjectPoolUpdate(editor.Pins);
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DrawListSortChannelsByDepth(editor.NodeDepthOrder);
// After the links have been rendered, the link pool can be updated as well.
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ObjectPoolUpdate(editor.Links);
// Finally, merge the draw channels
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GImNodes->CanvasDrawList->ChannelsMerge();
// pop style
ImGui::EndChild(); // end scrolling region
ImGui::PopStyleColor(); // pop child window background color
ImGui::PopStyleVar(); // pop window padding
ImGui::PopStyleVar(); // pop frame padding
ImGui::EndGroup();
}
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void MiniMap(
const float minimap_size_fraction,
const ImNodesMiniMapLocation location,
const ImNodesMiniMapNodeHoveringCallback node_hovering_callback,
void* node_hovering_callback_data)
{
// Check that editor size fraction is sane; must be in the range (0, 1]
assert(minimap_size_fraction > 0.f && minimap_size_fraction <= 1.f);
// Remember to call before EndNodeEditor
assert(GImNodes->CurrentScope == ImNodesScope_Editor);
// Set the size of the mini map to the global state
GImNodes->MiniMapRectScreenSpace =
ToMiniMapRect(minimap_size_fraction, GImNodes->CanvasRectScreenSpace, location);
// We'll know that the mini map is active if GImNodes->MiniMapRectScreenSpace specifies
// a non-zero area (actually, just the width is checked for non-zero size)
// Set node hovering callback information
GImNodes->MiniMapNodeHoveringCallback = node_hovering_callback;
GImNodes->MiniMapNodeHoveringCallbackUserData = node_hovering_callback_data;
// Actual drawing/updating of the MiniMap is done in EndNodeEditor so that
// mini map is draw over everything and all pin/link positions are updated
// correctly relative to their respective nodes. Hence, we must store some of
// of the state for the mini map in GImNodes for the actual drawing/updating
}
void BeginNode(const int node_id)
{
// Remember to call BeginNodeEditor before calling BeginNode
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assert(GImNodes->CurrentScope == ImNodesScope_Editor);
GImNodes->CurrentScope = ImNodesScope_Node;
ImNodesEditorContext& editor = EditorContextGet();
const int node_idx = ObjectPoolFindOrCreateIndex(editor.Nodes, node_id);
GImNodes->CurrentNodeIdx = node_idx;
ImNodeData& node = editor.Nodes.Pool[node_idx];
node.ColorStyle.Background = GImNodes->Style.Colors[ImNodesCol_NodeBackground];
node.ColorStyle.BackgroundHovered = GImNodes->Style.Colors[ImNodesCol_NodeBackgroundHovered];
node.ColorStyle.BackgroundSelected = GImNodes->Style.Colors[ImNodesCol_NodeBackgroundSelected];
node.ColorStyle.Outline = GImNodes->Style.Colors[ImNodesCol_NodeOutline];
node.ColorStyle.Titlebar = GImNodes->Style.Colors[ImNodesCol_TitleBar];
node.ColorStyle.TitlebarHovered = GImNodes->Style.Colors[ImNodesCol_TitleBarHovered];
node.ColorStyle.TitlebarSelected = GImNodes->Style.Colors[ImNodesCol_TitleBarSelected];
node.LayoutStyle.CornerRounding = GImNodes->Style.NodeCornerRounding;
node.LayoutStyle.Padding =
ImVec2(GImNodes->Style.NodePaddingHorizontal, GImNodes->Style.NodePaddingVertical);
node.LayoutStyle.BorderThickness = GImNodes->Style.NodeBorderThickness;
// ImGui::SetCursorPos sets the cursor position, local to the current widget
// (in this case, the child object started in BeginNodeEditor). Use
// ImGui::SetCursorScreenPos to set the screen space coordinates directly.
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ImGui::SetCursorPos(GridSpaceToEditorSpace(editor, GetNodeTitleBarOrigin(node)));
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DrawListAddNode(node_idx);
DrawListActivateCurrentNodeForeground();
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ImGui::PushID(node.Id);
ImGui::BeginGroup();
}
void EndNode()
{
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assert(GImNodes->CurrentScope == ImNodesScope_Node);
GImNodes->CurrentScope = ImNodesScope_Editor;
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ImNodesEditorContext& editor = EditorContextGet();
// The node's rectangle depends on the ImGui UI group size.
