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ImHex/lib/external/imgui/include/imnodes.h

390 lines
16 KiB
C++
Vendored

#pragma once
#include <stddef.h>
typedef int ImNodesCol; // -> enum ImNodesCol_
typedef int ImNodesStyleVar; // -> enum ImNodesStyleVar_
typedef int ImNodesStyleFlags; // -> enum ImNodesStyleFlags_
typedef int ImNodesPinShape; // -> enum ImNodesPinShape_
typedef int ImNodesAttributeFlags; // -> enum ImNodesAttributeFlags_
typedef int ImNodesMiniMapLocation; // -> enum ImNodesMiniMapLocation_
enum ImNodesCol_
{
ImNodesCol_NodeBackground = 0,
ImNodesCol_NodeBackgroundHovered,
ImNodesCol_NodeBackgroundSelected,
ImNodesCol_NodeOutline,
ImNodesCol_TitleBar,
ImNodesCol_TitleBarHovered,
ImNodesCol_TitleBarSelected,
ImNodesCol_Link,
ImNodesCol_LinkHovered,
ImNodesCol_LinkSelected,
ImNodesCol_Pin,
ImNodesCol_PinHovered,
ImNodesCol_BoxSelector,
ImNodesCol_BoxSelectorOutline,
ImNodesCol_GridBackground,
ImNodesCol_GridLine,
ImNodesCol_MiniMapBackground,
ImNodesCol_MiniMapBackgroundHovered,
ImNodesCol_MiniMapOutline,
ImNodesCol_MiniMapOutlineHovered,
ImNodesCol_MiniMapNodeBackground,
ImNodesCol_MiniMapNodeBackgroundHovered,
ImNodesCol_MiniMapNodeBackgroundSelected,
ImNodesCol_MiniMapNodeOutline,
ImNodesCol_MiniMapLink,
ImNodesCol_MiniMapLinkSelected,
ImNodesCol_COUNT
};
enum ImNodesStyleVar_
{
ImNodesStyleVar_GridSpacing = 0,
ImNodesStyleVar_NodeCornerRounding,
ImNodesStyleVar_NodePaddingHorizontal,
ImNodesStyleVar_NodePaddingVertical,
ImNodesStyleVar_NodeBorderThickness,
ImNodesStyleVar_LinkThickness,
ImNodesStyleVar_LinkLineSegmentsPerLength,
ImNodesStyleVar_LinkHoverDistance,
ImNodesStyleVar_PinCircleRadius,
ImNodesStyleVar_PinQuadSideLength,
ImNodesStyleVar_PinTriangleSideLength,
ImNodesStyleVar_PinLineThickness,
ImNodesStyleVar_PinHoverRadius,
ImNodesStyleVar_PinOffset
};
enum ImNodesStyleFlags_
{
ImNodesStyleFlags_None = 0,
ImNodesStyleFlags_NodeOutline = 1 << 0,
ImNodesStyleFlags_GridLines = 1 << 2
};
enum ImNodesPinShape_
{
ImNodesPinShape_Circle,
ImNodesPinShape_CircleFilled,
ImNodesPinShape_Triangle,
ImNodesPinShape_TriangleFilled,
ImNodesPinShape_Quad,
ImNodesPinShape_QuadFilled
};
// This enum controls the way the attribute pins behave.
enum ImNodesAttributeFlags_
{
ImNodesAttributeFlags_None = 0,
// Allow detaching a link by left-clicking and dragging the link at a pin it is connected to.
// NOTE: the user has to actually delete the link for this to work. A deleted link can be
// detected by calling IsLinkDestroyed() after EndNodeEditor().
ImNodesAttributeFlags_EnableLinkDetachWithDragClick = 1 << 0,
// Visual snapping of an in progress link will trigger IsLink Created/Destroyed events. Allows
// for previewing the creation of a link while dragging it across attributes. See here for demo:
// https://github.com/Nelarius/imnodes/issues/41#issuecomment-647132113 NOTE: the user has to
// actually delete the link for this to work. A deleted link can be detected by calling
// IsLinkDestroyed() after EndNodeEditor().
