using System; using System.Collections.Generic; using UnityEditor; using UnityEngine; /// Contains GUI methods public partial class NodeEditorWindow { private void OnGUI() { Event e = Event.current; Matrix4x4m = GUI.matrix; Controls(); DrawGrid(position, zoom, panOffset); DrawConnections(); DrawDraggedConnection(); DrawNodes(); GUI.matrix = m; } public static void BeginZoomed(Rect rect, float zoom) { GUI.EndClip(); GUIUtility.ScaleAroundPivot(Vector2.one / zoom, rect.size * 0.5f); Vector4 padding = new Vector4(0, 22, 0, 0); padding *= zoom; GUI.BeginClip(new Rect(-((rect.width * zoom) - rect.width) * 0.5f, -(((rect.height * zoom) - rect.height) * 0.5f) + (22 * zoom), rect.width * zoom, rect.height * zoom)); } public static void EndZoomed(Rect rect, float zoom) { GUIUtility.ScaleAroundPivot(Vector2.one * zoom, rect.size * 0.5f); Vector3 offset = new Vector3( (((rect.width * zoom) - rect.width) * 0.5f), (((rect.height * zoom) - rect.height) * 0.5f) + (-22 * zoom) + 22, 0); GUI.matrix = Matrix4x4.TRS(offset, Quaternion.identity, Vector3.one); } public static void DrawGrid(Rect rect, float zoom, Vector2 panOffset) { rect.position = Vector2.zero; Vector2 center = rect.size / 2f; Texture2D gridTex = NodeEditorResources.gridTexture; Texture2D crossTex = NodeEditorResources.crossTexture; // Offset from origin in tile units float xOffset = -(center.x * zoom + panOffset.x) / gridTex.width; float yOffset = ((center.y - rect.size.y) * zoom + panOffset.y) / gridTex.height; Vector2 tileOffset = new Vector2(xOffset, yOffset); // Amount of tiles float tileAmountX = Mathf.Round(rect.size.x * zoom) / gridTex.width; float tileAmountY = Mathf.Round(rect.size.y * zoom) / gridTex.height; Vector2 tileAmount = new Vector2(tileAmountX, tileAmountY); // Draw tiled background GUI.DrawTextureWithTexCoords(rect, gridTex, new Rect(tileOffset, tileAmount)); GUI.DrawTextureWithTexCoords(rect, crossTex, new Rect(tileOffset + new Vector2(0.5f, 0.5f), tileAmount)); } public static bool DropdownButton(string name, float width) { return GUILayout.Button(name, EditorStyles.toolbarDropDown, GUILayout.Width(width)); } /// Show right-click context menu public void ShowContextMenu() { GenericMenu contextMenu = new GenericMenu(); Vector2 pos = WindowToGridPosition(Event.current.mousePosition); if (hoveredNode != null) { Node node = hoveredNode; contextMenu.AddItem(new GUIContent("Remove"), false, () => graph.RemoveNode(node)); } else { for (int i = 0; i < nodeTypes.Length; i++) { Type type = nodeTypes[i]; Type editorType = GetNodeEditor(type).GetType(); string name = nodeTypes[i].ToString().Replace('.', '/'); CustomNodeEditorAttribute attrib; if (NodeEditorUtilities.GetAttrib(editorType, out attrib)) { name = attrib.contextMenuName; } contextMenu.AddItem(new GUIContent(name), false, () => { CreateNode(type, pos); }); } } contextMenu.DropDown(new Rect(Event.current.mousePosition, Vector2.zero)); } /// Draw a bezier from startpoint to endpoint, both in grid coordinates public void DrawConnection(Vector2 startPoint, Vector2 endPoint, Color col) { startPoint = GridToWindowPosition(startPoint); endPoint = GridToWindowPosition(endPoint); Vector2 startTangent = startPoint; if (startPoint.x < endPoint.x) startTangent.x = Mathf.LerpUnclamped(startPoint.x, endPoint.x, 0.7f); else startTangent.x = Mathf.LerpUnclamped(startPoint.x, endPoint.x, -0.7f); Vector2 endTangent = endPoint; if (startPoint.x > endPoint.x) endTangent.x = Mathf.LerpUnclamped(endPoint.x, startPoint.x, -0.7f); else endTangent.x = Mathf.LerpUnclamped(endPoint.x, startPoint.x, 0.7f); Color prevCol = GUI.color; Color edgeCol = new Color(0.1f, 0.1f, 0.1f, col.a); Handles.DrawBezier(startPoint, endPoint, startTangent, endTangent, edgeCol, null, 4); Handles.DrawBezier(startPoint, endPoint, startTangent, endTangent, col, null, 4); GUI.color = prevCol; } /// Draws all connections public void DrawConnections() { foreach (Node node in graph.nodes) { for (int i = 0; i < node.OutputCount; i++) { NodePort output = node.outputs[i]; //Needs cleanup. Null checks are ugly if (!portConnectionPoints.ContainsKey(output)) continue; Vector2 from = _portConnectionPoints[output].center; for (int k = 0; k < output.ConnectionCount; k++) { NodePort input = output.GetConnection(k); if (input == null) return; //If a script has been updated and the port doesn't exist, it is removed and null is returned. If this happens, return. Vector2 to = _portConnectionPoints[input].center; DrawConnection(from, to, NodeEditorPreferences.GetTypeColor(output.type)); } } } } private void DrawNodes() { Event e = Event.current; if (e.type == EventType.Repaint) portConnectionPoints.Clear(); //Selected node is hashed before and after node GUI to detect changes int nodeHash = 0; System.Reflection.MethodInfo onValidate = null; if (selectedNode != null) { onValidate = selectedNode.GetType().GetMethod("OnValidate"); if (onValidate != null) nodeHash = selectedNode.GetHashCode(); } BeginZoomed(position, zoom); foreach (Node node in graph.nodes) { NodeEditor nodeEditor = GetNodeEditor(node.GetType()); nodeEditor.target = node; //Get node position Vector2 nodePos = GridToWindowPositionNoClipped(node.rect.position); //GUIStyle style = (node == selectedNode) ? (GUIStyle)"flow node 0 on" : (GUIStyle)"flow node 0"; GUILayout.BeginArea(new Rect(nodePos, new Vector2(nodeEditor.GetWidth(), 4000))); GUIStyle style = NodeEditorResources.styles.nodeBody; GUILayout.BeginVertical(new GUIStyle(style)); //Draw node contents Dictionary portHandlePoints; nodeEditor.OnNodeGUI(out portHandlePoints); EditorGUILayout.Space(); if (e.type == EventType.Repaint) { foreach (var kvp in portHandlePoints) { Vector2 portHandlePos = kvp.Value; portHandlePos += node.rect.position; Rect rect = new Rect(portHandlePos.x - 8, portHandlePos.y - 8, 16, 16); portConnectionPoints.Add(kvp.Key, rect); } } GUILayout.EndVertical(); //if (e.type == EventType.Repaint) node.rect.size = GUILayoutUtility.GetLastRect().size; GUILayout.EndArea(); } EndZoomed(position, zoom); //If a change in hash is detected in the selected node, call OnValidate method. //This is done through reflection because OnValidate is only relevant in editor, //and thus, the code should not be included in build. if (selectedNode != null) { if (onValidate != null && nodeHash != selectedNode.GetHashCode()) onValidate.Invoke(selectedNode, null); } } }