ImGui::EndGroup();
ImGui::PopID();
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ImNodeData& node = editor.Nodes.Pool[GImNodes->CurrentNodeIdx];
node.Rect = GetItemRect();
node.Rect.Expand(node.LayoutStyle.Padding);
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if (node.Rect.Contains(GImNodes->MousePos))
{
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GImNodes->NodeIndicesOverlappingWithMouse.push_back(GImNodes->CurrentNodeIdx);
}
}
ImVec2 GetNodeDimensions(int node_id)
{
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ImNodesEditorContext& editor = EditorContextGet();
const int node_idx = ObjectPoolFind(editor.Nodes, node_id);
assert(node_idx != -1); // invalid node_id
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const ImNodeData& node = editor.Nodes.Pool[node_idx];
return node.Rect.GetSize();
}
void BeginNodeTitleBar()
{
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assert(GImNodes->CurrentScope == ImNodesScope_Node);
ImGui::BeginGroup();
}
void EndNodeTitleBar()
{
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assert(GImNodes->CurrentScope == ImNodesScope_Node);
ImGui::EndGroup();
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ImNodesEditorContext& editor = EditorContextGet();
ImNodeData& node = editor.Nodes.Pool[GImNodes->CurrentNodeIdx];
node.TitleBarContentRect = GetItemRect();
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ImGui::ItemAdd(GetNodeTitleRect(node), ImGui::GetID("title_bar"));
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ImGui::SetCursorPos(GridSpaceToEditorSpace(editor, GetNodeContentOrigin(node)));
}
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void BeginInputAttribute(const int id, const ImNodesPinShape shape)
{
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BeginPinAttribute(id, ImNodesAttributeType_Input, shape, GImNodes->CurrentNodeIdx);
}
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void EndInputAttribute() { EndPinAttribute(); }
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void BeginOutputAttribute(const int id, const ImNodesPinShape shape)
{
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BeginPinAttribute(id, ImNodesAttributeType_Output, shape, GImNodes->CurrentNodeIdx);
}
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void EndOutputAttribute() { EndPinAttribute(); }
void BeginStaticAttribute(const int id)
{
// Make sure to call BeginNode() before calling BeginAttribute()
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assert(GImNodes->CurrentScope == ImNodesScope_Node);
GImNodes->CurrentScope = ImNodesScope_Attribute;
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GImNodes->CurrentAttributeId = id;
ImGui::BeginGroup();
ImGui::PushID(id);
}
void EndStaticAttribute()
{
// Make sure to call BeginNode() before calling BeginAttribute()
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assert(GImNodes->CurrentScope == ImNodesScope_Attribute);
GImNodes->CurrentScope = ImNodesScope_Node;
ImGui::PopID();
ImGui::EndGroup();
if (ImGui::IsItemActive())
{
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GImNodes->ActiveAttribute = true;
GImNodes->ActiveAttributeId = GImNodes->CurrentAttributeId;
}
}
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void PushAttributeFlag(const ImNodesAttributeFlags flag)
{
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GImNodes->CurrentAttributeFlags |= flag;
GImNodes->AttributeFlagStack.push_back(GImNodes->CurrentAttributeFlags);
}
void PopAttributeFlag()
{
// PopAttributeFlag called without a matching PushAttributeFlag!
// The bottom value is always the default value, pushed in Initialize().
