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
2945 lines
90 KiB
C++
2945 lines
90 KiB
C++
// the structure of this file:
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//
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// [SECTION] internal data structures
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// [SECTION] global struct
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// [SECTION] editor context definition
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// [SECTION] draw list helper
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// [SECTION] ObjectPool implementation
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// [SECTION] ui state logic
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// [SECTION] render helpers
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// [SECTION] API implementation
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#include "imnodes.h"
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#include <imgui.h>
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#define IMGUI_DEFINE_MATH_OPERATORS
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#include <imgui_internal.h>
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// Check minimum ImGui version
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#define MINIMUM_COMPATIBLE_IMGUI_VERSION 17400
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#if IMGUI_VERSION_NUM < MINIMUM_COMPATIBLE_IMGUI_VERSION
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#error "Minimum ImGui version requirement not met -- please use a newer version!"
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#endif
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#include <assert.h>
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#include <limits.h>
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#include <math.h>
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#include <new>
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#include <stdint.h>
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#include <string.h> // strlen, strncmp
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#include <stdio.h> // for fwrite, ssprintf, sscanf
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#include <stdlib.h>
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namespace imnodes
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{
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namespace
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{
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enum ScopeFlags
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{
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Scope_None = 1,
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Scope_Editor = 1 << 1,
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Scope_Node = 1 << 2,
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Scope_Attribute = 1 << 3
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};
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enum AttributeType
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{
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AttributeType_None,
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AttributeType_Input,
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AttributeType_Output
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};
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enum ElementStateChange
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{
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ElementStateChange_None = 0,
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ElementStateChange_LinkStarted = 1 << 0,
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ElementStateChange_LinkDropped = 1 << 1,
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ElementStateChange_LinkCreated = 1 << 2
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};
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// [SECTION] internal data structures
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// The object T must have the following interface:
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//
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// struct T
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// {
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// T();
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//
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// int id;
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// };
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template<typename T>
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struct ObjectPool
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{
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ImVector<T> pool;
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ImVector<bool> in_use;
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ImVector<int> free_list;
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ImGuiStorage id_map;
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ObjectPool() : pool(), in_use(), free_list(), id_map() {}
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};
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// Emulates std::optional<int> using the sentinel value `invalid_index`.
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struct OptionalIndex
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{
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OptionalIndex() : m_index(invalid_index) {}
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OptionalIndex(const int value) : m_index(value) {}
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// Observers
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inline bool has_value() const { return m_index != invalid_index; }
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inline int value() const
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{
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assert(has_value());
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return m_index;
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}
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// Modifiers
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inline OptionalIndex& operator=(const int value)
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{
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m_index = value;
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return *this;
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}
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inline void reset() { m_index = invalid_index; }
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inline bool operator==(const OptionalIndex& rhs) const { return m_index == rhs.m_index; }
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inline bool operator==(const int rhs) const { return m_index == rhs; }
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static const int invalid_index = -1;
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private:
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int m_index;
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};
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struct NodeData
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{
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int id;
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ImVec2 origin; // The node origin is in editor space
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ImRect title_bar_content_rect;
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ImRect rect;
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struct
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{
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ImU32 background, background_hovered, background_selected, outline, titlebar,
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titlebar_hovered, titlebar_selected;
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} color_style;
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struct
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{
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float corner_rounding;
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ImVec2 padding;
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float border_thickness;
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} layout_style;
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ImVector<int> pin_indices;
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bool draggable;
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NodeData(const int node_id)
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: id(node_id), origin(100.0f, 100.0f), title_bar_content_rect(),
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rect(ImVec2(0.0f, 0.0f), ImVec2(0.0f, 0.0f)), color_style(), layout_style(),
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pin_indices(), draggable(true)
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{
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}
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~NodeData() { id = INT_MIN; }
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};
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struct PinData
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{
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int id;
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int parent_node_idx;
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ImRect attribute_rect;
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AttributeType type;
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PinShape shape;
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ImVec2 pos; // screen-space coordinates
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int flags;
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struct
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{
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ImU32 background, hovered;
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} color_style;
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PinData(const int pin_id)
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: id(pin_id), parent_node_idx(), attribute_rect(), type(AttributeType_None),
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shape(PinShape_CircleFilled), pos(), flags(AttributeFlags_None), color_style()
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{
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}
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};
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struct LinkData
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{
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int id;
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int start_pin_idx, end_pin_idx;
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struct
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{
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ImU32 base, hovered, selected;
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} color_style;
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LinkData(const int link_id) : id(link_id), start_pin_idx(), end_pin_idx(), color_style() {}
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};
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struct LinkPredicate
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{
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bool operator()(const LinkData& lhs, const LinkData& rhs) const
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{
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// Do a unique compare by sorting the pins' addresses.
