deargui-vpl/applications/nodehub/utilities/node_renderer_base.cpp
2026-02-03 18:25:25 +01:00

357 lines
13 KiB
C++

#define IMGUI_DEFINE_MATH_OPERATORS
#include "node_renderer_base.h"
#include "../app.h"
#include <imgui_internal.h>
#include <imgui_node_editor.h>
namespace ed = ax::NodeEditor;
namespace ax {
namespace NodeRendering {
// ===== Icon Drawing (moved from drawing.cpp) =====
void NodeRendererBase::DrawIcon(ImDrawList* drawList, const ImVec2& a, const ImVec2& b, IconType type, bool filled, ImU32 color, ImU32 innerColor)
{
auto rect = ImRect(a, b);
auto rect_x = rect.Min.x;
auto rect_y = rect.Min.y;
auto rect_w = rect.Max.x - rect.Min.x;
auto rect_h = rect.Max.y - rect.Min.y;
auto rect_center_x = (rect.Min.x + rect.Max.x) * 0.5f;
auto rect_center_y = (rect.Min.y + rect.Max.y) * 0.5f;
auto rect_center = ImVec2(rect_center_x, rect_center_y);
const auto outline_scale = rect_w / 24.0f;
const auto extra_segments = static_cast<int>(2 * outline_scale); // for full circle
if (type == IconType::Flow)
{
const auto origin_scale = rect_w / 24.0f;
const auto offset_x = 1.0f * origin_scale;
auto offset_y = 0.0f * origin_scale;
const auto margin = (filled ? 2.0f : 2.0f) * origin_scale;
const auto rounding = 0.1f * origin_scale;
const auto tip_round = 0.7f; // percentage of triangle edge (for tip)
const auto canvas = ImRect(
rect.Min.x + margin + offset_x,
rect.Min.y + margin + offset_y,
rect.Max.x - margin + offset_x,
rect.Max.y - margin + offset_y);
const auto canvas_x = canvas.Min.x;
const auto canvas_y = canvas.Min.y;
const auto canvas_w = canvas.Max.x - canvas.Min.x;
const auto canvas_h = canvas.Max.y - canvas.Min.y;
const auto left = canvas_x + canvas_w * 0.5f * 0.3f;
const auto right = canvas_x + canvas_w - canvas_w * 0.5f * 0.3f;
const auto top = canvas_y + canvas_h * 0.5f * 0.2f;
const auto bottom = canvas_y + canvas_h - canvas_h * 0.5f * 0.2f;
const auto center_y = (top + bottom) * 0.5f;
const auto tip_top = ImVec2(canvas_x + canvas_w * 0.5f, top);
const auto tip_right = ImVec2(right, center_y);
const auto tip_bottom = ImVec2(canvas_x + canvas_w * 0.5f, bottom);
drawList->PathLineTo(ImVec2(left, top) + ImVec2(0, rounding));
drawList->PathBezierCubicCurveTo(
ImVec2(left, top),
ImVec2(left, top),
ImVec2(left, top) + ImVec2(rounding, 0));
drawList->PathLineTo(tip_top);
drawList->PathLineTo(tip_top + (tip_right - tip_top) * tip_round);
drawList->PathBezierCubicCurveTo(
tip_right,
tip_right,
tip_bottom + (tip_right - tip_bottom) * tip_round);
drawList->PathLineTo(tip_bottom);
drawList->PathLineTo(ImVec2(left, bottom) + ImVec2(rounding, 0));
drawList->PathBezierCubicCurveTo(
ImVec2(left, bottom),
ImVec2(left, bottom),
ImVec2(left, bottom) - ImVec2(0, rounding));
if (!filled)
{
if (innerColor & 0xFF000000)
drawList->AddConvexPolyFilled(drawList->_Path.Data, drawList->_Path.Size, innerColor);
drawList->PathStroke(color, true, 2.0f * outline_scale);
}
else
drawList->PathFillConvex(color);
}
else
{
auto triangleStart = rect_center_x + 0.32f * rect_w;
auto rect_offset = -static_cast<int>(rect_w * 0.25f * 0.25f);
rect.Min.x += rect_offset;
rect.Max.x += rect_offset;
rect_x += rect_offset;
rect_center_x += rect_offset * 0.5f;
rect_center.x += rect_offset * 0.5f;
if (type == IconType::Circle)
{
const auto c = rect_center;
if (!filled)
{
const auto r = 0.5f * rect_w / 2.0f - 0.5f;
if (innerColor & 0xFF000000)
drawList->AddCircleFilled(c, r, innerColor, 12 + extra_segments);
