AnimTestbed/3rdparty/imgui-node-editor/examples/basic-interaction-example/basic-interaction-example.cpp

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# include <imgui.h>
# include <imgui_node_editor.h>
# include <application.h>
namespace ed = ax::NodeEditor;
struct Example:
public Application
{
// Struct to hold basic information about connection between
// pins. Note that connection (aka. link) has its own ID.
// This is useful later with dealing with selections, deletion
// or other operations.
struct LinkInfo
{
ed::LinkId Id;
ed::PinId InputId;
ed::PinId OutputId;
};
using Application::Application;
void OnStart() override
{
ed::Config config;
config.SettingsFile = "BasicInteraction.json";
m_Context = ed::CreateEditor(&config);
}
void OnStop() override
{
ed::DestroyEditor(m_Context);
}
void ImGuiEx_BeginColumn()
{
ImGui::BeginGroup();
}
void ImGuiEx_NextColumn()
{
ImGui::EndGroup();
ImGui::SameLine();
ImGui::BeginGroup();
}
void ImGuiEx_EndColumn()
{
ImGui::EndGroup();
}
void OnFrame(float deltaTime) override
{
auto& io = ImGui::GetIO();
ImGui::Text("FPS: %.2f (%.2gms)", io.Framerate, io.Framerate ? 1000.0f / io.Framerate : 0.0f);
ImGui::Separator();
ed::SetCurrentEditor(m_Context);
// Start interaction with editor.
ed::Begin("My Editor", ImVec2(0.0, 0.0f));
int uniqueId = 1;
//
// 1) Commit known data to editor
//
// Submit Node A
ed::NodeId nodeA_Id = uniqueId++;
ed::PinId nodeA_InputPinId = uniqueId++;
ed::PinId nodeA_OutputPinId = uniqueId++;
if (m_FirstFrame)
ed::SetNodePosition(nodeA_Id, ImVec2(10, 10));
ed::BeginNode(nodeA_Id);
ImGui::Text("Node A");
ed::BeginPin(nodeA_InputPinId, ed::PinKind::Input);
ImGui::Text("-> In");
ed::EndPin();
ImGui::SameLine();
ed::BeginPin(nodeA_OutputPinId, ed::PinKind::Output);
ImGui::Text("Out ->");
ed::EndPin();
ed::EndNode();
// Submit Node B
ed::NodeId nodeB_Id = uniqueId++;
ed::PinId nodeB_InputPinId1 = uniqueId++;
ed::PinId nodeB_InputPinId2 = uniqueId++;
ed::PinId nodeB_OutputPinId = uniqueId++;
if (m_FirstFrame)
ed::SetNodePosition(nodeB_Id, ImVec2(210, 60));
ed::BeginNode(nodeB_Id);
ImGui::Text("Node B");
ImGuiEx_BeginColumn();
ed::BeginPin(nodeB_InputPinId1, ed::PinKind::Input);
ImGui::Text("-> In1");
ed::EndPin();
ed::BeginPin(nodeB_InputPinId2, ed::PinKind::Input);
ImGui::Text("-> In2");
ed::EndPin();
ImGuiEx_NextColumn();
ed::BeginPin(nodeB_OutputPinId, ed::PinKind::Output);
ImGui::Text("Out ->");
ed::EndPin();
ImGuiEx_EndColumn();
ed::EndNode();
// Submit Links
for (auto& linkInfo : m_Links)
ed::Link(linkInfo.Id, linkInfo.InputId, linkInfo.OutputId);
//
// 2) Handle interactions
//
// Handle creation action, returns true if editor want to create new object (node or link)
if (ed::BeginCreate())
{
ed::PinId inputPinId, outputPinId;
if (ed::QueryNewLink(&inputPinId, &outputPinId))
{
// QueryNewLink returns true if editor want to create new link between pins.
//
// Link can be created only for two valid pins, it is up to you to
// validate if connection make sense. Editor is happy to make any.
//
// Link always goes from input to output. User may choose to drag
// link from output pin or input pin. This determine which pin ids
// are valid and which are not:
// * input valid, output invalid - user started to drag new ling from input pin
// * input invalid, output valid - user started to drag new ling from output pin
// * input valid, output valid - user dragged link over other pin, can be validated
if (inputPinId && outputPinId) // both are valid, let's accept link
{
// ed::AcceptNewItem() return true when user release mouse button.
if (ed::AcceptNewItem())
{
// Since we accepted new link, lets add one to our list of links.
m_Links.push_back({ ed::LinkId(m_NextLinkId++), inputPinId, outputPinId });
// Draw new link.
ed::Link(m_Links.back().Id, m_Links.back().InputId, m_Links.back().OutputId);
}
// You may choose to reject connection between these nodes
// by calling ed::RejectNewItem(). This will allow editor to give
// visual feedback by changing link thickness and color.
}
}
}
ed::EndCreate(); // Wraps up object creation action handling.
// Handle deletion action
if (ed::BeginDelete())
{
// There may be many links marked for deletion, let's loop over them.
ed::LinkId deletedLinkId;
while (ed::QueryDeletedLink(&deletedLinkId))
{
// If you agree that link can be deleted, accept deletion.
if (ed::AcceptDeletedItem())
{
// Then remove link from your data.
for (auto& link : m_Links)
{
if (link.Id == deletedLinkId)
{
m_Links.erase(&link);
break;
}
}
}
// You may reject link deletion by calling:
// ed::RejectDeletedItem();
}
}
ed::EndDelete(); // Wrap up deletion action
// End of interaction with editor.
ed::End();
if (m_FirstFrame)
ed::NavigateToContent(0.0f);
ed::SetCurrentEditor(nullptr);
m_FirstFrame = false;
// ImGui::ShowMetricsWindow();
}
ed::EditorContext* m_Context = nullptr; // Editor context, required to trace a editor state.
bool m_FirstFrame = true; // Flag set for first frame only, some action need to be executed once.
ImVector<LinkInfo> m_Links; // List of live links. It is dynamic unless you want to create read-only view over nodes.
int m_NextLinkId = 100; // Counter to help generate link ids. In real application this will probably based on pointer to user data structure.
};
int Main(int argc, char** argv)
{
Example exampe("Basic Interaction", argc, argv);
if (exampe.Create())
return exampe.Run();
return 0;
}