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+// 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