mirror of
https://github.com/Siccity/xNode.git
synced 2025-12-20 09:16:01 +08:00
238 lines
9.9 KiB
C#
238 lines
9.9 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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/// <summary> Contains GUI methods </summary>
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public partial class NodeEditorWindow {
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private void OnGUI() {
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Event e = Event.current;
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Matrix4x4 m = GUI.matrix;
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Controls();
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DrawGrid(position, zoom, panOffset);
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DrawConnections();
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DrawDraggedConnection();
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DrawNodes();
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DrawTooltip();
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GUI.matrix = m;
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}
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public static void BeginZoomed(Rect rect, float zoom) {
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GUI.EndClip();
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GUIUtility.ScaleAroundPivot(Vector2.one / zoom, rect.size * 0.5f);
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Vector4 padding = new Vector4(0, 22, 0, 0);
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padding *= zoom;
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GUI.BeginClip(new Rect(-((rect.width * zoom) - rect.width) * 0.5f, -(((rect.height * zoom) - rect.height) * 0.5f) + (22 * zoom),
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rect.width * zoom,
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rect.height * zoom));
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}
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public static void EndZoomed(Rect rect, float zoom) {
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GUIUtility.ScaleAroundPivot(Vector2.one * zoom, rect.size * 0.5f);
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Vector3 offset = new Vector3(
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(((rect.width * zoom) - rect.width) * 0.5f),
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(((rect.height * zoom) - rect.height) * 0.5f) + (-22 * zoom) + 22,
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0);
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GUI.matrix = Matrix4x4.TRS(offset, Quaternion.identity, Vector3.one);
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}
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public static void DrawGrid(Rect rect, float zoom, Vector2 panOffset) {
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rect.position = Vector2.zero;
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Vector2 center = rect.size / 2f;
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Texture2D gridTex = NodeEditorResources.gridTexture;
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Texture2D crossTex = NodeEditorResources.crossTexture;
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// Offset from origin in tile units
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float xOffset = -(center.x * zoom + panOffset.x) / gridTex.width;
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float yOffset = ((center.y - rect.size.y) * zoom + panOffset.y) / gridTex.height;
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Vector2 tileOffset = new Vector2(xOffset, yOffset);
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// Amount of tiles
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float tileAmountX = Mathf.Round(rect.size.x * zoom) / gridTex.width;
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float tileAmountY = Mathf.Round(rect.size.y * zoom) / gridTex.height;
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Vector2 tileAmount = new Vector2(tileAmountX, tileAmountY);
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// Draw tiled background
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GUI.DrawTextureWithTexCoords(rect, gridTex, new Rect(tileOffset, tileAmount));
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GUI.DrawTextureWithTexCoords(rect, crossTex, new Rect(tileOffset + new Vector2(0.5f, 0.5f), tileAmount));
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}
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public static bool DropdownButton(string name, float width) {
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return GUILayout.Button(name, EditorStyles.toolbarDropDown, GUILayout.Width(width));
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}
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/// <summary> Show right-click context menu </summary>
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public void ShowContextMenu() {
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GenericMenu contextMenu = new GenericMenu();
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Vector2 pos = WindowToGridPosition(Event.current.mousePosition);
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if (hoveredNode != null) {
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Node node = hoveredNode;
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contextMenu.AddItem(new GUIContent("Remove"), false, () => graph.RemoveNode(node));
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} else {
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for (int i = 0; i < nodeTypes.Length; i++) {
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Type type = nodeTypes[i];
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Type editorType = GetNodeEditor(type).GetType();
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string name = nodeTypes[i].ToString().Replace('.', '/');
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CustomNodeEditorAttribute attrib;
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if (NodeEditorUtilities.GetAttrib(editorType, out attrib)) {
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name = attrib.contextMenuName;
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}
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contextMenu.AddItem(new GUIContent(name), false, () => {
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CreateNode(type, pos);
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});
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}
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}
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contextMenu.DropDown(new Rect(Event.current.mousePosition, Vector2.zero));
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}
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/// <summary> Draw a bezier from startpoint to endpoint, both in grid coordinates </summary>
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public void DrawConnection(Vector2 startPoint, Vector2 endPoint, Color col) {
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startPoint = GridToWindowPosition(startPoint);
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endPoint = GridToWindowPosition(endPoint);
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Vector2 startTangent = startPoint;
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if (startPoint.x < endPoint.x) startTangent.x = Mathf.LerpUnclamped(startPoint.x, endPoint.x, 0.7f);
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else startTangent.x = Mathf.LerpUnclamped(startPoint.x, endPoint.x, -0.7f);
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Vector2 endTangent = endPoint;
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if (startPoint.x > endPoint.x) endTangent.x = Mathf.LerpUnclamped(endPoint.x, startPoint.x, -0.7f);
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else endTangent.x = Mathf.LerpUnclamped(endPoint.x, startPoint.x, 0.7f);
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Color prevCol = GUI.color;
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Color edgeCol = new Color(0.1f, 0.1f, 0.1f, col.a);
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Handles.DrawBezier(startPoint, endPoint, startTangent, endTangent, col, null, 4);
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GUI.color = prevCol;
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}
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/// <summary> Draws all connections </summary>
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public void DrawConnections() {
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foreach (Node node in graph.nodes) {
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//If a null node is found, return. This can happen if the nodes associated script is deleted. It is currently not possible in Unity to delete a null asset.
