// the structure of this file: // // [SECTION] internal data structures // [SECTION] global struct // [SECTION] editor context definition // [SECTION] draw list helper // [SECTION] ObjectPool implementation // [SECTION] ui state logic // [SECTION] render helpers // [SECTION] API implementation #include "imnodes.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 // strlen, strncmp #include // for fwrite, ssprintf, sscanf #include namespace imnodes { namespace { enum ScopeFlags { Scope_None = 1, Scope_Editor = 1 << 1, Scope_Node = 1 << 2, Scope_Attribute = 1 << 3 }; enum AttributeType { AttributeType_None, AttributeType_Input, AttributeType_Output }; enum ElementStateChange { ElementStateChange_None = 0, ElementStateChange_LinkStarted = 1 << 0, ElementStateChange_LinkDropped = 1 << 1, ElementStateChange_LinkCreated = 1 << 2 }; // [SECTION] internal data structures // The object T must have the following interface: // // struct T // { // T(); // // int id; // }; template struct ObjectPool { ImVector pool; ImVector in_use; ImVector free_list; ImGuiStorage id_map; ObjectPool() : pool(), in_use(), free_list(), id_map() {} }; // Emulates std::optional using the sentinel value `invalid_index`. struct OptionalIndex { OptionalIndex() : m_index(invalid_index) {} OptionalIndex(const int value) : m_index(value) {} // Observers inline bool has_value() const { return m_index != invalid_index; } inline int value() const { assert(has_value()); return m_index; } // Modifiers inline OptionalIndex& operator=(const int value) { m_index = value; return *this; } inline void reset() { m_index = invalid_index; } inline bool operator==(const OptionalIndex& rhs) const { return m_index == rhs.m_index; } inline bool operator==(const int rhs) const { return m_index == rhs; } static const int invalid_index = -1; private: int m_index; }; struct NodeData { int id; ImVec2 origin; // The node origin is in editor space ImRect title_bar_content_rect; ImRect rect; struct { ImU32 background, background_hovered, background_selected, outline, titlebar, titlebar_hovered, titlebar_selected; } color_style; struct { float corner_rounding; ImVec2 padding; float border_thickness; } layout_style; ImVector pin_indices; bool draggable; NodeData(const int node_id) : id(node_id), origin(100.0f, 100.0f), title_bar_content_rect(), rect(ImVec2(0.0f, 0.0f), ImVec2(0.0f, 0.0f)), color_style(), layout_style(), pin_indices(), draggable(true) { } ~NodeData() { id = INT_MIN; } }; struct PinData { int id; int parent_node_idx; ImRect attribute_rect; AttributeType type; PinShape shape; ImVec2 pos; // screen-space coordinates int flags; struct { ImU32 background, hovered; } color_style; PinData(const int pin_id) : id(pin_id), parent_node_idx(), attribute_rect(), type(AttributeType_None), shape(PinShape_CircleFilled), pos(), flags(AttributeFlags_None), color_style() { } }; struct LinkData { int id; int start_pin_idx, end_pin_idx; struct { ImU32 base, hovered, selected; } color_style; LinkData(const int link_id) : id(link_id), start_pin_idx(), end_pin_idx(), color_style() {} }; struct LinkPredicate { bool operator()(const LinkData& lhs, const LinkData& 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.start_pin_idx; int lhs_end = lhs.end_pin_idx; int rhs_start = rhs.start_pin_idx; int rhs_end = rhs.end_pin_idx; 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; } }; struct BezierCurve { // the curve control points ImVec2 p0, p1, p2, p3; }; struct LinkBezierData { BezierCurve bezier; int num_segments; }; enum ClickInteractionType { ClickInteractionType_Node, ClickInteractionType_Link, ClickInteractionType_LinkCreation, ClickInteractionType_Panning, ClickInteractionType_BoxSelection, ClickInteractionType_None }; enum LinkCreationType { LinkCreationType_Standard, LinkCreationType_FromDetach }; struct ClickInteractionState { struct { int start_pin_idx; OptionalIndex end_pin_idx; LinkCreationType link_creation_type; } link_creation; struct { ImRect rect; } box_selector; }; struct ColorStyleElement { ImU32 color; ColorStyle item; ColorStyleElement(const ImU32 c, const ColorStyle s) : color(c), item(s) {} }; struct StyleElement { StyleVar item; float value; StyleElement(const float value, const StyleVar variable) : item(variable), value(value) {} }; // [SECTION] global struct // this stores data which only lives for one frame struct { EditorContext* default_editor_ctx; EditorContext* editor_ctx; // Canvas draw list and helper state ImDrawList* canvas_draw_list; ImGuiStorage node_idx_to_submission_idx; ImVector node_idx_submission_order; ImVector node_indices_overlapping_with_mouse; // Canvas extents ImVec2 canvas_origin_screen_space; ImRect canvas_rect_screen_space; // Debug helpers ScopeFlags current_scope; // Configuration state IO io; Style style; ImVector color_modifier_stack; ImVector style_modifier_stack; ImGuiTextBuffer text_buffer; int current_attribute_flags; ImVector attribute_flag_stack; // UI element state int current_node_idx; int current_pin_idx; int current_attribute_id; OptionalIndex hovered_node_idx; OptionalIndex interactive_node_idx; OptionalIndex hovered_link_idx; OptionalIndex hovered_pin_idx; int hovered_pin_flags; OptionalIndex deleted_link_idx; OptionalIndex snap_link_idx; // Event helper state int element_state_change; int active_attribute_id; bool active_attribute; // ImGui::IO cache ImVec2 mouse_pos; bool left_mouse_clicked; bool left_mouse_released; bool middle_mouse_clicked; bool left_mouse_dragging; bool middle_mouse_dragging; } g; EditorContext& editor_context_get() { // No editor context was set! Did you forget to call imnodes::Initialize? assert(g.editor_ctx != NULL); return *g.editor_ctx; } inline bool is_mouse_hovering_near_point(const ImVec2& point, float radius) { ImVec2 delta = g.mouse_pos - point; return (delta.x * delta.x + delta.y * delta.y) < (radius * radius); } inline ImVec2 eval_bezier(float t, const BezierCurve& bezier) { // B(t) = (1-t)**3 p0 + 3(1 - t)**2 t P1 + 3(1-t)t**2 P2 + t**3 P3 return ImVec2( (1 - t) * (1 - t) * (1 - t) * bezier.p0.x + 3 * (1 - t) * (1 - t) * t * bezier.p1.x + 3 * (1 - t) * t * t * bezier.p2.x + t * t * t * bezier.p3.x, (1 - t) * (1 - t) * (1 - t) * bezier.p0.y + 3 * (1 - t) * (1 - t) * t * bezier.p1.y + 3 * (1 - t) * t * t * bezier.p2.y + t * t * t * bezier.p3.y); } // Calculates the closest point along each bezier curve segment. ImVec2 get_closest_point_on_cubic_bezier( const int num_segments, const ImVec2& p, const BezierCurve& bezier) { IM_ASSERT(num_segments > 0); ImVec2 p_last = bezier.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 = eval_bezier(t_step * i, bezier); 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 get_distance_to_cubic_bezier( const ImVec2& pos, const BezierCurve& bezier, const int num_segments) { const ImVec2 point_on_curve = get_closest_point_on_cubic_bezier(num_segments, pos, bezier); const ImVec2 to_curve = point_on_curve - pos; return ImSqrt(ImLengthSqr(to_curve)); } inline ImRect get_containing_rect_for_bezier_curve(const BezierCurve& bezier) { const ImVec2 min = ImVec2(ImMin(bezier.p0.x, bezier.p3.x), ImMin(bezier.p0.y, bezier.p3.y)); const ImVec2 max = ImVec2(ImMax(bezier.p0.x, bezier.p3.x), ImMax(bezier.p0.y, bezier.p3.y)); const float hover_distance = g.style.link_hover_distance; ImRect rect(min, max); rect.Add(bezier.p1); rect.Add(bezier.p2); rect.Expand(ImVec2(hover_distance, hover_distance)); return rect; } inline LinkBezierData get_link_renderable( ImVec2 start, ImVec2 end, const AttributeType start_type, const float line_segments_per_length) { assert((start_type == AttributeType_Input) || (start_type == AttributeType_Output)); if (start_type == AttributeType_Input) { ImSwap(start, end); } const float link_length = ImSqrt(ImLengthSqr(end - start)); const ImVec2 offset = ImVec2(0.25f * link_length, 0.f); LinkBezierData link_data; link_data.bezier.p0 = start; link_data.bezier.p1 = start + offset; link_data.bezier.p2 = end - offset; link_data.bezier.p3 = end; link_data.num_segments = ImMax(static_cast(link_length * line_segments_per_length), 1); return link_data; } inline bool is_mouse_hovering_near_link(const BezierCurve& bezier, const int num_segments) { const ImVec2 mouse_pos = g.mouse_pos; // 