add imnodes and neo sequencer

This commit is contained in:
John Alanbrook 2024-09-13 17:56:02 -05:00
parent 2a8dae2bf6
commit 79c5e7f3a4
10 changed files with 6012 additions and 10 deletions

View file

@ -30,11 +30,7 @@ globalThis.class_use = function(script, config, base, callback)
if (callback) callback(padawan);
var script = Resources.replstrs(file);
script = `(function() {
var self = this;
var $ = this.__proto__;
${script};
})`;
script = `(function() { var self = this; var $ = this.__proto__; ${script}; })`;
var fn = os.eval(file,script);
fn.call(padawan);

View file

@ -192,7 +192,6 @@ var entity = {
for (var path of text) use(path,ent);
profile.cache("ENTITY TIME", ent.ur.name);
*/
ent.reparent(this);
for (var [prop, p] of Object.entries(ent)) {
@ -206,7 +205,7 @@ var entity = {
check_registers(ent);
if (ent.load instanceof Function) ent.load();
if (ent.awake instanceof Function) ent.awake();
if (sim.playing()) {
ent._started = true;
if (ent.start instanceof Function) ent.start();

View file

@ -4,6 +4,9 @@
#include "sokol/sokol_app.h"
#include "imgui.h"
#include "implot.h"
#include "imnodes.h"
#Include "imgui_neo_sequencer.h"
#define SOKOL_IMPL
#include "sokol/util/sokol_imgui.h"
#include "sokol/util/sokol_gfx_imgui.h"
@ -247,7 +250,7 @@ JSC_CCALL(imgui_tablenextrow, ImGui::TableNextRow())
JSC_CCALL(imgui_tablenextcolumn, ImGui::TableNextColumn())
JSC_SCALL(imgui_dnd,
if (ImGui::BeginDragDropSource(NULL)) {
if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) {
double n = js2number(argv[1]);
ImGui::SetDragDropPayload(str, &n, sizeof(n));
script_call_sym(argv[2],0,NULL);
@ -265,6 +268,80 @@ JSC_SCALL(imgui_dndtarget,
}
)
JSC_SCALL(imgui_color,
int n = js_arrlen(argv[1]);
float color[n];
js2floatarr(argv[1],n,color);
if (n == 3)
ImGui::ColorEdit3(str, color);
else if (n == 4)
ImGui::ColorEdit4(str, color);
ret = floatarr2js(n, color);
)
JSC_CCALL(imgui_startnode,
ImNodes::BeginNodeEditor();
script_call_sym(argv[0],0,NULL);
ImNodes::EndNodeEditor();
int start_attr;
int end_attr;
if (ImNodes::IsLinkCreated(&start_attr, &end_attr))
{
JSValue ab[2];
ab[0] = number2js(start_attr);
ab[1] = number2js(end_attr);
script_call_sym(argv[1], 2, ab);
for (int i = 0; i < 2; i++) JS_FreeValue(js, ab[i]);
}
int node_id;
if (ImNodes::IsNodeHovered(&node_id))
{
JSValue a = number2js(node_id);
script_call_sym(argv[2],1,&a);
JS_FreeValue(js,a);
}
int link_id;
if (ImNodes::IsLinkHovered(&link_id))
{
JSValue a = number2js(link_id);
script_call_sym(argv[3],1,&a);
JS_FreeValue(js,a);
}
)
JSC_CCALL(imgui_node,
ImNodes::BeginNode(js2number(argv[0]));
script_call_sym(argv[1],0,NULL);
ImNodes::EndNode();
)
JSC_CCALL(imgui_nodein,
ImNodes::BeginInputAttribute(js2number(argv[0]));
script_call_sym(argv[1],0,NULL);
ImNodes::EndInputAttribute();
)
JSC_CCALL(imgui_nodeout,
ImNodes::BeginOutputAttribute(js2number(argv[0]));
script_call_sym(argv[1],0,NULL);
ImNodes::EndOutputAttribute();
)
JSC_CCALL(imgui_nodelink,
ImNodes::Link(js2number(argv[0]), js2number(argv[1]), js2number(argv[2]));
)
JSC_CCALL(imgui_nodemini, ImNodes::MiniMap(js2number(argv[0])))
JSC_SCALL(imgui_sequencer,
ImGui::BeginNeoSequencer(str,
)
static const JSCFunctionListEntry js_imgui_funcs[] = {
MIST_FUNC_DEF(imgui, window, 2),
MIST_FUNC_DEF(imgui, menu, 2),
@ -302,7 +379,15 @@ static const JSCFunctionListEntry js_imgui_funcs[] = {
MIST_FUNC_DEF(imgui, tablenextcolumn,0),
MIST_FUNC_DEF(imgui, tablenextrow,0),
MIST_FUNC_DEF(imgui, dnd, 3),
MIST_FUNC_DEF(imgui, dndtarget, 2)
MIST_FUNC_DEF(imgui, dndtarget, 2),
MIST_FUNC_DEF(imgui, color, 2),
MIST_FUNC_DEF(imgui, startnode, 1),
MIST_FUNC_DEF(imgui, node, 2),
MIST_FUNC_DEF(imgui, nodein, 2),
MIST_FUNC_DEF(imgui, nodeout, 2),
MIST_FUNC_DEF(imgui, nodelink, 3),
MIST_FUNC_DEF(imgui, nodemini, 1),
MIST_FUNC_DEF(imgui, sequencer, 4),
};
static int started = 0;
@ -316,6 +401,7 @@ JSValue gui_init(JSContext *js)
sgimgui_init(&sgimgui, &desc);
ImPlot::CreateContext();
ImNodes::CreateContext();
JSValue imgui = JS_NewObject(js);
JS_SetPropertyFunctionList(js, imgui, js_imgui_funcs, countof(js_imgui_funcs));

View file

@ -0,0 +1,167 @@
//
// Created by Matty on 2022-01-28.