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// This catches duplicate links, whether they are in the
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// same direction or not.
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// Sorting by pin index should have the uniqueness guarantees as sorting
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// by id -- each unique id will get one slot in the link pool array.
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int lhs_start = lhs.start_pin_idx;
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int lhs_end = lhs.end_pin_idx;
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int rhs_start = rhs.start_pin_idx;
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int rhs_end = rhs.end_pin_idx;
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if (lhs_start > lhs_end)
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{
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ImSwap(lhs_start, lhs_end);
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}
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if (rhs_start > rhs_end)
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{
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ImSwap(rhs_start, rhs_end);
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}
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return lhs_start == rhs_start && lhs_end == rhs_end;
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}
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};
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struct BezierCurve
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{
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// the curve control points
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ImVec2 p0, p1, p2, p3;
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};
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struct LinkBezierData
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{
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BezierCurve bezier;
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int num_segments;
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};
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enum ClickInteractionType
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{
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ClickInteractionType_Node,
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ClickInteractionType_Link,
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ClickInteractionType_LinkCreation,
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ClickInteractionType_Panning,
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ClickInteractionType_BoxSelection,
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ClickInteractionType_None
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};
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enum LinkCreationType
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{
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LinkCreationType_Standard,
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LinkCreationType_FromDetach
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};
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struct ClickInteractionState
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{
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struct
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{
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int start_pin_idx;
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OptionalIndex end_pin_idx;
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LinkCreationType link_creation_type;
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} link_creation;
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struct
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{
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ImRect rect;
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} box_selector;
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};
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struct ColorStyleElement
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{
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ImU32 color;
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ColorStyle item;
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ColorStyleElement(const ImU32 c, const ColorStyle s) : color(c), item(s) {}
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};
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struct StyleElement
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{
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StyleVar item;
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float value;
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StyleElement(const float value, const StyleVar variable) : item(variable), value(value) {}
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};
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// [SECTION] global struct
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// this stores data which only lives for one frame
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struct
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{
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EditorContext* default_editor_ctx;
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EditorContext* editor_ctx;
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// Canvas draw list and helper state
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ImDrawList* canvas_draw_list;
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ImGuiStorage node_idx_to_submission_idx;
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ImVector<int> node_idx_submission_order;
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ImVector<int> node_indices_overlapping_with_mouse;
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// Canvas extents
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ImVec2 canvas_origin_screen_space;
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ImRect canvas_rect_screen_space;
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// Debug helpers
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ScopeFlags current_scope;
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// Configuration state
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IO io;
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Style style;
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ImVector<ColorStyleElement> color_modifier_stack;
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ImVector<StyleElement> style_modifier_stack;
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ImGuiTextBuffer text_buffer;
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int current_attribute_flags;
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ImVector<int> attribute_flag_stack;
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// UI element state
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int current_node_idx;
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int current_pin_idx;
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int current_attribute_id;
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OptionalIndex hovered_node_idx;
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OptionalIndex interactive_node_idx;
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OptionalIndex hovered_link_idx;
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OptionalIndex hovered_pin_idx;
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int hovered_pin_flags;
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OptionalIndex deleted_link_idx;
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OptionalIndex snap_link_idx;
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// Event helper state
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int element_state_change;
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int active_attribute_id;
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bool active_attribute;
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// ImGui::IO cache
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ImVec2 mouse_pos;
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bool left_mouse_clicked;
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bool left_mouse_released;
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bool middle_mouse_clicked;
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bool left_mouse_dragging;
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bool middle_mouse_dragging;
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} g;
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EditorContext& editor_context_get()
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{
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// No editor context was set! Did you forget to call imnodes::Initialize?
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assert(g.editor_ctx != NULL);
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return *g.editor_ctx;
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}
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inline bool is_mouse_hovering_near_point(const ImVec2& point, float radius)
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{
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ImVec2 delta = g.mouse_pos - point;
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return (delta.x * delta.x + delta.y * delta.y) < (radius * radius);
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}
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inline ImVec2 eval_bezier(float t, const BezierCurve& bezier)
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{
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// B(t) = (1-t)**3 p0 + 3(1 - t)**2 t P1 + 3(1-t)t**2 P2 + t**3 P3
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return ImVec2(
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(1 - t) * (1 - t) * (1 - t) * bezier.p0.x + 3 * (1 - t) * (1 - t) * t * bezier.p1.x +
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3 * (1 - t) * t * t * bezier.p2.x + t * t * t * bezier.p3.x,
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(1 - t) * (1 - t) * (1 - t) * bezier.p0.y + 3 * (1 - t) * (1 - t) * t * bezier.p1.y +
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3 * (1 - t) * t * t * bezier.p2.y + t * t * t * bezier.p3.y);
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}
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// Calculates the closest point along each bezier curve segment.
