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mirror of https://github.com/Siccity/xNode.git synced 2026-03-26 22:49:02 +08:00
xNode/Scripts/Editor/NodeGraphEditor.cs
2019-12-03 22:30:35 +08:00

398 lines
14 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.IMGUI.Controls;
using UnityEngine;
namespace XNodeEditor {
public class MenuPopupWindow : PopupWindowContent
{
private SearchField _search;
private MenuTreeView _menuTree;
public Action OnCloseA;
public MenuPopupWindow()
{
_search = new SearchField();
_menuTree = new MenuTreeView();
}
private bool _isInit;
public void AddItem(string menuPath, Action onClick, char symbol = '/',bool autoClose = true)
{
_menuTree.AddItem(menuPath, () =>
{
onClick?.Invoke();
if (autoClose)
{
editorWindow.Close();
}
},symbol);
}
public void Init()
{
_menuTree.Reload();
_isInit = true;
}
public override void OnOpen()
{
_search.SetFocus();
}
public override void OnClose()
{
OnCloseA?.Invoke();
}
private string _str;
public override void OnGUI(Rect rect)
{
if (!_isInit)
{
Init();
}
_action();
EditorGUI.BeginChangeCheck();
{
_str = _search.OnGUI(new Rect(rect.position, new Vector2(rect.width, 20)),_str);
}
if (EditorGUI.EndChangeCheck())
{
_menuTree.searchString = _str;
}
_menuTree.OnGUI(new Rect(new Vector2(0,25),rect.size - new Vector2(0,20)));
}
private void _action()
{
Event e = Event.current;
switch (e.type)
{
case EventType.KeyDown:
if (e.keyCode == KeyCode.DownArrow && !_menuTree.HasFocus())
{
_menuTree.SetFocusAndEnsureSelectedItem();
e.Use();
}
break;
}
}
}
public class MenuTreeView:TreeView
{
class MenuItem:TreeViewItem
{
public readonly Action OnClick;
public MenuItem(int id, int depth, string displayName, Action onClick) : base(id, depth, displayName)
{
OnClick = onClick;
}
}
public TreeViewItem Root { get; }
public MenuTreeView():this(new TreeViewState())
{
}
public MenuTreeView(TreeViewState state, MultiColumnHeader multiColumnHeader = null) : base(state, multiColumnHeader)
{
Root = new TreeViewItem(_id++,-1,nameof(Root));
}
private int _id = -1;
private Dictionary<int, List<string>> _menuCache = new Dictionary<int, List<string>>();
/// <summary>
///
/// </summary>
/// <param name="menuPath"></param>
/// <param name="onClick"></param>
/// <param name="symbol"></param>
public void AddItem(string menuPath,Action onClick,char symbol = '/')
{
var paths = menuPath.Split(symbol);
int depth = 0;
TreeViewItem last = Root;
if (paths.Length > 1)
{
for (var i = 0; i < paths.Length - 1; i++)
{
var path = paths[i];
if (!_menuCache.TryGetValue(depth, out var caches))
{
caches = new List<string>();
_menuCache.Add(depth, caches);
}
while (true)
{
if (last.hasChildren)
{
foreach (var item in last.children)
{
if (item.displayName == path)
{
last = item;
depth++;
goto end;
}
}
}
break;
}
var temp = new TreeViewItem(_id++,depth++,path);
last.AddChild(temp);
last = temp;
end: ;
}
}
last.AddChild(new MenuItem(_id++,depth,paths.Last(),onClick));
}
protected override bool DoesItemMatchSearch(TreeViewItem item, string search)
{
if (item.parent != null && item.parent.displayName.IndexOf(search, StringComparison.OrdinalIgnoreCase) >= 0)
{
return true;
}
return base.DoesItemMatchSearch(item, search);
}
List<int> _ids = new List<int>();
protected override void DoubleClickedItem(int id)
{
var item = FindItem(id,Root);
if (item.hasChildren)
{
if (hasSearch)
{
searchString = "";
_ids.Clear();
while (item != null)
{
_ids.Add(item.id);
item = item.parent;
}
SetExpanded(_ids);
}
else
{
SetExpanded(id, !IsExpanded(id));
}
}
else
{
if (item is MenuItem menuItem)
{
menuItem.OnClick?.Invoke();
}
}
}
protected override TreeViewItem BuildRoot()
{
return Root;
}
protected override void KeyEvent()
{
Event e = Event.current;
switch (e.type)
{
case EventType.KeyDown:
if (e.keyCode == KeyCode.Return || e.keyCode == KeyCode.KeypadEnter)
{
DoubleClickedItem(GetSelection()[0]);
e.Use();
}
break;
}
}
}
/// <summary> Base class to derive custom Node Graph editors from. Use this to override how graphs are drawn in the editor. </summary>
[CustomNodeGraphEditor(typeof(XNode.NodeGraph))]
public class NodeGraphEditor : XNodeEditor.Internal.NodeEditorBase<NodeGraphEditor, NodeGraphEditor.CustomNodeGraphEditorAttribute, XNode.NodeGraph> {
[Obsolete("Use window.position instead")]
public Rect position { get { return window.position; } set { window.position = value; } }
/// <summary> Are we currently renaming a node? </summary>
protected bool isRenaming;
public virtual void OnGUI() { }
/// <summary> Called when opened by NodeEditorWindow </summary>
public virtual void OnOpen() { }
public virtual void OnFocus()
{
foreach (var targetNode in target.nodes)
{
var editor = NodeEditor.GetEditor(targetNode, window);
editor.OnInit();
}
}
public virtual Texture2D GetGridTexture() {
return NodeEditorPreferences.GetSettings().gridTexture;