//
#define IMGUI_DEFINE_MATH_OPERATORS
#include "imgui_neo_internal.h"
#include "imgui_internal.h"
#include <cstdint>
namespace ImGui {
void RenderNeoSequencerBackground(const ImVec4 &color, const ImVec2 & cursor, const ImVec2 &size, ImDrawList * drawList, float sequencerRounding) {
if(!drawList) drawList = ImGui::GetWindowDrawList();
const ImRect area = {cursor, cursor + size};
drawList->AddRectFilled(area.Min, area.Max, ColorConvertFloat4ToU32(color), sequencerRounding);
}
void RenderNeoSequencerTopBarBackground(const ImVec4 &color, const ImVec2 &cursor, const ImVec2 &size,
ImDrawList *drawList, float sequencerRounding) {
if(!drawList) drawList = ImGui::GetWindowDrawList();
const ImRect barArea = {cursor, cursor + size};
drawList->AddRectFilled(barArea.Min, barArea.Max, ColorConvertFloat4ToU32(color), sequencerRounding);
}
void
RenderNeoSequencerTopBarOverlay(float zoom, float valuesWidth,uint32_t startFrame, uint32_t endFrame, uint32_t offsetFrame, const ImVec2 &cursor, const ImVec2 &size,
ImDrawList *drawList, bool drawFrameLines,
bool drawFrameText, float maxPixelsPerTick) {
if(!drawList) drawList = ImGui::GetWindowDrawList();
const auto & style = GetStyle();
const ImRect barArea = {cursor + ImVec2{style.FramePadding.x + valuesWidth,style.FramePadding.y}, cursor + size };
const uint32_t viewEnd = endFrame + offsetFrame;
const uint32_t viewStart = startFrame + offsetFrame;
if(drawFrameLines) {
const auto count = (int32_t)((float)((viewEnd + 1) - viewStart) / zoom);
int32_t counter = 0;
uint32_t primaryFrames = pow(10, counter++);
uint32_t secondaryFrames = pow(10, counter);
float perFrameWidth = GetPerFrameWidth(size.x, valuesWidth, endFrame, startFrame, zoom);
if(perFrameWidth <= 0.0f) return;
while (perFrameWidth < maxPixelsPerTick)
{
primaryFrames = pow(10, counter++);
secondaryFrames = pow(10, counter);
perFrameWidth *= (float)primaryFrames;
}
if(primaryFrames == 0 || secondaryFrames == 0) {
primaryFrames = 1;
secondaryFrames = 10;
}
for(int32_t i = 0; i < count; i++) {
const auto primaryFrame = ((viewStart + i) % primaryFrames == 0);
const auto secondaryFrame = ((viewStart + i) % secondaryFrames == 0);
if(!primaryFrame && !secondaryFrame) continue;
const auto lineHeight = secondaryFrame ? barArea.GetSize().y : barArea.GetSize().y / 2.0f;
const ImVec2 p1 = {barArea.Min.x + (float)i * (perFrameWidth / (float)primaryFrames), barArea.Max.y};
const ImVec2 p2 = {barArea.Min.x + (float)i * (perFrameWidth / (float)primaryFrames), barArea.Max.y - lineHeight};
drawList->AddLine(p1,p2, IM_COL32_WHITE, 1.0f);
if(drawFrameText && secondaryFrame) {
char text[10];
const auto printRes = snprintf(text, sizeof(text), "%i", viewStart + i);
if(printRes > 0) {
drawList->AddText(NULL, 0, {p1.x + 2.0f, barArea.Min.y }, IM_COL32_WHITE,text);
}
}
}
}
}
void RenderNeoTimelineLabel(const char * label,const ImVec2 & cursor,const ImVec2 & size, const ImVec4& color,bool isGroup, bool isOpen, ImDrawList *drawList)
{
const auto& imStyle = GetStyle();
if(!drawList) drawList = ImGui::GetWindowDrawList();
auto c = cursor;
if(isGroup) {
RenderArrow(drawList,c,IM_COL32_WHITE,isOpen ? ImGuiDir_Down : ImGuiDir_Right);
c.x += size.y + imStyle.ItemSpacing.x;
}
drawList->AddText(c,ColorConvertFloat4ToU32(color),label, FindRenderedTextEnd(label));
}
void RenderNeoTimelinesBorder(const ImVec4 &color, const ImVec2 &cursor, const ImVec2 &size, ImDrawList *drawList,
float rounding, float borderSize)
{
if(!drawList) drawList = ImGui::GetWindowDrawList();
drawList->AddRect(cursor,cursor + size,ColorConvertFloat4ToU32(color),rounding, 0, borderSize);
}
void RenderNeoTimelane(bool selected,const ImVec2 & cursor, const ImVec2& size, const ImVec4& highlightColor, ImDrawList *drawList) {
if(!drawList) drawList = ImGui::GetWindowDrawList();
if(selected) {
const ImRect area = {cursor, cursor + size};
drawList->AddRectFilled(area.Min, area.Max, ColorConvertFloat4ToU32(highlightColor));
}
}
float GetPerFrameWidth(float totalSizeX, float valuesWidth, uint32_t endFrame, uint32_t startFrame, float zoom) {
const auto& imStyle = GetStyle();
const auto size = totalSizeX - valuesWidth - imStyle.FramePadding.x;
auto count = (endFrame + 1) - startFrame;
return ((size / (float)count) * zoom);
}
struct Vec2Pair {
ImVec2 a;
ImVec2 b;
};
static Vec2Pair getCurrentFrameLine(const ImRect & pointerBB, float timelineHeight) {
const auto center = ImVec2{pointerBB.Min.x, pointerBB.Max.y} + ImVec2{pointerBB.GetSize().x / 2.0f, 0};
return Vec2Pair{ center, center + ImVec2{0, timelineHeight} };
}
void RenderNeoSequencerCurrentFrame(const ImVec4 &color, const ImVec4 &topColor, const ImRect &pointerBB,
float timelineHeight, float lineWidth, ImDrawList *drawList) {
if(!drawList) drawList = ImGui::GetWindowDrawList();
const auto pair = getCurrentFrameLine(pointerBB, timelineHeight);
drawList->AddLine(pair.a, pair.b, ColorConvertFloat4ToU32(color), lineWidth);
drawList->PopClipRect();
{ //Top pointer has custom shape, we have to create it
const auto size = pointerBB.GetSize();
ImVec2 pts[5];
pts[0] = pointerBB.Min;
pts[1] = pointerBB.Min + ImVec2{size.x, 0};
pts[2] = pointerBB.Min + ImVec2{size.x, size.y * 0.85f};
pts[3] = pointerBB.Min + ImVec2{size.x / 2, size.y};
pts[4] = pointerBB.Min + ImVec2{0, size.y * 0.85f};
drawList->AddConvexPolyFilled(pts, sizeof(pts) / sizeof(*pts), ColorConvertFloat4ToU32(topColor));
}
}
}

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@ -0,0 +1,24 @@
//
// Created by Matty on 2022-01-28.