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assert(GImNodes->AttributeFlagStack.size() > 1);
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GImNodes->AttributeFlagStack.pop_back();
GImNodes->CurrentAttributeFlags = GImNodes->AttributeFlagStack.back();
}
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void Link(const int id, const int start_attr_id, const int end_attr_id)
{
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assert(GImNodes->CurrentScope == ImNodesScope_Editor);
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ImNodesEditorContext& editor = EditorContextGet();
ImLinkData& link = ObjectPoolFindOrCreateObject(editor.Links, id);
link.Id = id;
link.StartPinIdx = ObjectPoolFindOrCreateIndex(editor.Pins, start_attr_id);
link.EndPinIdx = ObjectPoolFindOrCreateIndex(editor.Pins, end_attr_id);
link.ColorStyle.Base = GImNodes->Style.Colors[ImNodesCol_Link];
link.ColorStyle.Hovered = GImNodes->Style.Colors[ImNodesCol_LinkHovered];
link.ColorStyle.Selected = GImNodes->Style.Colors[ImNodesCol_LinkSelected];
// Check if this link was created by the current link event
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if ((editor.ClickInteraction.Type == ImNodesClickInteractionType_LinkCreation &&
editor.Pins.Pool[link.EndPinIdx].Flags & ImNodesAttributeFlags_EnableLinkCreationOnSnap &&
editor.ClickInteraction.LinkCreation.StartPinIdx == link.StartPinIdx &&
editor.ClickInteraction.LinkCreation.EndPinIdx == link.EndPinIdx) ||
(editor.ClickInteraction.LinkCreation.StartPinIdx == link.EndPinIdx &&
editor.ClickInteraction.LinkCreation.EndPinIdx == link.StartPinIdx))
{
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GImNodes->SnapLinkIdx = ObjectPoolFindOrCreateIndex(editor.Links, id);
}
}
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void PushColorStyle(const ImNodesCol item, unsigned int color)
{
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GImNodes->ColorModifierStack.push_back(ImNodesColElement(GImNodes->Style.Colors[item], item));
GImNodes->Style.Colors[item] = color;
}
void PopColorStyle()
{
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assert(GImNodes->ColorModifierStack.size() > 0);
const ImNodesColElement elem = GImNodes->ColorModifierStack.back();
GImNodes->Style.Colors[elem.Item] = elem.Color;
GImNodes->ColorModifierStack.pop_back();
}
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float& LookupStyleVar(const ImNodesStyleVar item)
{
// TODO: once the switch gets too big and unwieldy to work with, we could do
// a byte-offset lookup into the Style struct, using the StyleVar as an
// index. This is how ImGui does it.
float* style_var = 0;
switch (item)
{
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case ImNodesStyleVar_GridSpacing:
style_var = &GImNodes->Style.GridSpacing;
break;
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case ImNodesStyleVar_NodeCornerRounding:
style_var = &GImNodes->Style.NodeCornerRounding;
break;
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case ImNodesStyleVar_NodePaddingHorizontal:
style_var = &GImNodes->Style.NodePaddingHorizontal;
break;
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case ImNodesStyleVar_NodePaddingVertical:
style_var = &GImNodes->Style.NodePaddingVertical;
break;
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case ImNodesStyleVar_NodeBorderThickness:
style_var = &GImNodes->Style.NodeBorderThickness;
break;
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case ImNodesStyleVar_LinkThickness:
style_var = &GImNodes->Style.LinkThickness;
break;
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case ImNodesStyleVar_LinkLineSegmentsPerLength:
style_var = &GImNodes->Style.LinkLineSegmentsPerLength;
break;
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case ImNodesStyleVar_LinkHoverDistance:
style_var = &GImNodes->Style.LinkHoverDistance;
break;
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case ImNodesStyleVar_PinCircleRadius:
style_var = &GImNodes->Style.PinCircleRadius;
break;
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case ImNodesStyleVar_PinQuadSideLength:
style_var = &GImNodes->Style.PinQuadSideLength;
break;
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case ImNodesStyleVar_PinTriangleSideLength:
style_var = &GImNodes->Style.PinTriangleSideLength;
break;
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case ImNodesStyleVar_PinLineThickness:
style_var = &GImNodes->Style.PinLineThickness;
break;
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case ImNodesStyleVar_PinHoverRadius:
style_var = &GImNodes->Style.PinHoverRadius;