ImNodesAttributeFlags_EnableLinkCreationOnSnap = 1 << 1
};
struct ImNodesIO
{
struct EmulateThreeButtonMouse
{
EmulateThreeButtonMouse();
// The keyboard modifier to use in combination with mouse left click to pan the editor view.
// Set to NULL by default. To enable this feature, set the modifier to point to a boolean
// indicating the state of a modifier. For example,
//
// ImNodes::GetIO().EmulateThreeButtonMouse.Modifier = &ImGui::GetIO().KeyAlt;
const bool* Modifier;
} EmulateThreeButtonMouse;
struct LinkDetachWithModifierClick
{
LinkDetachWithModifierClick();
// Pointer to a boolean value indicating when the desired modifier is pressed. Set to NULL
// by default. To enable the feature, set the modifier to point to a boolean indicating the
// state of a modifier. For example,
//
// ImNodes::GetIO().LinkDetachWithModifierClick.Modifier = &ImGui::GetIO().KeyCtrl;
//
// Left-clicking a link with this modifier pressed will detach that link. NOTE: the user has
// to actually delete the link for this to work. A deleted link can be detected by calling
// IsLinkDestroyed() after EndNodeEditor().
const bool* Modifier;
} LinkDetachWithModifierClick;
// Holding alt mouse button pans the node area, by default middle mouse button will be used
// Set based on ImGuiMouseButton values
int AltMouseButton;
ImNodesIO();
};
struct ImNodesStyle
{
float GridSpacing;
float NodeCornerRounding;
float NodePaddingHorizontal;
float NodePaddingVertical;
float NodeBorderThickness;
float LinkThickness;
float LinkLineSegmentsPerLength;
float LinkHoverDistance;
// The following variables control the look and behavior of the pins. The default size of each
// pin shape is balanced to occupy approximately the same surface area on the screen.
// The circle radius used when the pin shape is either ImNodesPinShape_Circle or
// ImNodesPinShape_CircleFilled.
float PinCircleRadius;
// The quad side length used when the shape is either ImNodesPinShape_Quad or
// ImNodesPinShape_QuadFilled.
float PinQuadSideLength;
// The equilateral triangle side length used when the pin shape is either
// ImNodesPinShape_Triangle or ImNodesPinShape_TriangleFilled.
float PinTriangleSideLength;
// The thickness of the line used when the pin shape is not filled.
float PinLineThickness;
// The radius from the pin's center position inside of which it is detected as being hovered
// over.
float PinHoverRadius;
// Offsets the pins' positions from the edge of the node to the outside of the node.
float PinOffset;
// By default, ImNodesStyleFlags_NodeOutline and ImNodesStyleFlags_Gridlines are enabled.
ImNodesStyleFlags Flags;
// Set these mid-frame using Push/PopColorStyle. You can index this color array with with a
// ImNodesCol value.
unsigned int Colors[ImNodesCol_COUNT];
ImNodesStyle();
};
enum ImNodesMiniMapLocation_
{
ImNodesMiniMapLocation_BottomLeft,
ImNodesMiniMapLocation_BottomRight,
ImNodesMiniMapLocation_TopLeft,
ImNodesMiniMapLocation_TopRight,
};
struct ImGuiContext;
struct ImVec2;
struct ImNodesContext;
// An editor context corresponds to a set of nodes in a single workspace (created with a single
// Begin/EndNodeEditor pair)
//
// By default, the library creates an editor context behind the scenes, so using any of the imnodes
// functions doesn't require you to explicitly create a context.
struct ImNodesEditorContext;
// Callback type used to specify special behavior when hovering a node in the minimap
typedef void (*ImNodesMiniMapNodeHoveringCallback)(int, void*);
namespace ImNodes
{
// Call this function if you are compiling imnodes in to a dll, separate from ImGui. Calling this
// function sets the GImGui global variable, which is not shared across dll boundaries.
void SetImGuiContext(ImGuiContext* ctx);
ImNodesContext* CreateContext();
void DestroyContext(ImNodesContext* ctx = NULL); // NULL = destroy current context
ImNodesContext* GetCurrentContext();
void SetCurrentContext(ImNodesContext* ctx);
ImNodesEditorContext* EditorContextCreate();
void EditorContextFree(ImNodesEditorContext*);
void EditorContextSet(ImNodesEditorContext*);
ImVec2 EditorContextGetPanning();
void EditorContextResetPanning(const ImVec2& pos);
void EditorContextMoveToNode(const int node_id);
ImNodesIO& GetIO();
// Returns the global style struct. See the struct declaration for default values.