//
#ifndef IMGUI_NEO_INTERNAL_H
#define IMGUI_NEO_INTERNAL_H
#include "imgui.h"
#include "imgui_internal.h"
#include <cstdint>
namespace ImGui {
IMGUI_API void RenderNeoSequencerBackground(const ImVec4& color, const ImVec2 & cursor, const ImVec2& size, ImDrawList * drawList = nullptr, float sequencerRounding = 0.0f);
IMGUI_API void RenderNeoSequencerTopBarBackground(const ImVec4& color, const ImVec2 & cursor, const ImVec2& size, ImDrawList * drawList = nullptr, float sequencerRounding = 0.0f);
IMGUI_API void RenderNeoSequencerTopBarOverlay(float zoom, float valuesWidth,uint32_t startFrame, uint32_t endFrame, uint32_t offsetFrame, const ImVec2 &cursor, const ImVec2& size, ImDrawList * drawList = nullptr, bool drawFrameLines = true, bool drawFrameText = true, float maxPixelsPerTick = -1.0f);
IMGUI_API void RenderNeoTimelineLabel(const char * label,const ImVec2 & cursor,const ImVec2 & size, const ImVec4& color,bool isGroup = false, bool isOpen = false, ImDrawList *drawList = nullptr );
IMGUI_API void RenderNeoTimelane(bool selected,const ImVec2 & cursor, const ImVec2& size, const ImVec4& highlightColor, ImDrawList *drawList = nullptr);
IMGUI_API void RenderNeoTimelinesBorder(const ImVec4& color, const ImVec2 & cursor, const ImVec2& size, ImDrawList * drawList = nullptr, float rounding = 0.0f, float borderSize = 1.0f);
IMGUI_API void RenderNeoSequencerCurrentFrame(const ImVec4& color,const ImVec4 & topColor,const ImRect & pointerBB ,float timelineHeight, float lineWidth = 1.0f, ImDrawList * drawList = nullptr);
IMGUI_API float GetPerFrameWidth(float totalSizeX, float valuesWidth, uint32_t endFrame, uint32_t startFrame, float zoom);
}
#endif //IMGUI_NEO_INTERNAL_H

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@ -0,0 +1,155 @@
//
// Created by Matty on 2022-01-28.
//
#ifndef IMGUI_NEO_SEQUENCER_H
#define IMGUI_NEO_SEQUENCER_H
#include "imgui.h"
#include <vector>
typedef int ImGuiNeoSequencerFlags;
typedef int ImGuiNeoSequencerCol;
typedef int ImGuiNeoTimelineFlags;
typedef int ImGuiNeoTimelineIsSelectedFlags;
// Flags for ImGui::BeginNeoSequencer()
enum ImGuiNeoSequencerFlags_
{
ImGuiNeoSequencerFlags_None = 0 ,
ImGuiNeoSequencerFlags_AllowLengthChanging = 1 << 0, // Allows changing length of sequence
ImGuiNeoSequencerFlags_EnableSelection = 1 << 1, // Enables selection of keyframes
ImGuiNeoSequencerFlags_HideZoom = 1 << 2, // Disables zoom bar
//ImGuiNeoSequencerFlags_PH = 1 << 3, // PLACEHOLDER
ImGuiNeoSequencerFlags_AlwaysShowHeader = 1 << 4, // Enables overlay header, keeping it visible when scrolling
// Selection options, only work with enable selection flag
ImGuiNeoSequencerFlags_Selection_EnableDragging = 1 << 5,
ImGuiNeoSequencerFlags_Selection_EnableDeletion = 1 << 6,
};
// Flags for ImGui::BeginNeoTimeline()
enum ImGuiNeoTimelineFlags_
{
ImGuiNeoTimelineFlags_None = 0 ,
ImGuiNeoTimelineFlags_AllowFrameChanging = 1 << 0,
ImGuiNeoTimelineFlags_Group = 1 << 1,
};
// Flags for ImGui::IsNeoTimelineSelected()
enum ImGuiNeoTimelineIsSelectedFlags_
{
ImGuiNeoTimelineIsSelectedFlags_None = 0 ,
ImGuiNeoTimelineIsSelectedFlags_NewlySelected = 1 << 0,
};
enum ImGuiNeoSequencerCol_
{
ImGuiNeoSequencerCol_Bg,
ImGuiNeoSequencerCol_TopBarBg,
ImGuiNeoSequencerCol_SelectedTimeline,
ImGuiNeoSequencerCol_TimelineBorder,
ImGuiNeoSequencerCol_TimelinesBg,
ImGuiNeoSequencerCol_FramePointer,
ImGuiNeoSequencerCol_FramePointerHovered,
ImGuiNeoSequencerCol_FramePointerPressed,
ImGuiNeoSequencerCol_Keyframe,
ImGuiNeoSequencerCol_KeyframeHovered,
ImGuiNeoSequencerCol_KeyframePressed,
ImGuiNeoSequencerCol_KeyframeSelected,
ImGuiNeoSequencerCol_FramePointerLine,
ImGuiNeoSequencerCol_ZoomBarBg,
ImGuiNeoSequencerCol_ZoomBarSlider,
ImGuiNeoSequencerCol_ZoomBarSliderHovered,
ImGuiNeoSequencerCol_ZoomBarSliderEnds,
ImGuiNeoSequencerCol_ZoomBarSliderEndsHovered,
ImGuiNeoSequencerCol_SelectionBorder,
ImGuiNeoSequencerCol_Selection,
ImGuiNeoSequencerCol_COUNT
};
struct ImGuiNeoSequencerStyle {
float SequencerRounding = 2.5f; // Corner rounding around whole sequencer
float TopBarHeight = 0.0f; // Value <= 0.0f = Height is calculated by FontSize + FramePadding.y * 2.0f
bool TopBarShowFrameLines = true; // Show line for every frame in top bar
bool TopBarShowFrameTexts = true; // Show frame number every 10th frame
ImVec2 ItemSpacing = {4.0f,0.5f};
float DepthItemSpacing = 10.0f; // Amount of text offset per depth level in timeline values
float TopBarSpacing = 3.0f; // Space between top bar and timeline
float TimelineBorderSize = 1.0f;
float CurrentFramePointerSize = 7.0f; // Size of pointing arrow above current frame line
float CurrentFrameLineWidth = 1.0f; // Width of line showing current frame over timeline
float ZoomHeightScale = 1.0f; // Scale of Zoom bar, base height is font size
float CollidedKeyframeOffset = 3.5f; // Offset on which colliding keyframes are rendered
float MaxSizePerTick = 4.0f; // Maximum amount of pixels per tick on timeline (if less pixels is present, ticks are not rendered)
ImVec4 Colors[ImGuiNeoSequencerCol_COUNT];
ImGuiKey ModRemoveKey = ImGuiMod_Ctrl; // Key mod which when held removes selected keyframes from present selection
ImGuiKey ModAddKey = ImGuiMod_Shift; // Key mod which when held adds selected keyframes to present selection
ImGuiNeoSequencerStyle();
};
namespace ImGui {
typedef int32_t FrameIndexType;
IMGUI_API const ImVec4& GetStyleNeoSequencerColorVec4(ImGuiNeoSequencerCol idx);
IMGUI_API ImGuiNeoSequencerStyle& GetNeoSequencerStyle();
IMGUI_API void PushNeoSequencerStyleColor(ImGuiNeoSequencerCol idx, ImU32 col);
IMGUI_API void PushNeoSequencerStyleColor(ImGuiNeoSequencerCol idx, const ImVec4& col);
IMGUI_API void PopNeoSequencerStyleColor(int count = 1);
IMGUI_API bool BeginNeoSequencer(const char* id, FrameIndexType * frame, FrameIndexType * startFrame, FrameIndexType * endFrame,const ImVec2& size = ImVec2(0, 0),ImGuiNeoSequencerFlags flags = ImGuiNeoSequencerFlags_None);
IMGUI_API void EndNeoSequencer(); //Call only when BeginNeoSequencer() returns true!!