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. const ImRect link_rect = get_containing_rect_for_bezier_curve(bezier); if (link_rect.Contains(mouse_pos)) { const float distance = get_distance_to_cubic_bezier(mouse_pos, bezier, num_segments); if (distance < g.style.link_hover_distance) { return true; } } return false; } inline float eval_implicit_line_eq(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 rectangle_overlaps_line_segment(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(eval_implicit_line_eq(p1, p2, flip_rect.Min)), sign(eval_implicit_line_eq(p1, p2, ImVec2(flip_rect.Max.x, flip_rect.Min.y))), sign(eval_implicit_line_eq(p1, p2, ImVec2(flip_rect.Min.x, flip_rect.Max.y))), sign(eval_implicit_line_eq(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 rectangle_overlaps_bezier(const ImRect& rectangle, const LinkBezierData& link_data) { ImVec2 current = eval_bezier(0.f, link_data.bezier); const float dt = 1.0f / link_data.num_segments; for (int s = 0; s < link_data.num_segments; ++s) { ImVec2 next = eval_bezier(static_cast((s + 1) * dt), link_data.bezier); if (rectangle_overlaps_line_segment(rectangle, current, next)) { return true; } current = next; } return false; } inline bool rectangle_overlaps_link( const ImRect& rectangle, const ImVec2& start, const ImVec2& end, const AttributeType 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 LinkBezierData link_data = get_link_renderable(start, end, start_type, g.style.link_line_segments_per_length); return rectangle_overlaps_bezier(rectangle, link_data); } return false; } } // namespace // [SECTION] editor context definition struct EditorContext { ObjectPool nodes; ObjectPool pins; ObjectPool links; ImVector node_depth_order; // ui related fields ImVec2 panning; ImVector selected_node_indices; ImVector selected_link_indices; ClickInteractionType click_interaction_type; ClickInteractionState click_interaction_state; EditorContext() : nodes(), pins(), links(), panning(0.f, 0.f), selected_node_indices(), selected_link_indices(), click_interaction_type(ClickInteractionType_None), click_interaction_state() { } }; namespace { // [SECTION] draw list helper void ImDrawList_grow_channels(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 ImDrawListSplitter_swap_channels( 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 draw_list_set(ImDrawList* window_draw_list) { g.canvas_draw_list = window_draw_list; g.node_idx_to_submission_idx.Clear(); g.node_idx_submission_order.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 draw_list_add_node(const int node_idx) { g.node_idx_to_submission_idx.SetInt( static_cast(node_idx), g.node_idx_submission_order.Size); g.node_idx_submission_order.push_back(node_idx); ImDrawList_grow_channels(g.canvas_draw_list, 2); } void draw_list_append_click_interaction_channel() { // NOTE: don't use this function outside of EndNodeEditor. Using this before all nodes have been // added will screw up the node draw order. ImDrawList_grow_channels(g.canvas_draw_list, 1); } int draw_list_submission_idx_to_background_channel_idx(const int submission_idx) { // NOTE: the first channel is the canvas background, i.e. the grid return 1 + 2 * submission_idx; } int draw_list_submission_idx_to_foreground_channel_idx(const int submission_idx) { return draw_list_submission_idx_to_background_channel_idx(submission_idx) + 1; } void draw_list_activate_click_interaction_channel() { g.canvas_draw_list->_Splitter.SetCurrentChannel( g.canvas_draw_list, g.canvas_draw_list->_Splitter._Count - 1); } void draw_list_activate_current_node_foreground() { const int foreground_channel_idx = draw_list_submission_idx_to_foreground_channel_idx(g.node_idx_submission_order.Size - 1); g.canvas_draw_list->_Splitter.SetCurrentChannel(g.canvas_draw_list, foreground_channel_idx); } void draw_list_activate_node_background(const int node_idx) { const int submission_idx = g.node_idx_to_submission_idx.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 = draw_list_submission_idx_to_background_channel_idx(submission_idx); g.canvas_draw_list->_Splitter.SetCurrentChannel(g.canvas_draw_list, background_channel_idx); } void draw_list_swap_submission_indices(const int lhs_idx, const int rhs_idx) { assert(lhs_idx != rhs_idx); const int lhs_foreground_channel_idx = draw_list_submission_idx_to_foreground_channel_idx(lhs_idx); const int lhs_background_channel_idx = draw_list_submission_idx_to_background_channel_idx(lhs_idx); const int rhs_foreground_channel_idx = draw_list_submission_idx_to_foreground_channel_idx(rhs_idx); const int rhs_background_channel_idx = draw_list_submission_idx_to_background_channel_idx(rhs_idx); ImDrawListSplitter_swap_channels( g.canvas_draw_list->_Splitter, lhs_background_channel_idx, rhs_background_channel_idx); ImDrawListSplitter_swap_channels( g.canvas_draw_list->_Splitter, lhs_foreground_channel_idx, rhs_foreground_channel_idx); } void draw_list_sort_channels_by_depth(const ImVector& node_idx_depth_order) { if (g.node_idx_to_submission_idx.Data.Size < 2) { return; } assert(node_idx_depth_order.Size == g.node_idx_submission_order.Size); int start_idx = node_idx_depth_order.Size - 1; while (node_idx_depth_order[start_idx] == g.node_idx_submission_order[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 < g.node_idx_submission_order.Size; ++i) { if (g.node_idx_submission_order[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) { draw_list_swap_submission_indices(j, j + 1); ImSwap(g.node_idx_submission_order[j], g.node_idx_submission_order[j + 1]); } } } // [SECTION] ObjectPool implementation template int object_pool_find(ObjectPool& objects, const int id) { const int index = objects.id_map.GetInt(static_cast(id), -1); return index; } template void object_pool_update(ObjectPool& objects) { objects.free_list.clear(); for (int i = 0; i < objects.in_use.size(); ++i) { if (!objects.in_use[i]) { objects.id_map.SetInt(objects.pool[i].id, -1); objects.free_list.push_back(i); (objects.pool.Data + i)->~T(); } } } template<> void object_pool_update(ObjectPool& nodes) { nodes.free_list.clear(); for (int i = 0; i < nodes.in_use.size(); ++i) { if (nodes.in_use[i]) { nodes.pool[i].pin_indices.clear(); } else { const int previous_id = nodes.pool[i].id; const int previous_idx = nodes.id_map.GetInt(previous_id, -1); if (previous_idx != -1) { assert(previous_idx == i); // Remove node idx form depth stack the first time we detect that this idx slot is // unused ImVector& depth_stack = editor_context_get().node_depth_order; const int* const elem = depth_stack.find(i); assert(elem != depth_stack.end()); depth_stack.erase(elem); } nodes.id_map.SetInt(previous_id, -1); nodes.free_list.push_back(i); (nodes.pool.Data + i)->~NodeData(); } } } template void object_pool_reset(ObjectPool& objects) { if (!objects.in_use.empty()) { memset(objects.in_use.Data, 0, objects.in_use.size_in_bytes()); } } template int object_pool_find_or_create_index(ObjectPool& objects, const int id) { int index = objects.id_map.GetInt(static_cast(id), -1); // Construct new object if (index == -1) { if (objects.free_list.empty()) { index = objects.pool.size(); IM_ASSERT(objects.pool.size() == objects.in_use.size()); const int new_size = objects.pool.size() + 1; objects.pool.resize(new_size); objects.in_use.resize(new_size); } else { index = objects.free_list.back(); objects.free_list.pop_back(); } IM_PLACEMENT_NEW(objects.pool.Data + index) T(id); objects.id_map.SetInt(static_cast(id), index); } // Flag it as used objects.in_use[index] = true; return index; } template<> int object_pool_find_or_create_index(ObjectPool& nodes, const int node_id) { int node_idx = nodes.id_map.GetInt(static_cast(node_id), -1); // Construct new node if (node_idx == -1) { if (nodes.free_list.empty()) { node_idx = nodes.pool.size(); IM_ASSERT(nodes.pool.size() == nodes.in_use.size()); const int new_size = nodes.pool.size() + 1; nodes.pool.resize(new_size); nodes.in_use.resize(new_size); } else { node_idx = nodes.free_list.back(); nodes.free_list.pop_back(); } IM_PLACEMENT_NEW(nodes.pool.Data + node_idx) NodeData(node_id); nodes.id_map.SetInt(static_cast(node_id), node_idx); EditorContext& editor = editor_context_get(); editor.node_depth_order.push_back(node_idx); } // Flag