// the structure of this file: // // [SECTION] bezier curve helpers // [SECTION] draw list helper // [SECTION] ui state logic // [SECTION] render helpers // [SECTION] API implementation #include "imnodes.h" #include "imnodes_internal.h" #include #define IMGUI_DEFINE_MATH_OPERATORS #include // 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 #include #include #include #include #include // for fwrite, ssprintf, sscanf #include #include // strlen, strncmp ImNodesContext* GImNodes = NULL; namespace ImNodes { namespace { // [SECTION] bezier curve helpers struct CubicBezier { ImVec2 P0, P1, P2, P3; int NumSegments; }; 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 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( 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. ImVec2 GetClosestPointOnCubicBezier(const int num_segments, const ImVec2& p, const CubicBezier& cb) { IM_ASSERT(num_segments > 0); ImVec2 p_last = cb.P0; ImVec2 p_closest; float p_closest_dist = FLT_MAX; float t_step = 1.0f / (float)num_segments; for (int i = 1; i <= num_segments; ++i) { ImVec2 p_current = EvalCubicBezier(t_step * i, cb.P0, cb.P1, cb.P2, cb.P3); ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); 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; } inline float GetDistanceToCubicBezier( const ImVec2& pos, const CubicBezier& cubic_bezier, const int num_segments) { const ImVec2 point_on_curve = GetClosestPointOnCubicBezier(num_segments, pos, cubic_bezier); const ImVec2 to_curve = point_on_curve - pos; return ImSqrt(ImLengthSqr(to_curve)); } inline ImRect GetContainingRectForCubicBezier(const CubicBezier& cb) { 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)); const float hover_distance = GImNodes->Style.LinkHoverDistance; ImRect rect(min, max); rect.Add(cb.P1); rect.Add(cb.P2); rect.Expand(ImVec2(hover_distance, hover_distance)); return rect; } inline CubicBezier GetCubicBezier( ImVec2 start, ImVec2 end, const ImNodesAttributeType start_type, const float line_segments_per_length) { assert( (start_type == ImNodesAttributeType_Input) || (start_type == ImNodesAttributeType_Output)); if (start_type == ImNodesAttributeType_Input) { ImSwap(start, end); } const float link_length = ImSqrt(ImLengthSqr(end - start)); const ImVec2 offset = ImVec2(0.25f * link_length, 0.f); 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(link_length * line_segments_per_length), 1); return cubic_bezier; } 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); } inline int Sign(float val) { return int(val > 0.0f) - int(val < 0.0f); } 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] = { 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; } inline bool RectangleOverlapsBezier(const ImRect& rectangle, const CubicBezier& cubic_bezier) { 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) { ImVec2 next = EvalCubicBezier( static_cast((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; } 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 const CubicBezier cubic_bezier = GetCubicBezier(start, end, start_type, GImNodes->Style.LinkLineSegmentsPerLength); return RectangleOverlapsBezier(rectangle, cubic_bezier); } return false; } // [SECTION] draw list helper 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); } } } void ImDrawListSplitterSwapChannels( ImDrawListSplitter& splitter, 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; } } void DrawListSet(ImDrawList* window_draw_list) { 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 | // | | // ----------------------- void DrawListAddNode(const int node_idx) { GImNodes->NodeIdxToSubmissionIdx.SetInt( static_cast(node_idx), GImNodes->NodeIdxSubmissionOrder.Size); GImNodes->NodeIdxSubmissionOrder.push_back(node_idx); ImDrawListGrowChannels(GImNodes->CanvasDrawList, 2); } 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. ImDrawListGrowChannels(GImNodes->CanvasDrawList, 1); } int DrawListSubmissionIdxToBackgroundChannelIdx(const int submission_idx) { // NOTE: the first channel is the canvas background, i.e. the grid return 1 + 2 * submission_idx; } int DrawListSubmissionIdxToForegroundChannelIdx(const int submission_idx) { return DrawListSubmissionIdxToBackgroundChannelIdx(submission_idx) + 1; } void DrawListActivateClickInteractionChannel() { GImNodes->CanvasDrawList->_Splitter.SetCurrentChannel( GImNodes->CanvasDrawList, GImNodes->CanvasDrawList->_Splitter._Count - 1); } void DrawListActivateCurrentNodeForeground() { const int foreground_channel_idx = DrawListSubmissionIdxToForegroundChannelIdx(GImNodes->NodeIdxSubmissionOrder.Size - 1); GImNodes->CanvasDrawList->_Splitter.SetCurrentChannel( GImNodes->CanvasDrawList, foreground_channel_idx); } void DrawListActivateNodeBackground(const int node_idx) { const int submission_idx = GImNodes->NodeIdxToSubmissionIdx.GetInt(static_cast(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); const int background_channel_idx = DrawListSubmissionIdxToBackgroundChannelIdx(submission_idx); GImNodes->CanvasDrawList->_Splitter.SetCurrentChannel( GImNodes->CanvasDrawList, background_channel_idx); } void DrawListSwapSubmissionIndices(const int lhs_idx, const int rhs_idx) { assert(lhs_idx != rhs_idx); 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); ImDrawListSplitterSwapChannels( GImNodes->CanvasDrawList->_Splitter, lhs_background_channel_idx, rhs_background_channel_idx); ImDrawListSplitterSwapChannels( GImNodes->CanvasDrawList->_Splitter, lhs_foreground_channel_idx, rhs_foreground_channel_idx); } void DrawListSortChannelsByDepth(const