diff options
Diffstat (limited to '3rdparty/imnodes/imnodes.cpp')
-rw-r--r-- | 3rdparty/imnodes/imnodes.cpp | 3089 |
1 files changed, 3089 insertions, 0 deletions
diff --git a/3rdparty/imnodes/imnodes.cpp b/3rdparty/imnodes/imnodes.cpp new file mode 100644 index 0000000..b12fb6c --- /dev/null +++ b/3rdparty/imnodes/imnodes.cpp @@ -0,0 +1,3089 @@ +// the structure of this file: +// +// [SECTION] internal data structures +// [SECTION] global struct +// [SECTION] editor context definition +// [SECTION] draw list helper +// [SECTION] ObjectPool implementation +// [SECTION] ui state logic +// [SECTION] render helpers +// [SECTION] API implementation + +#include "imnodes.h" + +#include <imgui.h> +#define IMGUI_DEFINE_MATH_OPERATORS +#include <imgui_internal.h> + +// Check minimum ImGui version +#define MINIMUM_COMPATIBLE_IMGUI_VERSION 17400 +#if IMGUI_VERSION_NUM < MINIMUM_COMPATIBLE_IMGUI_VERSION +#error "Minimum ImGui version requirement not met -- please use a newer version!" +#endif + +#include <assert.h> +#include <limits.h> +#include <math.h> +#include <new> +#include <stdint.h> +#include <stdio.h> // for fwrite, ssprintf, sscanf +#include <stdlib.h> +#include <string.h> // strlen, strncmp + +namespace ImNodes +{ +namespace +{ +enum ScopeFlags +{ + Scope_None = 1, + Scope_Editor = 1 << 1, + Scope_Node = 1 << 2, + Scope_Attribute = 1 << 3 +}; + +enum AttributeType +{ + AttributeType_None, + AttributeType_Input, + AttributeType_Output +}; + +enum ElementStateChange +{ + ElementStateChange_None = 0, + ElementStateChange_LinkStarted = 1 << 0, + ElementStateChange_LinkDropped = 1 << 1, + ElementStateChange_LinkCreated = 1 << 2 +}; + +// [SECTION] internal data structures + +// The object T must have the following interface: +// +// struct T +// { +// T(); +// +// int id; +// }; +template<typename T> +struct ObjectPool +{ + ImVector<T> pool; + ImVector<bool> in_use; + ImVector<int> free_list; + ImGuiStorage id_map; + + ObjectPool() : pool(), in_use(), free_list(), id_map() {} +}; + +// Emulates std::optional<int> using the sentinel value `invalid_index`. +struct OptionalIndex +{ + OptionalIndex() : m_index(invalid_index) {} + OptionalIndex(const int value) : m_index(value) {} + + // Observers + + inline bool has_value() const { return m_index != invalid_index; } + + inline int value() const + { + assert(has_value()); + return m_index; + } + + // Modifiers + + inline OptionalIndex& operator=(const int value) + { + m_index = value; + return *this; + } + + inline void reset() { m_index = invalid_index; } + + inline bool operator==(const OptionalIndex& rhs) const { return m_index == rhs.m_index; } + + inline bool operator==(const int rhs) const { return m_index == rhs; } + + inline bool operator!=(const OptionalIndex& rhs) const { return m_index != rhs.m_index; } + + inline bool operator!=(const int rhs) const { return m_index != rhs; } + + static const int invalid_index = -1; + +private: + int m_index; +}; + +struct NodeData +{ + int id; + ImVec2 origin; // The node origin is in editor space + ImRect title_bar_content_rect; + ImRect rect; + + struct + { + ImU32 background, background_hovered, background_selected, outline, titlebar, + titlebar_hovered, titlebar_selected; + } color_style; + + struct + { + float corner_rounding; + ImVec2 padding; + float border_thickness; + } layout_style; + + ImVector<int> pin_indices; + bool draggable; + + NodeData(const int node_id) + : id(node_id), origin(100.0f, 100.0f), title_bar_content_rect(), + rect(ImVec2(0.0f, 0.0f), ImVec2(0.0f, 0.0f)), color_style(), layout_style(), + pin_indices(), draggable(true) + { + } + + ~NodeData() { id = INT_MIN; } +}; + +struct PinData +{ + int id; + int parent_node_idx; + ImRect attribute_rect; + AttributeType