node as used nodes.in_use[node_idx] = true; return node_idx; } template T& object_pool_find_or_create_object(ObjectPool& objects, const int id) { const int index = object_pool_find_or_create_index(objects, id); return objects.pool[index]; } // [SECTION] ui state logic ImVec2 get_screen_space_pin_coordinates( const ImRect& node_rect, const ImRect& attribute_rect, const AttributeType type) { assert(type == AttributeType_Input || type == AttributeType_Output); const float x = type == AttributeType_Input ? (node_rect.Min.x - g.style.pin_offset) : (node_rect.Max.x + g.style.pin_offset); return ImVec2(x, 0.5f * (attribute_rect.Min.y + attribute_rect.Max.y)); } ImVec2 get_screen_space_pin_coordinates(const EditorContext& editor, const PinData& pin) { const ImRect& parent_node_rect = editor.nodes.pool[pin.parent_node_idx].rect; return get_screen_space_pin_coordinates(parent_node_rect, pin.attribute_rect, pin.type); } // These functions are here, and not members of the BoxSelector struct, because // implementing a C API in C++ is frustrating. EditorContext has a BoxSelector // field, but the state changes depend on the editor. So, these are implemented // as C-style free functions so that the code is not too much of a mish-mash of // C functions and C++ method definitions. bool mouse_in_canvas() { return g.canvas_rect_screen_space.Contains(ImGui::GetMousePos()) && ImGui::IsWindowHovered(); } void begin_node_selection(EditorContext& 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.click_interaction_type != ClickInteractionType_None) { return; } editor.click_interaction_type = ClickInteractionType_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.selected_node_indices.contains(node_idx)) { editor.selected_node_indices.clear(); editor.selected_link_indices.clear(); editor.selected_node_indices.push_back(node_idx); // Ensure that individually selected nodes get rendered on top ImVector& depth_stack = editor.node_depth_order; 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 begin_link_selection(EditorContext& editor, const int link_idx) { editor.click_interaction_type = ClickInteractionType_Link; // When a link is selected, clear all other selections, and insert the link // as the sole selection. editor.selected_node_indices.clear(); editor.selected_link_indices.clear(); editor.selected_link_indices.push_back(link_idx); } void begin_link_detach(EditorContext& editor, const int link_idx, const int detach_pin_idx) { const LinkData& link = editor.links.pool[link_idx]; ClickInteractionState& state = editor.click_interaction_state; state.link_creation.end_pin_idx.reset(); state.link_creation.start_pin_idx = detach_pin_idx == link.start_pin_idx ? link.end_pin_idx : link.start_pin_idx; g.deleted_link_idx = link_idx; } void begin_link_interaction(EditorContext& editor, const int link_idx) { // First check if we are clicking a link in the vicinity of a pin. // This may result in a link detach via click and drag. if (editor.click_interaction_type == ClickInteractionType_LinkCreation) { if ((g.hovered_pin_flags & AttributeFlags_EnableLinkDetachWithDragClick) != 0) { begin_link_detach(editor, link_idx, g.hovered_pin_idx.value()); editor.click_interaction_state.link_creation.link_creation_type = LinkCreationType_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 = g.io.link_detach_with_modifier_click.modifier == NULL ? false : *g.io.link_detach_with_modifier_click.modifier; if (modifier_pressed) { const LinkData& link = editor.links.pool[link_idx]; const PinData& start_pin = editor.pins.pool[link.start_pin_idx]; const PinData& end_pin = editor.pins.pool[link.end_pin_idx]; const ImVec2& mouse_pos = g.mouse_pos; 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.start_pin_idx : link.end_pin_idx; editor.click_interaction_type = ClickInteractionType_LinkCreation; begin_link_detach(editor, link_idx, closest_pin_idx); } else { begin_link_selection(editor, link_idx); } } } void begin_link_creation(EditorContext& editor, const int hovered_pin_idx) { editor.click_interaction_type = ClickInteractionType_LinkCreation; editor.click_interaction_state.link_creation.start_pin_idx = hovered_pin_idx; editor.click_interaction_state.link_creation.end_pin_idx.reset(); editor.click_interaction_state.link_creation.link_creation_type = LinkCreationType_Standard; g.element_state_change |= ElementStateChange_LinkStarted; } void begin_canvas_interaction(EditorContext& editor) { const bool any_ui_element_hovered = g.hovered_node_idx.has_value() || g.hovered_link_idx.has_value() || g.hovered_pin_idx.has_value() || ImGui::IsAnyItemHovered(); const bool mouse_not_in_canvas = !mouse_in_canvas(); if (editor.click_interaction_type != ClickInteractionType_None || any_ui_element_hovered || mouse_not_in_canvas) { return; } const bool started_panning = g.io.emulate_three_button_mouse.enabled ? (g.left_mouse_clicked && *g.io.emulate_three_button_mouse.modifier) : g.middle_mouse_clicked; if (started_panning) { editor.click_interaction_type = ClickInteractionType_Panning; } else if (g.left_mouse_clicked) { editor.click_interaction_type = ClickInteractionType_BoxSelection; editor.click_interaction_state.box_selector.rect.Min = g.mouse_pos; } } void box_selector_update_selection(EditorContext& 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.selected_node_indices.clear(); // Test for overlap against node rectangles for (int node_idx = 0; node_idx < editor.nodes.pool.size(); ++node_idx) { if (editor.nodes.in_use[node_idx]) { NodeData& node = editor.nodes.pool[node_idx]; if (box_rect.Overlaps(node.rect)) { editor.selected_node_indices.push_back(node_idx); } } } // Update link selection editor.selected_link_indices.clear(); // Test for overlap against links for (int link_idx = 0; link_idx < editor.links.pool.size(); ++link_idx) { if (editor.links.in_use[link_idx]) { const LinkData& link = editor.links.pool[link_idx]; const PinData& pin_start = editor.pins.pool[link.start_pin_idx]; const PinData& pin_end = editor.pins.pool[link.end_pin_idx]; const ImRect& node_start_rect = editor.nodes.pool[pin_start.parent_node_idx].rect; const ImRect& node_end_rect = editor.nodes.pool[pin_end.parent_node_idx].rect; const ImVec2 start = get_screen_space_pin_coordinates( node_start_rect, pin_start.attribute_rect, pin_start.type); const ImVec2 end = get_screen_space_pin_coordinates( node_end_rect, pin_end.attribute_rect, pin_end.type); // Test if (rectangle_overlaps_link(box_rect, start, end, pin_start.type)) { editor.selected_link_indices.push_back(link_idx); } } } } void translate_selected_nodes(EditorContext& editor) { if (g.left_mouse_dragging) { const ImGuiIO& io = ImGui::GetIO(); for (int i = 0; i < editor.selected_node_indices.size(); ++i) { const int node_idx = editor.selected_node_indices[i]; NodeData& node = editor.nodes.pool[node_idx]; if (node.draggable) { node.origin += io.MouseDelta; } } } } OptionalIndex find_duplicate_link( const EditorContext& editor, const int start_pin_idx, const int end_pin_idx) { LinkData test_link(0); test_link.start_pin_idx = start_pin_idx; test_link.end_pin_idx = end_pin_idx; for (int link_idx = 0; link_idx < editor.links.pool.size(); ++link_idx) { const LinkData& link = editor.links.pool[link_idx]; if (LinkPredicate()(test_link, link) && editor.links.in_use[link_idx]) { return OptionalIndex(link_idx); } } return OptionalIndex(); } bool should_link_snap_to_pin( const EditorContext& editor, const PinData& start_pin, const int hovered_pin_idx, const OptionalIndex duplicate_link) { const PinData& end_pin = editor.pins.pool[hovered_pin_idx]; // The end pin must be in a different node if (start_pin.parent_node_idx == end_pin.parent_node_idx) { 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.has_value() && !