IMGUI_API bool BeginNeoGroup(const char* label, bool* open = nullptr);
IMGUI_API void EndNeoGroup();
IMGUI_API bool BeginNeoTimeline(const char* label,FrameIndexType ** keyframes, uint32_t keyframeCount, bool * open = nullptr, ImGuiNeoTimelineFlags flags = ImGuiNeoTimelineFlags_None);
IMGUI_API void EndNeoTimeLine(); //Call only when BeginNeoTimeline() returns true!!
// Fully customizable timeline with per key callback
IMGUI_API bool BeginNeoTimelineEx(const char* label, bool * open = nullptr, ImGuiNeoTimelineFlags flags = ImGuiNeoTimelineFlags_None);
IMGUI_API void NeoKeyframe(int32_t* value);
IMGUI_API bool IsNeoKeyframeHovered();
IMGUI_API bool IsNeoKeyframeSelected();
IMGUI_API bool IsNeoKeyframeRightClicked();
// Selection API
// DON'T delete keyframes while dragging, internal buffer will get corrupted
// Order for deletion is generally:
// CanDelete? -> DataSize? -> GetData() -> Delete your data -> ClearSelection()
IMGUI_API void NeoClearSelection(); // Clears selection
IMGUI_API bool NeoIsSelecting(); // Are we currently selecting?
IMGUI_API bool NeoHasSelection(); // Is anything selected?
IMGUI_API bool NeoIsDraggingSelection(); // Are we dragging selection?
IMGUI_API bool NeoCanDeleteSelection(); // Can selection deletion be done?
IMGUI_API bool IsNeoKeyframeSelectionRightClicked(); // Is selection rightclicked?
// Call only in BeginNeoTimeline / EndNeoTimeLine scope, returns selection per timeline and size per timeline
IMGUI_API uint32_t GetNeoKeyframeSelectionSize();
IMGUI_API void GetNeoKeyframeSelection(FrameIndexType * selection);
// Sets currently selected timeline inside BeginNeoSequencer scope
IMGUI_API void SetSelectedTimeline(const char* timelineLabel);
IMGUI_API bool IsNeoTimelineSelected(ImGuiNeoTimelineIsSelectedFlags flags = ImGuiNeoTimelineIsSelectedFlags_None);
#ifdef __cplusplus
// C++ helper
IMGUI_API bool BeginNeoTimeline(const char* label,std::vector<int32_t> & keyframes ,bool * open = nullptr, ImGuiNeoTimelineFlags flags = ImGuiNeoTimelineFlags_None);
#endif
}
#endif //IMGUI_NEO_SEQUENCER_H

3261
source/engine/thirdparty/imgui/imnodes.cpp vendored Normal file

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438
source/engine/thirdparty/imgui/imnodes.h vendored Normal file
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@ -0,0 +1,438 @@
#pragma once
#include <stddef.h>
#include <imgui.h>
#ifdef IMNODES_USER_CONFIG
#include IMNODES_USER_CONFIG
#endif
#ifndef IMNODES_NAMESPACE
#define IMNODES_NAMESPACE ImNodes
#endif
typedef int ImNodesCol; // -> enum ImNodesCol_
typedef int ImNodesStyleVar; // -> enum ImNodesStyleVar_
typedef int ImNodesStyleFlags; // -> enum ImNodesStyleFlags_
typedef int ImNodesPinShape; // -> enum ImNodesPinShape_
typedef int ImNodesAttributeFlags; // -> enum ImNodesAttributeFlags_
typedef int ImNodesMiniMapLocation; // -> enum ImNodesMiniMapLocation_
enum ImNodesCol_
{
ImNodesCol_NodeBackground = 0,
ImNodesCol_NodeBackgroundHovered,
ImNodesCol_NodeBackgroundSelected,
ImNodesCol_NodeOutline,
ImNodesCol_TitleBar,
ImNodesCol_TitleBarHovered,
ImNodesCol_TitleBarSelected,
ImNodesCol_Link,
ImNodesCol_LinkHovered,
ImNodesCol_LinkSelected,
ImNodesCol_Pin,
ImNodesCol_PinHovered,
ImNodesCol_BoxSelector,
ImNodesCol_BoxSelectorOutline,
ImNodesCol_GridBackground,
ImNodesCol_GridLine,
ImNodesCol_GridLinePrimary,
ImNodesCol_MiniMapBackground,
ImNodesCol_MiniMapBackgroundHovered,
ImNodesCol_MiniMapOutline,
ImNodesCol_MiniMapOutlineHovered,
ImNodesCol_MiniMapNodeBackground,
ImNodesCol_MiniMapNodeBackgroundHovered,
ImNodesCol_MiniMapNodeBackgroundSelected,
ImNodesCol_MiniMapNodeOutline,
ImNodesCol_MiniMapLink,
ImNodesCol_MiniMapLinkSelected,
ImNodesCol_MiniMapCanvas,
ImNodesCol_MiniMapCanvasOutline,
ImNodesCol_COUNT
};
enum ImNodesStyleVar_
{
ImNodesStyleVar_GridSpacing = 0,
ImNodesStyleVar_NodeCornerRounding,
ImNodesStyleVar_NodePadding,
ImNodesStyleVar_NodeBorderThickness,
ImNodesStyleVar_LinkThickness,
ImNodesStyleVar_LinkLineSegmentsPerLength,
ImNodesStyleVar_LinkHoverDistance,
ImNodesStyleVar_PinCircleRadius,
ImNodesStyleVar_PinQuadSideLength,
ImNodesStyleVar_PinTriangleSideLength,
ImNodesStyleVar_PinLineThickness,
ImNodesStyleVar_PinHoverRadius,
ImNodesStyleVar_PinOffset,
ImNodesStyleVar_MiniMapPadding,
ImNodesStyleVar_MiniMapOffset,
ImNodesStyleVar_COUNT
};
enum ImNodesStyleFlags_
{
ImNodesStyleFlags_None = 0,
ImNodesStyleFlags_NodeOutline = 1 << 0,
ImNodesStyleFlags_GridLines = 1 << 2,
ImNodesStyleFlags_GridLinesPrimary = 1 << 3,
ImNodesStyleFlags_GridSnapping = 1 << 4
};
enum ImNodesPinShape_
{
ImNodesPinShape_Circle,
ImNodesPinShape_CircleFilled,
ImNodesPinShape_Triangle,
ImNodesPinShape_TriangleFilled,
ImNodesPinShape_Quad,
ImNodesPinShape_QuadFilled
};
// This enum controls the way the attribute pins behave.
enum ImNodesAttributeFlags_
{
ImNodesAttributeFlags_None = 0,
// Allow detaching a link by left-clicking and dragging the link at a pin it is connected to.
// NOTE: the user has to actually delete the link for this to work. A deleted link can be
// detected by calling IsLinkDestroyed() after EndNodeEditor().