break;
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case ImNodesStyleVar_PinOffset:
style_var = &GImNodes->Style.PinOffset;
break;
default:
assert(!"Invalid StyleVar value!");
}
return *style_var;
}
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void PushStyleVar(const ImNodesStyleVar item, const float value)
{
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float& style_var = LookupStyleVar(item);
GImNodes->StyleModifierStack.push_back(ImNodesStyleVarElement(style_var, item));
style_var = value;
}
void PopStyleVar()
{
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assert(GImNodes->StyleModifierStack.size() > 0);
const ImNodesStyleVarElement style_elem = GImNodes->StyleModifierStack.back();
GImNodes->StyleModifierStack.pop_back();
float& style_var = LookupStyleVar(style_elem.Item);
style_var = style_elem.Value;
}
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void SetNodeScreenSpacePos(const int node_id, const ImVec2& screen_space_pos)
{
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ImNodesEditorContext& editor = EditorContextGet();
ImNodeData& node = ObjectPoolFindOrCreateObject(editor.Nodes, node_id);
node.Origin = ScreenSpaceToGridSpace(editor, screen_space_pos);
}
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void SetNodeEditorSpacePos(const int node_id, const ImVec2& editor_space_pos)
{
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ImNodesEditorContext& editor = EditorContextGet();
ImNodeData& node = ObjectPoolFindOrCreateObject(editor.Nodes, node_id);
node.Origin = EditorSpaceToGridSpace(editor, editor_space_pos);
}
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void SetNodeGridSpacePos(const int node_id, const ImVec2& grid_pos)
{
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ImNodesEditorContext& editor = EditorContextGet();
ImNodeData& node = ObjectPoolFindOrCreateObject(editor.Nodes, node_id);
node.Origin = grid_pos;
}
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void SetNodeDraggable(const int node_id, const bool draggable)
{
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ImNodesEditorContext& editor = EditorContextGet();
ImNodeData& node = ObjectPoolFindOrCreateObject(editor.Nodes, node_id);
node.Draggable = draggable;
}
ImVec2 GetNodeScreenSpacePos(const int node_id)
{
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ImNodesEditorContext& editor = EditorContextGet();
const int node_idx = ObjectPoolFind(editor.Nodes, node_id);
assert(node_idx != -1);
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ImNodeData& node = editor.Nodes.Pool[node_idx];
return GridSpaceToScreenSpace(editor, node.Origin);
}
ImVec2 GetNodeEditorSpacePos(const int node_id)
{
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ImNodesEditorContext& editor = EditorContextGet();
const int node_idx = ObjectPoolFind(editor.Nodes, node_id);
assert(node_idx != -1);
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ImNodeData& node = editor.Nodes.Pool[node_idx];
return GridSpaceToEditorSpace(editor, node.Origin);
}
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ImVec2 GetNodeGridSpacePos(const int node_id)
{
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ImNodesEditorContext& editor = EditorContextGet();
const int node_idx = ObjectPoolFind(editor.Nodes, node_id);
assert(node_idx != -1);
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ImNodeData& node = editor.Nodes.Pool[node_idx];
return node.Origin;
}
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bool IsEditorHovered() { return MouseInCanvas(); }
bool IsNodeHovered(int* const node_id)
{
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assert(GImNodes->CurrentScope == ImNodesScope_None);
assert(node_id != NULL);
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const bool is_hovered = GImNodes->HoveredNodeIdx.HasValue();
if (is_hovered)
{
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const ImNodesEditorContext& editor = EditorContextGet();
*node_id = editor.Nodes.Pool[GImNodes->HoveredNodeIdx.Value()].Id;
}
return is_hovered;
}
bool IsLinkHovered(int* const link_id)
{
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assert(GImNodes->CurrentScope == ImNodesScope_None);
assert(link_id != NULL);
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const bool is_hovered = GImNodes->HoveredLinkIdx.HasValue();
if (is_hovered)
{
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const ImNodesEditorContext& editor = EditorContextGet();
*link_id = editor.Links.Pool[GImNodes->HoveredLinkIdx.Value()].Id;
}
return is_hovered;
}
bool IsPinHovered(int* const attr)