(duplicate_link == g.snap_link_idx)) { return false; } return true; } void click_interaction_update(EditorContext& editor) { switch (editor.click_interaction_type) { case ClickInteractionType_BoxSelection: { ImRect& box_rect = editor.click_interaction_state.box_selector.rect; box_rect.Max = g.mouse_pos; box_selector_update_selection(editor, box_rect); const ImU32 box_selector_color = g.style.colors[ColorStyle_BoxSelector]; const ImU32 box_selector_outline = g.style.colors[ColorStyle_BoxSelectorOutline]; g.canvas_draw_list->AddRectFilled(box_rect.Min, box_rect.Max, box_selector_color); g.canvas_draw_list->AddRect(box_rect.Min, box_rect.Max, box_selector_outline); if (g.left_mouse_released) { ImVector& depth_stack = editor.node_depth_order; const ImVector& selected_idxs = editor.selected_node_indices; // 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.click_interaction_type = ClickInteractionType_None; } } break; case ClickInteractionType_Node: { translate_selected_nodes(editor); if (g.left_mouse_released) { editor.click_interaction_type = ClickInteractionType_None; } } break; case ClickInteractionType_Link: { if (g.left_mouse_released) { editor.click_interaction_type = ClickInteractionType_None; } } break; case ClickInteractionType_LinkCreation: { const PinData& start_pin = editor.pins.pool[editor.click_interaction_state.link_creation.start_pin_idx]; const OptionalIndex maybe_duplicate_link_idx = g.hovered_pin_idx.has_value() ? find_duplicate_link( editor, editor.click_interaction_state.link_creation.start_pin_idx, g.hovered_pin_idx.value()) : OptionalIndex(); const bool should_snap = g.hovered_pin_idx.has_value() && should_link_snap_to_pin( editor, start_pin, g.hovered_pin_idx.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.click_interaction_state.link_creation.end_pin_idx.has_value() && !(g.hovered_pin_idx == editor.click_interaction_state.link_creation.end_pin_idx); // Detach the link that was created by this link event if it's no longer in snap range if (snapping_pin_changed && g.snap_link_idx.has_value()) { begin_link_detach( editor, g.snap_link_idx.value(), editor.click_interaction_state.link_creation.end_pin_idx.value()); } const ImVec2 start_pos = get_screen_space_pin_coordinates(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 ? get_screen_space_pin_coordinates( editor, editor.pins.pool[g.hovered_pin_idx.value()]) : g.mouse_pos; const LinkBezierData link_data = get_link_renderable( start_pos, end_pos, start_pin.type, g.style.link_line_segments_per_length); #if IMGUI_VERSION_NUM < 18000 g.canvas_draw_list->AddBezierCurve( #else g.canvas_draw_list->AddBezierCubic( #endif link_data.bezier.p0, link_data.bezier.p1, link_data.bezier.p2, link_data.bezier.p3, g.style.colors[ColorStyle_Link], g.style.link_thickness, link_data.num_segments); const bool link_creation_on_snap = g.hovered_pin_idx.has_value() && (editor.pins.pool[g.hovered_pin_idx.value()].flags & AttributeFlags_EnableLinkCreationOnSnap); if (!should_snap) { editor.click_interaction_state.link_creation.end_pin_idx.reset(); } const bool create_link = should_snap && (g.left_mouse_released || link_creation_on_snap); if (create_link && !maybe_duplicate_link_idx.has_value()) { // Avoid send OnLinkCreated() events every frame if the snap link is not saved // (only applies for EnableLinkCreationOnSnap) if (!g.left_mouse_released && editor.click_interaction_state.link_creation.end_pin_idx == g.hovered_pin_idx) { break; } g.element_state_change |= ElementStateChange_LinkCreated; editor.click_interaction_state.link_creation.end_pin_idx = g.hovered_pin_idx.value(); } if (g.left_mouse_released) { editor.click_interaction_type = ClickInteractionType_None; if (!create_link) { g.element_state_change |= ElementStateChange_LinkDropped; } } } break; case ClickInteractionType_Panning: { const bool dragging = g.io.emulate_three_button_mouse.enabled ? (g.left_mouse_dragging && (*g.io.emulate_three_button_mouse.modifier)) : g.middle_mouse_dragging; if (dragging) { editor.panning += ImGui::GetIO().MouseDelta; } else { editor.click_interaction_type = ClickInteractionType_None; } } break; case ClickInteractionType_None: break; default: assert(!"Unreachable code!"); break; } } OptionalIndex resolve_hovered_node(const EditorContext& editor) { if (g.node_indices_overlapping_with_mouse.Size == 0) { return OptionalIndex(); } int largest_depth_idx = -1; int node_idx_on_top = -1; const ImVector& depth_stack = editor.node_depth_order; for (int i = 0; i < g.node_indices_overlapping_with_mouse.Size; ++i) { const int node_idx = g.node_indices_overlapping_with_mouse[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 OptionalIndex(node_idx_on_top); } // [SECTION] render helpers inline ImVec2 screen_space_to_grid_space(const EditorContext& editor, const ImVec2& v) { return v - g.canvas_origin_screen_space - editor.panning; } inline ImVec2 grid_space_to_screen_space(const EditorContext& editor, const ImVec2& v) { return v + g.canvas_origin_screen_space + editor.panning; } inline ImVec2 grid_space_to_editor_space(const EditorContext& editor, const ImVec2& v) { return v + editor.panning; } inline ImVec2 editor_space_to_grid_space(const EditorContext& editor, const ImVec2& v) { return v - editor.panning; } inline ImVec2 editor_space_to_screen_space(const ImVec2& v) { return g.canvas_origin_screen_space + v; } inline ImRect get_item_rect() { return ImRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax()); } inline ImVec2 get_node_title_bar_origin(const NodeData& node) { return node.origin + node.layout_style.padding; } inline ImVec2 get_node_content_origin(const NodeData& node) { const ImVec2 title_bar_height = ImVec2(0.f, node.title_bar_content_rect.GetHeight() + 2.0f * node.layout_style.padding.y); return node.origin + title_bar_height + node.layout_style.padding; } inline ImRect get_node_title_rect(const NodeData& node) { ImRect expanded_title_rect = node.title_bar_content_rect; expanded_title_rect.Expand(node.layout_style.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 draw_grid(EditorContext& editor, const ImVec2& canvas_size) { const ImVec2 offset = editor.panning; for (float x = fmodf(offset.x, g.style.grid_spacing); x < canvas_size.x; x += g.style.grid_spacing) { g.canvas_draw_list->AddLine( editor_space_to_screen_space(ImVec2(x, 0.0f)), editor_space_to_screen_space(ImVec2(x, canvas_size.y)), g.style.colors[ColorStyle_GridLine]); } for (float y = fmodf(offset.y, g.style.grid_spacing); y < canvas_size.y; y += g.style.grid_spacing) { g.canvas_draw_list->AddLine( editor_space_to_screen_space(ImVec2(0.0f, y)), editor_space_to_screen_space(ImVec2(canvas_size.x, y)), g.style.colors[ColorStyle_GridLine]); } } struct QuadOffsets { ImVec2 top_left, bottom_left, bottom_right, top_right; }; QuadOffsets calculate_quad_offsets(const float side_length) { const float half_side = 0.5f * side_length; QuadOffsets offset; offset.top_left = ImVec2(-half_side, half_side); offset.bottom_left = ImVec2(-half_side, -half_side); offset.bottom_right = ImVec2(half_side, -half_side); offset.top_right = ImVec2(half_side, half_side); return offset; } struct TriangleOffsets { ImVec2 top_left, bottom_left, right; }; TriangleOffsets calculate_triangle_offsets(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.top_left = ImVec2(left_offset, vertical_offset); offset.bottom_left = ImVec2(left_offset, -vertical_offset); offset.right = ImVec2(right_offset, 0.f); return offset; } void draw_pin_shape(const ImVec2& pin_pos, const PinData& pin, const ImU32 pin_color) { static const int circle_num_segments = 8; switch (pin.shape) { case PinShape_Circle: { g.canvas_draw_list->AddCircle( pin_pos, g.style.pin_circle_radius, pin_color, circle_num_segments, g.style.pin_line_thickness); } break; case PinShape_CircleFilled: { g.canvas_draw_list->AddCircleFilled( pin_pos, g.style.pin_circle_radius, pin_color, circle_num_segments); } break; case PinShape_Quad: { const QuadOffsets offset = calculate_quad_offsets(g.style.pin_quad_side_length); g.canvas_draw_list->AddQuad( pin_pos + offset.top_left, pin_pos + offset.bottom_left, pin_pos + offset.bottom_right, pin_pos + offset.top_right, pin_color, g.style.pin_line_thickness); } break; case PinShape_QuadFilled: { const QuadOffsets offset = calculate_quad_offsets(g.style.pin_quad_side_length); g.canvas_draw_list->AddQuadFilled( pin_pos + offset.top_left, pin_pos + offset.bottom_left, pin_pos + offset.bottom_right, pin_pos + offset.top_right, pin_color); } break; case PinShape_Triangle: { const TriangleOffsets offset = calculate_triangle_offsets(g.style.pin_triangle_side_length); g.canvas_draw_list->AddTriangle( pin_pos + offset.top_left, pin_pos + offset.bottom_left, 