5c7a529fa1
* Added imnodes * Added basic data processor view. Still needs to be cleaned up * Make sure all attached links get properly removed when a Node is deleted * Cleanup and API exposing * Added data provider overlays and integrate them with the data processor * Optimized data processing * Node UI enhancements * Added support for all themes to the nodes editor * Improved data processor context menus * Fixed data processor context menu showing up everywhere * Make hex editor context menu behave the same as data processor one * Add different node pin types and prevent incompatible ones from being connected * Don't require explicitly marking node as end node * Fixed plugin copying * Added some more nodes
324 lines
12 KiB
C++
324 lines
12 KiB
C++
#pragma once
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#include <stddef.h>
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struct ImVec2;
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namespace imnodes
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{
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enum ColorStyle
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{
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ColorStyle_NodeBackground = 0,
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ColorStyle_NodeBackgroundHovered,
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ColorStyle_NodeBackgroundSelected,
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ColorStyle_NodeOutline,
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ColorStyle_TitleBar,
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ColorStyle_TitleBarHovered,
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ColorStyle_TitleBarSelected,
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ColorStyle_Link,
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ColorStyle_LinkHovered,
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ColorStyle_LinkSelected,
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ColorStyle_Pin,
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ColorStyle_PinHovered,
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ColorStyle_BoxSelector,
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ColorStyle_BoxSelectorOutline,
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ColorStyle_GridBackground,
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ColorStyle_GridLine,
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ColorStyle_Count
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};
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enum StyleVar
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{
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StyleVar_GridSpacing = 0,
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StyleVar_NodeCornerRounding,
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StyleVar_NodePaddingHorizontal,
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StyleVar_NodePaddingVertical,
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StyleVar_NodeBorderThickness,
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StyleVar_LinkThickness,
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StyleVar_LinkLineSegmentsPerLength,
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StyleVar_LinkHoverDistance,
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StyleVar_PinCircleRadius,
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StyleVar_PinQuadSideLength,
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StyleVar_PinTriangleSideLength,
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StyleVar_PinLineThickness,
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StyleVar_PinHoverRadius,
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StyleVar_PinOffset
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};
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enum StyleFlags
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{
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StyleFlags_None = 0,
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StyleFlags_NodeOutline = 1 << 0,
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StyleFlags_GridLines = 1 << 2
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};
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// This enum controls the way attribute pins look.
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enum PinShape
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{
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PinShape_Circle,
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PinShape_CircleFilled,
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PinShape_Triangle,
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PinShape_TriangleFilled,
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PinShape_Quad,
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PinShape_QuadFilled
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};
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// This enum controls the way the attribute pins behave.
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enum AttributeFlags
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{
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AttributeFlags_None = 0,
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// Allow detaching a link by left-clicking and dragging the link at a pin it is connected to.
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// NOTE: the user has to actually delete the link for this to work. A deleted link can be
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// detected by calling IsLinkDestroyed() after EndNodeEditor().
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AttributeFlags_EnableLinkDetachWithDragClick = 1 << 0,
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// Visual snapping of an in progress link will trigger IsLink Created/Destroyed events. Allows
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// for previewing the creation of a link while dragging it across attributes. See here for demo:
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// https://github.com/Nelarius/imnodes/issues/41#issuecomment-647132113 NOTE: the user has to
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// actually delete the link for this to work. A deleted link can be detected by calling
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// IsLinkDestroyed() after EndNodeEditor().
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AttributeFlags_EnableLinkCreationOnSnap = 1 << 1
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};
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struct IO
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{
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struct EmulateThreeButtonMouse
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{
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EmulateThreeButtonMouse();
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// Controls whether this feature is enabled or not.
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bool enabled;
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const bool* modifier; // The keyboard modifier to use with the mouse left click. Set to
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// &ImGuiIO::KeyAlt by default.
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} emulate_three_button_mouse;
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struct LinkDetachWithModifierClick
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{
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LinkDetachWithModifierClick();
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// Pointer to a boolean value indicating when the desired modifier is pressed. Set to NULL
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// by default (i.e. this feature is disabled). To enable the feature, set the link to point
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// to, for example, &ImGuiIO::KeyCtrl.
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//
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// Left-clicking a link with this modifier pressed will detach that link. NOTE: the user has
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// to actually delete the link for this to work. A deleted link can be detected by calling
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// IsLinkDestroyed() after EndNodeEditor().
