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mirror of https://github.com/Siccity/xNode.git synced 2025-12-20 01:06:01 +08:00
xNode/Scripts/Editor/NodeEditorGUI.cs
Thor Brigsted 5e68b6bcdc Big update.
Removal of scripts now also clears dependant nodes, to avoid null objects.
NodePorts now support fallback values.
UI Changes.
node.graph is now serialized as well.
2017-10-14 16:19:24 +02:00

196 lines
8.2 KiB
C#

using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
/// <summary> Contains GUI methods </summary>
public partial class NodeEditorWindow {
private void OnGUI() {
Event e = Event.current;
Matrix4x4 m = 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));
}
/// <summary> Show right-click context menu </summary>
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));
}
/// <summary> Draw a bezier from startpoint to endpoint, both in grid coordinates </summary>
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, col, null, 4);
GUI.color = prevCol;
}
/// <summary> Draws all connections </summary>
public void DrawConnections() {
foreach (Node node in graph.nodes) {
//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.
if (node == null) return;
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.
if (!_portConnectionPoints.ContainsKey(input)) 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) {
if (node == null) return;
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<NodePort, Vector2> 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);
}
}
}