390 lines
16 KiB
C++
Vendored
390 lines
16 KiB
C++
Vendored
#pragma once
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#include <stddef.h>
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typedef int ImNodesCol; // -> enum ImNodesCol_
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typedef int ImNodesStyleVar; // -> enum ImNodesStyleVar_
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typedef int ImNodesStyleFlags; // -> enum ImNodesStyleFlags_
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typedef int ImNodesPinShape; // -> enum ImNodesPinShape_
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typedef int ImNodesAttributeFlags; // -> enum ImNodesAttributeFlags_
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typedef int ImNodesMiniMapLocation; // -> enum ImNodesMiniMapLocation_
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enum ImNodesCol_
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{
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ImNodesCol_NodeBackground = 0,
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ImNodesCol_NodeBackgroundHovered,
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ImNodesCol_NodeBackgroundSelected,
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ImNodesCol_NodeOutline,
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ImNodesCol_TitleBar,
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ImNodesCol_TitleBarHovered,
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ImNodesCol_TitleBarSelected,
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ImNodesCol_Link,
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ImNodesCol_LinkHovered,
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ImNodesCol_LinkSelected,
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ImNodesCol_Pin,
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ImNodesCol_PinHovered,
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ImNodesCol_BoxSelector,
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ImNodesCol_BoxSelectorOutline,
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ImNodesCol_GridBackground,
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ImNodesCol_GridLine,
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ImNodesCol_MiniMapBackground,
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ImNodesCol_MiniMapBackgroundHovered,
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ImNodesCol_MiniMapOutline,
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ImNodesCol_MiniMapOutlineHovered,
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ImNodesCol_MiniMapNodeBackground,
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ImNodesCol_MiniMapNodeBackgroundHovered,
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ImNodesCol_MiniMapNodeBackgroundSelected,
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ImNodesCol_MiniMapNodeOutline,
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ImNodesCol_MiniMapLink,
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ImNodesCol_MiniMapLinkSelected,
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ImNodesCol_COUNT
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};
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enum ImNodesStyleVar_
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{
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ImNodesStyleVar_GridSpacing = 0,
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ImNodesStyleVar_NodeCornerRounding,
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ImNodesStyleVar_NodePaddingHorizontal,
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ImNodesStyleVar_NodePaddingVertical,
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ImNodesStyleVar_NodeBorderThickness,
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ImNodesStyleVar_LinkThickness,
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ImNodesStyleVar_LinkLineSegmentsPerLength,
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ImNodesStyleVar_LinkHoverDistance,
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ImNodesStyleVar_PinCircleRadius,
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ImNodesStyleVar_PinQuadSideLength,
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ImNodesStyleVar_PinTriangleSideLength,
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ImNodesStyleVar_PinLineThickness,
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ImNodesStyleVar_PinHoverRadius,
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ImNodesStyleVar_PinOffset
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};
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enum ImNodesStyleFlags_
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{
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ImNodesStyleFlags_None = 0,
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ImNodesStyleFlags_NodeOutline = 1 << 0,
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ImNodesStyleFlags_GridLines = 1 << 2
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};
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enum ImNodesPinShape_
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{
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ImNodesPinShape_Circle,
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ImNodesPinShape_CircleFilled,
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ImNodesPinShape_Triangle,
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ImNodesPinShape_TriangleFilled,
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ImNodesPinShape_Quad,
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ImNodesPinShape_QuadFilled
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};
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// This enum controls the way the attribute pins behave.
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enum ImNodesAttributeFlags_
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{
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ImNodesAttributeFlags_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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ImNodesAttributeFlags_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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ImNodesAttributeFlags_EnableLinkCreationOnSnap = 1 << 1
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};
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struct ImNodesIO
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{
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struct EmulateThreeButtonMouse
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{
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EmulateThreeButtonMouse();
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// The keyboard modifier to use in combination with mouse left click to pan the editor view.
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// Set to NULL by default. To enable this feature, set the modifier to point to a boolean
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// indicating the state of a modifier. For example,
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//
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// ImNodes::GetIO().EmulateThreeButtonMouse.Modifier = &ImGui::GetIO().KeyAlt;
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const bool* Modifier;
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} EmulateThreeButtonMouse;
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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. To enable the feature, set the modifier to point to a boolean indicating the
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// state of a modifier. For example,
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//
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// ImNodes::GetIO().LinkDetachWithModifierClick.Modifier = &ImGui::GetIO().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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} LinkDetachWithModifierClick;
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// Holding alt mouse button pans the node area, by default middle mouse button will be used
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// Set based on ImGuiMouseButton values
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int AltMouseButton;
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ImNodesIO();
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};
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struct ImNodesStyle
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{
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float GridSpacing;
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float NodeCornerRounding;
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float NodePaddingHorizontal;
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float NodePaddingVertical;
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float NodeBorderThickness;
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float LinkThickness;
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float LinkLineSegmentsPerLength;
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float LinkHoverDistance;
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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 ImNodesPinShape_Circle or
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// ImNodesPinShape_CircleFilled.