{
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assert(GImNodes->CurrentScope == ImNodesScope_None);
assert(attr != NULL);
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const bool is_hovered = GImNodes->HoveredPinIdx.HasValue();
if (is_hovered)
{
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const ImNodesEditorContext& editor = EditorContextGet();
*attr = editor.Pins.Pool[GImNodes->HoveredPinIdx.Value()].Id;
}
return is_hovered;
}
int NumSelectedNodes()
{
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assert(GImNodes->CurrentScope == ImNodesScope_None);
const ImNodesEditorContext& editor = EditorContextGet();
return editor.SelectedNodeIndices.size();
}
int NumSelectedLinks()
{
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assert(GImNodes->CurrentScope == ImNodesScope_None);
const ImNodesEditorContext& editor = EditorContextGet();
return editor.SelectedLinkIndices.size();
}
void GetSelectedNodes(int* node_ids)
{
assert(node_ids != NULL);
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const ImNodesEditorContext& editor = EditorContextGet();
for (int i = 0; i < editor.SelectedNodeIndices.size(); ++i)
{
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const int node_idx = editor.SelectedNodeIndices[i];
node_ids[i] = editor.Nodes.Pool[node_idx].Id;
}
}
void GetSelectedLinks(int* link_ids)
{
assert(link_ids != NULL);
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const ImNodesEditorContext& editor = EditorContextGet();
for (int i = 0; i < editor.SelectedLinkIndices.size(); ++i)
{
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const int link_idx = editor.SelectedLinkIndices[i];
link_ids[i] = editor.Links.Pool[link_idx].Id;
}
}
void ClearNodeSelection()
{
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ImNodesEditorContext& editor = EditorContextGet();
editor.SelectedNodeIndices.clear();
}
void ClearNodeSelection(int node_id)
{
ImNodesEditorContext& editor = EditorContextGet();
ClearObjectSelection(editor.Nodes, editor.SelectedNodeIndices, node_id);
}
void ClearLinkSelection()
{
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ImNodesEditorContext& editor = EditorContextGet();
editor.SelectedLinkIndices.clear();
}
void ClearLinkSelection(int link_id)
{
ImNodesEditorContext& editor = EditorContextGet();
ClearObjectSelection(editor.Links, editor.SelectedLinkIndices, link_id);
}
void SelectNode(int node_id)
{
ImNodesEditorContext& editor = EditorContextGet();
SelectObject(editor.Nodes, editor.SelectedNodeIndices, node_id);
}
void SelectLink(int link_id)
{
ImNodesEditorContext& editor = EditorContextGet();
SelectObject(editor.Links, editor.SelectedLinkIndices, link_id);
}
bool IsNodeSelected(int node_id)
{
ImNodesEditorContext& editor = EditorContextGet();
return IsObjectSelected(editor.Nodes, editor.SelectedNodeIndices, node_id);
}
bool IsLinkSelected(int link_id)
{
ImNodesEditorContext& editor = EditorContextGet();
return IsObjectSelected(editor.Links, editor.SelectedLinkIndices, link_id);
}
bool IsAttributeActive()
{
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assert((GImNodes->CurrentScope & ImNodesScope_Node) != 0);
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if (!GImNodes->ActiveAttribute)
{
return false;
}
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return GImNodes->ActiveAttributeId == GImNodes->CurrentAttributeId;
}
bool IsAnyAttributeActive(int* const attribute_id)
{
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assert((GImNodes->CurrentScope & (ImNodesScope_Node | ImNodesScope_Attribute)) == 0);
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if (!GImNodes->ActiveAttribute)
{
return false;
}
if (attribute_id != NULL)
{
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*attribute_id = GImNodes->ActiveAttributeId;
}
return true;
}
bool IsLinkStarted(int* const started_at_id)
{
// Call this function after EndNodeEditor()!
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assert(GImNodes->CurrentScope == ImNodesScope_None);
assert(started_at_id != NULL);
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const bool is_started = (GImNodes->ImNodesUIState & ImNodesUIState_LinkStarted) != 0;
if (is_started)
{
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const ImNodesEditorContext& editor = EditorContextGet();
const int pin_idx = editor.ClickInteraction.LinkCreation.StartPinIdx;
*started_at_id = editor.Pins.Pool[pin_idx].Id;
}
return is_started;
}
bool IsLinkDropped(int* const started_at_id, const bool including_detached_links)
{
// Call this function after EndNodeEditor()!