ImNodesStyle& GetStyle();
// Style presets matching the dear imgui styles of the same name.
void StyleColorsDark(); // on by default
void StyleColorsClassic();
void StyleColorsLight();
// The top-level function call. Call this before calling BeginNode/EndNode. Calling this function
// will result the node editor grid workspace being rendered.
void BeginNodeEditor();
void EndNodeEditor();
// Add a navigable minimap to the editor; call before EndNodeEditor after all
// nodes and links have been specified
void MiniMap(
const float minimap_size_fraction = 0.2f,
const ImNodesMiniMapLocation location = ImNodesMiniMapLocation_TopLeft,
const ImNodesMiniMapNodeHoveringCallback node_hovering_callback = NULL,
void* node_hovering_callback_data = NULL);
// Use PushColorStyle and PopColorStyle to modify ImNodesStyle::Colors mid-frame.
void PushColorStyle(ImNodesCol item, unsigned int color);
void PopColorStyle();
void PushStyleVar(ImNodesStyleVar style_item, float value);
void PopStyleVar();
// id can be any positive or negative integer, but INT_MIN is currently reserved for internal use.
void BeginNode(int id);
void EndNode();
ImVec2 GetNodeDimensions(int id);
// Place your node title bar content (such as the node title, using ImGui::Text) between the
// following function calls. These functions have to be called before adding any attributes, or the
// layout of the node will be incorrect.
void BeginNodeTitleBar();
void EndNodeTitleBar();
// Attributes are ImGui UI elements embedded within the node. Attributes can have pin shapes
// rendered next to them. Links are created between pins.
//
// The activity status of an attribute can be checked via the IsAttributeActive() and
// IsAnyAttributeActive() function calls. This is one easy way of checking for any changes made to
// an attribute's drag float UI, for instance.
//
// Each attribute id must be unique.
// Create an input attribute block. The pin is rendered on left side.
void BeginInputAttribute(int id, ImNodesPinShape shape = ImNodesPinShape_CircleFilled);
void EndInputAttribute();
// Create an output attribute block. The pin is rendered on the right side.
void BeginOutputAttribute(int id, ImNodesPinShape shape = ImNodesPinShape_CircleFilled);
void EndOutputAttribute();
// Create a static attribute block. A static attribute has no pin, and therefore can't be linked to
// anything. However, you can still use IsAttributeActive() and IsAnyAttributeActive() to check for
// attribute activity.
void BeginStaticAttribute(int id);
void EndStaticAttribute();
// Push a single AttributeFlags value. By default, only AttributeFlags_None is set.
void PushAttributeFlag(ImNodesAttributeFlags flag);
void PopAttributeFlag();
// Render a link between attributes.
// The attributes ids used here must match the ids used in Begin(Input|Output)Attribute function
// calls. The order of start_attr and end_attr doesn't make a difference for rendering the link.
void Link(int id, int start_attribute_id, int end_attribute_id);
// Enable or disable the ability to click and drag a specific node.
void SetNodeDraggable(int node_id, const bool draggable);
// The node's position can be expressed in three coordinate systems:
// * screen space coordinates, -- the origin is the upper left corner of the window.
// * editor space coordinates -- the origin is the upper left corner of the node editor window
// * grid space coordinates, -- the origin is the upper left corner of the node editor window,
// translated by the current editor panning vector (see EditorContextGetPanning() and
// EditorContextResetPanning())
// Use the following functions to get and set the node's coordinates in these coordinate systems.
void SetNodeScreenSpacePos(int node_id, const ImVec2& screen_space_pos);
void SetNodeEditorSpacePos(int node_id, const ImVec2& editor_space_pos);
void SetNodeGridSpacePos(int node_id, const ImVec2& grid_pos);
ImVec2 GetNodeScreenSpacePos(const int node_id);
ImVec2 GetNodeEditorSpacePos(const int node_id);
ImVec2 GetNodeGridSpacePos(const int node_id);
// Returns true if the current node editor canvas is being hovered over by the mouse, and is not
// blocked by any other windows.
bool IsEditorHovered();
// The following functions return true if a UI element is being hovered over by the mouse cursor.