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const bool* modifier;
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} link_detach_with_modifier_click;
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IO();
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};
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struct Style
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{
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float grid_spacing;
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float node_corner_rounding;
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float node_padding_horizontal;
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float node_padding_vertical;
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float node_border_thickness;
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float link_thickness;
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float link_line_segments_per_length;
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float link_hover_distance;
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// The following variables control the look and behavior of the pins. The default size of each
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// pin shape is balanced to occupy approximately the same surface area on the screen.
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// The circle radius used when the pin shape is either PinShape_Circle or PinShape_CircleFilled.
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float pin_circle_radius;
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// The quad side length used when the shape is either PinShape_Quad or PinShape_QuadFilled.
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float pin_quad_side_length;
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// The equilateral triangle side length used when the pin shape is either PinShape_Triangle or
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// PinShape_TriangleFilled.
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float pin_triangle_side_length;
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// The thickness of the line used when the pin shape is not filled.
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float pin_line_thickness;
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// The radius from the pin's center position inside of which it is detected as being hovered
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// over.
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float pin_hover_radius;
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// Offsets the pins' positions from the edge of the node to the outside of the node.
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float pin_offset;
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// By default, StyleFlags_NodeOutline and StyleFlags_Gridlines are enabled.
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StyleFlags flags;
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// Set these mid-frame using Push/PopColorStyle. You can index this color array with with a
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// ColorStyle enum value.
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unsigned int colors[ColorStyle_Count];
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Style();
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};
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// An editor context corresponds to a set of nodes in a single workspace (created with a single
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// Begin/EndNodeEditor pair)
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//
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// By default, the library creates an editor context behind the scenes, so using any of the imnodes
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// functions doesn't require you to explicitly create a context.
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struct EditorContext;
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EditorContext* EditorContextCreate();
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void EditorContextFree(EditorContext*);
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void EditorContextSet(EditorContext*);
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ImVec2 EditorContextGetPanning();
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void EditorContextResetPanning(const ImVec2& pos);
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void EditorContextMoveToNode(const int node_id);
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// Initialize the node editor system.
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void Initialize();
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void Shutdown();
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IO& GetIO();
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// Returns the global style struct. See the struct declaration for default values.
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Style& GetStyle();
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// Style presets matching the dear imgui styles of the same name.
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void StyleColorsDark(); // on by default
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void StyleColorsClassic();
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void StyleColorsLight();
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// The top-level function call. Call this before calling BeginNode/EndNode. Calling this function
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// will result the node editor grid workspace being rendered.
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void BeginNodeEditor();
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void EndNodeEditor();
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// Use PushColorStyle and PopColorStyle to modify Style::colors mid-frame.
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void PushColorStyle(ColorStyle item, unsigned int color);
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void PopColorStyle();
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void PushStyleVar(StyleVar style_item, float value);
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void PopStyleVar();
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// id can be any positive or negative integer, but INT_MIN is currently reserved for internal use.
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void BeginNode(int id);
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void EndNode();
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ImVec2 GetNodeDimensions(int id);
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// Place your node title bar content (such as the node title, using ImGui::Text) between the
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// following function calls. These functions have to be called before adding any attributes, or the
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// layout of the node will be incorrect.
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void BeginNodeTitleBar();
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void EndNodeTitleBar();
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// Attributes are ImGui UI elements embedded within the node. Attributes can have pin shapes
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// rendered next to them. Links are created between pins.
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//
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// The activity status of an attribute can be checked via the IsAttributeActive() and
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// IsAnyAttributeActive() function calls. This is one easy way of checking for any changes made to
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// an attribute's drag float UI, for instance.
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//
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// Each attribute id must be unique.
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// Create an input attribute block. The pin is rendered on left side.
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void BeginInputAttribute(int id, PinShape shape = PinShape_CircleFilled);
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void EndInputAttribute();
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// Create an output attribute block. The pin is rendered on the right side.
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void BeginOutputAttribute(int id, PinShape shape = PinShape_CircleFilled);
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void EndOutputAttribute();
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// Create a static attribute block. A static attribute has no pin, and therefore can't be linked to
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// anything. However, you can still use IsAttributeActive() and IsAnyAttributeActive() to check for
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// attribute activity.
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void BeginStaticAttribute(int id);
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void EndStaticAttribute();
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// Push a single AttributeFlags value. By default, only AttributeFlags_None is set.
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void PushAttributeFlag(AttributeFlags flag);
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void PopAttributeFlag();
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// Render a link between attributes.
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// The attributes ids used here must match the ids used in Begin(Input|Output)Attribute function
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// calls. The order of start_attr and end_attr doesn't make a difference for rendering the link.