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assert(GImNodes->CurrentScope == ImNodesScope_None);
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const ImNodesEditorContext& editor = EditorContextGet();
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const bool link_dropped =
(GImNodes->ImNodesUIState & ImNodesUIState_LinkDropped) != 0 &&
(including_detached_links ||
editor.ClickInteraction.LinkCreation.Type != ImNodesLinkCreationType_FromDetach);
if (link_dropped && started_at_id)
{
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const int pin_idx = editor.ClickInteraction.LinkCreation.StartPinIdx;
*started_at_id = editor.Pins.Pool[pin_idx].Id;
}
return link_dropped;
}
bool IsLinkCreated(
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int* const started_at_pin_id,
int* const ended_at_pin_id,
bool* const created_from_snap)
{
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assert(GImNodes->CurrentScope == ImNodesScope_None);
assert(started_at_pin_id != NULL);
assert(ended_at_pin_id != NULL);
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const bool is_created = (GImNodes->ImNodesUIState & ImNodesUIState_LinkCreated) != 0;
if (is_created)
{
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const ImNodesEditorContext& editor = EditorContextGet();
const int start_idx = editor.ClickInteraction.LinkCreation.StartPinIdx;
const int end_idx = editor.ClickInteraction.LinkCreation.EndPinIdx.Value();
const ImPinData& start_pin = editor.Pins.Pool[start_idx];
const ImPinData& end_pin = editor.Pins.Pool[end_idx];
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if (start_pin.Type == ImNodesAttributeType_Output)
{
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*started_at_pin_id = start_pin.Id;
*ended_at_pin_id = end_pin.Id;
}
else
{
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*started_at_pin_id = end_pin.Id;
*ended_at_pin_id = start_pin.Id;
}
if (created_from_snap)
{
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*created_from_snap =
editor.ClickInteraction.Type == ImNodesClickInteractionType_LinkCreation;
}
}
return is_created;
}
bool IsLinkCreated(
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int* started_at_node_id,
int* started_at_pin_id,
int* ended_at_node_id,
int* ended_at_pin_id,
bool* created_from_snap)
{
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assert(GImNodes->CurrentScope == ImNodesScope_None);
assert(started_at_node_id != NULL);
assert(started_at_pin_id != NULL);
assert(ended_at_node_id != NULL);
assert(ended_at_pin_id != NULL);
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const bool is_created = (GImNodes->ImNodesUIState & ImNodesUIState_LinkCreated) != 0;
if (is_created)
{
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const ImNodesEditorContext& editor = EditorContextGet();
const int start_idx = editor.ClickInteraction.LinkCreation.StartPinIdx;
const int end_idx = editor.ClickInteraction.LinkCreation.EndPinIdx.Value();
const ImPinData& start_pin = editor.Pins.Pool[start_idx];
const ImNodeData& start_node = editor.Nodes.Pool[start_pin.ParentNodeIdx];
const ImPinData& end_pin = editor.Pins.Pool[end_idx];
const ImNodeData& end_node = editor.Nodes.Pool[end_pin.ParentNodeIdx];
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if (start_pin.Type == ImNodesAttributeType_Output)
{
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*started_at_pin_id = start_pin.Id;
*started_at_node_id = start_node.Id;
*ended_at_pin_id = end_pin.Id;
*ended_at_node_id = end_node.Id;
}
else
{
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*started_at_pin_id = end_pin.Id;
*started_at_node_id = end_node.Id;
*ended_at_pin_id = start_pin.Id;
*ended_at_node_id = start_node.Id;
}
if (created_from_snap)
{
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*created_from_snap =
editor.ClickInteraction.Type == ImNodesClickInteractionType_LinkCreation;
}
}
return is_created;
}
bool IsLinkDestroyed(int* const link_id)
{
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assert(GImNodes->CurrentScope == ImNodesScope_None);
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const bool link_destroyed = GImNodes->DeletedLinkIdx.HasValue();
if (link_destroyed)
{
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const ImNodesEditorContext& editor = EditorContextGet();
const int link_idx = GImNodes->DeletedLinkIdx.Value();
*link_id = editor.Links.Pool[link_idx].Id;
}
return link_destroyed;
}
namespace
{
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void NodeLineHandler(ImNodesEditorContext& editor, const char* const line)
{
int id;
int x, y;
if (sscanf(line, "[node.%i", &id) == 1)
{
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const int node_idx = ObjectPoolFindOrCreateIndex(editor.Nodes, id);
GImNodes->CurrentNodeIdx = node_idx;
ImNodeData& node = editor.Nodes.Pool[node_idx];
node.Id = id;
}
else if (sscanf(line, "origin=%i,%i", &x, &y) == 2)
{
