mirror of
https://github.com/Siccity/xNode.git
synced 2025-12-20 09:16:01 +08:00
Internal NodePorts now uses dicts instead of lists. This is faster and more manageable. Added instance ports. Added Node.Ports, Node.Outputs, Node.Inputs, Node.InstanceOutputs, Node.InstanceInputs Changed public GetInputByFieldName to GetInputValue and GetInputPort
281 lines
12 KiB
C#
281 lines
12 KiB
C#
using System;
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using System.Collections;
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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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Handles.DrawBezier(startPoint, endPoint, startTangent, endTangent, col, null, 4);
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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) continue;
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foreach(NodePort output in node.Outputs) {
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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) continue; //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 (!input.IsConnectedTo(output)) input.Connect(output);
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if (!_portConnectionPoints.ContainsKey(input)) continue;
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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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for (int n = 0; n < graph.nodes.Count; n++) {
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while (graph.nodes[n] == null) graph.nodes.RemoveAt(n);
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if (n >= graph.nodes.Count) return;
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Node node = graph.nodes[n];
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NodeEditor nodeEditor = GetNodeEditor(node.GetType());
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nodeEditor.target = node;
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nodeEditor.serializedObject = new SerializedObject(node);
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NodeEditor.portPositions = new Dictionary<NodePort, Vector2>();
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//Get node position
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Vector2 nodePos = GridToWindowPositionNoClipped(node.position);
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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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EditorGUI.BeginChangeCheck();
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//Draw node contents
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nodeEditor.OnNodeGUI();
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//Apply
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nodeEditor.serializedObject.ApplyModifiedProperties();
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//If user changed a value, notify other scripts through onUpdateNode
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if (EditorGUI.EndChangeCheck()) {
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if (NodeEditor.onUpdateNode != null) NodeEditor.onUpdateNode(node);
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}
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if (e.type == EventType.Repaint) {
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foreach (var kvp in NodeEditor.portPositions) {
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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;
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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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foreach(NodePort input in node.Inputs) {
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//Check if port rect is available
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if (!portConnectionPoints.ContainsKey(input)) continue;
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Rect r = GridToWindowRect(portConnectionPoints[input]);
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if (r.Contains(mousePos)) hoveredPort = input;
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}
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//Check all output ports
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foreach(NodePort output in node.Outputs) {
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//Check if port rect is available
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if (!portConnectionPoints.ContainsKey(output)) continue;
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Rect r = GridToWindowRect(portConnectionPoints[output]);
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if (r.Contains(mousePos)) hoveredPort = output;
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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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Type type = hoveredPort.type;
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GUIContent content = new GUIContent();
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content.text = TypeToString(type);
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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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private string TypeToString(Type type) {
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if (type == typeof(float)) return "float";
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else if (type == typeof(int)) return "int";
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else if (type == typeof(long)) return "long";
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else if (type == typeof(double)) return "double";
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else if (type == typeof(string)) return "string";
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else if (type == typeof(bool)) return "bool";
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else if (type.IsGenericType) {
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string s = "";
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Type genericType = type.GetGenericTypeDefinition();
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if (genericType == typeof(List<>)) s = "List";
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else s = type.GetGenericTypeDefinition().ToString();
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Type[] types = type.GetGenericArguments();
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string[] stypes = new string[types.Length];
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for (int i = 0; i < types.Length; i++) {
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stypes[i] = TypeToString(types[i]);
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}
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return s + "<" + string.Join(", ", stypes) + ">";
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} else if (type.IsArray) {
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string rank = "";
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for (int i = 1; i < type.GetArrayRank(); i++) {
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rank += ",";
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}
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Type elementType = type.GetElementType();
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if (!elementType.IsArray) return TypeToString(elementType) + "[" + rank + "]";
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else {
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string s = TypeToString(elementType);
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int i = s.IndexOf('[');
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return s.Substring(0,i) + "["+rank+"]" + s.Substring(i);
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}
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} else return hoveredPort.type.ToString();
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}
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} |