// Assigns the id of the UI element being hovered over to the function argument. Use these functions
// after EndNodeEditor() has been called.
bool IsNodeHovered(int* node_id);
bool IsLinkHovered(int* link_id);
bool IsPinHovered(int* attribute_id);
// Use The following two functions to query the number of selected nodes or links in the current
// editor. Use after calling EndNodeEditor().
int NumSelectedNodes();
int NumSelectedLinks();
// Get the selected node/link ids. The pointer argument should point to an integer array with at
// least as many elements as the respective NumSelectedNodes/NumSelectedLinks function call
// returned.
void GetSelectedNodes(int* node_ids);
void GetSelectedLinks(int* link_ids);
// Clears the list of selected nodes/links. Useful if you want to delete a selected node or link.
void ClearNodeSelection();
void ClearLinkSelection();
// Use the following functions to add or remove individual nodes or links from the current editors
// selection. Note that all functions require the id to be an existing valid id for this editor.
// Select-functions has the precondition that the object is currently considered unselected.
// Clear-functions has the precondition that the object is currently considered selected.
// Preconditions listed above can be checked via IsNodeSelected/IsLinkSelected if not already
// known.
void SelectNode(int node_id);
void ClearNodeSelection(int node_id);
bool IsNodeSelected(int node_id);
void SelectLink(int link_id);
void ClearLinkSelection(int link_id);
bool IsLinkSelected(int link_id);
// Was the previous attribute active? This will continuously return true while the left mouse button
// is being pressed over the UI content of the attribute.
bool IsAttributeActive();
// Was any attribute active? If so, sets the active attribute id to the output function argument.
bool IsAnyAttributeActive(int* attribute_id = NULL);
// Use the following functions to query a change of state for an existing link, or new link. Call
// these after EndNodeEditor().
// Did the user start dragging a new link from a pin?
bool IsLinkStarted(int* started_at_attribute_id);
// Did the user drop the dragged link before attaching it to a pin?
// There are two different kinds of situations to consider when handling this event:
// 1) a link which is created at a pin and then dropped
// 2) an existing link which is detached from a pin and then dropped
// Use the including_detached_links flag to control whether this function triggers when the user
// detaches a link and drops it.
bool IsLinkDropped(int* started_at_attribute_id = NULL, bool including_detached_links = true);
// Did the user finish creating a new link?
bool IsLinkCreated(
int* started_at_attribute_id,
int* ended_at_attribute_id,
bool* created_from_snap = NULL);
bool IsLinkCreated(
int* started_at_node_id,
int* started_at_attribute_id,
int* ended_at_node_id,
int* ended_at_attribute_id,
bool* created_from_snap = NULL);
// Was an existing link detached from a pin by the user? The detached link's id is assigned to the
// output argument link_id.
bool IsLinkDestroyed(int* link_id);
// Use the following functions to write the editor context's state to a string, or directly to a
// file. The editor context is serialized in the INI file format.
const char* SaveCurrentEditorStateToIniString(size_t* data_size = NULL);
const char* SaveEditorStateToIniString(
const ImNodesEditorContext* editor,
size_t* data_size = NULL);
void LoadCurrentEditorStateFromIniString(const char* data, size_t data_size);
void LoadEditorStateFromIniString(ImNodesEditorContext* editor, const char* data, size_t data_size);
void SaveCurrentEditorStateToIniFile(const char* file_name);
void SaveEditorStateToIniFile(const ImNodesEditorContext* editor, const char* file_name);
void LoadCurrentEditorStateFromIniFile(const char* file_name);
void LoadEditorStateFromIniFile(ImNodesEditorContext* editor, const char* file_name);
} // namespace ImNodes