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float PinCircleRadius;
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// The quad side length used when the shape is either ImNodesPinShape_Quad or
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// ImNodesPinShape_QuadFilled.
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float PinQuadSideLength;
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// The equilateral triangle side length used when the pin shape is either
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// ImNodesPinShape_Triangle or ImNodesPinShape_TriangleFilled.
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float PinTriangleSideLength;
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// The thickness of the line used when the pin shape is not filled.
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float PinLineThickness;
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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 PinHoverRadius;
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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 PinOffset;
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// By default, ImNodesStyleFlags_NodeOutline and ImNodesStyleFlags_Gridlines are enabled.
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ImNodesStyleFlags 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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// ImNodesCol value.
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unsigned int Colors[ImNodesCol_COUNT];
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ImNodesStyle();
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};
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enum ImNodesMiniMapLocation_
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{
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ImNodesMiniMapLocation_BottomLeft,
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ImNodesMiniMapLocation_BottomRight,
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ImNodesMiniMapLocation_TopLeft,
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ImNodesMiniMapLocation_TopRight,
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};
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struct ImGuiContext;
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struct ImVec2;
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struct ImNodesContext;
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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 ImNodesEditorContext;
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// Callback type used to specify special behavior when hovering a node in the minimap
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typedef void (*ImNodesMiniMapNodeHoveringCallback)(int, void*);
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namespace ImNodes
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{
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// Call this function if you are compiling imnodes in to a dll, separate from ImGui. Calling this
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// function sets the GImGui global variable, which is not shared across dll boundaries.
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void SetImGuiContext(ImGuiContext* ctx);
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ImNodesContext* CreateContext();
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void DestroyContext(ImNodesContext* ctx = NULL); // NULL = destroy current context
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ImNodesContext* GetCurrentContext();
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void SetCurrentContext(ImNodesContext* ctx);
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ImNodesEditorContext* EditorContextCreate();
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void EditorContextFree(ImNodesEditorContext*);
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void EditorContextSet(ImNodesEditorContext*);
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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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ImNodesIO& GetIO();
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// Returns the global style struct. See the struct declaration for default values.
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ImNodesStyle& 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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// Add a navigable minimap to the editor; call before EndNodeEditor after all
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// nodes and links have been specified
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void MiniMap(
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const float minimap_size_fraction = 0.2f,
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const ImNodesMiniMapLocation location = ImNodesMiniMapLocation_TopLeft,
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const ImNodesMiniMapNodeHoveringCallback node_hovering_callback = NULL,
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void* node_hovering_callback_data = NULL);
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// Use PushColorStyle and PopColorStyle to modify ImNodesStyle::Colors mid-frame.
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void PushColorStyle(ImNodesCol item, unsigned int color);
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void PopColorStyle();
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void PushStyleVar(ImNodesStyleVar 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, ImNodesPinShape shape = ImNodesPinShape_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, ImNodesPinShape shape = ImNodesPinShape_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(ImNodesAttributeFlags 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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// Use the following functions to add or remove individual nodes or links from the current editors
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// selection. Note that all functions require the id to be an existing valid id for this editor.
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// Select-functions has the precondition that the object is currently considered unselected.
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// Clear-functions has the precondition that the object is currently considered selected.
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// Preconditions listed above can be checked via IsNodeSelected/IsLinkSelected if not already
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// known.
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void SelectNode(int node_id);
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void ClearNodeSelection(int node_id);
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bool IsNodeSelected(int node_id);
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void SelectLink(int link_id);
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void ClearLinkSelection(int link_id);
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bool IsLinkSelected(int link_id);
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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(
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const ImNodesEditorContext* editor,
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size_t* data_size = NULL);
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void LoadCurrentEditorStateFromIniString(const char* data, size_t data_size);
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void LoadEditorStateFromIniString(ImNodesEditorContext* 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 ImNodesEditorContext* editor, const char* file_name);
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void LoadCurrentEditorStateFromIniFile(const char* file_name);
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void LoadEditorStateFromIniFile(ImNodesEditorContext* editor, const char* file_name);
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} // namespace ImNodes
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