type; + PinShape shape; + ImVec2 pos; // screen-space coordinates + int flags; + + struct + { + ImU32 background, hovered; + } color_style; + + PinData(const int pin_id) + : id(pin_id), parent_node_idx(), attribute_rect(), type(AttributeType_None), + shape(PinShape_CircleFilled), pos(), flags(AttributeFlags_None), color_style() + { + } +}; + +struct LinkData +{ + int id; + int start_pin_idx, end_pin_idx; + + struct + { + ImU32 base, hovered, selected; + } color_style; + + LinkData(const int link_id) : id(link_id), start_pin_idx(), end_pin_idx(), color_style() {} +}; + +struct LinkPredicate +{ + bool operator()(const LinkData& lhs, const LinkData& rhs) const + { + // Do a unique compare by sorting the pins' addresses. + // This catches duplicate links, whether they are in the + // same direction or not. + // Sorting by pin index should have the uniqueness guarantees as sorting + // by id -- each unique id will get one slot in the link pool array. + + int lhs_start = lhs.start_pin_idx; + int lhs_end = lhs.end_pin_idx; + int rhs_start = rhs.start_pin_idx; + int rhs_end = rhs.end_pin_idx; + + if (lhs_start > lhs_end) + { + ImSwap(lhs_start, lhs_end); + } + + if (rhs_start > rhs_end) + { + ImSwap(rhs_start, rhs_end); + } + + return lhs_start == rhs_start && lhs_end == rhs_end; + } +}; + +struct BezierCurve +{ + // the curve control points + ImVec2 p0, p1, p2, p3; +}; + +struct LinkBezierData +{ + BezierCurve bezier; + int num_segments; +}; + +enum ClickInteractionType +{ + ClickInteractionType_Node, + ClickInteractionType_Link, + ClickInteractionType_LinkCreation, + ClickInteractionType_Panning, + ClickInteractionType_BoxSelection, + ClickInteractionType_None +}; + +enum LinkCreationType +{ + LinkCreationType_Standard, + LinkCreationType_FromDetach +}; + +struct ClickInteractionState +{ + struct + { + int start_pin_idx; + OptionalIndex end_pin_idx; + LinkCreationType link_creation_type; + } link_creation; + + struct + { + ImRect rect; + } box_selector; +}; + +struct ColorStyleElement +{ + ImU32 color; + ColorStyle item; + + ColorStyleElement(const ImU32 c, const ColorStyle s) : color(c), item(s) {} +}; + +struct StyleElement +{ + StyleVar item; + float value; + + StyleElement(const float value, const StyleVar variable) : item(variable), value(value) {} +}; +} // namespace +// [SECTION] global struct +// this stores data which only lives for one frame +struct Context +{ + EditorContext* default_editor_ctx; + EditorContext* editor_ctx; + + // Canvas draw list and helper state + ImDrawList* canvas_draw_list; + ImGuiStorage node_idx_to_submission_idx; + ImVector<int> node_idx_submission_order; + ImVector<int> node_indices_overlapping_with_mouse; + ImVector<int> occluded_pin_indices; + + // Canvas extents + ImVec2 canvas_origin_screen_space; + ImRect canvas_rect_screen_space; + + // Debug helpers + ScopeFlags current_scope; + + // Configuration state + IO io; + Style style; + ImVector<ColorStyleElement> color_modifier_stack; + ImVector<StyleElement> style_modifier_stack; + ImGuiTextBuffer text_buffer; + + int current_attribute_flags; + ImVector<int> attribute_flag_stack; + + // UI element state + int current_node_idx; + int current_pin_idx; + int current_attribute_id; + + OptionalIndex hovered_node_idx; + OptionalIndex interactive_node_idx; + OptionalIndex hovered_link_idx; + OptionalIndex hovered_pin_idx; + int hovered_pin_flags; + + OptionalIndex deleted_link_idx; + OptionalIndex snap_link_idx; + + // Event helper state + int element_state_change; + + int active_attribute_id; + bool active_attribute; + + // ImGui::IO cache + + ImVec2 mouse_pos; + + bool left_mouse_clicked; + bool left_mouse_released; + bool middle_mouse_clicked; + bool left_mouse_dragging; + bool