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mirror of https://github.com/Siccity/xNode.git synced 2025-12-20 17:26:02 +08:00
xNode/Scripts/Editor/NodeEditorGUI.cs
Thor Kramer Brigsted ab74f8fd36 OnBodyGUI() remake
Default OnBodyGUI now uses default PropertyFields as suppied by UnityEditor.
This means fields are drawn on nodes the same way as they are drawn in the inspector.
out portPosition has also been moved to a static field. It is set automatically using the NodeEditorGuiLayout methods.
Alternatively, you can alter it manually during your node GUI drawing.
2017-10-31 14:52:10 +01:00

284 lines
12 KiB
C#

using System;
using System.Collections;
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();
DrawTooltip();
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);
Handles.DrawBezier(startPoint, endPoint, startTangent, endTangent, col, null, 4);
}
/// <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) continue;
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) continue; //If a script has been updated and the port doesn't exist, it is removed and null is returned. If this happens, return.
if (!input.IsConnectedTo(output)) input.Connect(output);
if (!_portConnectionPoints.ContainsKey(input)) continue;
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);
Vector2 mousePos = Event.current.mousePosition;
if (e.type != EventType.Layout) {
hoveredNode = null;
hoveredPort = null;
}
for (int n = 0; n < graph.nodes.Count; n++) {
while (graph.nodes[n] == null) graph.nodes.RemoveAt(n);
if (n >= graph.nodes.Count) return;
Node node = graph.nodes[n];
NodeEditor nodeEditor = GetNodeEditor(node.GetType());
nodeEditor.target = node;
nodeEditor.serializedObject = new SerializedObject(node);
NodeEditor.portPositions = new Dictionary<NodePort, Vector2>();
//Get node position
Vector2 nodePos = GridToWindowPositionNoClipped(node.position);
GUILayout.BeginArea(new Rect(nodePos, new Vector2(nodeEditor.GetWidth(), 4000)));
GUIStyle style = NodeEditorResources.styles.nodeBody;
GUILayout.BeginVertical(new GUIStyle(style));
EditorGUI.BeginChangeCheck();
//Draw node contents
nodeEditor.OnNodeGUI();
//Apply
nodeEditor.serializedObject.ApplyModifiedProperties();
//If user changed a value, notify other scripts through onUpdateNode
if (EditorGUI.EndChangeCheck()) {
if (NodeEditor.onUpdateNode != null) NodeEditor.onUpdateNode(node);
}
if (e.type == EventType.Repaint) {
foreach (var kvp in NodeEditor.portPositions) {
Vector2 portHandlePos = kvp.Value;
portHandlePos += node.position;
Rect rect = new Rect(portHandlePos.x - 8, portHandlePos.y - 8, 16, 16);
portConnectionPoints.Add(kvp.Key, rect);
}
}
GUILayout.EndVertical();
if (e.type != EventType.Layout) {
//Check if we are hovering this node
Vector2 nodeSize = GUILayoutUtility.GetLastRect().size;
Rect windowRect = new Rect(nodePos, nodeSize);
if (windowRect.Contains(mousePos)) hoveredNode = node;
//Check if we are hovering any of this nodes ports
//Check input ports
for (int i = 0; i < node.InputCount; i++) {
NodePort port = node.inputs[i];
//Check if port rect is available
if (!portConnectionPoints.ContainsKey(port)) continue;
Rect r = GridToWindowRect(portConnectionPoints[port]);
if (r.Contains(mousePos)) hoveredPort = port;
}
//Check all output ports
for (int i = 0; i < node.OutputCount; i++) {
NodePort port = node.outputs[i];
//Check if port rect is available
if (!portConnectionPoints.ContainsKey(port)) continue;
Rect r = GridToWindowRect(portConnectionPoints[port]);
if (r.Contains(mousePos)) hoveredPort = port;
}
}
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);
}
}
private void DrawTooltip() {
if (hoveredPort != null) {
Type type = hoveredPort.type;
GUIContent content = new GUIContent();
content.text = TypeToString(type);
Vector2 size = NodeEditorResources.styles.tooltip.CalcSize(content);
Rect rect = new Rect(Event.current.mousePosition - (size), size);
EditorGUI.LabelField(rect, content, NodeEditorResources.styles.tooltip);
Repaint();
}
}
private string TypeToString(Type type) {
if (type == typeof(float)) return "float";
else if (type == typeof(int)) return "int";
else if (type == typeof(long)) return "long";
else if (type == typeof(double)) return "double";
else if (type == typeof(string)) return "string";
else if (type == typeof(bool)) return "bool";
else if (type.IsGenericType) {
string s = "";
Type genericType = type.GetGenericTypeDefinition();
if (genericType == typeof(List<>)) s = "List";
else s = type.GetGenericTypeDefinition().ToString();
Type[] types = type.GetGenericArguments();
string[] stypes = new string[types.Length];
for (int i = 0; i < types.Length; i++) {
stypes[i] = TypeToString(types[i]);
}
return s + "<" + string.Join(", ", stypes) + ">";
} else if (type.IsArray) {
string rank = "";
for (int i = 1; i < type.GetArrayRank(); i++) {
rank += ",";
}
Type elementType = type.GetElementType();
if (!elementType.IsArray) return TypeToString(elementType) + "[" + rank + "]";
else {
string s = TypeToString(elementType);
int i = s.IndexOf('[');
return s.Substring(0,i) + "["+rank+"]" + s.Substring(i);
}
} else return hoveredPort.type.ToString();
}
}