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ImVec2 get_closest_point_on_cubic_bezier(
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const int num_segments,
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const ImVec2& p,
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const BezierCurve& bezier)
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{
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IM_ASSERT(num_segments > 0);
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ImVec2 p_last = bezier.p0;
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ImVec2 p_closest;
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float p_closest_dist = FLT_MAX;
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float t_step = 1.0f / (float)num_segments;
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for (int i = 1; i <= num_segments; ++i)
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{
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ImVec2 p_current = eval_bezier(t_step * i, bezier);
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ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
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float dist = ImLengthSqr(p - p_line);
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if (dist < p_closest_dist)
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{
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p_closest = p_line;
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p_closest_dist = dist;
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}
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p_last = p_current;
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}
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return p_closest;
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}
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inline float get_distance_to_cubic_bezier(
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const ImVec2& pos,
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const BezierCurve& bezier,
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const int num_segments)
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{
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const ImVec2 point_on_curve = get_closest_point_on_cubic_bezier(num_segments, pos, bezier);
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const ImVec2 to_curve = point_on_curve - pos;
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return ImSqrt(ImLengthSqr(to_curve));
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}
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inline ImRect get_containing_rect_for_bezier_curve(const BezierCurve& bezier)
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{
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const ImVec2 min = ImVec2(ImMin(bezier.p0.x, bezier.p3.x), ImMin(bezier.p0.y, bezier.p3.y));
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const ImVec2 max = ImVec2(ImMax(bezier.p0.x, bezier.p3.x), ImMax(bezier.p0.y, bezier.p3.y));
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const float hover_distance = g.style.link_hover_distance;
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ImRect rect(min, max);
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rect.Add(bezier.p1);
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rect.Add(bezier.p2);
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rect.Expand(ImVec2(hover_distance, hover_distance));
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return rect;
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}
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inline LinkBezierData get_link_renderable(
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ImVec2 start,
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ImVec2 end,
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const AttributeType start_type,
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const float line_segments_per_length)
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{
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assert((start_type == AttributeType_Input) || (start_type == AttributeType_Output));
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if (start_type == AttributeType_Input)
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{
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ImSwap(start, end);
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}
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const float link_length = ImSqrt(ImLengthSqr(end - start));
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const ImVec2 offset = ImVec2(0.25f * link_length, 0.f);
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LinkBezierData link_data;
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link_data.bezier.p0 = start;
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link_data.bezier.p1 = start + offset;
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link_data.bezier.p2 = end - offset;
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link_data.bezier.p3 = end;
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link_data.num_segments = ImMax(static_cast<int>(link_length * line_segments_per_length), 1);
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return link_data;
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}
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inline bool is_mouse_hovering_near_link(const BezierCurve& bezier, const int num_segments)
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{
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const ImVec2 mouse_pos = g.mouse_pos;
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// First, do a simple bounding box test against the box containing the link
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// to see whether calculating the distance to the link is worth doing.