}
public virtual Texture2D GetSecondaryGridTexture() {
return NodeEditorPreferences.GetSettings().crossTexture;
}
/// <summary> Return default settings for this graph type. This is the settings the user will load if no previous settings have been saved. </summary>
public virtual NodeEditorPreferences.Settings GetDefaultPreferences() {
return new NodeEditorPreferences.Settings();
}
/// <summary> Returns context node menu path. Null or empty strings for hidden nodes. </summary>
public virtual string GetNodeMenuName(Type type) {
//Check if type has the CreateNodeMenuAttribute
XNode.Node.CreateNodeMenuAttribute attrib;
if (NodeEditorUtilities.GetAttrib(type, out attrib)) // Return custom path
return attrib.menuName;
else // Return generated path
return NodeEditorUtilities.NodeDefaultPath(type);
}
/// <summary> Add items for the context menu when right-clicking this node. Override to add custom menu items. </summary>
public virtual void AddContextMenuItems(MenuPopupWindow menu) {
Vector2 pos = NodeEditorWindow.current.WindowToGridPosition(Event.current.mousePosition);
for (int i = 0; i < NodeEditorReflection.nodeTypes.Length; i++) {
Type type = NodeEditorReflection.nodeTypes[i];
//Get node context menu path
string path = GetNodeMenuName(type);
if (string.IsNullOrEmpty(path)) continue;
menu.AddItem(path, () => {
XNode.Node node = CreateNode(type, pos);
NodeEditorWindow.current.AutoConnect(node);
});
}
// menu.AddSeparator("");
if (NodeEditorWindow.copyBuffer != null && NodeEditorWindow.copyBuffer.Length > 0)
menu.AddItem("Paste", () => NodeEditorWindow.current.PasteNodes(pos));
// else menu.AddDisabledItem(new GUIContent("Paste"));
menu.AddItem("Preferences", () => NodeEditorReflection.OpenPreferences());
menu.AddItem("创建所有的节点 ---> 测试用", () =>
{
if (!EditorUtility.DisplayDialog("warning","Are you sure you want to create all the nodes?","ok","no"))
{
return;
}
for (int i = 0; i < NodeEditorReflection.nodeTypes.Length; i++)
{
Type type = NodeEditorReflection.nodeTypes[i];
//Get node context menu path
string path = GetNodeMenuName(type);
//当前Group 不支持该节点跳过
if (string.IsNullOrEmpty(path))
{
continue;
}
XNode.Node node = CreateNode(type, pos);
NodeEditorWindow.current.AutoConnect(node);
}
});
menu.AddCustomContextMenuItems(target);
}
public virtual Color GetPortColor(XNode.NodePort port) {
return GetTypeColor(port.ValueType);
}
public virtual Color GetTypeColor(Type type) {
return NodeEditorPreferences.GetTypeColor(type);
}
public virtual string GetPortTooltip(XNode.NodePort port) {
Type portType = port.ValueType;
string tooltip = "";
tooltip = portType.PrettyName();
if (port.IsOutput) {
object obj = port.node.GetValue(port);
tooltip += " = " + (obj != null ? obj.ToString() : "null");
}
return tooltip;
}
/// <summary> Deal with objects dropped into the graph through DragAndDrop </summary>
public virtual void OnDropObjects(UnityEngine.Object[] objects) {
Debug.Log("No OnDropItems override defined for " + GetType());
}
/// <summary> Create a node and save it in the graph asset </summary>
public virtual XNode.Node CreateNode(Type type, Vector2 position) {
XNode.Node node = target.AddNode(type);
node.position = position;
if (node.name == null || node.name.Trim() == "") node.name = NodeEditorUtilities.NodeDefaultName(type);
AssetDatabase.AddObjectToAsset(node, target);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
NodeEditorWindow.RepaintAll();
return node;
}
/// <summary> Creates a copy of the original node in the graph </summary>
public XNode.Node CopyNode(XNode.Node original) {
XNode.Node node = target.CopyNode(original);
node.name = original.name;
AssetDatabase.AddObjectToAsset(node, target);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
return node;
}
/// <summary> Safely remove a node and all its connections. </summary>
public virtual void RemoveNode(XNode.Node node) {
target.RemoveNode(node);
UnityEngine.Object.DestroyImmediate(node, true);
if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
}
[AttributeUsage(AttributeTargets.Class)]
public class CustomNodeGraphEditorAttribute : Attribute,
XNodeEditor.Internal.NodeEditorBase<NodeGraphEditor, NodeGraphEditor.CustomNodeGraphEditorAttribute, XNode.NodeGraph>.INodeEditorAttrib {
private Type inspectedType;
public string editorPrefsKey;
/// <summary> Tells a NodeGraphEditor which Graph type it is an editor for </summary>
/// <param name="inspectedType">Type that this editor can edit</param>
/// <param name="editorPrefsKey">Define unique key for unique layout settings instance</param>
public CustomNodeGraphEditorAttribute(Type inspectedType, string editorPrefsKey = "xNode.Settings") {
this.inspectedType = inspectedType;
this.editorPrefsKey = editorPrefsKey;
}
public Type GetInspectedType() {
return inspectedType;
}
}
}
}