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void Link(int id, int start_attribute_id, int end_attribute_id);
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// Enable or disable the ability to click and drag a specific node.
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void SetNodeDraggable(int node_id, const bool draggable);
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// The node's position can be expressed in three coordinate systems:
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// * screen space coordinates, -- the origin is the upper left corner of the window.
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// * editor space coordinates -- the origin is the upper left corner of the node editor window
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// * grid space coordinates, -- the origin is the upper left corner of the node editor window,
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// translated by the current editor panning vector (see EditorContextGetPanning() and
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// EditorContextResetPanning())
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// Use the following functions to get and set the node's coordinates in these coordinate systems.
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void SetNodeScreenSpacePos(int node_id, const ImVec2& screen_space_pos);
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void SetNodeEditorSpacePos(int node_id, const ImVec2& editor_space_pos);
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void SetNodeGridSpacePos(int node_id, const ImVec2& grid_pos);
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ImVec2 GetNodeScreenSpacePos(const int node_id);
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ImVec2 GetNodeEditorSpacePos(const int node_id);
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ImVec2 GetNodeGridSpacePos(const int node_id);
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// Returns true if the current node editor canvas is being hovered over by the mouse, and is not
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// blocked by any other windows.
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bool IsEditorHovered();
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// The following functions return true if a UI element is being hovered over by the mouse cursor.
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// Assigns the id of the UI element being hovered over to the function argument. Use these functions
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// after EndNodeEditor() has been called.
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bool IsNodeHovered(int* node_id);
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bool IsLinkHovered(int* link_id);
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bool IsPinHovered(int* attribute_id);
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// Use The following two functions to query the number of selected nodes or links in the current
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// editor. Use after calling EndNodeEditor().
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int NumSelectedNodes();
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int NumSelectedLinks();
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// Get the selected node/link ids. The pointer argument should point to an integer array with at
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// least as many elements as the respective NumSelectedNodes/NumSelectedLinks function call
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// returned.
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void GetSelectedNodes(int* node_ids);
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void GetSelectedLinks(int* link_ids);
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// Clears the list of selected nodes/links. Useful if you want to delete a selected node or link.
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void ClearNodeSelection();
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void ClearLinkSelection();
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// Was the previous attribute active? This will continuously return true while the left mouse button
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// is being pressed over the UI content of the attribute.
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bool IsAttributeActive();
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// Was any attribute active? If so, sets the active attribute id to the output function argument.
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bool IsAnyAttributeActive(int* attribute_id = NULL);
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// Use the following functions to query a change of state for an existing link, or new link. Call
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// these after EndNodeEditor().
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// Did the user start dragging a new link from a pin?
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bool IsLinkStarted(int* started_at_attribute_id);
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// Did the user drop the dragged link before attaching it to a pin?
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// There are two different kinds of situations to consider when handling this event:
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// 1) a link which is created at a pin and then dropped
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// 2) an existing link which is detached from a pin and then dropped
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// Use the including_detached_links flag to control whether this function triggers when the user
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// detaches a link and drops it.
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bool IsLinkDropped(int* started_at_attribute_id = NULL, bool including_detached_links = true);
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// Did the user finish creating a new link?
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bool IsLinkCreated(
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int* started_at_attribute_id,
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int* ended_at_attribute_id,
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bool* created_from_snap = NULL);
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bool IsLinkCreated(
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int* started_at_node_id,
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int* started_at_attribute_id,
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int* ended_at_node_id,
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int* ended_at_attribute_id,
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bool* created_from_snap = NULL);
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// Was an existing link detached from a pin by the user? The detached link's id is assigned to the
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// output argument link_id.
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bool IsLinkDestroyed(int* link_id);
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// Use the following functions to write the editor context's state to a string, or directly to a
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// file. The editor context is serialized in the INI file format.
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const char* SaveCurrentEditorStateToIniString(size_t* data_size = NULL);
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const char* SaveEditorStateToIniString(const EditorContext* editor, size_t* data_size = NULL);
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void LoadCurrentEditorStateFromIniString(const char* data, size_t data_size);
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void LoadEditorStateFromIniString(EditorContext* editor, const char* data, size_t data_size);
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void SaveCurrentEditorStateToIniFile(const char* file_name);
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void SaveEditorStateToIniFile(const EditorContext* editor, const char* file_name);
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void LoadCurrentEditorStateFromIniFile(const char* file_name);
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void LoadEditorStateFromIniFile(EditorContext* editor, const char* file_name);
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} // namespace imnodes
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