drawList->AddCircle(c, r, color, 12 + extra_segments, 2.0f * outline_scale);
}
else
{
drawList->AddCircleFilled(c, 0.5f * rect_w / 2.0f, color, 12 + extra_segments);
}
}
if (type == IconType::Square)
{
if (filled)
{
const auto r = 0.5f * rect_w / 2.0f;
const auto p0 = rect_center - ImVec2(r, r);
const auto p1 = rect_center + ImVec2(r, r);
#if IMGUI_VERSION_NUM > 18101
drawList->AddRectFilled(p0, p1, color, 0, ImDrawFlags_RoundCornersAll);
#else
drawList->AddRectFilled(p0, p1, color, 0, 15);
#endif
}
else
{
const auto r = 0.5f * rect_w / 2.0f - 0.5f;
const auto p0 = rect_center - ImVec2(r, r);
const auto p1 = rect_center + ImVec2(r, r);
if (innerColor & 0xFF000000)
{
#if IMGUI_VERSION_NUM > 18101
drawList->AddRectFilled(p0, p1, innerColor, 0, ImDrawFlags_RoundCornersAll);
#else
drawList->AddRectFilled(p0, p1, innerColor, 0, 15);
#endif
}
#if IMGUI_VERSION_NUM > 18101
drawList->AddRect(p0, p1, color, 0, ImDrawFlags_RoundCornersAll, 2.0f * outline_scale);
#else
drawList->AddRect(p0, p1, color, 0, 15, 2.0f * outline_scale);
#endif
}
}
if (type == IconType::Grid)
{
const auto r = 0.5f * rect_w / 2.0f;
const auto w = ceilf(r / 3.0f);
const auto baseTl = ImVec2(floorf(rect_center_x - w * 2.5f), floorf(rect_center_y - w * 2.5f));
const auto baseBr = ImVec2(floorf(baseTl.x + w), floorf(baseTl.y + w));
auto tl = baseTl;
auto br = baseBr;
for (int i = 0; i < 3; ++i)
{
tl.x = baseTl.x;
br.x = baseBr.x;
drawList->AddRectFilled(tl, br, color);
tl.x += w * 2;
br.x += w * 2;
if (i != 1 || filled)
drawList->AddRectFilled(tl, br, color);
tl.x += w * 2;
br.x += w * 2;
drawList->AddRectFilled(tl, br, color);
tl.y += w * 2;
br.y += w * 2;
}
triangleStart = br.x + w + 1.0f / 24.0f * rect_w;
}
if (type == IconType::RoundSquare)
{
if (filled)
{
const auto r = 0.5f * rect_w / 2.0f;
const auto cr = r * 0.5f;
const auto p0 = rect_center - ImVec2(r, r);
const auto p1 = rect_center + ImVec2(r, r);
#if IMGUI_VERSION_NUM > 18101
drawList->AddRectFilled(p0, p1, color, cr, ImDrawFlags_RoundCornersAll);
#else
drawList->AddRectFilled(p0, p1, color, cr, 15);
#endif
}
else
{
const auto r = 0.5f * rect_w / 2.0f - 0.5f;
const auto cr = r * 0.5f;
const auto p0 = rect_center - ImVec2(r, r);
const auto p1 = rect_center + ImVec2(r, r);
if (innerColor & 0xFF000000)
{
#if IMGUI_VERSION_NUM > 18101
drawList->AddRectFilled(p0, p1, innerColor, cr, ImDrawFlags_RoundCornersAll);
#else
drawList->AddRectFilled(p0, p1, innerColor, cr, 15);
#endif
}
#if IMGUI_VERSION_NUM > 18101
drawList->AddRect(p0, p1, color, cr, ImDrawFlags_RoundCornersAll, 2.0f * outline_scale);
#else
drawList->AddRect(p0, p1, color, cr, 15, 2.0f * outline_scale);
#endif
}
}
else if (type == IconType::Diamond)
{
if (filled)
{
const auto r = 0.607f * rect_w / 2.0f;
const auto c = rect_center;
drawList->PathLineTo(c + ImVec2( 0, -r));
drawList->PathLineTo(c + ImVec2( r, 0));
drawList->PathLineTo(c + ImVec2( 0, r));
drawList->PathLineTo(c + ImVec2(-r, 0));
drawList->PathFillConvex(color);
}
else
{
const auto r = 0.607f * rect_w / 2.0f - 0.5f;
const auto c = rect_center;
drawList->PathLineTo(c + ImVec2( 0, -r));
drawList->PathLineTo(c + ImVec2( r, 0));
drawList->PathLineTo(c + ImVec2( 0, r));
drawList->PathLineTo(c + ImVec2(-r, 0));
if (innerColor & 0xFF000000)
drawList->AddConvexPolyFilled(drawList->_Path.Data, drawList->_Path.Size, innerColor);
drawList->PathStroke(color, true, 2.0f * outline_scale);
}
}
}
}
// ===== ImGui-friendly Icon Widget =====