ImNodesAttributeFlags_EnableLinkDetachWithDragClick = 1 << 0,
// Visual snapping of an in progress link will trigger IsLink Created/Destroyed events. Allows
// for previewing the creation of a link while dragging it across attributes. See here for demo:
// https://github.com/Nelarius/imnodes/issues/41#issuecomment-647132113 NOTE: the user has to
// actually delete the link for this to work. A deleted link can be detected by calling
// IsLinkDestroyed() after EndNodeEditor().
ImNodesAttributeFlags_EnableLinkCreationOnSnap = 1 << 1
};
struct ImNodesIO
{
struct EmulateThreeButtonMouse
{
EmulateThreeButtonMouse();
// The keyboard modifier to use in combination with mouse left click to pan the editor view.
// Set to NULL by default. To enable this feature, set the modifier to point to a boolean
// indicating the state of a modifier. For example,
//
// ImNodes::GetIO().EmulateThreeButtonMouse.Modifier = &ImGui::GetIO().KeyAlt;
const bool* Modifier;
} EmulateThreeButtonMouse;
struct LinkDetachWithModifierClick
{
LinkDetachWithModifierClick();
// Pointer to a boolean value indicating when the desired modifier is pressed. Set to NULL
// by default. To enable the feature, set the modifier to point to a boolean indicating the
// state of a modifier. For example,
//
// ImNodes::GetIO().LinkDetachWithModifierClick.Modifier = &ImGui::GetIO().KeyCtrl;
//
// Left-clicking a link with this modifier pressed will detach that link. NOTE: the user has
// to actually delete the link for this to work. A deleted link can be detected by calling
// IsLinkDestroyed() after EndNodeEditor().
const bool* Modifier;
} LinkDetachWithModifierClick;
struct MultipleSelectModifier
{
MultipleSelectModifier();
// Pointer to a boolean value indicating when the desired modifier is pressed. Set to NULL
// by default. To enable the feature, set the modifier to point to a boolean indicating the
// state of a modifier. For example,
//
// ImNodes::GetIO().MultipleSelectModifier.Modifier = &ImGui::GetIO().KeyCtrl;
//
// Left-clicking a node with this modifier pressed will add the node to the list of
// currently selected nodes. If this value is NULL, the Ctrl key will be used.
const bool* Modifier;
} MultipleSelectModifier;
// Holding alt mouse button pans the node area, by default middle mouse button will be used
// Set based on ImGuiMouseButton values
int AltMouseButton;
// Panning speed when dragging an element and mouse is outside the main editor view.
float AutoPanningSpeed;
ImNodesIO();
};
struct ImNodesStyle
{
float GridSpacing;
float NodeCornerRounding;
ImVec2 NodePadding;
float NodeBorderThickness;
float LinkThickness;
float LinkLineSegmentsPerLength;
float LinkHoverDistance;
// The following variables control the look and behavior of the pins. The default size of each
// pin shape is balanced to occupy approximately the same surface area on the screen.
// The circle radius used when the pin shape is either ImNodesPinShape_Circle or
// ImNodesPinShape_CircleFilled.
float PinCircleRadius;
// The quad side length used when the shape is either ImNodesPinShape_Quad or
// ImNodesPinShape_QuadFilled.
float PinQuadSideLength;
// The equilateral triangle side length used when the pin shape is either
// ImNodesPinShape_Triangle or ImNodesPinShape_TriangleFilled.
float PinTriangleSideLength;
// The thickness of the line used when the pin shape is not filled.
float PinLineThickness;
// The radius from the pin's center position inside of which it is detected as being hovered
// over.
float PinHoverRadius;
// Offsets the pins' positions from the edge of the node to the outside of the node.
float PinOffset;
// Mini-map padding size between mini-map edge and mini-map content.
ImVec2 MiniMapPadding;
// Mini-map offset from the screen side.
ImVec2 MiniMapOffset;
// By default, ImNodesStyleFlags_NodeOutline and ImNodesStyleFlags_Gridlines are enabled.
ImNodesStyleFlags Flags;
// Set these mid-frame using Push/PopColorStyle. You can index this color array with with a
// ImNodesCol value.
unsigned int Colors[ImNodesCol_COUNT];
ImNodesStyle();
};
enum ImNodesMiniMapLocation_
{
ImNodesMiniMapLocation_BottomLeft,
ImNodesMiniMapLocation_BottomRight,
ImNodesMiniMapLocation_TopLeft,
ImNodesMiniMapLocation_TopRight,
};
struct ImGuiContext;
struct ImVec2;
struct ImNodesContext;
// An editor context corresponds to a set of nodes in a single workspace (created with a single
// Begin/EndNodeEditor pair)
//
// By default, the library creates an editor context behind the scenes, so using any of the imnodes
// functions doesn't require you to explicitly create a context.
struct ImNodesEditorContext;
// Callback type used to specify special behavior when hovering a node in the minimap
#ifndef ImNodesMiniMapNodeHoveringCallback
typedef void (*ImNodesMiniMapNodeHoveringCallback)(int, void*);
#endif
#ifndef ImNodesMiniMapNodeHoveringCallbackUserData
typedef void* ImNodesMiniMapNodeHoveringCallbackUserData;
#endif
namespace IMNODES_NAMESPACE
{
// Call this function if you are compiling imnodes in to a dll, separate from ImGui. Calling this
// function sets the GImGui global variable, which is not shared across dll boundaries.
void SetImGuiContext(ImGuiContext* ctx);
ImNodesContext* CreateContext();
void DestroyContext(ImNodesContext* ctx = NULL); // NULL = destroy current context
ImNodesContext* GetCurrentContext();
void SetCurrentContext(ImNodesContext* ctx);
ImNodesEditorContext* EditorContextCreate();
void EditorContextFree(ImNodesEditorContext*);
void EditorContextSet(ImNodesEditorContext*);
ImVec2 EditorContextGetPanning();
void EditorContextResetPanning(const ImVec2& pos);
void EditorContextMoveToNode(const int node_id);
ImNodesIO& GetIO();
// Returns the global style struct. See the struct declaration for default values.
ImNodesStyle& GetStyle();
// Style presets matching the dear imgui styles of the same name. If dest is NULL, the active
// context's ImNodesStyle instance will be used as the destination.
void StyleColorsDark(ImNodesStyle* dest = NULL); // on by default
void StyleColorsClassic(ImNodesStyle* dest = NULL);
void StyleColorsLight(ImNodesStyle* dest = NULL);
// The top-level function call. Call this before calling BeginNode/EndNode. Calling this function
// will result the node editor grid workspace being rendered.
void BeginNodeEditor();
void EndNodeEditor();
// Add a navigable minimap to the editor; call before EndNodeEditor after all
// nodes and links have been specified
void MiniMap(
const float minimap_size_fraction = 0.2f,
const ImNodesMiniMapLocation location = ImNodesMiniMapLocation_TopLeft,
const ImNodesMiniMapNodeHoveringCallback node_hovering_callback = NULL,
const ImNodesMiniMapNodeHoveringCallbackUserData node_hovering_callback_data = NULL);
// Use PushColorStyle and PopColorStyle to modify ImNodesStyle::Colors mid-frame.
void PushColorStyle(ImNodesCol item, unsigned int color);
void PopColorStyle();
void PushStyleVar(ImNodesStyleVar style_item, float value);
void PushStyleVar(ImNodesStyleVar style_item, const ImVec2& value);
void PopStyleVar(int count = 1);
// id can be any positive or negative integer, but INT_MIN is currently reserved for internal use.
void BeginNode(int id);
void EndNode();
ImVec2 GetNodeDimensions(int id);
// Place your node title bar content (such as the node title, using ImGui::Text) between the
// following function calls. These functions have to be called before adding any attributes, or the
// layout of the node will be incorrect.
void BeginNodeTitleBar();
void EndNodeTitleBar();
// Attributes are ImGui UI elements embedded within the node. Attributes can have pin shapes
// rendered next to them. Links are created between pins.