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 * g.style.pin_line_thickness); } break; case PinShape_TriangleFilled: { const TriangleOffsets offset = calculate_triangle_offsets(g.style.pin_triangle_side_length); g.canvas_draw_list->AddTriangleFilled( pin_pos + offset.top_left, pin_pos + offset.bottom_left, pin_pos + offset.right, pin_color); } break; default: assert(!"Invalid PinShape value!"); break; } } bool is_pin_hovered(const PinData& pin) { return is_mouse_hovering_near_point(pin.pos, g.style.pin_hover_radius); } void draw_pin(EditorContext& editor, const int pin_idx, const bool left_mouse_clicked) { PinData& pin = editor.pins.pool[pin_idx]; const ImRect& parent_node_rect = editor.nodes.pool[pin.parent_node_idx].rect; pin.pos = get_screen_space_pin_coordinates(parent_node_rect, pin.attribute_rect, pin.type); ImU32 pin_color = pin.color_style.background; const bool pin_hovered = is_pin_hovered(pin) && mouse_in_canvas() && editor.click_interaction_type != ClickInteractionType_BoxSelection; if (pin_hovered) { g.hovered_pin_idx = pin_idx; g.hovered_pin_flags = pin.flags; pin_color = pin.color_style.hovered; if (left_mouse_clicked) { begin_link_creation(editor, pin_idx); } } draw_pin_shape(pin.pos, pin, pin_color); } // TODO: Separate hover code from drawing code to avoid this unpleasant divergent function // signature. bool is_node_hovered(const NodeData& node, const int node_idx, const ObjectPool pins) { // We render pins on top of nodes. In order to prevent node interaction when a pin is on top of // a node, we just early out here if a pin is hovered. for (int i = 0; i < node.pin_indices.size(); ++i) { const PinData& pin = pins.pool[node.pin_indices[i]]; if (is_pin_hovered(pin)) { return false; } } return g.hovered_node_idx.has_value() && node_idx == g.hovered_node_idx.value(); } // TODO: It may be useful to make this an EditorContext method, since this uses // a lot of editor state. Currently that is just not clear, since we don't pass // the editor as a part of the function signature. void draw_node(EditorContext& editor, const int node_idx) { const NodeData& node = editor.nodes.pool[node_idx]; ImGui::SetCursorPos(node.origin + editor.panning); const bool node_hovered = is_node_hovered(node, node_idx, editor.pins) && mouse_in_canvas() && editor.click_interaction_type != ClickInteractionType_BoxSelection; ImU32 node_background = node.color_style.background; ImU32 titlebar_background = node.color_style.titlebar; if (editor.selected_node_indices.contains(node_idx)) { node_background = node.color_style.background_selected; titlebar_background = node.color_style.titlebar_selected; } else if (node_hovered) { node_background = node.color_style.background_hovered; titlebar_background = node.color_style.titlebar_hovered; } { // node base g.canvas_draw_list->AddRectFilled( node.rect.Min, node.rect.Max, node_background, node.layout_style.corner_rounding); // title bar: if (node.title_bar_content_rect.GetHeight() > 0.f) { ImRect title_bar_rect = get_node_title_rect(node); g.canvas_draw_list->AddRectFilled( title_bar_rect.Min, title_bar_rect.Max, titlebar_background, node.layout_style.corner_rounding, ImDrawCornerFlags_Top); } if ((g.style.flags & StyleFlags_NodeOutline) != 0) { g.canvas_draw_list->AddRect( node.rect.Min, node.rect.Max, node.color_style.outline, node.layout_style.corner_rounding, ImDrawCornerFlags_All, node.layout_style.border_thickness); } } for (int i = 0; i < node.pin_indices.size(); ++i) { draw_pin(editor, node.pin_indices[i], g.left_mouse_clicked); } if (node_hovered) { g.hovered_node_idx = node_idx; const bool node_ui_interaction = g.interactive_node_idx == node_idx; if (g.left_mouse_clicked && !node_ui_interaction) { begin_node_selection(editor, node_idx); } } } bool is_link_hovered(const LinkBezierData& link_data) { // We render pins and nodes on top of links. In order to prevent link interaction when a pin or // node is on top of a link, we just early out here if a pin or node is hovered. if (g.hovered_pin_idx.has_value() || g.hovered_node_idx.has_value()) { return false; } return is_mouse_hovering_near_link(link_data.bezier, link_data.num_segments); } void draw_link(EditorContext& editor, const int link_idx) { const LinkData& link = editor.links.pool[link_idx]; const PinData& start_pin = editor.pins.pool[link.start_pin_idx]; const PinData& end_pin = editor.pins.pool[link.end_pin_idx]; const LinkBezierData link_data = get_link_renderable( start_pin.pos, end_pin.pos, start_pin.type, g.style.link_line_segments_per_length); const bool link_hovered = is_link_hovered(link_data) && mouse_in_canvas() && editor.click_interaction_type != ClickInteractionType_BoxSelection; if (link_hovered) { g.hovered_link_idx = link_idx; if (g.left_mouse_clicked) { begin_link_interaction(editor, 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 (g.deleted_link_idx == link_idx) { return; } ImU32 link_color = link.color_style.base; if (editor.selected_link_indices.contains(link_idx)) { link_color = link.color_style.selected; } else if (link_hovered) { link_color = link.color_style.hovered; } #if IMGUI_VERSION_NUM < 18000 g.canvas_draw_list->AddBezierCurve( #else g.canvas_draw_list->AddBezierCubic( #endif link_data.bezier.p0, link_data.bezier.p1, link_data.bezier.p2, link_data.bezier.p3, link_color, g.style.link_thickness, link_data.num_segments); } void begin_pin_attribute( const int id, const AttributeType type, const PinShape shape, const int node_idx) { // Make sure to call BeginNode() before calling // BeginAttribute() assert(g.current_scope == Scope_Node); g.current_scope = Scope_Attribute; ImGui::BeginGroup(); ImGui::PushID(id); EditorContext& editor = editor_context_get(); g.current_attribute_id = id; const int pin_idx = object_pool_find_or_create_index(editor.pins, id); g.current_pin_idx = pin_idx; PinData& pin = editor.pins.pool[pin_idx]; pin.id = id; pin.parent_node_idx = node_idx; pin.type = type; pin.shape = shape; pin.flags = g.current_attribute_flags; pin.color_style.background = g.style.colors[ColorStyle_Pin]; pin.color_style.hovered = g.style.colors[ColorStyle_PinHovered]; } void end_pin_attribute() { assert(g.current_scope == Scope_Attribute); g.current_scope = Scope_Node; ImGui::PopID(); ImGui::EndGroup(); if (ImGui::IsItemActive()) { g.active_attribute = true; g.active_attribute_id = g.current_attribute_id; g.interactive_node_idx = g.current_node_idx; } EditorContext& editor = editor_context_get(); PinData& pin = editor.pins.pool[g.current_pin_idx]; NodeData& node = editor.nodes.pool[g.current_node_idx]; pin.attribute_rect = get_item_rect(); node.pin_indices.push_back(g.current_pin_idx); } } // namespace // [SECTION] API implementation IO::EmulateThreeButtonMouse::EmulateThreeButtonMouse() : enabled(false), modifier(NULL) {} IO::LinkDetachWithModifierClick::LinkDetachWithModifierClick() : modifier(NULL) {} IO::IO() : emulate_three_button_mouse(), link_detach_with_modifier_click() {} Style::Style() : grid_spacing(32.f), node_corner_rounding(4.f), node_padding_horizontal(8.f), node_padding_vertical(8.f), node_border_thickness(1.f), link_thickness(3.f), link_line_segments_per_length(0.1f), link_hover_distance(10.f), pin_circle_radius(4.f), pin_quad_side_length(7.f), pin_triangle_side_length(9.5), pin_line_thickness(1.f), pin_hover_radius(10.f), pin_offset(0.f), flags(StyleFlags(StyleFlags_NodeOutline | StyleFlags_GridLines)), colors() { } EditorContext* EditorContextCreate() { void* mem = ImGui::MemAlloc(sizeof(EditorContext)); new (mem) EditorContext(); return (EditorContext*)mem; } void EditorContextFree(EditorContext* ctx) { ctx->~EditorContext(); ImGui::MemFree(ctx); } void EditorContextSet(EditorContext* ctx) { g.editor_ctx = ctx; } ImVec2 EditorContextGetPanning() { const EditorContext& editor = editor_context_get(); return editor.panning; } void EditorContextResetPanning(const ImVec2& pos) { EditorContext& editor = editor_context_get(); editor.panning = pos; } void EditorContextMoveToNode(const int node_id) { EditorContext& editor = editor_context_get(); NodeData& node = object_pool_find_or_create_object(editor.nodes, node_id); editor.panning.x = -node.origin.x; editor.panning.y = -node.origin.y; } void Initialize() { g.canvas_origin_screen_space = ImVec2(0.0f, 