ImVector& node_idx_depth_order) { if (GImNodes->NodeIdxToSubmissionIdx.Data.Size < 2) { return; } assert(node_idx_depth_order.Size == GImNodes->NodeIdxSubmissionOrder.Size); int start_idx = node_idx_depth_order.Size - 1; 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; for (int i = 0; i < GImNodes->NodeIdxSubmissionOrder.Size; ++i) { 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) { DrawListSwapSubmissionIndices(j, j + 1); ImSwap(GImNodes->NodeIdxSubmissionOrder[j], GImNodes->NodeIdxSubmissionOrder[j + 1]); } } } // [SECTION] ui state logic ImVec2 GetScreenSpacePinCoordinates( const ImRect& node_rect, const ImRect& attribute_rect, const ImNodesAttributeType type) { 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)); } ImVec2 GetScreenSpacePinCoordinates(const ImNodesEditorContext& editor, const ImPinData& pin) { const ImRect& parent_node_rect = editor.Nodes.Pool[pin.ParentNodeIdx].Rect; return GetScreenSpacePinCoordinates(parent_node_rect, pin.AttributeRect, pin.Type); } bool MouseInCanvas() { // 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()); } 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. if (editor.ClickInteraction.Type != ImNodesClickInteractionType_None) { return; } 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. if (!editor.SelectedNodeIndices.contains(node_idx)) { editor.SelectedNodeIndices.clear(); editor.SelectedLinkIndices.clear(); editor.SelectedNodeIndices.push_back(node_idx); // Ensure that individually selected nodes get rendered on top ImVector& 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); } } void BeginLinkSelection(ImNodesEditorContext& editor, const int link_idx) { editor.ClickInteraction.Type = ImNodesClickInteractionType_Link; // When a link is selected, clear all other selections, and insert the link // as the sole selection. editor.SelectedNodeIndices.clear(); editor.SelectedLinkIndices.clear(); editor.SelectedLinkIndices.push_back(link_idx); } void BeginLinkDetach(ImNodesEditorContext& editor, const int link_idx, const int detach_pin_idx) { 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; } void BeginLinkInteraction(ImNodesEditorContext& editor, const int link_idx) { // Check the 'click and drag to detach' case. if (GImNodes->HoveredPinIdx.HasValue() && (editor.Pins.Pool[GImNodes->HoveredPinIdx.Value()].Flags & ImNodesAttributeFlags_EnableLinkDetachWithDragClick) != 0) { 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 { const bool modifier_pressed = GImNodes->Io.LinkDetachWithModifierClick.Modifier == NULL ? false : *GImNodes->Io.LinkDetachWithModifierClick.Modifier; if (modifier_pressed) { 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 { BeginLinkSelection(editor, link_idx); } } } void BeginLinkCreation(ImNodesEditorContext& editor, const int hovered_pin_idx) { 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; } static inline bool IsMiniMapHovered(); void BeginCanvasInteraction(ImNodesEditorContext& editor) { const bool any_ui_element_hovered = GImNodes->HoveredNodeIdx.HasValue() || GImNodes->HoveredLinkIdx.HasValue() || GImNodes->HoveredPinIdx.HasValue() || ImGui::IsAnyItemHovered(); const bool mouse_not_in_canvas = !MouseInCanvas(); if (editor.ClickInteraction.Type != ImNodesClickInteractionType_None || any_ui_element_hovered || mouse_not_in_canvas) { return; } const bool started_panning = GImNodes->AltMouseClicked; // Handle mini-map interactions if (IsMiniMapHovered()) { 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; } } // Handle normal editor interactions else { if (started_panning) { editor.ClickInteraction.Type = ImNodesClickInteractionType_Panning; } else if (GImNodes->LeftMouseClicked) { editor.ClickInteraction.Type = ImNodesClickInteractionType_BoxSelection; editor.ClickInteraction.BoxSelector.Rect.Min = GImNodes->MousePos; } } } 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 editor.SelectedNodeIndices.clear(); // Test for overlap against node rectangles for (int node_idx = 0; node_idx < editor.Nodes.Pool.size(); ++node_idx) { if (editor.Nodes.InUse[node_idx]) { ImNodeData& node = editor.Nodes.Pool[node_idx]; if (box_rect.Overlaps(node.Rect)) { editor.SelectedNodeIndices.push_back(node_idx); } } } // Update link selection editor.SelectedLinkIndices.clear(); // Test for overlap against links for (int link_idx = 0; link_idx < editor.Links.Pool.size(); ++link_idx) { if (editor.Links.InUse[link_idx]) { const ImLinkData& link = editor.Links.Pool[link_idx]; 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; 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 if (RectangleOverlapsLink(box_rect, start, end, pin_start.Type)) { editor.SelectedLinkIndices.push_back(link_idx); } } } } void TranslateSelectedNodes(ImNodesEditorContext& editor) { if (GImNodes->LeftMouseDragging) { const ImGuiIO& io = ImGui::GetIO(); for (int i = 0; i < editor.SelectedNodeIndices.size(); ++i) { const int node_idx = editor.SelectedNodeIndices[i]; ImNodeData& node = editor.Nodes.Pool[node_idx]; if (node.Draggable) { node.Origin += io.MouseDelta; } } } } 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) { 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) { const ImLinkData& link = editor.Links.Pool[link_idx]; if (LinkPredicate()(test_link, link) && editor.Links.InUse[link_idx]) { return ImOptionalIndex(link_idx); } } return ImOptionalIndex(); } bool ShouldLinkSnapToPin( const ImNodesEditorContext& editor, const ImPinData& start_pin, const int hovered_pin_idx, const ImOptionalIndex duplicate_link) { const ImPinData& end_pin = editor.Pins.Pool[hovered_pin_idx]; // The end pin must be in a different node if (start_pin.ParentNodeIdx == end_pin.ParentNodeIdx) { return false; } // The end pin must be of a different type 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. if (duplicate_link.HasValue() && !