deargui-vpl/examples/blueprints-example/blocks/block.h

238 lines
9.1 KiB
C++

#pragma once
#include "../commons.h"
#include "../utilities/node_renderer_base.h"
#include <string>
#include <vector>
#include <map>
#include <functional>
#include <imgui.h>
// Pin icon offset constants
namespace BlockPinOffsets {
// Y offset for input parameter pins (moves pins higher on top edge)
static constexpr float INPUT_PARAM_Y = -8.0f;
// Y offset for output parameter pins (moves pins lower on bottom edge)
static constexpr float OUTPUT_PARAM_Y = 8; // Negated (12.0f)
// Parameter node specific output offset (can be different from general blocks)
static constexpr float PARAM_NODE_OUTPUT_Y = 0.0f;
// Combined ImVec2 offsets for convenience
static const ImVec2 INPUT_PARAM(0.0f, -15);
static const ImVec2 OUTPUT_PARAM(0.0f, OUTPUT_PARAM_Y);
static const ImVec2 PARAM_NODE_OUTPUT(0.0f, PARAM_NODE_OUTPUT_Y);
static const ImVec2 GROUP_INPUT_PARAM(0.0f, -15.0f);
}
// Block style constants
namespace BlockStyle {
// Node appearance constants
static constexpr float ROUNDING = 1.0f;
static constexpr float BORDER_WIDTH = 1.0f;
static constexpr float PADDING = 0.0f;
// Group block specific (more rounded, slightly thicker border)
static constexpr float GROUP_ROUNDING = 1.0f;
static constexpr float GROUP_BORDER_WIDTH = 1.0f;
// Parameter node constants (standardized across all display modes)
static constexpr float PARAM_ROUNDING = 0.0f;
static constexpr float PARAM_BORDER_WIDTH = 1.0f;
static constexpr float PARAM_BORDER_WIDTH_SOURCE = 2.0f; // Thicker for source nodes
static constexpr float PARAM_BORDER_WIDTH_NAME_AND_VALUE = 1.5f; // Slightly thicker for name+value mode
static constexpr float PARAM_BORDER_WIDTH_SOURCE_NAME_AND_VALUE = 2.5f; // Source in name+value mode
// Parameter node padding (ImVec4 for per-edge control)
static const ImVec4 PARAM_PADDING_NAME_ONLY(4.0f, 2.0f, 4.0f, 2.0f);
static const ImVec4 PARAM_PADDING_NAME_AND_VALUE(8.0f, 4.0f, 8.0f, 4.0f);
static const ImVec4 PARAM_PADDING_SMALL_BOX(2.0f, 2.0f, 2.0f, 2.0f);
static const ImVec4 PARAM_PADDING_MINIMAL(4.0f, 4.0f, 4.0f, 4.0f);
}
// Forward declarations
class App;
class Container;
namespace crude_json { struct value; }
class Block
{
public:
Block(int id, const char* name)
: m_ID(id)
, m_Name(name)
, m_Type(NodeType::Blueprint)
, m_Color(ImColor(255, 255, 255))
, m_bFlags(NHBEHAVIOR_NONE)
{
}
virtual ~Block() = default;
// Core identification
int GetID() const { return m_ID; }
const char* GetName() const { return m_Name.c_str(); }
const char* GetTypeName() const { return m_TypeName.c_str(); }
NH_BEHAVIOR_FLAGS GetFlags() const { return m_bFlags; }
// Node building (like NHBehavior's CreateInput/CreateOutput)
virtual void Build(Node& node, App* app) = 0;
// Rendering (each block renders itself)
virtual void Render(Node& node, App* app, Pin* newLinkPin) = 0;
// Serialization support
virtual const char* GetBlockType() const = 0; // Unique type identifier
// State save/load callbacks (optional - subclasses can override to save/load custom state)
// These are called from App::SaveGraph() / App::LoadGraph()
virtual void SaveState(Node& node, crude_json::value& nodeData, const Container* container, App* app) {}
virtual void LoadState(Node& node, const crude_json::value& nodeData, Container* container, App* app) {}
// Parameter management (like NHBehavior)
virtual int GetInputParameterCount() const { return 0; }
virtual int GetOutputParameterCount() const { return 0; }
virtual int GetInputCount() const { return 0; } // Flow inputs (triggers)
virtual int GetOutputCount() const { return 0; } // Flow outputs (events)
// Execution (stub: returns E_OK = 0)
virtual int Run(Node& node, App* app) { return E_OK; }
// Activation API (for flow control)
virtual void ActivateOutput(int pos, bool active = true);
virtual bool IsOutputActive(int pos) const;
virtual void ActivateInput(int pos, bool active = true);
virtual bool IsInputActive(int pos) const;
// Context menu hook - add custom menu items
virtual void OnMenu(Node& node, App* app) {}
// Edit dialog UI hook - add custom UI elements to block edit dialog
// Called from RenderBlockEditDialog() to allow blocks to append their own settings
virtual void RenderEditUI(Node& node, App* app) {}