//
// The activity status of an attribute can be checked via the IsAttributeActive() and
// IsAnyAttributeActive() function calls. This is one easy way of checking for any changes made to
// an attribute's drag float UI, for instance.
//
// Each attribute id must be unique.
// Create an input attribute block. The pin is rendered on left side.
void BeginInputAttribute(int id, ImNodesPinShape shape = ImNodesPinShape_CircleFilled);
void EndInputAttribute();
// Create an output attribute block. The pin is rendered on the right side.
void BeginOutputAttribute(int id, ImNodesPinShape shape = ImNodesPinShape_CircleFilled);
void EndOutputAttribute();
// Create a static attribute block. A static attribute has no pin, and therefore can't be linked to
// anything. However, you can still use IsAttributeActive() and IsAnyAttributeActive() to check for
// attribute activity.
void BeginStaticAttribute(int id);
void EndStaticAttribute();
// Push a single AttributeFlags value. By default, only AttributeFlags_None is set.
void PushAttributeFlag(ImNodesAttributeFlags flag);
void PopAttributeFlag();
// Render a link between attributes.
// The attributes ids used here must match the ids used in Begin(Input|Output)Attribute function
// calls. The order of start_attr and end_attr doesn't make a difference for rendering the link.
void Link(int id, int start_attribute_id, int end_attribute_id);
// Enable or disable the ability to click and drag a specific node.
void SetNodeDraggable(int node_id, const bool draggable);
// The node's position can be expressed in three coordinate systems:
// * screen space coordinates, -- the origin is the upper left corner of the window.
// * editor space coordinates -- the origin is the upper left corner of the node editor window
// * grid space coordinates, -- the origin is the upper left corner of the node editor window,
// translated by the current editor panning vector (see EditorContextGetPanning() and
// EditorContextResetPanning())
// Use the following functions to get and set the node's coordinates in these coordinate systems.
void SetNodeScreenSpacePos(int node_id, const ImVec2& screen_space_pos);
void SetNodeEditorSpacePos(int node_id, const ImVec2& editor_space_pos);
void SetNodeGridSpacePos(int node_id, const ImVec2& grid_pos);
ImVec2 GetNodeScreenSpacePos(const int node_id);
ImVec2 GetNodeEditorSpacePos(const int node_id);
ImVec2 GetNodeGridSpacePos(const int node_id);
// If ImNodesStyleFlags_GridSnapping is enabled, snap the specified node's origin to the grid.
void SnapNodeToGrid(int node_id);
// Returns true if the current node editor canvas is being hovered over by the mouse, and is not
// blocked by any other windows.
bool IsEditorHovered();
// The following functions return true if a UI element is being hovered over by the mouse cursor.
// Assigns the id of the UI element being hovered over to the function argument. Use these functions
// after EndNodeEditor() has been called.
bool IsNodeHovered(int* node_id);
bool IsLinkHovered(int* link_id);
bool IsPinHovered(int* attribute_id);
// Use The following two functions to query the number of selected nodes or links in the current
// editor. Use after calling EndNodeEditor().
int NumSelectedNodes();
int NumSelectedLinks();
// Get the selected node/link ids. The pointer argument should point to an integer array with at
// least as many elements as the respective NumSelectedNodes/NumSelectedLinks function call
// returned.
void GetSelectedNodes(int* node_ids);
void GetSelectedLinks(int* link_ids);
// Clears the list of selected nodes/links. Useful if you want to delete a selected node or link.
void ClearNodeSelection();
void ClearLinkSelection();
// Use the following functions to add or remove individual nodes or links from the current editors
// selection. Note that all functions require the id to be an existing valid id for this editor.
// Select-functions has the precondition that the object is currently considered unselected.
// Clear-functions has the precondition that the object is currently considered selected.
// Preconditions listed above can be checked via IsNodeSelected/IsLinkSelected if not already
// known.
void SelectNode(int node_id);
void ClearNodeSelection(int node_id);
bool IsNodeSelected(int node_id);
void SelectLink(int link_id);
void ClearLinkSelection(int link_id);
bool IsLinkSelected(int link_id);
// Was the previous attribute active? This will continuously return true while the left mouse button
// is being pressed over the UI content of the attribute.
bool IsAttributeActive();
// Was any attribute active? If so, sets the active attribute id to the output function argument.
bool IsAnyAttributeActive(int* attribute_id = NULL);
// Use the following functions to query a change of state for an existing link, or new link. Call
// these after EndNodeEditor().
// Did the user start dragging a new link from a pin?
bool IsLinkStarted(int* started_at_attribute_id);
// Did the user drop the dragged link before attaching it to a pin?
// There are two different kinds of situations to consider when handling this event:
// 1) a link which is created at a pin and then dropped
// 2) an existing link which is detached from a pin and then dropped
// Use the including_detached_links flag to control whether this function triggers when the user
// detaches a link and drops it.
bool IsLinkDropped(int* started_at_attribute_id = NULL, bool including_detached_links = true);
// Did the user finish creating a new link?
bool IsLinkCreated(
int* started_at_attribute_id,
int* ended_at_attribute_id,
bool* created_from_snap = NULL);
bool IsLinkCreated(
int* started_at_node_id,
int* started_at_attribute_id,
int* ended_at_node_id,
int* ended_at_attribute_id,
bool* created_from_snap = NULL);
// Was an existing link detached from a pin by the user? The detached link's id is assigned to the
// output argument link_id.
bool IsLinkDestroyed(int* link_id);
// Use the following functions to write the editor context's state to a string, or directly to a
// file. The editor context is serialized in the INI file format.