(duplicate_link == GImNodes->SnapLinkIdx)) { return false; } return true; } void ClickInteractionUpdate(ImNodesEditorContext& editor) { switch (editor.ClickInteraction.Type) { case ImNodesClickInteractionType_BoxSelection: { ImRect& box_rect = editor.ClickInteraction.BoxSelector.Rect; box_rect.Max = GImNodes->MousePos; BoxSelectorUpdateSelection(editor, box_rect); 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); if (GImNodes->LeftMouseReleased) { ImVector& depth_stack = editor.NodeDepthOrder; const ImVector& 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(i)); depth_stack.push_back(node_idx); ++num_moved; } if (num_moved == selected_idxs.Size) { break; } } } editor.ClickInteraction.Type = ImNodesClickInteractionType_None; } } break; case ImNodesClickInteractionType_Node: { TranslateSelectedNodes(editor); if (GImNodes->LeftMouseReleased) { editor.ClickInteraction.Type = ImNodesClickInteractionType_None; } } break; case ImNodesClickInteractionType_Link: { if (GImNodes->LeftMouseReleased) { editor.ClickInteraction.Type = ImNodesClickInteractionType_None; } } break; case ImNodesClickInteractionType_LinkCreation: { const ImPinData& start_pin = editor.Pins.Pool[editor.ClickInteraction.LinkCreation.StartPinIdx]; const ImOptionalIndex maybe_duplicate_link_idx = GImNodes->HoveredPinIdx.HasValue() ? FindDuplicateLink( editor, editor.ClickInteraction.LinkCreation.StartPinIdx, GImNodes->HoveredPinIdx.Value()) : ImOptionalIndex(); const bool should_snap = 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 = 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 if (snapping_pin_changed && GImNodes->SnapLinkIdx.HasValue()) { BeginLinkDetach( editor, GImNodes->SnapLinkIdx.Value(), editor.ClickInteraction.LinkCreation.EndPinIdx.Value()); } 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 ? GetScreenSpacePinCoordinates( editor, editor.Pins.Pool[GImNodes->HoveredPinIdx.Value()]) : GImNodes->MousePos; const CubicBezier cubic_bezier = GetCubicBezier( start_pos, end_pos, start_pin.Type, GImNodes->Style.LinkLineSegmentsPerLength); #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, GImNodes->Style.Colors[ImNodesCol_Link], GImNodes->Style.LinkThickness, cubic_bezier.NumSegments); const bool link_creation_on_snap = GImNodes->HoveredPinIdx.HasValue() && (editor.Pins.Pool[GImNodes->HoveredPinIdx.Value()].Flags & ImNodesAttributeFlags_EnableLinkCreationOnSnap); if (!should_snap) { editor.ClickInteraction.LinkCreation.EndPinIdx.Reset(); } const bool create_link = should_snap && (GImNodes->LeftMouseReleased || link_creation_on_snap); 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) if (!GImNodes->LeftMouseReleased && editor.ClickInteraction.LinkCreation.EndPinIdx == GImNodes->HoveredPinIdx) { break; } GImNodes->ImNodesUIState |= ImNodesUIState_LinkCreated; editor.ClickInteraction.LinkCreation.EndPinIdx = GImNodes->HoveredPinIdx.Value(); } if (GImNodes->LeftMouseReleased) { editor.ClickInteraction.Type = ImNodesClickInteractionType_None; if (!create_link) { GImNodes->ImNodesUIState |= ImNodesUIState_LinkDropped; } } } break; 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: { const bool dragging = GImNodes->AltMouseDragging; if (dragging) { editor.Panning += ImGui::GetIO().MouseDelta / GImNodes->MiniMapZoom; } else { editor.ClickInteraction.Type = ImNodesClickInteractionType_None; } } break; 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; } } void ResolveOccludedPins(const ImNodesEditorContext& editor, ImVector& occluded_pin_indices) { const ImVector& 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& pins, const ImVector& 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& depth_stack) { if (GImNodes->NodeIndicesOverlappingWithMouse.size() == 0) { return ImOptionalIndex(); } if (GImNodes->NodeIndicesOverlappingWithMouse.size() == 1) { return ImOptionalIndex(GImNodes->NodeIndicesOverlappingWithMouse[0]); } int largest_depth_idx = -1; int node_idx_on_top = -1; for (int i = 0; i < GImNodes->NodeIndicesOverlappingWithMouse.size(); ++i) { 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); return ImOptionalIndex(node_idx_on_top); } ImOptionalIndex ResolveHoveredLink( const ImObjectPool& links, const ImObjectPool& 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 inline ImVec2 ScreenSpaceToGridSpace(const ImNodesEditorContext& editor, const ImVec2& v) { return v - GImNodes->CanvasOriginScreenSpace - editor.Panning; } inline ImVec2 GridSpaceToScreenSpace(const ImNodesEditorContext& editor, const ImVec2& v) { return v + GImNodes->CanvasOriginScreenSpace + editor.Panning; } inline ImVec2 GridSpaceToEditorSpace(const ImNodesEditorContext& editor, const ImVec2& v) { return v + editor.Panning; } inline ImVec2 EditorSpaceToGridSpace(const ImNodesEditorContext& editor, const ImVec2& v) { return v - editor.Panning; } inline ImVec2 EditorSpaceToScreenSpace(const ImVec2& v) { return GImNodes->CanvasOriginScreenSpace + v; } inline ImRect GetItemRect() { return ImRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax()); } inline ImVec2 GetNodeTitleBarOrigin(const ImNodeData& node) { return node.Origin + node.LayoutStyle.Padding; } inline ImVec2 GetNodeContentOrigin(const ImNodeData& node) { const