#pragma once #define IMGUI_DEFINE_MATH_OPERATORS #include #include #include "imnodes.h" #include // 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 struct ImObjectPool { ImVector Pool; ImVector InUse; ImVector FreeList; ImGuiStorage IdMap; ImObjectPool() : Pool(), InUse(), FreeList(), IdMap() {} }; // Emulates std::optional 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 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 Nodes; ImObjectPool Pins; ImObjectPool Links; ImVector 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 SelectedNodeIndices; ImVector SelectedLinkIndices; // Relative origins of selected nodes for snapping of dragged nodes ImVector 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 NodeIdxSubmissionOrder; ImVector NodeIndicesOverlappingWithMouse; ImVector OccludedPinIndices; // Canvas extents ImVec2 CanvasOriginScreenSpace; ImRect CanvasRectScreenSpace; // Debug helpers ImNodesScope CurrentScope; // Configuration state ImNodesIO Io; ImNodesStyle Style; ImVector ColorModifierStack; ImVector StyleModifierStack; ImGuiTextBuffer TextBuffer; int CurrentAttributeFlags; ImVector 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 static inline int ObjectPoolFind(const ImObjectPool& objects, const int id) { const int index = objects.IdMap.GetInt(static_cast(id), -1); return index; } template static inline void ObjectPoolUpdate(ImObjectPool& 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& 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& 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 static inline void ObjectPoolReset(ImObjectPool& objects) { if (!objects.InUse.empty()) { memset(objects.InUse.Data, 0, objects.InUse.size_in_bytes()); } } template static inline int ObjectPoolFindOrCreateIndex(ImObjectPool& objects, const int id) { int index = objects.IdMap.GetInt(static_cast(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(id), index); } // Flag it as used objects.InUse[index] = true; return index; } template<> inline int ObjectPoolFindOrCreateIndex(ImObjectPool& nodes, const int node_id) { int node_idx = nodes.IdMap.GetInt(static_cast(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(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 static inline T& ObjectPoolFindOrCreateObject(ImObjectPool& objects, const int id) { const int index = ObjectPoolFindOrCreateIndex(objects, id); return objects.Pool[index]; } } // namespace IMNODES_NAMESPACE