void NodeRendererBase::Icon(const ImVec2& size, IconType type, bool filled, const ImVec4& color, const ImVec4& innerColor)
{
if (ImGui::IsRectVisible(size))
{
auto cursorPos = ImGui::GetCursorScreenPos();
auto drawList = ImGui::GetWindowDrawList();
DrawIcon(drawList, cursorPos, cursorPos + size, type, filled, ImColor(color), ImColor(innerColor));
}
ImGui::Dummy(size);
}
// ===== Pin Icon Drawing =====
void NodeRendererBase::DrawPinIcon(const Pin& pin, bool connected, int alpha, const ImVec2& offset, App* app)
{
auto drawList = ImGui::GetWindowDrawList();
auto cursorPos = ImGui::GetCursorScreenPos();
auto iconSize = ImVec2(static_cast<float>(app->m_PinIconSize), static_cast<float>(app->m_PinIconSize));
// Calculate icon position with offset
auto iconPos = cursorPos + offset;
auto iconRect = ImRect(iconPos, iconPos + iconSize);
// Get icon type and color
IconType iconType;
ImColor color = app->GetIconColor(pin.Type);
color.Value.w = alpha / 255.0f;
switch (pin.Type)
{
case PinType::Flow: iconType = IconType::Flow; break;
case PinType::Bool: iconType = IconType::Circle; break;
case PinType::Int: iconType = IconType::Circle; break;
case PinType::Float: iconType = IconType::Circle; break;
case PinType::String: iconType = IconType::Circle; break;
case PinType::Object: iconType = IconType::Circle; break;
case PinType::Function: iconType = IconType::Circle; break;
case PinType::Delegate: iconType = IconType::Square; break;
default: return;
}
// Draw icon at offset position
DrawIcon(drawList, iconRect.Min, iconRect.Max, iconType, false, color, ImColor(32, 32, 32, alpha));
}
// ===== Style Management =====
NodeRendererBase::NodeStyleScope::NodeStyleScope(const ImColor& bgColor, const ImColor& borderColor,
float rounding, float borderWidth, const ImVec4& padding,
const ImVec2& sourceDir, const ImVec2& targetDir)
{
ed::PushStyleColor(ed::StyleColor_NodeBg, bgColor);
ed::PushStyleColor(ed::StyleColor_NodeBorder, borderColor);
ed::PushStyleVar(ed::StyleVar_NodeRounding, rounding);
ed::PushStyleVar(ed::StyleVar_NodeBorderWidth, borderWidth);
ed::PushStyleVar(ed::StyleVar_NodePadding, padding);
ed::PushStyleVar(ed::StyleVar_SourceDirection, sourceDir);
ed::PushStyleVar(ed::StyleVar_TargetDirection, targetDir);
ed::PushStyleVar(ed::StyleVar_PinArrowSize, 0.0f);
ed::PushStyleVar(ed::StyleVar_PinArrowWidth, 0.0f);
}
NodeRendererBase::NodeStyleScope::~NodeStyleScope()
{
ed::PopStyleVar(m_StyleVarCount);
ed::PopStyleColor(m_StyleColorCount);
}
// ===== Tooltip Management =====
void NodeRendererBase::SetPinTooltip(Pin* pin, const char* label, const char* typeName, App* app)
{
app->m_HoveredPin = pin;
char tooltip[256];
snprintf(tooltip, sizeof(tooltip), "%s\nType: %s", label, typeName);
app->m_HoveredPinTooltip = tooltip;
}
// ===== Input Field Helpers =====
void NodeRendererBase::HandleTextInput(bool isActive, ed::NodeId nodeId, ed::NodeId& staticEditingNode)
{
if (isActive && staticEditingNode != nodeId)
{
ed::EnableShortcuts(false);
staticEditingNode = nodeId;
}
else if (!isActive && staticEditingNode == nodeId)
{
ed::EnableShortcuts(true);
staticEditingNode = 0;
}
}
// ===== Pin Alpha Calculation =====
float NodeRendererBase::GetPinAlpha(Pin* pin, Pin* newLinkPin, App* app)
{
float alpha = ImGui::GetStyle().Alpha;
if (newLinkPin && !app->CanCreateLink(newLinkPin, pin) && pin != newLinkPin)
alpha = alpha * (48.0f / 255.0f);
return alpha;
}
} // namespace NodeRendering
} // namespace ax