ImVec2 title_bar_height = ImVec2(0.f, node.TitleBarContentRect.GetHeight() + 2.0f * node.LayoutStyle.Padding.y); return node.Origin + title_bar_height + node.LayoutStyle.Padding; } inline ImRect GetNodeTitleRect(const ImNodeData& node) { ImRect expanded_title_rect = node.TitleBarContentRect; expanded_title_rect.Expand(node.LayoutStyle.Padding); return ImRect( expanded_title_rect.Min, expanded_title_rect.Min + ImVec2(node.Rect.GetWidth(), 0.f) + ImVec2(0.f, expanded_title_rect.GetHeight())); } void DrawGrid(ImNodesEditorContext& editor, const ImVec2& canvas_size) { const ImVec2 offset = editor.Panning; for (float x = fmodf(offset.x, GImNodes->Style.GridSpacing); x < canvas_size.x; x += GImNodes->Style.GridSpacing) { GImNodes->CanvasDrawList->AddLine( EditorSpaceToScreenSpace(ImVec2(x, 0.0f)), EditorSpaceToScreenSpace(ImVec2(x, canvas_size.y)), GImNodes->Style.Colors[ImNodesCol_GridLine]); } for (float y = fmodf(offset.y, GImNodes->Style.GridSpacing); y < canvas_size.y; y += GImNodes->Style.GridSpacing) { GImNodes->CanvasDrawList->AddLine( EditorSpaceToScreenSpace(ImVec2(0.0f, y)), EditorSpaceToScreenSpace(ImVec2(canvas_size.x, y)), GImNodes->Style.Colors[ImNodesCol_GridLine]); } } struct QuadOffsets { ImVec2 TopLeft, BottomLeft, BottomRight, TopRight; }; QuadOffsets CalculateQuadOffsets(const float side_length) { const float half_side = 0.5f * side_length; QuadOffsets offset; 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 { ImVec2 TopLeft, BottomLeft, Right; }; 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; offset.TopLeft = ImVec2(left_offset, vertical_offset); offset.BottomLeft = ImVec2(left_offset, -vertical_offset); offset.Right = ImVec2(right_offset, 0.f); return offset; } void DrawPinShape(const ImVec2& pin_pos, const ImPinData& pin, const ImU32 pin_color) { static const int CIRCLE_NUM_SEGMENTS = 8; switch (pin.Shape) { case ImNodesPinShape_Circle: { GImNodes->CanvasDrawList->AddCircle( pin_pos, GImNodes->Style.PinCircleRadius, pin_color, CIRCLE_NUM_SEGMENTS, GImNodes->Style.PinLineThickness); } break; case ImNodesPinShape_CircleFilled: { GImNodes->CanvasDrawList->AddCircleFilled( pin_pos, GImNodes->Style.PinCircleRadius, pin_color, CIRCLE_NUM_SEGMENTS); } break; 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, GImNodes->Style.PinLineThickness); } break; 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; 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. 2.f * GImNodes->Style.PinLineThickness); } break; 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; } } void DrawPin(ImNodesEditorContext& editor, const int pin_idx) { ImPinData& pin = editor.Pins.Pool[pin_idx]; const ImRect& parent_node_rect = editor.Nodes.Pool[pin.ParentNodeIdx].Rect; pin.Pos = GetScreenSpacePinCoordinates(parent_node_rect, pin.AttributeRect, pin.Type); ImU32 pin_color = pin.ColorStyle.Background; if (GImNodes->HoveredPinIdx == pin_idx) { pin_color = pin.ColorStyle.Hovered; } DrawPinShape(pin.Pos, pin, pin_color); } void DrawNode(ImNodesEditorContext& editor, const int node_idx) { const ImNodeData& node = editor.Nodes.Pool[node_idx]; ImGui::SetCursorPos(node.Origin + editor.Panning); const bool node_hovered = GImNodes->HoveredNodeIdx == node_idx && editor.ClickInteraction.Type != ImNodesClickInteractionType_BoxSelection; ImU32 node_background = node.ColorStyle.Background; ImU32 titlebar_background = node.ColorStyle.Titlebar; if (editor.SelectedNodeIndices.contains(node_idx)) { node_background = node.ColorStyle.BackgroundSelected; titlebar_background = node.ColorStyle.TitlebarSelected; } else if (node_hovered) { node_background = node.ColorStyle.BackgroundHovered; titlebar_background = node.ColorStyle.TitlebarHovered; } { // node base GImNodes->CanvasDrawList->AddRectFilled( node.Rect.Min, node.Rect.Max, node_background, node.LayoutStyle.CornerRounding); // title bar: if (node.TitleBarContentRect.GetHeight() > 0.f) { ImRect title_bar_rect = GetNodeTitleRect(node); #if IMGUI_VERSION_NUM < 18200 GImNodes->CanvasDrawList->AddRectFilled( title_bar_rect.Min, title_bar_rect.Max, titlebar_background, node.LayoutStyle.CornerRounding, ImDrawCornerFlags_Top); #else GImNodes->CanvasDrawList->AddRectFilled( title_bar_rect.Min, title_bar_rect.Max, titlebar_background, node.LayoutStyle.CornerRounding, ImDrawFlags_RoundCornersTop); #endif } if ((GImNodes->Style.Flags & ImNodesStyleFlags_NodeOutline) != 0) { #if IMGUI_VERSION_NUM < 18200 GImNodes->CanvasDrawList->AddRect( node.Rect.Min, node.Rect.Max, node.ColorStyle.Outline, node.LayoutStyle.CornerRounding, ImDrawCornerFlags_All, 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 } } for (int i = 0; i < node.PinIndices.size(); ++i) { DrawPin(editor, node.PinIndices[i]); } if (node_hovered) { GImNodes->HoveredNodeIdx = node_idx; } } void DrawLink(ImNodesEditorContext& editor, const int link_idx) { 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 CubicBezier cubic_bezier = GetCubicBezier( start_pin.Pos, end_pin.Pos, start_pin.Type, GImNodes->Style.LinkLineSegmentsPerLength); const bool link_hovered = GImNodes->HoveredLinkIdx == link_idx && editor.ClickInteraction.Type != ImNodesClickInteractionType_BoxSelection; if (link_hovered) { 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. if (GImNodes->DeletedLinkIdx == link_idx) { return; } ImU32 link_color = link.ColorStyle.Base; if (editor.SelectedLinkIndices.contains(link_idx)) { link_color = link.ColorStyle.Selected; } else if (link_hovered) { link_color = link.ColorStyle.Hovered; } #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, cubic_bezier.NumSegments); } void BeginPinAttribute( const int id, const ImNodesAttributeType type, const ImNodesPinShape shape, const int node_idx) { // Make sure to call BeginNode() before calling // BeginAttribute() assert(GImNodes->CurrentScope == ImNodesScope_Node); GImNodes->CurrentScope = ImNodesScope_Attribute; ImGui::BeginGroup(); ImGui::PushID(id); ImNodesEditorContext& editor = EditorContextGet(); GImNodes->CurrentAttributeId = id; 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]; } void EndPinAttribute() { assert(GImNodes->CurrentScope == ImNodesScope_Attribute); GImNodes->CurrentScope = ImNodesScope_Node; ImGui::PopID(); ImGui::EndGroup(); if (ImGui::IsItemActive()) { GImNodes->ActiveAttribute = true; GImNodes->ActiveAttributeId = GImNodes->CurrentAttributeId; } 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); } 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; context->DefaultEditorCtx = EditorContextCreate(); EditorContextSet(GImNodes->DefaultEditorCtx); context->CurrentAttributeFlags = ImNodesAttributeFlags_None; context->AttributeFlagStack.push_back(GImNodes->CurrentAttributeFlags); StyleColorsDark(); } void Shutdown(ImNodesContext* ctx) { EditorContextFree(ctx->DefaultEditorCtx); } // [SECTION] minimap static inline bool IsMiniMapActive() { return GImNodes->MiniMapRectScreenSpace.GetWidth() > 0.f; } static inline bool IsMiniMapHovered() { return IsMiniMapActive() && ImGui::IsMouseHoveringRect( GImNodes->MiniMapRectScreenSpace.Min, GImNodes->MiniMapRectScreenSpace.Max); } static inline ImRect ToMiniMapRect( const float minimap_size_fraction, const ImRect& editor_rect, const ImNodesMiniMapLocation location) { 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); } static void MiniMapDrawNode( ImNodesEditorContext& editor, const int node_idx, const ImVec2& editor_center, const ImVec2& mini_map_center, const float scaling) { 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); } 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]; 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 void SelectObject(const ImObjectPool& objects, ImVector& selected_indices, const int id) { const int idx = ObjectPoolFind(objects, id); assert(idx >= 0); assert(selected_indices.find(idx) == selected_indices.end()); selected_indices.push_back(idx); } template void ClearObjectSelection( const ImObjectPool& objects, ImVector& selected_indices, const int id) { const int idx = ObjectPoolFind(objects, id); assert(idx >= 0); assert(selected_indices.find(idx) != selected_indices.end()); selected_indices.find_erase_unsorted(idx); } template bool IsObjectSelected(const ImObjectPool& objects, ImVector& 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() { } namespace ImNodes { ImNodesContext* CreateContext() { ImNodesContext* ctx = IM_NEW(ImNodesContext)(); if (GImNodes == NULL) SetCurrentContext(ctx); Initialize(ctx); return ctx; } void DestroyContext(ImNodesContext* ctx) { if (ctx == NULL) ctx = GImNodes; Shutdown(ctx); if (GImNodes == ctx) SetCurrentContext(NULL); IM_DELETE(ctx); } ImNodesContext* GetCurrentContext() { return GImNodes; } void SetCurrentContext(ImNodesContext* ctx) { GImNodes = ctx; } ImNodesEditorContext* EditorContextCreate() { void* mem = ImGui::MemAlloc(sizeof(ImNodesEditorContext)); new (mem) ImNodesEditorContext(); return (ImNodesEditorContext*)mem; } void EditorContextFree(ImNodesEditorContext* ctx) { ctx->~ImNodesEditorContext(); ImGui::MemFree(ctx); } 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; } void EditorContextMoveToNode(const int node_id) { ImNodesEditorContext& editor = EditorContextGet(); ImNodeData& node = ObjectPoolFindOrCreateObject(editor.Nodes, node_id); editor.Panning.x = -node.Origin.x; editor.Panning.y = -node.Origin.y; } void SetImGuiContext(ImGuiContext* ctx) { ImGui::SetCurrentContext(ctx); } ImNodesIO& GetIO() { return GImNodes->Io; } ImNodesStyle& GetStyle() { return GImNodes->Style; } void StyleColorsDark() { 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 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 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 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() { 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() { 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 GImNodes->Style.Colors[ImNodesCol_Link] = IM_COL32(66, 150, 250, 100); // original imgui values: 117, 138, 204 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 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() { assert(GImNodes->CurrentScope == ImNodesScope_None); GImNodes->CurrentScope = ImNodesScope_Editor; // Reset state from previous pass 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)); 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); 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. DrawListSet(ImGui::GetWindowDrawList()); { const ImVec2 canvas_size = ImGui::GetWindowSize(); GImNodes->CanvasRectScreenSpace = ImRect( EditorSpaceToScreenSpace(ImVec2(0.f, 0.f)), EditorSpaceToScreenSpace(canvas_size)); if (GImNodes->Style.Flags & ImNodesStyleFlags_GridLines) { DrawGrid(editor, canvas_size); } } } } void EndNodeEditor() { 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. 