middle_mouse_dragging; +}; + +Context* g = NULL; + +namespace +{ + +EditorContext& editor_context_get() +{ + // No editor context was set! Did you forget to call ImNodes::Initialize? + assert(g->editor_ctx != NULL); + return *g->editor_ctx; +} + +inline ImVec2 eval_bezier(float t, const BezierCurve& bezier) +{ + // B(t) = (1-t)**3 p0 + 3(1 - t)**2 t P1 + 3(1-t)t**2 P2 + t**3 P3 + return ImVec2( + (1 - t) * (1 - t) * (1 - t) * bezier.p0.x + 3 * (1 - t) * (1 - t) * t * bezier.p1.x + + 3 * (1 - t) * t * t * bezier.p2.x + t * t * t * bezier.p3.x, + (1 - t) * (1 - t) * (1 - t) * bezier.p0.y + 3 * (1 - t) * (1 - t) * t * bezier.p1.y + + 3 * (1 - t) * t * t * bezier.p2.y + t * t * t * bezier.p3.y); +} + +// Calculates the closest point along each bezier curve segment. +ImVec2 get_closest_point_on_cubic_bezier( + const int num_segments, + const ImVec2& p, + const BezierCurve& bezier) +{ + IM_ASSERT(num_segments > 0); + ImVec2 p_last = bezier.p0; + ImVec2 p_closest; + float p_closest_dist = FLT_MAX; + float t_step = 1.0f / (float)num_segments; + for (int i = 1; i <= num_segments; ++i) + { + ImVec2 p_current = eval_bezier(t_step * i, bezier); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist = ImLengthSqr(p - p_line); + if (dist < p_closest_dist) + { + p_closest = p_line; + p_closest_dist = dist; + } + p_last = p_current; + } + return p_closest; +} + +inline float get_distance_to_cubic_bezier( + const ImVec2& pos, + const BezierCurve& bezier, + const int num_segments) +{ + const ImVec2 point_on_curve = get_closest_point_on_cubic_bezier(num_segments, pos, bezier); + + const ImVec2 to_curve = point_on_curve - pos; + return ImSqrt(ImLengthSqr(to_curve)); +} + +inline ImRect get_containing_rect_for_bezier_curve(const BezierCurve& bezier) +{ + const ImVec2 min = ImVec2(ImMin(bezier.p0.x, bezier.p3.x), ImMin(bezier.p0.y, bezier.p3.y)); + const ImVec2 max = ImVec2(ImMax(bezier.p0.x, bezier.p3.x), ImMax(bezier.p0.y, bezier.p3.y)); + + const float hover_distance = g->style.link_hover_distance; + + ImRect rect(min, max); + rect.Add(bezier.p1); + rect.Add(bezier.p2); + rect.Expand(ImVec2(hover_distance, hover_distance)); + + return rect; +} + +inline LinkBezierData get_link_renderable( + ImVec2 start, + ImVec2 end, + const AttributeType start_type, + const float line_segments_per_length) +{ + assert((start_type == AttributeType_Input) || (start_type == AttributeType_Output)); + if (start_type == AttributeType_Input) + { + ImSwap(start, end); + } + + const float link_length = ImSqrt(ImLengthSqr(end - start)); + const ImVec2 offset = ImVec2(0.25f * link_length, 0.f); + LinkBezierData link_data; + link_data.bezier.p0 = start; + link_data.bezier.p1 = start + offset; + link_data.bezier.p2 = end - offset; + link_data.bezier.p3 = end; + link_data.num_segments = ImMax(static_cast<int>(link_length * line_segments_per_length), 1); + return link_data; +} + +inline float eval_implicit_line_eq(const ImVec2& p1, const ImVec2& p2, const ImVec2& p) +{ + return (p2.y - p1.y) * p.x + (p1.x - p2.x) * p.y + (p2.x * p1.y - p1.x * p2.y); +} + +inline int sign(float val) { return int(val > 0.0f) - int(val < 0.0f); } + +inline bool rectangle_overlaps_line_segment(const ImRect& rect, const ImVec2& p1, const ImVec2& p2) +{ + // Trivial case: rectangle contains an endpoint + if (rect.Contains(p1) || rect.Contains(p2)) + { + return true; + } + + // Flip rectangle if necessary + ImRect flip_rect = rect; + + if (flip_rect.Min.x > flip_rect.Max.x) + { + ImSwap(flip_rect.Min.x, flip_rect.Max.x); + } + + if (flip_rect.Min.y > flip_rect.Max.y) + { + ImSwap(flip_rect.Min.y, flip_rect.Max.y); + } + + // Trivial case: line segment lies to one particular side of rectangle + if ((p1.x < flip_rect.Min.x && p2.x < flip_rect.Min.x) || + (p1.x > flip_rect.Max.x && p2.x > flip_rect.Max.x) || + (p1.y < flip_rect.Min.y && p2.y < flip_rect.Min.y) || + (p1.y > flip_rect.Max.y && p2.y > flip_rect.Max.y)) + { + return false; + } + + const int corner_signs[4] = { + sign(eval_implicit_line_eq(p1, p2, flip_rect.Min)), + sign(eval_implicit_line_eq(p1, p2, ImVec2(flip_rect.Max.x, flip_rect.Min.y))), + sign(eval_implicit_line_eq(p1, p2, ImVec2(flip_rect.Min.x, flip_rect.Max.y))), + sign(eval_implicit_line_eq(p1, p2, flip_rect.Max))}; + + int sum = 0; + int sum_abs = 0; + + for (int i = 0; i < 4; ++i) + { + sum += corner_signs[i]; + sum_abs += abs(corner_signs[i]); + } + + // At least one corner of rectangle lies on a different side of line segment + return abs(sum) != sum_abs; +} + +inline bool rectangle_overlaps_bezier(const ImRect& rectangle, const LinkBezierData& link_data) +{ + ImVec2 current = eval_bezier(0.f, link_data.bezier); + const float dt = 1.0f / link_data.num_segments; + for (int s = 0; s < link_data.num_segments; ++s) + { + ImVec2 next = eval_bezier(static_cast<float>((s + 1) * dt), link_data.bezier); + if (rectangle_overlaps_line_segment(rectangle, current, next)) + { + return true; + } + current = next; + } + return false; +} + +inline bool rectangle_overlaps_link( + const ImRect& rectangle, + const ImVec2& start, + const ImVec2& end, + const AttributeType start_type) +{ + // First level: simple rejection test via rectangle overlap: + + 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); +} + +bool mouse_in_canvas() +{ + // This flag should be true either when hovering or clicking something in the canvas. + const bool is_window_hovered_or_focused = ImGui::IsWindowHovered() || ImGui::IsWindowFocused(); + + return is_window_hovered_or_focused && + g->canvas_rect_screen_space.Contains(ImGui::GetMousePos()); +} + +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); + editor.click_interaction_state.link_creation.link_creation_type = + LinkCreationType_FromDetach; + } + 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->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->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; + } +} + +void resolve_occluded_pins(const EditorContext& editor, ImVector<int>& occluded_pin_indices) +{ + const ImVector<int>& depth_stack = editor.node_depth_order; + + occluded_pin_indices.resize(0); + + if (depth_stack.Size < 2) + { + return; + } + + // For each node in the depth stack + for (int depth_idx = 0; depth_idx < (depth_stack.Size - 1); ++depth_idx) + { + const NodeData& node_below = editor.nodes.pool[depth_stack[depth_idx]]; + + // Iterate over the rest of the depth stack to find nodes overlapping the pins + for (int next_depth_idx = depth_idx + 1; next_depth_idx < depth_stack.Size; + ++next_depth_idx) + { + const ImRect& rect_above = editor.nodes.pool[depth_stack[next_depth_idx]].rect; + + // Iterate over each pin + for (int idx = 0; idx < node_below.pin_indices.Size; ++idx) + { + const int pin_idx = node_below.pin_indices[idx]; + const ImVec2& pin_pos = editor.pins.pool[pin_idx].pos; + + if (rect_above.Contains(pin_pos)) + { + occluded_pin_indices.push_back(pin_idx); + } + } + } + } +} + +OptionalIndex resolve_hovered_pin( + const ObjectPool<PinData>& pins, + const ImVector<int>& occluded_pin_indices) +{ + float smallest_distance = FLT_MAX; + OptionalIndex pin_idx_with_smallest_distance; + + const float hover_radius_sqr = g->style.pin_hover_radius * g->style.pin_hover_radius; + + for (int idx = 0; idx < pins.pool.Size; ++idx) + { + if (!pins.in_use[idx]) + { + continue; + } + + if (occluded_pin_indices.contains(idx)) + { + continue; + } + + const ImVec2& pin_pos = pins.pool[idx].pos; + const float distance_sqr = ImLengthSqr(pin_pos - g->mouse_pos); + + // TODO: g->style.pin_hover_radius needs to be copied into pin data and the pin-local value + // used here. This is no longer called in BeginAttribute/EndAttribute scope and the detected + // pin might have a different hover radius than what the user had when calling + // BeginAttribute/EndAttribute. + if (distance_sqr < hover_radius_sqr && distance_sqr < smallest_distance) + { + smallest_distance = distance_sqr; + pin_idx_with_smallest_distance = idx; + } + } + + return pin_idx_with_smallest_distance; +} + +OptionalIndex resolve_hovered_node(const ImVector<int>& depth_stack) +{ + if (g->node_indices_overlapping_with_mouse.size() == 0) + { + return OptionalIndex(); + } + + if (g->node_indices_overlapping_with_mouse.size() == 1) + { + return OptionalIndex(g->node_indices_overlapping_with_mouse[0]); + } + + int largest_depth_idx = -1; + int node_idx_on_top = -1; + + 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); +} + +OptionalIndex resolve_hovered_link( + const ObjectPool<LinkData>& links, + const ObjectPool<PinData>& pins) +{ + float smallest_distance = FLT_MAX; + OptionalIndex link_idx_with_smallest_distance; + + // There are two ways a link can be detected as "hovered". + // 1. The link is within hover distance to the mouse. The closest such link is selected as being + // hovered over. + // 2. If the link is connected to the currently hovered pin. + // + // The latter is a requirement for link detaching with drag click to work, as both a link and + // pin are required to be hovered over for the feature to work. + + for (int idx = 0; idx < links.pool.Size; ++idx) + { + if (!links.in_use[idx]) + { + continue; + } + + const LinkData& link = links.pool[idx]; + const PinData& start_pin = pins.pool[link.start_pin_idx]; + const PinData& end_pin = pins.pool[link.end_pin_idx]; + + if (g->hovered_pin_idx == link.start_pin_idx || g->hovered_pin_idx == link.end_pin_idx) + { + return idx; + } + + // TODO: the calculated LinkBezierDatas could be cached since we generate them again when + // rendering the links + + const LinkBezierData link_data = get_link_renderable( + start_pin.pos, end_pin.pos, start_pin.type, g->style.link_line_segments_per_length); + + // The distance test + { + const ImRect link_rect = get_containing_rect_for_bezier_curve(link_data.bezier); + + // First, do a simple bounding box test against the box containing the link + // to see whether calculating the distance to the link is worth doing. + if (link_rect.Contains(g->mouse_pos)) + { + const float distance = get_distance_to_cubic_bezier( + g->mouse_pos, link_data.bezier, link_data.num_segments); + + // TODO: g->style.link_hover_distance could be also copied into LinkData, since + // we're not calling this function in the same scope as ImNodes::Link(). The + // rendered/detected link might have a different hover distance than what the user + // had specified when calling Link() + if (distance < g->style.link_hover_distance) + { + smallest_distance = distance; + link_idx_with_smallest_distance = idx; + } + } + } + } + + return link_idx_with_smallest_distance; +} + +// [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; + } +} + +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 = g->hovered_pin_idx == pin_idx && + 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); +} + +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 = g->hovered_node_idx == node_idx && + 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); + +#if IMGUI_VERSION_NUM < 18200 + g->canvas_draw_list->AddRectFilled( + title_bar_rect.Min, + title_bar_rect.Max, + titlebar_background, + node.layout_style.corner_rounding, + ImDrawCornerFlags_Top); +#else + g->canvas_draw_list->AddRectFilled( + title_bar_rect.Min, + title_bar_rect.Max, + titlebar_background, + node.layout_style.corner_rounding, + ImDrawFlags_RoundCornersTop); + +#endif + } + + if ((g->style.flags & StyleFlags_NodeOutline) != 0) + { +#if IMGUI_VERSION_NUM < 18200 + 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); +#else + g->canvas_draw_list->AddRect( + node.rect.Min, + node.rect.Max, + node.color_style.outline, + node.layout_style.corner_rounding, + ImDrawFlags_RoundCornersAll, + node.layout_style.border_thickness); +#endif + } + } + + 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_free_to_move = g->interactive_node_idx != node_idx; + if (g->left_mouse_clicked && node_free_to_move) + { + begin_node_selection(editor, node_idx); + } + } +} + +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 = g->hovered_link_idx == link_idx && + 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); +} + +void initialize(Context* context) +{ + context->canvas_origin_screen_space = ImVec2(0.0f, 0.0f); + context->canvas_rect_screen_space = ImRect(ImVec2(0.f, 0.f), ImVec2(0.f, 0.f)); + context->current_scope = Scope_None; + + context->current_pin_idx = INT_MAX; + context->current_node_idx = INT_MAX; + + context->default_editor_ctx = EditorContextCreate(); + EditorContextSet(g->default_editor_ctx); + + context->current_attribute_flags = AttributeFlags_None; + context->attribute_flag_stack.push_back(g->current_attribute_flags); + + StyleColorsDark(); +} + +void shutdown(Context* ctx) { EditorContextFree(ctx->default_editor_ctx); } +} // namespace + +// [SECTION] API implementation + +IO::EmulateThreeButtonMouse::EmulateThreeButtonMouse() : 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() +{ +} + +Context* CreateContext() +{ + Context* ctx = IM_NEW(Context)(); + if (g == NULL) + SetCurrentContext(ctx); + initialize(ctx); + return ctx; +} + +void DestroyContext(Context* ctx) +{ + if (ctx == NULL) + ctx = g; + shutdown(ctx); + if (g == ctx) + SetCurrentContext(NULL); + IM_DELETE(ctx); +} + +Context* GetCurrentContext() { return g; } + +void SetCurrentContext(Context* ctx) { g = ctx; } + +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 SetImGuiContext(ImGuiContext* ctx) { ImGui::SetCurrentContext(ctx); } + +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 = + (g->io.emulate_three_button_mouse.modifier != NULL && + *g->io.emulate_three_button_mouse.modifier && g->left_mouse_clicked) || + ImGui::IsMouseClicked(2); + g->left_mouse_dragging = ImGui::IsMouseDragging(0, 0.0f); + g->middle_mouse_dragging = + (g->io.emulate_three_button_mouse.modifier != NULL && g->left_mouse_dragging && + (*g->io.emulate_three_button_mouse.modifier)) || + 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(); + + // Detect which UI element is being hovered over. Detection is done in a hierarchical fashion, + // because a UI element being hovered excludes any other as being hovered over. + + if (mouse_in_canvas()) + { + // Pins needs some special care. We need to check the depth stack to see which pins are + // being occluded by other nodes. + resolve_occluded_pins(editor, g->occluded_pin_indices); + + g->hovered_pin_idx = resolve_hovered_pin(editor.pins, g->occluded_pin_indices); + + if (!g->hovered_pin_idx.has_value()) + { + // Resolve which node is actually on top and being hovered using the depth stack. + g->hovered_node_idx = resolve_hovered_node(editor.node_depth_order); + } + + // We don't need to check the depth stack for links. If a node occludes a link and is being + // hovered, then we would not be able to detect the link anyway. + if (!g->hovered_node_idx.has_value()) + { + g->hovered_link_idx = resolve_hovered_link(editor.links, editor.pins); + } + } + + 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 |