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const ImRect link_rect = get_containing_rect_for_bezier_curve(bezier);
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if (link_rect.Contains(mouse_pos))
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{
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const float distance = get_distance_to_cubic_bezier(mouse_pos, bezier, num_segments);
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if (distance < g.style.link_hover_distance)
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{
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return true;
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}
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}
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return false;
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}
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inline float eval_implicit_line_eq(const ImVec2& p1, const ImVec2& p2, const ImVec2& p)
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{
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return (p2.y - p1.y) * p.x + (p1.x - p2.x) * p.y + (p2.x * p1.y - p1.x * p2.y);
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}
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inline int sign(float val) { return int(val > 0.0f) - int(val < 0.0f); }
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inline bool rectangle_overlaps_line_segment(const ImRect& rect, const ImVec2& p1, const ImVec2& p2)
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{
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// Trivial case: rectangle contains an endpoint
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if (rect.Contains(p1) || rect.Contains(p2))
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{
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return true;
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}
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// Flip rectangle if necessary
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ImRect flip_rect = rect;
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if (flip_rect.Min.x > flip_rect.Max.x)
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{
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ImSwap(flip_rect.Min.x, flip_rect.Max.x);
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}
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if (flip_rect.Min.y > flip_rect.Max.y)
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{
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ImSwap(flip_rect.Min.y, flip_rect.Max.y);
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}
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// Trivial case: line segment lies to one particular side of rectangle
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if ((p1.x < flip_rect.Min.x && p2.x < flip_rect.Min.x) ||
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(p1.x > flip_rect.Max.x && p2.x > flip_rect.Max.x) ||
|
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(p1.y < flip_rect.Min.y && p2.y < flip_rect.Min.y) ||
|
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(p1.y > flip_rect.Max.y && p2.y > flip_rect.Max.y))
|
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{
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return false;
|
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}
|
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|
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const int corner_signs[4] = {
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sign(eval_implicit_line_eq(p1, p2, flip_rect.Min)),
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sign(eval_implicit_line_eq(p1, p2, ImVec2(flip_rect.Max.x, flip_rect.Min.y))),
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sign(eval_implicit_line_eq(p1, p2, ImVec2(flip_rect.Min.x, flip_rect.Max.y))),
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sign(eval_implicit_line_eq(p1, p2, flip_rect.Max))};
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|
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int sum = 0;
|
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int sum_abs = 0;
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|
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for (int i = 0; i < 4; ++i)
|
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{
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sum += corner_signs[i];
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sum_abs += abs(corner_signs[i]);
|
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}
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|
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// At least one corner of rectangle lies on a different side of line segment
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return abs(sum) != sum_abs;
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}
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|
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inline bool rectangle_overlaps_bezier(const ImRect& rectangle, const LinkBezierData& link_data)
|
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{
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ImVec2 current = eval_bezier(0.f, link_data.bezier);
|
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const float dt = 1.0f / link_data.num_segments;
|
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for (int s = 0; s < link_data.num_segments; ++s)
|
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{
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ImVec2 next = eval_bezier(static_cast<float>((s + 1) * dt), link_data.bezier);
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if (rectangle_overlaps_line_segment(rectangle, current, next))
|
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{
|
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return true;
|
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}
|
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current = next;
|
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}
|
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return false;
|
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}
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|
|
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inline bool rectangle_overlaps_link(
|
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const ImRect& rectangle,
|
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const ImVec2& start,
|
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const ImVec2& end,
|
|
const AttributeType start_type)
|
|
{
|
|
// First level: simple rejection test via rectangle overlap:
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|
|
|
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<NodeData> nodes;
|
|
ObjectPool<PinData> pins;
|
|
ObjectPool<LinkData> links;
|
|
|
|
ImVector<int> node_depth_order;
|
|
|
|
// ui related fields
|
|
ImVec2 panning;
|
|
|
|
ImVector<int> selected_node_indices;
|
|
ImVector<int> 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<ImGuiID>(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<ImGuiID>(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<int>& 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<typename T>
|
|
int object_pool_find(ObjectPool<T>& objects, const int id)
|
|
{
|
|
const int index = objects.id_map.GetInt(static_cast<ImGuiID>(id), -1);
|
|
return index;
|
|
}
|
|
|
|
template<typename T>
|
|
void object_pool_update(ObjectPool<T>& 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<NodeData>& 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<int>& 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<typename T>
|
|
void object_pool_reset(ObjectPool<T>& objects)
|
|
{
|
|
if (!objects.in_use.empty())
|
|
{
|
|
memset(objects.in_use.Data, 0, objects.in_use.size_in_bytes());
|
|
}
|
|
}
|
|
|
|
template<typename T>
|
|
int object_pool_find_or_create_index(ObjectPool<T>& objects, const int id)
|
|
{
|
|
int index = objects.id_map.GetInt(static_cast<ImGuiID>(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<ImGuiID>(id), index);
|
|
}
|
|
|
|
// Flag it as used
|
|
objects.in_use[index] = true;
|
|
|
|
return index;
|
|
}
|
|
|
|
template<>
|
|
int object_pool_find_or_create_index(ObjectPool<NodeData>& nodes, const int node_id)
|
|
{
|
|
int node_idx = nodes.id_map.GetInt(static_cast<ImGuiID>(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<ImGuiID>(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<typename T>
|
|
T& object_pool_find_or_create_object(ObjectPool<T>& 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<int>& 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<int>& depth_stack = editor.node_depth_order;
|
|
const ImVector<int>& 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<size_t>(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<int>& 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<PinData> 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<int>(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
|