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ImNodeData& node = editor.Nodes.Pool[GImNodes->CurrentNodeIdx];
node.Origin = ImVec2((float)x, (float)y);
}
}
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void EditorLineHandler(ImNodesEditorContext& editor, const char* const line)
{
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(void)sscanf(line, "panning=%f,%f", &editor.Panning.x, &editor.Panning.y);
}
} // namespace
const char* SaveCurrentEditorStateToIniString(size_t* const data_size)
{
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return SaveEditorStateToIniString(&EditorContextGet(), data_size);
}
const char* SaveEditorStateToIniString(
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const ImNodesEditorContext* const editor_ptr,
size_t* const data_size)
{
assert(editor_ptr != NULL);
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const ImNodesEditorContext& editor = *editor_ptr;
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GImNodes->TextBuffer.clear();
// TODO: check to make sure that the estimate is the upper bound of element
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GImNodes->TextBuffer.reserve(64 * editor.Nodes.Pool.size());
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GImNodes->TextBuffer.appendf(
"[editor]\npanning=%i,%i\n", (int)editor.Panning.x, (int)editor.Panning.y);
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for (int i = 0; i < editor.Nodes.Pool.size(); i++)
{
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if (editor.Nodes.InUse[i])
{
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const ImNodeData& node = editor.Nodes.Pool[i];
GImNodes->TextBuffer.appendf("\n[node.%d]\n", node.Id);
GImNodes->TextBuffer.appendf("origin=%i,%i\n", (int)node.Origin.x, (int)node.Origin.y);
}
}
if (data_size != NULL)
{
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*data_size = GImNodes->TextBuffer.size();
}
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return GImNodes->TextBuffer.c_str();
}
void LoadCurrentEditorStateFromIniString(const char* const data, const size_t data_size)
{
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LoadEditorStateFromIniString(&EditorContextGet(), data, data_size);
}
void LoadEditorStateFromIniString(
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ImNodesEditorContext* const editor_ptr,
const char* const data,
const size_t data_size)
{
if (data_size == 0u)
{
return;
}
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ImNodesEditorContext& editor = editor_ptr == NULL ? EditorContextGet() : *editor_ptr;
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char* buf = (char*)ImGui::MemAlloc(data_size + 1);
const char* buf_end = buf + data_size;
memcpy(buf, data, data_size);
buf[data_size] = 0;
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void (*line_handler)(ImNodesEditorContext&, const char*);
line_handler = NULL;
char* line_end = NULL;
for (char* line = buf; line < buf_end; line = line_end + 1)
{
while (*line == '\n' || *line == '\r')
{
line++;
}
line_end = line;
while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
{
line_end++;
}
line_end[0] = 0;
if (*line == ';' || *line == '\0')
{
continue;
}
if (line[0] == '[' && line_end[-1] == ']')
{
line_end[-1] = 0;
if (strncmp(line + 1, "node", 4) == 0)
{
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line_handler = NodeLineHandler;
}
else if (strcmp(line + 1, "editor") == 0)
{
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line_handler = EditorLineHandler;
}
}
if (line_handler != NULL)
{
line_handler(editor, line);
}
}
ImGui::MemFree(buf);
}
void SaveCurrentEditorStateToIniFile(const char* const file_name)
{
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SaveEditorStateToIniFile(&EditorContextGet(), file_name);
}
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void SaveEditorStateToIniFile(const ImNodesEditorContext* const editor, const char* const file_name)
{
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size_t data_size = 0u;
const char* data = SaveEditorStateToIniString(editor, &data_size);
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FILE* file = ImFileOpen(file_name, "wt");
if (!file)
{
return;
}
fwrite(data, sizeof(char), data_size, file);
fclose(file);
}
void LoadCurrentEditorStateFromIniFile(const char* const file_name)
{
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LoadEditorStateFromIniFile(&EditorContextGet(), file_name);
}
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void LoadEditorStateFromIniFile(ImNodesEditorContext* const editor, const char* const file_name)
{
size_t data_size = 0u;
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char* file_data = (char*)ImFileLoadToMemory(file_name, "rb", &data_size);
if (!file_data)
{
return;
}
LoadEditorStateFromIniString(editor, file_data, data_size);
ImGui::MemFree(file_data);
}
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} // namespace ImNodes