const char* SaveCurrentEditorStateToIniString(size_t* data_size = NULL);
const char* SaveEditorStateToIniString(
const ImNodesEditorContext* editor,
size_t* data_size = NULL);
void LoadCurrentEditorStateFromIniString(const char* data, size_t data_size);
void LoadEditorStateFromIniString(ImNodesEditorContext* editor, const char* data, size_t data_size);
void SaveCurrentEditorStateToIniFile(const char* file_name);
void SaveEditorStateToIniFile(const ImNodesEditorContext* editor, const char* file_name);
void LoadCurrentEditorStateFromIniFile(const char* file_name);
void LoadEditorStateFromIniFile(ImNodesEditorContext* editor, const char* file_name);
} // namespace IMNODES_NAMESPACE

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#pragma once
#define IMGUI_DEFINE_MATH_OPERATORS
#include <imgui.h>
#include <imgui_internal.h>
#include "imnodes.h"
#include <limits.h>
// the structure of this file:
//
// [SECTION] internal enums
// [SECTION] internal data structures
// [SECTION] global and editor context structs
// [SECTION] object pool implementation
struct ImNodesContext;
extern ImNodesContext* GImNodes;
// [SECTION] internal enums
typedef int ImNodesScope;
typedef int ImNodesAttributeType;
typedef int ImNodesUIState;
typedef int ImNodesClickInteractionType;
typedef int ImNodesLinkCreationType;
enum ImNodesScope_
{
ImNodesScope_None = 1,
ImNodesScope_Editor = 1 << 1,
ImNodesScope_Node = 1 << 2,
ImNodesScope_Attribute = 1 << 3
};
enum ImNodesAttributeType_
{
ImNodesAttributeType_None,
ImNodesAttributeType_Input,
ImNodesAttributeType_Output
};
enum ImNodesUIState_
{
ImNodesUIState_None = 0,
ImNodesUIState_LinkStarted = 1 << 0,
ImNodesUIState_LinkDropped = 1 << 1,
ImNodesUIState_LinkCreated = 1 << 2
};
enum ImNodesClickInteractionType_
{
ImNodesClickInteractionType_Node,
ImNodesClickInteractionType_Link,
ImNodesClickInteractionType_LinkCreation,
ImNodesClickInteractionType_Panning,
ImNodesClickInteractionType_BoxSelection,
ImNodesClickInteractionType_ImGuiItem,
ImNodesClickInteractionType_None
};
enum ImNodesLinkCreationType_
{
ImNodesLinkCreationType_Standard,
ImNodesLinkCreationType_FromDetach
};
// [SECTION] internal data structures
// The object T must have the following interface:
//
// struct T
// {
// T();
//
// int id;
// };
template<typename T>
struct ImObjectPool
{
ImVector<T> Pool;
ImVector<bool> InUse;
ImVector<int> FreeList;
ImGuiStorage IdMap;
ImObjectPool() : Pool(), InUse(), FreeList(), IdMap() {}
};
// Emulates std::optional<int> using the sentinel value `INVALID_INDEX`.
struct ImOptionalIndex
{
ImOptionalIndex() : _Index(INVALID_INDEX) {}
ImOptionalIndex(const int value) : _Index(value) {}
// Observers
inline bool HasValue() const { return _Index != INVALID_INDEX; }
inline int Value() const
{
IM_ASSERT(HasValue());
return _Index;
}
// Modifiers
inline ImOptionalIndex& operator=(const int value)
{
_Index = value;
return *this;
}
inline void Reset() { _Index = INVALID_INDEX; }
inline bool operator==(const ImOptionalIndex& rhs) const { return _Index == rhs._Index; }
inline bool operator==(const int rhs) const { return _Index == rhs; }
inline bool operator!=(const ImOptionalIndex& rhs) const { return _Index != rhs._Index; }
inline bool operator!=(const int rhs) const { return _Index != rhs; }
static const int INVALID_INDEX = -1;
private:
int _Index;
};
struct ImNodeData
{
int Id;
ImVec2 Origin; // The node origin is in editor space
ImRect TitleBarContentRect;
ImRect Rect;
struct
{
ImU32 Background, BackgroundHovered, BackgroundSelected, Outline, Titlebar, TitlebarHovered,
TitlebarSelected;
} ColorStyle;
struct
{
float CornerRounding;
ImVec2 Padding;
float BorderThickness;
} LayoutStyle;
ImVector<int> PinIndices;
bool Draggable;
ImNodeData(const int node_id)
: Id(node_id), Origin(0.0f, 0.0f), TitleBarContentRect(),
Rect(ImVec2(0.0f, 0.0f), ImVec2(0.0f, 0.0f)), ColorStyle(), LayoutStyle(), PinIndices(),
Draggable(true)
{
}
~ImNodeData() { Id = INT_MIN; }
};
struct ImPinData
{
int Id;
int ParentNodeIdx;
ImRect AttributeRect;
ImNodesAttributeType Type;
ImNodesPinShape Shape;
ImVec2 Pos; // screen-space coordinates
int Flags;
struct
{
ImU32 Background, Hovered;
} ColorStyle;
ImPinData(const int pin_id)
: Id(pin_id), ParentNodeIdx(), AttributeRect(), Type(ImNodesAttributeType_None),
Shape(ImNodesPinShape_CircleFilled), Pos(), Flags(ImNodesAttributeFlags_None),
ColorStyle()
{
}
};
struct ImLinkData
{
int Id;
int StartPinIdx, EndPinIdx;
struct
{
ImU32 Base, Hovered, Selected;
} ColorStyle;
ImLinkData(const int link_id) : Id(link_id), StartPinIdx(), EndPinIdx(), ColorStyle() {}
};
struct ImClickInteractionState
{
ImNodesClickInteractionType Type;
struct
{
int StartPinIdx;
ImOptionalIndex EndPinIdx;
ImNodesLinkCreationType Type;
} LinkCreation;
struct
{
ImRect Rect; // Coordinates in grid space
} BoxSelector;
ImClickInteractionState() : Type(ImNodesClickInteractionType_None) {}
};
struct ImNodesColElement
{
ImU32 Color;
ImNodesCol Item;
ImNodesColElement(const ImU32 c, const ImNodesCol s) : Color(c), Item(s) {}
};
struct ImNodesStyleVarElement
{
ImNodesStyleVar Item;
float FloatValue[2];
ImNodesStyleVarElement(const ImNodesStyleVar variable, const float value) : Item(variable)
{
FloatValue[0] = value;
}
ImNodesStyleVarElement(const ImNodesStyleVar variable, const ImVec2 value) : Item(variable)
{
FloatValue[0] = value.x;
FloatValue[1] = value.y;
}
};
// [SECTION] global and editor context structs
struct ImNodesEditorContext
{
ImObjectPool<ImNodeData> Nodes;
ImObjectPool<ImPinData> Pins;
ImObjectPool<ImLinkData> Links;
ImVector<int> NodeDepthOrder;
// ui related fields
ImVec2 Panning;
ImVec2 AutoPanningDelta;
// Minimum and maximum extents of all content in grid space. Valid after final
// ImNodes::EndNode() call.
ImRect GridContentBounds;
ImVector<int> SelectedNodeIndices;
ImVector<int> SelectedLinkIndices;
// Relative origins of selected nodes for snapping of dragged nodes
ImVector<ImVec2> SelectedNodeOffsets;
// Offset of the primary node origin relative to the mouse cursor.