// Flow handling
virtual bool ShouldAutoActivateDefaultOutput() const { return true; }
protected:
// Activation state (stored per-block instance)
std::vector<bool> m_OutputActive; // Output activation states
std::vector<bool> m_InputActive; // Input activation states
int m_ID;
std::string m_Name;
std::string m_TypeName;
NodeType m_Type;
ImColor m_Color;
NH_BEHAVIOR_FLAGS m_bFlags; // Behavior flags
};
// Extended block with parameters - like NHBehavior with params
class ParameterizedBlock : public Block, public ax::NodeRendering::NodeRendererBase
{
public:
ParameterizedBlock(int id, const char* name)
: Block(id, name)
{
}
virtual ~ParameterizedBlock() = default;
// Parameter creation helpers (like NHBehavior::CreateInputParameter)
void AddInputParameter(App* app, Node& node, const char* name, PinType type);
void AddOutputParameter(App* app, Node& node, const char* name, PinType type);
// I/O creation (flow control)
void AddInput(App* app, Node& node, const char* name);
void AddOutput(App* app, Node& node, const char* name);
int GetInputParameterCount() const override { return (int)m_InputParams.size(); }
int GetOutputParameterCount() const override { return (int)m_OutputParams.size(); }
int GetInputCount() const override { return (int)m_Inputs.size(); }
int GetOutputCount() const override { return (int)m_Outputs.size(); }
// Default Virtools-style rendering
void Render(Node& node, App* app, Pin* newLinkPin) override;
// Context menu hook - default implementation for parameterized blocks
void OnMenu(Node& node, App* app) override;
// State save/load - override to save/load unconnected parameter input values
void SaveState(Node& node, crude_json::value& nodeData, const Container* container, App* app) override;
void LoadState(Node& node, const crude_json::value& nodeData, Container* container, App* app) override;
protected:
// Parameter value helpers (for use in Run() implementations)
// Get input parameter value - reads from connected parameter node or default value
static int GetInputParamValueInt(const Pin& pin, Node& node, App* app, int defaultValue = 0);
static float GetInputParamValueFloat(const Pin& pin, Node& node, App* app, float defaultValue = 0.0f);
static bool GetInputParamValueBool(const Pin& pin, Node& node, App* app, bool defaultValue = false);
static std::string GetInputParamValueString(const Pin& pin, Node& node, App* app, const std::string& defaultValue = "");
// Set output parameter value - stores value and propagates to connected parameter nodes
static void SetOutputParamValueInt(const Pin& pin, Node& node, App* app, int value);
static void SetOutputParamValueFloat(const Pin& pin, Node& node, App* app, float value);
static void SetOutputParamValueBool(const Pin& pin, Node& node, App* app, bool value);
static void SetOutputParamValueString(const Pin& pin, Node& node, App* app, const std::string& value);
std::vector<int> m_InputParams; // Parameter pin IDs (top)
std::vector<int> m_OutputParams; // Parameter pin IDs (bottom)
std::vector<int> m_Inputs; // Flow input IDs (left)
std::vector<int> m_Outputs; // Flow output IDs (right)
};
// Block factory function signature
using BlockFactory = std::function<Block*(int id)>;
// Block registry - like Virtools' behavior manager
class BlockRegistry
{
public:
static BlockRegistry& Instance()
{
static BlockRegistry instance;
return instance;
}
void RegisterBlock(const char* typeName, BlockFactory factory)
{
m_Factories[typeName] = factory;
}
Block* CreateBlock(const char* typeName, int id)
{
auto it = m_Factories.find(typeName);
if (it != m_Factories.end())
return it->second(id);
return nullptr;
}
std::vector<std::string> GetRegisteredTypes() const
{
std::vector<std::string> types;
for (const auto& pair : m_Factories)
types.push_back(pair.first);
return types;
}
private:
BlockRegistry() = default;
std::map<std::string, BlockFactory> m_Factories;
};
// Helper macro for auto-registration
#define REGISTER_BLOCK(ClassName, TypeName) \
namespace { \
struct ClassName##_Registrar { \
ClassName##_Registrar() { \
BlockRegistry::Instance().RegisterBlock(TypeName, \
[](int id) -> Block* { return new ClassName(id); }); \
} \
}; \
static ClassName##_Registrar g_##ClassName##_Registrar; \
}