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if (node == null) return;
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for (int i = 0; i < node.OutputCount; i++) {
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NodePort output = node.outputs[i];
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//Needs cleanup. Null checks are ugly
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if (!portConnectionPoints.ContainsKey(output)) continue;
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Vector2 from = _portConnectionPoints[output].center;
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for (int k = 0; k < output.ConnectionCount; k++) {
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NodePort input = output.GetConnection(k);
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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.
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if (!_portConnectionPoints.ContainsKey(input)) return;
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Vector2 to = _portConnectionPoints[input].center;
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DrawConnection(from, to, NodeEditorPreferences.GetTypeColor(output.type));
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}
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}
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}
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}
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private void DrawNodes() {
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Event e = Event.current;
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if (e.type == EventType.Repaint) portConnectionPoints.Clear();
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//Selected node is hashed before and after node GUI to detect changes
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int nodeHash = 0;
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System.Reflection.MethodInfo onValidate = null;
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if (selectedNode != null) {
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onValidate = selectedNode.GetType().GetMethod("OnValidate");
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if (onValidate != null) nodeHash = selectedNode.GetHashCode();
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}
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BeginZoomed(position, zoom);
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Vector2 mousePos = Event.current.mousePosition;
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if (e.type != EventType.Layout) {
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hoveredNode = null;
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hoveredPort = null;
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}
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foreach (Node node in graph.nodes) {
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if (node == null) return;
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NodeEditor nodeEditor = GetNodeEditor(node.GetType());
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nodeEditor.target = node;
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//Get node position
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Vector2 nodePos = GridToWindowPositionNoClipped(node.position);
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//GUIStyle style = (node == selectedNode) ? (GUIStyle)"flow node 0 on" : (GUIStyle)"flow node 0";
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GUILayout.BeginArea(new Rect(nodePos, new Vector2(nodeEditor.GetWidth(), 4000)));
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GUIStyle style = NodeEditorResources.styles.nodeBody;
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GUILayout.BeginVertical(new GUIStyle(style));
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//Draw node contents
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Dictionary<NodePort, Vector2> portHandlePoints;
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nodeEditor.OnNodeGUI(out portHandlePoints);
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if (e.type == EventType.Repaint) {
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foreach (var kvp in portHandlePoints) {
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Vector2 portHandlePos = kvp.Value;
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portHandlePos += node.position;
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Rect rect = new Rect(portHandlePos.x - 8, portHandlePos.y - 8, 16, 16);
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portConnectionPoints.Add(kvp.Key, rect);
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}
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}
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GUILayout.EndVertical();
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if (e.type != EventType.Layout) {
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//Check if we are hovering this node
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Vector2 nodeSize = GUILayoutUtility.GetLastRect().size / zoom;
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Rect windowRect = new Rect(nodePos, nodeSize);
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if (windowRect.Contains(mousePos)) hoveredNode = node;
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//Check if we are hovering any of this nodes ports
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//Check input ports
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for (int i = 0; i < node.InputCount; i++) {
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NodePort port = node.inputs[i];
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//Check if port rect is available
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if (!portConnectionPoints.ContainsKey(port)) continue;
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Rect r = GridToWindowRect(portConnectionPoints[port]);
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if (r.Contains(mousePos)) hoveredPort = port;
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}
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//Check all output ports
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for (int i = 0; i < node.OutputCount; i++) {
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NodePort port = node.outputs[i];
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//Check if port rect is available
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if (!portConnectionPoints.ContainsKey(port)) continue;
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Rect r = GridToWindowRect(portConnectionPoints[port]);
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if (r.Contains(mousePos)) hoveredPort = port;
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}
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}
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GUILayout.EndArea();
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}
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EndZoomed(position, zoom);
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//If a change in hash is detected in the selected node, call OnValidate method.
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//This is done through reflection because OnValidate is only relevant in editor,
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//and thus, the code should not be included in build.
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if (selectedNode != null) {
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if (onValidate != null && nodeHash != selectedNode.GetHashCode()) onValidate.Invoke(selectedNode, null);
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}
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}
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private void DrawTooltip() {
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if (hoveredPort != null) {
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GUIContent content = new GUIContent(hoveredPort.type.ToString());
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Vector2 size = NodeEditorResources.styles.tooltip.CalcSize(content);
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Rect rect = new Rect(Event.current.mousePosition - (size), size);
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EditorGUI.LabelField(rect, content, NodeEditorResources.styles.tooltip);
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Repaint();
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}
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}
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} |