ImVec2 PrimaryNodeOffset;
ImClickInteractionState ClickInteraction;
// Mini-map state set by MiniMap()
bool MiniMapEnabled;
ImNodesMiniMapLocation MiniMapLocation;
float MiniMapSizeFraction;
ImNodesMiniMapNodeHoveringCallback MiniMapNodeHoveringCallback;
ImNodesMiniMapNodeHoveringCallbackUserData MiniMapNodeHoveringCallbackUserData;
// Mini-map state set during EndNodeEditor() call
ImRect MiniMapRectScreenSpace;
ImRect MiniMapContentScreenSpace;
float MiniMapScaling;
ImNodesEditorContext()
: Nodes(), Pins(), Links(), Panning(0.f, 0.f), SelectedNodeIndices(), SelectedLinkIndices(),
SelectedNodeOffsets(), PrimaryNodeOffset(0.f, 0.f), ClickInteraction(),
MiniMapEnabled(false), MiniMapSizeFraction(0.0f), MiniMapNodeHoveringCallback(NULL),
MiniMapNodeHoveringCallbackUserData(NULL), MiniMapScaling(0.0f)
{
}
};
struct ImNodesContext
{
ImNodesEditorContext* DefaultEditorCtx;
ImNodesEditorContext* EditorCtx;
// Canvas draw list and helper state
ImDrawList* CanvasDrawList;
ImGuiStorage NodeIdxToSubmissionIdx;
ImVector<int> NodeIdxSubmissionOrder;
ImVector<int> NodeIndicesOverlappingWithMouse;
ImVector<int> OccludedPinIndices;
// Canvas extents
ImVec2 CanvasOriginScreenSpace;
ImRect CanvasRectScreenSpace;
// Debug helpers
ImNodesScope CurrentScope;
// Configuration state
ImNodesIO Io;
ImNodesStyle Style;
ImVector<ImNodesColElement> ColorModifierStack;
ImVector<ImNodesStyleVarElement> StyleModifierStack;
ImGuiTextBuffer TextBuffer;
int CurrentAttributeFlags;
ImVector<int> AttributeFlagStack;
// UI element state
int CurrentNodeIdx;
int CurrentPinIdx;
int CurrentAttributeId;
ImOptionalIndex HoveredNodeIdx;
ImOptionalIndex HoveredLinkIdx;
ImOptionalIndex HoveredPinIdx;
ImOptionalIndex DeletedLinkIdx;
ImOptionalIndex SnapLinkIdx;
// Event helper state
// TODO: this should be a part of a state machine, and not a member of the global struct.
// Unclear what parts of the code this relates to.
int ImNodesUIState;
int ActiveAttributeId;
bool ActiveAttribute;
// ImGui::IO cache
ImVec2 MousePos;
bool LeftMouseClicked;
bool LeftMouseReleased;
bool AltMouseClicked;
bool LeftMouseDragging;
bool AltMouseDragging;
float AltMouseScrollDelta;
bool MultipleSelectModifier;
};
namespace IMNODES_NAMESPACE
{
static inline ImNodesEditorContext& EditorContextGet()
{
// No editor context was set! Did you forget to call ImNodes::CreateContext()?
IM_ASSERT(GImNodes->EditorCtx != NULL);
return *GImNodes->EditorCtx;
}
// [SECTION] ObjectPool implementation
template<typename T>
static inline int ObjectPoolFind(const ImObjectPool<T>& objects, const int id)
{
const int index = objects.IdMap.GetInt(static_cast<ImGuiID>(id), -1);
return index;
}
template<typename T>
static inline void ObjectPoolUpdate(ImObjectPool<T>& objects)
{
for (int i = 0; i < objects.InUse.size(); ++i)
{
const int id = objects.Pool[i].Id;
if (!objects.InUse[i] && objects.IdMap.GetInt(id, -1) == i)
{
objects.IdMap.SetInt(id, -1);
objects.FreeList.push_back(i);
(objects.Pool.Data + i)->~T();
}
}
}
template<>
inline void ObjectPoolUpdate(ImObjectPool<ImNodeData>& nodes)
{
for (int i = 0; i < nodes.InUse.size(); ++i)
{
if (nodes.InUse[i])
{
nodes.Pool[i].PinIndices.clear();
}
else
{
const int id = nodes.Pool[i].Id;
if (nodes.IdMap.GetInt(id, -1) == i)
{
// Remove node idx form depth stack the first time we detect that this idx slot is
// unused
ImVector<int>& depth_stack = EditorContextGet().NodeDepthOrder;
const int* const elem = depth_stack.find(i);
IM_ASSERT(elem != depth_stack.end());
depth_stack.erase(elem);
nodes.IdMap.SetInt(id, -1);
nodes.FreeList.push_back(i);
(nodes.Pool.Data + i)->~ImNodeData();
}
}
}
}
template<typename T>
static inline void ObjectPoolReset(ImObjectPool<T>& objects)
{
if (!objects.InUse.empty())
{
memset(objects.InUse.Data, 0, objects.InUse.size_in_bytes());
}
}
template<typename T>
static inline int ObjectPoolFindOrCreateIndex(ImObjectPool<T>& objects, const int id)
{
int index = objects.IdMap.GetInt(static_cast<ImGuiID>(id), -1);
// Construct new object
if (index == -1)
{
if (objects.FreeList.empty())
{
index = objects.Pool.size();
IM_ASSERT(objects.Pool.size() == objects.InUse.size());
const int new_size = objects.Pool.size() + 1;
objects.Pool.resize(new_size);
objects.InUse.resize(new_size);
}
else
{
index = objects.FreeList.back();
objects.FreeList.pop_back();
}
IM_PLACEMENT_NEW(objects.Pool.Data + index) T(id);
objects.IdMap.SetInt(static_cast<ImGuiID>(id), index);
}
// Flag it as used
objects.InUse[index] = true;
return index;
}
template<>
inline int ObjectPoolFindOrCreateIndex(ImObjectPool<ImNodeData>& nodes, const int node_id)
{
int node_idx = nodes.IdMap.GetInt(static_cast<ImGuiID>(node_id), -1);
// Construct new node
if (node_idx == -1)
{
if (nodes.FreeList.empty())
{
node_idx = nodes.Pool.size();
IM_ASSERT(nodes.Pool.size() == nodes.InUse.size());
const int new_size = nodes.Pool.size() + 1;
nodes.Pool.resize(new_size);
nodes.InUse.resize(new_size);
}
else
{
node_idx = nodes.FreeList.back();
nodes.FreeList.pop_back();
}
IM_PLACEMENT_NEW(nodes.Pool.Data + node_idx) ImNodeData(node_id);
nodes.IdMap.SetInt(static_cast<ImGuiID>(node_id), node_idx);
ImNodesEditorContext& editor = EditorContextGet();
editor.NodeDepthOrder.push_back(node_idx);
}
// Flag node as used
nodes.InUse[node_idx] = true;
return node_idx;
}
template<typename T>
static inline T& ObjectPoolFindOrCreateObject(ImObjectPool<T>& objects, const int id)
{
const int index = ObjectPoolFindOrCreateIndex(objects, id);
return objects.Pool[index];
}
} // namespace IMNODES_NAMESPACE