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); GImNodes->HoveredPinIdx = ResolveHoveredPin(editor.Pins, GImNodes->OccludedPinIndices); if (!GImNodes->HoveredPinIdx.HasValue()) { // Resolve which node is actually on top and being hovered using the depth stack. GImNodes->HoveredNodeIdx = ResolveHoveredNode(editor.NodeDepthOrder); } // 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); } } for (int node_idx = 0; node_idx < editor.Nodes.Pool.size(); ++node_idx) { if (editor.Nodes.InUse[node_idx]) { 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. GImNodes->CanvasDrawList->ChannelsSetCurrent(0); for (int link_idx = 0; link_idx < editor.Links.Pool.size(); ++link_idx) { if (editor.Links.InUse[link_idx]) { DrawLink(editor, link_idx); } } // Render the click interaction UI elements (partial links, box selector) on top of everything // else. DrawListAppendClickInteractionChannel(); DrawListActivateClickInteractionChannel(); // Handle node graph interaction { 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); } // 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. ObjectPoolUpdate(editor.Nodes); ObjectPoolUpdate(editor.Pins); DrawListSortChannelsByDepth(editor.NodeDepthOrder); // After the links have been rendered, the link pool can be updated as well. ObjectPoolUpdate(editor.Links); // Finally, merge the draw channels 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(); } 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 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. ImGui::SetCursorPos(GridSpaceToEditorSpace(editor, GetNodeTitleBarOrigin(node))); DrawListAddNode(node_idx); DrawListActivateCurrentNodeForeground(); ImGui::PushID(node.Id); ImGui::BeginGroup(); } void EndNode() { assert(GImNodes->CurrentScope == ImNodesScope_Node); GImNodes->CurrentScope = ImNodesScope_Editor; ImNodesEditorContext& editor = EditorContextGet(); // The node's rectangle depends on the ImGui UI group size. ImGui::EndGroup(); ImGui::PopID(); ImNodeData& node = editor.Nodes.Pool[GImNodes->CurrentNodeIdx]; node.Rect = GetItemRect(); node.Rect.Expand(node.LayoutStyle.Padding); if (node.Rect.Contains(GImNodes->MousePos)) { GImNodes->NodeIndicesOverlappingWithMouse.push_back(GImNodes->CurrentNodeIdx); } } ImVec2 GetNodeDimensions(int node_id) { ImNodesEditorContext& editor = EditorContextGet(); const int node_idx = ObjectPoolFind(editor.Nodes, node_id); assert(node_idx != -1); // invalid node_id const ImNodeData& node = editor.Nodes.Pool[node_idx]; return node.Rect.GetSize(); } void BeginNodeTitleBar() { assert(GImNodes->CurrentScope == ImNodesScope_Node); ImGui::BeginGroup(); } void EndNodeTitleBar() { assert(GImNodes->CurrentScope == ImNodesScope_Node); ImGui::EndGroup(); ImNodesEditorContext& editor = EditorContextGet(); ImNodeData& node = editor.Nodes.Pool[GImNodes->CurrentNodeIdx]; node.TitleBarContentRect = GetItemRect(); ImGui::ItemAdd(GetNodeTitleRect(node), ImGui::GetID("title_bar")); ImGui::SetCursorPos(GridSpaceToEditorSpace(editor, GetNodeContentOrigin(node))); } void BeginInputAttribute(const int id, const ImNodesPinShape shape) { BeginPinAttribute(id, ImNodesAttributeType_Input, shape, GImNodes->CurrentNodeIdx); } void EndInputAttribute() { EndPinAttribute(); } void BeginOutputAttribute(const int id, const ImNodesPinShape shape) { BeginPinAttribute(id, ImNodesAttributeType_Output, shape, GImNodes->CurrentNodeIdx); } void EndOutputAttribute() { EndPinAttribute(); } void BeginStaticAttribute(const int id) { // Make sure to call BeginNode() before calling BeginAttribute() assert(GImNodes->CurrentScope == ImNodesScope_Node); GImNodes->CurrentScope = ImNodesScope_Attribute; GImNodes->CurrentAttributeId = id; ImGui::BeginGroup(); ImGui::PushID(id); } void EndStaticAttribute() { // Make sure to call BeginNode() before calling BeginAttribute() assert(GImNodes->CurrentScope == ImNodesScope_Attribute); GImNodes->CurrentScope = ImNodesScope_Node; ImGui::PopID(); ImGui::EndGroup(); if (ImGui::IsItemActive()) { GImNodes->ActiveAttribute = true; GImNodes->ActiveAttributeId = GImNodes->CurrentAttributeId; } } void PushAttributeFlag(const ImNodesAttributeFlags flag) { 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(). assert(GImNodes->AttributeFlagStack.size() > 1); GImNodes->AttributeFlagStack.pop_back(); GImNodes->CurrentAttributeFlags = GImNodes->AttributeFlagStack.back(); } void Link(const int id, const int start_attr_id, const int end_attr_id) { assert(GImNodes->CurrentScope == ImNodesScope_Editor); 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 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)) { GImNodes->SnapLinkIdx = ObjectPoolFindOrCreateIndex(editor.Links, id); } } void PushColorStyle(const ImNodesCol item, unsigned int color) { GImNodes->ColorModifierStack.push_back(ImNodesColElement(GImNodes->Style.Colors[item], item)); GImNodes->Style.Colors[item] = color; } void PopColorStyle() { assert(GImNodes->ColorModifierStack.size() > 0); const ImNodesColElement elem = GImNodes->ColorModifierStack.back(); GImNodes->Style.Colors[elem.Item] = elem.Color; GImNodes->ColorModifierStack.pop_back(); } 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) { case ImNodesStyleVar_GridSpacing: style_var = &GImNodes->Style.GridSpacing; break; case ImNodesStyleVar_NodeCornerRounding: style_var = &GImNodes->Style.NodeCornerRounding; break; case ImNodesStyleVar_NodePaddingHorizontal: style_var = &GImNodes->Style.NodePaddingHorizontal; break; case ImNodesStyleVar_NodePaddingVertical: style_var = &GImNodes->Style.NodePaddingVertical; break; case ImNodesStyleVar_NodeBorderThickness: style_var = &GImNodes->Style.NodeBorderThickness; break; case ImNodesStyleVar_LinkThickness: style_var = &GImNodes->Style.LinkThickness; break; case ImNodesStyleVar_LinkLineSegmentsPerLength: style_var = &GImNodes->Style.LinkLineSegmentsPerLength; break; case ImNodesStyleVar_LinkHoverDistance: style_var = &GImNodes->Style.LinkHoverDistance; break; case ImNodesStyleVar_PinCircleRadius: style_var = &GImNodes->Style.PinCircleRadius; break; case ImNodesStyleVar_PinQuadSideLength: style_var = &GImNodes->Style.PinQuadSideLength; break; case ImNodesStyleVar_PinTriangleSideLength: style_var = &GImNodes->Style.PinTriangleSideLength; break; case ImNodesStyleVar_PinLineThickness: style_var = &GImNodes->Style.PinLineThickness; break; case ImNodesStyleVar_PinHoverRadius: style_var = &GImNodes->Style.PinHoverRadius; break; case ImNodesStyleVar_PinOffset: style_var = &GImNodes->Style.PinOffset; break; default: assert(!"Invalid StyleVar value!"); } return *style_var; } void PushStyleVar(const ImNodesStyleVar item, const float value) { float& style_var = LookupStyleVar(item); GImNodes->StyleModifierStack.push_back(ImNodesStyleVarElement(style_var, item)); style_var = value; } void PopStyleVar() { 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; } void SetNodeScreenSpacePos(const int node_id, const ImVec2& screen_space_pos) { ImNodesEditorContext& editor = EditorContextGet(); ImNodeData& node = ObjectPoolFindOrCreateObject(editor.Nodes, node_id); node.Origin = ScreenSpaceToGridSpace(editor, screen_space_pos); } void SetNodeEditorSpacePos(const int node_id, const ImVec2& editor_space_pos) { ImNodesEditorContext& editor = EditorContextGet(); ImNodeData& node = ObjectPoolFindOrCreateObject(editor.Nodes, node_id); node.Origin = EditorSpaceToGridSpace(editor, editor_space_pos); } void SetNodeGridSpacePos(const int node_id, const ImVec2& grid_pos) { ImNodesEditorContext& editor = EditorContextGet(); ImNodeData& node = ObjectPoolFindOrCreateObject(editor.Nodes, node_id); node.Origin = grid_pos; } void SetNodeDraggable(const int node_id, const bool draggable) { ImNodesEditorContext& editor = EditorContextGet(); ImNodeData& node = ObjectPoolFindOrCreateObject(editor.Nodes, node_id); node.Draggable = draggable; } ImVec2 GetNodeScreenSpacePos(const int node_id) { ImNodesEditorContext& editor = EditorContextGet(); const int node_idx = ObjectPoolFind(editor.Nodes, node_id); assert(node_idx != -1); ImNodeData& node = editor.Nodes.Pool[node_idx]; return GridSpaceToScreenSpace(editor, node.Origin); } ImVec2 GetNodeEditorSpacePos(const int node_id) { ImNodesEditorContext& editor = EditorContextGet(); const int node_idx = ObjectPoolFind(editor.Nodes, node_id); assert(node_idx != -1); ImNodeData& node = editor.Nodes.Pool[node_idx]; return GridSpaceToEditorSpace(editor, node.Origin); } ImVec2 GetNodeGridSpacePos(const int node_id) { ImNodesEditorContext& editor = EditorContextGet(); const int node_idx = ObjectPoolFind(editor.Nodes, node_id); assert(node_idx != -1); ImNodeData& node = editor.Nodes.Pool[node_idx]; return node.Origin; } bool IsEditorHovered() { return MouseInCanvas(); } bool IsNodeHovered(int* const node_id) { assert(GImNodes->CurrentScope == ImNodesScope_None); assert(node_id != NULL); const bool is_hovered = GImNodes->HoveredNodeIdx.HasValue(); if (is_hovered) { const ImNodesEditorContext& editor = EditorContextGet(); *node_id = editor.Nodes.Pool[GImNodes->HoveredNodeIdx.Value()].Id; } return is_hovered; } bool IsLinkHovered(int* const link_id) { assert(GImNodes->CurrentScope == ImNodesScope_None); assert(link_id != NULL); const bool is_hovered = GImNodes->HoveredLinkIdx.HasValue(); if (is_hovered) { const ImNodesEditorContext& editor = EditorContextGet(); *link_id = editor.Links.Pool[GImNodes->HoveredLinkIdx.Value()].Id; } return is_hovered; } bool IsPinHovered(int* const attr) { assert(GImNodes->CurrentScope == ImNodesScope_None); assert(attr != NULL); const bool is_hovered = GImNodes->HoveredPinIdx.HasValue(); if (is_hovered) { const ImNodesEditorContext& editor = EditorContextGet(); *attr = editor.Pins.Pool[GImNodes->HoveredPinIdx.Value()].Id; } return is_hovered; } int NumSelectedNodes() { assert(GImNodes->CurrentScope == ImNodesScope_None); const ImNodesEditorContext& editor = EditorContextGet(); return editor.SelectedNodeIndices.size(); } int NumSelectedLinks() { assert(GImNodes->CurrentScope == ImNodesScope_None); const ImNodesEditorContext& editor = EditorContextGet(); return editor.SelectedLinkIndices.size(); } void GetSelectedNodes(int* node_ids) { assert(node_ids != NULL); const ImNodesEditorContext& editor = EditorContextGet(); for (int i = 0; i < editor.SelectedNodeIndices.size(); ++i) { 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); const ImNodesEditorContext& editor = EditorContextGet(); for (int i = 0; i < editor.SelectedLinkIndices.size(); ++i) { const int link_idx = editor.SelectedLinkIndices[i]; link_ids[i] = editor.Links.Pool[link_idx].Id; } } void ClearNodeSelection() { ImNodesEditorContext& editor = EditorContextGet(); editor.SelectedNodeIndices.clear(); } void ClearNodeSelection(int node_id) { ImNodesEditorContext& editor = EditorContextGet(); ClearObjectSelection(editor.Nodes, editor.SelectedNodeIndices, node_id); } void ClearLinkSelection() { 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() { assert((GImNodes->CurrentScope & ImNodesScope_Node) != 0); if (!GImNodes->ActiveAttribute) { return false; } return GImNodes->ActiveAttributeId == GImNodes->CurrentAttributeId; } bool IsAnyAttributeActive(int* const attribute_id) { assert((GImNodes->CurrentScope & (ImNodesScope_Node | ImNodesScope_Attribute)) == 0); if (!GImNodes->ActiveAttribute) { return false; } if (attribute_id != NULL) { *attribute_id = GImNodes->ActiveAttributeId; } return true; } bool IsLinkStarted(int* const started_at_id) { // Call this function after EndNodeEditor()! assert(GImNodes->CurrentScope == ImNodesScope_None); assert(started_at_id != NULL); const bool is_started = (GImNodes->ImNodesUIState & ImNodesUIState_LinkStarted) != 0; if (is_started) { 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()! assert(GImNodes->CurrentScope == ImNodesScope_None); const ImNodesEditorContext& editor = EditorContextGet(); const bool link_dropped = (GImNodes->ImNodesUIState & ImNodesUIState_LinkDropped) != 0 && (including_detached_links || editor.ClickInteraction.LinkCreation.Type != ImNodesLinkCreationType_FromDetach); if (link_dropped && started_at_id) { const int pin_idx = editor.ClickInteraction.LinkCreation.StartPinIdx; *started_at_id = editor.Pins.Pool[pin_idx].Id; } return link_dropped; } bool IsLinkCreated( int* const started_at_pin_id, int* const ended_at_pin_id, bool* const created_from_snap) { assert(GImNodes->CurrentScope == ImNodesScope_None); assert(started_at_pin_id != NULL); assert(ended_at_pin_id != NULL); const bool is_created = (GImNodes->ImNodesUIState & ImNodesUIState_LinkCreated) != 0; if (is_created) { 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]; if (start_pin.Type == ImNodesAttributeType_Output) { *started_at_pin_id = start_pin.Id; *ended_at_pin_id = end_pin.Id; } else { *started_at_pin_id = end_pin.Id; *ended_at_pin_id = start_pin.Id; } if (created_from_snap) { *created_from_snap = editor.ClickInteraction.Type == ImNodesClickInteractionType_LinkCreation; } } return is_created; } bool IsLinkCreated( int* started_at_node_id, int* started_at_pin_id, int* ended_at_node_id, int* ended_at_pin_id, bool* created_from_snap) { 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); const bool is_created = (GImNodes->ImNodesUIState & ImNodesUIState_LinkCreated) != 0; if (is_created) { 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]; if (start_pin.Type == ImNodesAttributeType_Output) { *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 { *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) { *created_from_snap = editor.ClickInteraction.Type == ImNodesClickInteractionType_LinkCreation; } } return is_created; } bool IsLinkDestroyed(int* const link_id) { assert(GImNodes->CurrentScope == ImNodesScope_None); const bool link_destroyed = GImNodes->DeletedLinkIdx.HasValue(); if (link_destroyed) { const ImNodesEditorContext& editor = EditorContextGet(); const int link_idx = GImNodes->DeletedLinkIdx.Value(); *link_id = editor.Links.Pool[link_idx].Id; } return link_destroyed; } namespace { void NodeLineHandler(ImNodesEditorContext& editor, const char* const line) { int id; int x, y; if (sscanf(line, "[node.%i", &id) == 1) { 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) { ImNodeData& node = editor.Nodes.Pool[GImNodes->CurrentNodeIdx]; node.Origin = ImVec2((float)x, (float)y); } } void EditorLineHandler(ImNodesEditorContext& editor, const char* const line) { (void)sscanf(line, "panning=%f,%f", &editor.Panning.x, &editor.Panning.y); } } // namespace const char* SaveCurrentEditorStateToIniString(size_t* const data_size) { return SaveEditorStateToIniString(&EditorContextGet(), data_size); } const char* SaveEditorStateToIniString( const ImNodesEditorContext* const editor_ptr, size_t* const data_size) { assert(editor_ptr != NULL); const ImNodesEditorContext& editor = *editor_ptr; GImNodes->TextBuffer.clear(); // TODO: check to make sure that the estimate is the upper bound of element GImNodes->TextBuffer.reserve(64 * editor.Nodes.Pool.size()); GImNodes->TextBuffer.appendf( "[editor]\npanning=%i,%i\n", (int)editor.Panning.x, (int)editor.Panning.y); for (int i = 0; i < editor.Nodes.Pool.size(); i++) { if (editor.Nodes.InUse[i]) { 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) { *data_size = GImNodes->TextBuffer.size(); } return GImNodes->TextBuffer.c_str(); } void LoadCurrentEditorStateFromIniString(const char* const data, const size_t data_size) { LoadEditorStateFromIniString(&EditorContextGet(), data, data_size); } void LoadEditorStateFromIniString( ImNodesEditorContext* const editor_ptr, const char* const data, const size_t data_size) { if (data_size == 0u) { return; } ImNodesEditorContext& editor = editor_ptr == NULL ? EditorContextGet() : *editor_ptr; char* buf = (char*)ImGui::MemAlloc(data_size + 1); const char* buf_end = buf + data_size; memcpy(buf, data, data_size); buf[data_size] = 0; 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) { line_handler = NodeLineHandler; } else if (strcmp(line + 1, "editor") == 0) { line_handler = EditorLineHandler; } } if (line_handler != NULL) { line_handler(editor, line); } } ImGui::MemFree(buf); } void SaveCurrentEditorStateToIniFile(const char* const file_name) { SaveEditorStateToIniFile(&EditorContextGet(), file_name); } void SaveEditorStateToIniFile(const ImNodesEditorContext* const editor, const char* const file_name) { size_t data_size = 0u; const char* data = SaveEditorStateToIniString(editor, &data_size); 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) { LoadEditorStateFromIniFile(&EditorContextGet(), file_name); } void LoadEditorStateFromIniFile(ImNodesEditorContext* const editor, const char* const file_name) { size_t data_size = 0u; char* file_data = (char*)ImFileLoadToMemory(file_name, "rb", &data_size); if (!file_data) { return; } LoadEditorStateFromIniString(editor, file_data, data_size); ImGui::MemFree(file_data); } } // namespace ImNodes