0.0f); g.canvas_rect_screen_space = ImRect(ImVec2(0.f, 0.f), ImVec2(0.f, 0.f)); g.current_scope = Scope_None; g.current_pin_idx = INT_MAX; g.current_node_idx = INT_MAX; g.default_editor_ctx = EditorContextCreate(); EditorContextSet(g.default_editor_ctx); const ImGuiIO& io = ImGui::GetIO(); g.io.emulate_three_button_mouse.modifier = &io.KeyAlt; g.current_attribute_flags = AttributeFlags_None; g.attribute_flag_stack.push_back(g.current_attribute_flags); StyleColorsDark(); } void Shutdown() { EditorContextFree(g.default_editor_ctx); g.editor_ctx = NULL; g.default_editor_ctx = NULL; } IO& GetIO() { return g.io; } Style& GetStyle() { return g.style; } void StyleColorsDark() { g.style.colors[ColorStyle_NodeBackground] = IM_COL32(50, 50, 50, 255); g.style.colors[ColorStyle_NodeBackgroundHovered] = IM_COL32(75, 75, 75, 255); g.style.colors[ColorStyle_NodeBackgroundSelected] = IM_COL32(75, 75, 75, 255); g.style.colors[ColorStyle_NodeOutline] = IM_COL32(100, 100, 100, 255); // title bar colors match ImGui's titlebg colors g.style.colors[ColorStyle_TitleBar] = IM_COL32(41, 74, 122, 255); g.style.colors[ColorStyle_TitleBarHovered] = IM_COL32(66, 150, 250, 255); g.style.colors[ColorStyle_TitleBarSelected] = IM_COL32(66, 150, 250, 255); // link colors match ImGui's slider grab colors g.style.colors[ColorStyle_Link] = IM_COL32(61, 133, 224, 200); g.style.colors[ColorStyle_LinkHovered] = IM_COL32(66, 150, 250, 255); g.style.colors[ColorStyle_LinkSelected] = IM_COL32(66, 150, 250, 255); // pin colors match ImGui's button colors g.style.colors[ColorStyle_Pin] = IM_COL32(53, 150, 250, 180); g.style.colors[ColorStyle_PinHovered] = IM_COL32(53, 150, 250, 255); g.style.colors[ColorStyle_BoxSelector] = IM_COL32(61, 133, 224, 30); g.style.colors[ColorStyle_BoxSelectorOutline] = IM_COL32(61, 133, 224, 150); g.style.colors[ColorStyle_GridBackground] = IM_COL32(40, 40, 50, 200); g.style.colors[ColorStyle_GridLine] = IM_COL32(200, 200, 200, 40); } void StyleColorsClassic() { g.style.colors[ColorStyle_NodeBackground] = IM_COL32(50, 50, 50, 255); g.style.colors[ColorStyle_NodeBackgroundHovered] = IM_COL32(75, 75, 75, 255); g.style.colors[ColorStyle_NodeBackgroundSelected] = IM_COL32(75, 75, 75, 255); g.style.colors[ColorStyle_NodeOutline] = IM_COL32(100, 100, 100, 255); g.style.colors[ColorStyle_TitleBar] = IM_COL32(69, 69, 138, 255); g.style.colors[ColorStyle_TitleBarHovered] = IM_COL32(82, 82, 161, 255); g.style.colors[ColorStyle_TitleBarSelected] = IM_COL32(82, 82, 161, 255); g.style.colors[ColorStyle_Link] = IM_COL32(255, 255, 255, 100); g.style.colors[ColorStyle_LinkHovered] = IM_COL32(105, 99, 204, 153); g.style.colors[ColorStyle_LinkSelected] = IM_COL32(105, 99, 204, 153); g.style.colors[ColorStyle_Pin] = IM_COL32(89, 102, 156, 170); g.style.colors[ColorStyle_PinHovered] = IM_COL32(102, 122, 179, 200); g.style.colors[ColorStyle_BoxSelector] = IM_COL32(82, 82, 161, 100); g.style.colors[ColorStyle_BoxSelectorOutline] = IM_COL32(82, 82, 161, 255); g.style.colors[ColorStyle_GridBackground] = IM_COL32(40, 40, 50, 200); g.style.colors[ColorStyle_GridLine] = IM_COL32(200, 200, 200, 40); } void StyleColorsLight() { g.style.colors[ColorStyle_NodeBackground] = IM_COL32(240, 240, 240, 255); g.style.colors[ColorStyle_NodeBackgroundHovered] = IM_COL32(240, 240, 240, 255); g.style.colors[ColorStyle_NodeBackgroundSelected] = IM_COL32(240, 240, 240, 255); g.style.colors[ColorStyle_NodeOutline] = IM_COL32(100, 100, 100, 255); g.style.colors[ColorStyle_TitleBar] = IM_COL32(248, 248, 248, 255); g.style.colors[ColorStyle_TitleBarHovered] = IM_COL32(209, 209, 209, 255); g.style.colors[ColorStyle_TitleBarSelected] = IM_COL32(209, 209, 209, 255); // original imgui values: 66, 150, 250 g.style.colors[ColorStyle_Link] = IM_COL32(66, 150, 250, 100); // original imgui values: 117, 138, 204 g.style.colors[ColorStyle_LinkHovered] = IM_COL32(66, 150, 250, 242); g.style.colors[ColorStyle_LinkSelected] = IM_COL32(66, 150, 250, 242); // original imgui values: 66, 150, 250 g.style.colors[ColorStyle_Pin] = IM_COL32(66, 150, 250, 160); g.style.colors[ColorStyle_PinHovered] = IM_COL32(66, 150, 250, 255); g.style.colors[ColorStyle_BoxSelector] = IM_COL32(90, 170, 250, 30); g.style.colors[ColorStyle_BoxSelectorOutline] = IM_COL32(90, 170, 250, 150); g.style.colors[ColorStyle_GridBackground] = IM_COL32(225, 225, 225, 255); g.style.colors[ColorStyle_GridLine] = IM_COL32(180, 180, 180, 100); g.style.flags = StyleFlags(StyleFlags_None); } void BeginNodeEditor() { assert(g.current_scope == Scope_None); g.current_scope = Scope_Editor; // Reset state from previous pass EditorContext& editor = editor_context_get(); object_pool_reset(editor.nodes); object_pool_reset(editor.pins); object_pool_reset(editor.links); g.hovered_node_idx.reset(); g.interactive_node_idx.reset(); g.hovered_link_idx.reset(); g.hovered_pin_idx.reset(); g.hovered_pin_flags = AttributeFlags_None; g.deleted_link_idx.reset(); g.snap_link_idx.reset(); g.node_indices_overlapping_with_mouse.clear(); g.element_state_change = ElementStateChange_None; g.mouse_pos = ImGui::GetIO().MousePos; g.left_mouse_clicked = ImGui::IsMouseClicked(0); g.left_mouse_released = ImGui::IsMouseReleased(0); g.middle_mouse_clicked = ImGui::IsMouseClicked(2); g.left_mouse_dragging = ImGui::IsMouseDragging(0, 0.0f); g.middle_mouse_dragging = ImGui::IsMouseDragging(2, 0.0f); g.active_attribute = 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, g.style.colors[ColorStyle_GridBackground]); ImGui::BeginChild( "scrolling_region", ImVec2(0.f, 0.f), true, ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollWithMouse); g.canvas_origin_screen_space = 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. draw_list_set(ImGui::GetWindowDrawList()); { const ImVec2 canvas_size = ImGui::GetWindowSize(); g.canvas_rect_screen_space = ImRect( editor_space_to_screen_space(ImVec2(0.f, 0.f)), editor_space_to_screen_space(canvas_size)); if (g.style.flags & StyleFlags_GridLines) { draw_grid(editor, canvas_size); } } } } void EndNodeEditor() { assert(g.current_scope == Scope_Editor); g.current_scope = Scope_None; EditorContext& editor = editor_context_get(); // Resolve which node is actually on top and being hovered. This needs to be done before any of // the nodes can be rendered. g.hovered_node_idx = resolve_hovered_node(editor); // Render the nodes and resolve which pin the mouse is hovering over. The hovered pin is needed // for handling click interactions. for (int node_idx = 0; node_idx < editor.nodes.pool.size(); ++node_idx) { if (editor.nodes.in_use[node_idx]) { draw_list_activate_node_background(node_idx); draw_node(editor, node_idx); } } // In order to render the links underneath the nodes, we want to first select the bottom draw // channel. g.canvas_draw_list->ChannelsSetCurrent(0); for (int link_idx = 0; link_idx < editor.links.pool.size(); ++link_idx) { if (editor.links.in_use[link_idx]) { draw_link(editor, link_idx); } } // Render the click interaction UI elements (partial links, box selector) on top of everything // else. draw_list_append_click_interaction_channel(); draw_list_activate_click_interaction_channel(); if (g.left_mouse_clicked || g.middle_mouse_clicked) { begin_canvas_interaction(editor); } click_interaction_update(editor); // 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. object_pool_update(editor.nodes); object_pool_update(editor.pins); draw_list_sort_channels_by_depth(editor.node_depth_order); // After the links have been rendered, the link pool can be updated as well. object_pool_update(editor.links); // Finally, merge the draw channels g.canvas_draw_list->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 BeginNode(const int node_id) { // Remember to call BeginNodeEditor before calling BeginNode assert(g.current_scope == Scope_Editor); g.current_scope = Scope_Node; EditorContext& editor = editor_context_get(); const int node_idx = object_pool_find_or_create_index(editor.nodes, node_id); g.current_node_idx = node_idx; NodeData& node = editor.nodes.pool[node_idx]; node.color_style.background = g.style.colors[ColorStyle_NodeBackground]; node.color_style.background_hovered = g.style.colors[ColorStyle_NodeBackgroundHovered]; node.color_style.background_selected = g.style.colors[ColorStyle_NodeBackgroundSelected]; node.color_style.outline = g.style.colors[ColorStyle_NodeOutline]; node.color_style.titlebar = g.style.colors[ColorStyle_TitleBar]; node.color_style.titlebar_hovered = g.style.colors[ColorStyle_TitleBarHovered]; node.color_style.titlebar_selected = g.style.colors[ColorStyle_TitleBarSelected]; node.layout_style.corner_rounding = g.style.node_corner_rounding; node.layout_style.padding = ImVec2(g.style.node_padding_horizontal, g.style.node_padding_vertical); node.layout_style.border_thickness = g.style.node_border_thickness; // 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(grid_space_to_editor_space(editor, get_node_title_bar_origin(node))); draw_list_add_node(node_idx); draw_list_activate_current_node_foreground(); ImGui::PushID(node.id); ImGui::BeginGroup(); } void EndNode() { assert(g.current_scope == Scope_Node); g.current_scope = Scope_Editor; EditorContext& editor = editor_context_get(); // The node's rectangle depends on the ImGui UI group size. ImGui::EndGroup(); ImGui::PopID(); NodeData& node = editor.nodes.pool[g.current_node_idx]; node.rect = get_item_rect(); node.rect.Expand(node.layout_style.padding); if (node.rect.Contains(g.mouse_pos)) { g.node_indices_overlapping_with_mouse.push_back(g.current_node_idx); } } ImVec2 GetNodeDimensions(int node_id) { EditorContext& editor = editor_context_get(); const int node_idx = object_pool_find(editor.nodes, node_id); assert(node_idx != -1); // invalid node_id const NodeData& node = editor.nodes.pool[node_idx]; return node.rect.GetSize(); } void BeginNodeTitleBar() { assert(g.current_scope == Scope_Node); ImGui::BeginGroup(); } void EndNodeTitleBar() { assert(g.current_scope == Scope_Node); ImGui::EndGroup(); EditorContext& editor = editor_context_get(); NodeData& node = editor.nodes.pool[g.current_node_idx]; node.title_bar_content_rect = get_item_rect(); ImGui::ItemAdd(get_node_title_rect(node), ImGui::GetID("title_bar")); ImGui::SetCursorPos(grid_space_to_editor_space(editor, get_node_content_origin(node))); } void BeginInputAttribute(const int id, const PinShape shape) { begin_pin_attribute(id, AttributeType_Input, shape, g.current_node_idx); } void EndInputAttribute() { end_pin_attribute(); } void BeginOutputAttribute(const int id, const PinShape shape) { begin_pin_attribute(id, AttributeType_Output, shape, g.current_node_idx); } void EndOutputAttribute() { end_pin_attribute(); } void BeginStaticAttribute(const int id) { // Make sure to call BeginNode() before calling BeginAttribute() assert(g.current_scope == Scope_Node); g.current_scope = Scope_Attribute; g.current_attribute_id = id; ImGui::BeginGroup(); ImGui::PushID(id); } void EndStaticAttribute() { // Make sure to call BeginNode() before calling BeginAttribute() assert(g.current_scope == Scope_Attribute); g.current_scope = Scope_Node; ImGui::PopID(); ImGui::EndGroup(); if (ImGui::IsItemActive()) { g.active_attribute = true; g.active_attribute_id = g.current_attribute_id; g.interactive_node_idx = g.current_node_idx; } } void PushAttributeFlag(AttributeFlags flag) { g.current_attribute_flags |= static_cast(flag); g.attribute_flag_stack.push_back(g.current_attribute_flags); } void PopAttributeFlag() { // PopAttributeFlag called without a matching PushAttributeFlag! // The bottom value is always the default value, pushed in Initialize(). assert(g.attribute_flag_stack.size() > 1); g.attribute_flag_stack.pop_back(); g.current_attribute_flags = g.attribute_flag_stack.back(); } void Link(int id, const int start_attr_id, const int end_attr_id) { assert(g.current_scope == Scope_Editor); EditorContext& editor = editor_context_get(); LinkData& link = object_pool_find_or_create_object(editor.links, id); link.id = id; link.start_pin_idx = object_pool_find_or_create_index(editor.pins, start_attr_id); link.end_pin_idx = object_pool_find_or_create_index(editor.pins, end_attr_id); link.color_style.base = g.style.colors[ColorStyle_Link]; link.color_style.hovered = g.style.colors[ColorStyle_LinkHovered]; link.color_style.selected = g.style.colors[ColorStyle_LinkSelected]; // Check if this link was created by the current link event if ((editor.click_interaction_type == ClickInteractionType_LinkCreation && editor.pins.pool[link.end_pin_idx].flags & AttributeFlags_EnableLinkCreationOnSnap && editor.click_interaction_state.link_creation.start_pin_idx == link.start_pin_idx && editor.click_interaction_state.link_creation.end_pin_idx == link.end_pin_idx) || (editor.click_interaction_state.link_creation.start_pin_idx == link.end_pin_idx && editor.click_interaction_state.link_creation.end_pin_idx == link.start_pin_idx)) { g.snap_link_idx = object_pool_find_or_create_index(editor.links, id); } } void PushColorStyle(ColorStyle item, unsigned int color) { g.color_modifier_stack.push_back(ColorStyleElement(g.style.colors[item], item)); g.style.colors[item] = color; } void PopColorStyle() { assert(g.color_modifier_stack.size() > 0); const ColorStyleElement elem = g.color_modifier_stack.back(); g.style.colors[elem.item] = elem.color; g.color_modifier_stack.pop_back(); } float& lookup_style_var(const StyleVar 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 StyleVar_GridSpacing: style_var = &g.style.grid_spacing; break; case StyleVar_NodeCornerRounding: style_var = &g.style.node_corner_rounding; break; case StyleVar_NodePaddingHorizontal: style_var = &g.style.node_padding_horizontal; break; case StyleVar_NodePaddingVertical: style_var = &g.style.node_padding_vertical; break; case StyleVar_NodeBorderThickness: style_var = &g.style.node_border_thickness; break; case StyleVar_LinkThickness: style_var = &g.style.link_thickness; break; case StyleVar_LinkLineSegmentsPerLength: style_var = &g.style.link_line_segments_per_length; break; case StyleVar_LinkHoverDistance: style_var = &g.style.link_hover_distance; break; case StyleVar_PinCircleRadius: style_var = &g.style.pin_circle_radius; break; case StyleVar_PinQuadSideLength: style_var = &g.style.pin_quad_side_length; break; case StyleVar_PinTriangleSideLength: style_var = &g.style.pin_triangle_side_length; break; case StyleVar_PinLineThickness: style_var = &g.style.pin_line_thickness; break; case StyleVar_PinHoverRadius: style_var = &g.style.pin_hover_radius; break; case StyleVar_PinOffset: style_var = &g.style.pin_offset; break; default: assert(!"Invalid StyleVar value!"); } return *style_var; } void PushStyleVar(const StyleVar item, const float value) { float& style_var = lookup_style_var(item); g.style_modifier_stack.push_back(StyleElement(style_var, item)); style_var = value; } void PopStyleVar() { assert(g.style_modifier_stack.size() > 0); const StyleElement style_elem = g.style_modifier_stack.back(); g.style_modifier_stack.pop_back(); float& style_var = lookup_style_var(style_elem.item); style_var = style_elem.value; } void SetNodeScreenSpacePos(int node_id, const ImVec2& screen_space_pos) { EditorContext& editor = editor_context_get(); NodeData& node = object_pool_find_or_create_object(editor.nodes, node_id); node.origin = screen_space_to_grid_space(editor, screen_space_pos); } void SetNodeEditorSpacePos(int node_id, const ImVec2& editor_space_pos) { EditorContext& editor = editor_context_get(); NodeData& node = object_pool_find_or_create_object(editor.nodes, node_id); node.origin = editor_space_to_grid_space(editor, editor_space_pos); } void SetNodeGridSpacePos(int node_id, const ImVec2& grid_pos) { EditorContext& editor = editor_context_get(); NodeData& node = object_pool_find_or_create_object(editor.nodes, node_id); node.origin = grid_pos; } void SetNodeDraggable(int node_id, const bool draggable) { EditorContext& editor = editor_context_get(); NodeData& node = object_pool_find_or_create_object(editor.nodes, node_id); node.draggable = draggable; } ImVec2 GetNodeScreenSpacePos(const int node_id) { EditorContext& editor = editor_context_get(); const int node_idx = object_pool_find(editor.nodes, node_id); assert(node_idx != -1); NodeData& node = editor.nodes.pool[node_idx]; return grid_space_to_screen_space(editor, node.origin); } ImVec2 GetNodeEditorSpacePos(const int node_id) { EditorContext& editor = editor_context_get(); const int node_idx = object_pool_find(editor.nodes, node_id); assert(node_idx != -1); NodeData& node = editor.nodes.pool[node_idx]; return grid_space_to_editor_space(editor, node.origin); } ImVec2 GetNodeGridSpacePos(int node_id) { EditorContext& editor = editor_context_get(); const int node_idx = object_pool_find(editor.nodes, node_id); assert(node_idx != -1); NodeData& node = editor.nodes.pool[node_idx]; return node.origin; } bool IsEditorHovered() { return mouse_in_canvas(); } bool IsNodeHovered(int* const node_id) { assert(g.current_scope == Scope_None); assert(node_id != NULL); const bool is_hovered = g.hovered_node_idx.has_value(); if (is_hovered) { const EditorContext& editor = editor_context_get(); *node_id = editor.nodes.pool[g.hovered_node_idx.value()].id; } return is_hovered; } bool IsLinkHovered(int* const link_id) { assert(g.current_scope == Scope_None); assert(link_id != NULL); const bool is_hovered = g.hovered_link_idx.has_value(); if (is_hovered) { const EditorContext& editor = editor_context_get(); *link_id = editor.links.pool[g.hovered_link_idx.value()].id; } return is_hovered; } bool IsPinHovered(int* const attr) { assert(g.current_scope == Scope_None); assert(attr != NULL); const bool is_hovered = g.hovered_pin_idx.has_value(); if (is_hovered) { const EditorContext& editor = editor_context_get(); *attr = editor.pins.pool[g.hovered_pin_idx.value()].id; } return is_hovered; } int NumSelectedNodes() { assert(g.current_scope == Scope_None); const EditorContext& editor = editor_context_get(); return editor.selected_node_indices.size(); } int NumSelectedLinks() { assert(g.current_scope == Scope_None); const EditorContext& editor = editor_context_get(); return editor.selected_link_indices.size(); } void GetSelectedNodes(int* node_ids) { assert(node_ids != NULL); const EditorContext& editor = editor_context_get(); for (int i = 0; i < editor.selected_node_indices.size(); ++i) { const int node_idx = editor.selected_node_indices[i]; node_ids[i] = editor.nodes.pool[node_idx].id; } } void GetSelectedLinks(int* link_ids) { assert(link_ids != NULL); const EditorContext& editor = editor_context_get(); for (int i = 0; i < editor.selected_link_indices.size(); ++i) { const int link_idx = editor.selected_link_indices[i]; link_ids[i] = editor.links.pool[link_idx].id; } } void ClearNodeSelection() { EditorContext& editor = editor_context_get(); editor.selected_node_indices.clear(); } void ClearLinkSelection() { EditorContext& editor = editor_context_get(); editor.selected_link_indices.clear(); } bool IsAttributeActive() { assert((g.current_scope & Scope_Node) != 0); if (!g.active_attribute) { return false; } return g.active_attribute_id == g.current_attribute_id; } bool IsAnyAttributeActive(int* const attribute_id) { assert((g.current_scope & (Scope_Node | Scope_Attribute)) == 0); if (!g.active_attribute) { return false; } if (attribute_id != NULL) { *attribute_id = g.active_attribute_id; } return true; } bool IsLinkStarted(int* const started_at_id) { // Call this function after EndNodeEditor()! assert(g.current_scope == Scope_None); assert(started_at_id != NULL); const bool is_started = (g.element_state_change & ElementStateChange_LinkStarted) != 0; if (is_started) { const EditorContext& editor = editor_context_get(); const int pin_idx = editor.click_interaction_state.link_creation.start_pin_idx; *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(g.current_scope == Scope_None); const EditorContext& editor = editor_context_get(); const bool link_dropped = (g.element_state_change & ElementStateChange_LinkDropped) != 0 && (including_detached_links || editor.click_interaction_state.link_creation.link_creation_type != LinkCreationType_FromDetach); if (link_dropped && started_at_id) { const int pin_idx = editor.click_interaction_state.link_creation.start_pin_idx; *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(g.current_scope == Scope_None); assert(started_at_pin_id != NULL); assert(ended_at_pin_id != NULL); const bool is_created = (g.element_state_change & ElementStateChange_LinkCreated) != 0; if (is_created) { const EditorContext& editor = editor_context_get(); const int start_idx = editor.click_interaction_state.link_creation.start_pin_idx; const int end_idx = editor.click_interaction_state.link_creation.end_pin_idx.value(); const PinData& start_pin = editor.pins.pool[start_idx]; const PinData& end_pin = editor.pins.pool[end_idx]; if (start_pin.type == AttributeType_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.click_interaction_type == ClickInteractionType_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(g.current_scope == Scope_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 = (g.element_state_change & ElementStateChange_LinkCreated) != 0; if (is_created) { const EditorContext& editor = editor_context_get(); const int start_idx = editor.click_interaction_state.link_creation.start_pin_idx; const int end_idx = editor.click_interaction_state.link_creation.end_pin_idx.value(); const PinData& start_pin = editor.pins.pool[start_idx]; const NodeData& start_node = editor.nodes.pool[start_pin.parent_node_idx]; const PinData& end_pin = editor.pins.pool[end_idx]; const NodeData& end_node = editor.nodes.pool[end_pin.parent_node_idx]; if (start_pin.type == AttributeType_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.click_interaction_type == ClickInteractionType_LinkCreation; } } return is_created; } bool IsLinkDestroyed(int* const link_id) { assert(g.current_scope == Scope_None); const bool link_destroyed = g.deleted_link_idx.has_value(); if (link_destroyed) { const EditorContext& editor = editor_context_get(); const int link_idx = g.deleted_link_idx.value(); *link_id = editor.links.pool[link_idx].id; } return link_destroyed; } namespace { void node_line_handler(EditorContext& editor, const char* line) { int id; int x, y; if (sscanf(line, "[node.%i", &id) == 1) { const int node_idx = object_pool_find_or_create_index(editor.nodes, id); g.current_node_idx = node_idx; NodeData& node = editor.nodes.pool[node_idx]; node.id = id; } else if (sscanf(line, "origin=%i,%i", &x, &y) == 2) { NodeData& node = editor.nodes.pool[g.current_node_idx]; node.origin = ImVec2((float)x, (float)y); } } void editor_line_handler(EditorContext& editor, const char* line) { sscanf(line, "panning=%f,%f", &editor.panning.x, &editor.panning.y); } } // namespace const char* SaveCurrentEditorStateToIniString(size_t* const data_size) { return SaveEditorStateToIniString(&editor_context_get(), data_size); } const char* SaveEditorStateToIniString( const EditorContext* const editor_ptr, size_t* const data_size) { assert(editor_ptr != NULL); const EditorContext& editor = *editor_ptr; g.text_buffer.clear(); // TODO: check to make sure that the estimate is the upper bound of element g.text_buffer.reserve(64 * editor.nodes.pool.size()); g.text_buffer.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.in_use[i]) { const NodeData& node = editor.nodes.pool[i]; g.text_buffer.appendf("\n[node.%d]\n", node.id); g.text_buffer.appendf("origin=%i,%i\n", (int)node.origin.x, (int)node.origin.y); } } if (data_size != NULL) { *data_size = g.text_buffer.size(); } return g.text_buffer.c_str(); } void LoadCurrentEditorStateFromIniString(const char* const data, const size_t data_size) { LoadEditorStateFromIniString(&editor_context_get(), data, data_size); } void LoadEditorStateFromIniString( EditorContext* const editor_ptr, const char* const data, const size_t data_size) { if (data_size == 0u) { return; } EditorContext& editor = editor_ptr == NULL ? editor_context_get() : *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)(EditorContext&, 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 = node_line_handler; } else if (strcmp(line + 1, "editor") == 0) { line_handler = editor_line_handler; } } if (line_handler != NULL) { line_handler(editor, line); } } ImGui::MemFree(buf); } void SaveCurrentEditorStateToIniFile(const char* const file_name) { SaveEditorStateToIniFile(&editor_context_get(), file_name); } void SaveEditorStateToIniFile(const EditorContext* 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(&editor_context_get(), file_name); } void LoadEditorStateFromIniFile(EditorContext* 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