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