Lumenarium/foldhaus_node.cpp

1080 lines
38 KiB
C++
Raw Normal View History

2019-07-19 20:56:21 +00:00
inline s32
GetNodeMemorySize (interface_node Node)
{
s32 Result = sizeof(interface_node) + (sizeof(node_connection) * Node.ConnectionsCount) + sizeof(Node.Name);
return Result;
}
internal node_list_iterator
GetNodeListIterator(node_list List)
{
node_list_iterator Result = {};
Result.List = List;
Result.At = (interface_node*)List.Memory;
return Result;
}
internal b32
NodeIteratorIsValid(node_list_iterator Iter)
{
b32 Result = (Iter.At != 0);
Result &= (((u8*)Iter.At - Iter.List.Memory) < Iter.List.Used);
return Result;
}
internal s32
GetCurrentOffset (node_list_iterator Iter)
{
s32 Result = (u8*)Iter.At - Iter.List.Memory;
return Result;
}
internal void
Next (node_list_iterator* Iter)
{
s32 SkipAmount = GetNodeMemorySize(*Iter->At);
if (((u8*)Iter->At - Iter->List.Memory) + SkipAmount < Iter->List.Used)
{
Iter->At = (interface_node*)((u8*)Iter->At + SkipAmount);
}
else if (Iter->List.Next)
{
Iter->List = *Iter->List.Next;
Iter->At = (interface_node*)Iter->List.Memory;
}
else
{
Iter->At = 0;
}
}
internal node_list*
AllocateNodeList (memory_arena* Storage, s32 Size)
{
node_list* Result = PushStruct(Storage, node_list);
Result->Memory = PushSize(Storage, Size);
Result->Max = Size;
Result->Used = 0;
Result->Next = 0;
return Result;
}
internal interface_node*
PushNodeOnList (node_list* List, s32 NameLength, s32 ConnectionsCount, v2 Min, v2 Dim, memory_arena* Storage)
{
interface_node* Result = 0;
if (List->Used >= List->Max)
{
if (!List->Next)
{
List->Next = AllocateNodeList(Storage, List->Max);
}
Result = PushNodeOnList(List->Next, NameLength, ConnectionsCount, Min, Dim, Storage);
}
else
{
Result = (interface_node*)(List->Memory + List->Used);
Result->Name = MakeString((char*)(Result + 1), NameLength);
Result->ConnectionsCount = ConnectionsCount;
Result->Connections = (node_connection*)(Result->Name.Memory + NameLength);
Result->Min = Min;
Result->MinAfterUpdate = Min;
Result->Dim = Dim;
List->Used += GetNodeMemorySize(*Result);
}
return Result;
}
internal void
InitializeNodeConnection (node_connection* Connection, struct_member_type Type, b32 DirectionMask)
{
Connection->Type = Type;
Connection->UpstreamNodeOffset = -1;
Connection->UpstreamNodePortIndex = -1;
Connection->DownstreamNodeOffset = -1;
Connection->DownstreamNodePortIndex = -1;
Connection->DirectionMask = DirectionMask;
switch (Type)
{
case MemberType_s32:
{
Connection->S32Value = 0;
}break;
case MemberType_r32:
{
Connection->R32Value = 0;
}break;
case MemberType_v4:
{
Connection->V4Value = v4{0, 0, 0, 1};
}break;
case MemberType_NODE_COLOR_BUFFER:
{
Connection->LEDsValue = {};
}break;
InvalidDefaultCase;
}
}
internal void
PushNodeOnListFromSpecification (node_list* List, node_specification Spec, v2 Min, memory_arena* Storage)
{
// TODO(Peter): Calculate the size of a node;
interface_node* Node = PushNodeOnList(List,
Spec.NameLength,
Spec.MemberListLength,
Min,
v2{150, 150},
Storage);
Node->Type = Spec.Type;
CopyCharArrayToString(Spec.Name, Spec.NameLength, &Node->Name);
node_struct_member* MemberList = Spec.MemberList;
for (s32 MemberIdx = 0; MemberIdx < Spec.MemberListLength; MemberIdx++)
{
node_struct_member Member = MemberList[MemberIdx];
InitializeNodeConnection(Node->Connections + MemberIdx, Member.Type, Member.IsInput);
}
}
internal interface_node*
PushOutputNodeOnList (node_list* List, v2 Min, memory_arena* Storage)
{
string OutputNodeName = MakeStringLiteral("Output");
interface_node* Node = PushNodeOnList(List,
OutputNodeName.Length,
1,
Min,
v2{125, 150},
Storage);
Node->Type = NodeType_OutputNode;
CopyStringTo(OutputNodeName, &Node->Name);
InitializeNodeConnection(Node->Connections, MemberType_NODE_COLOR_BUFFER, IsInputMember);
return Node;
}
internal interface_node*
GetNodeAtOffset (node_list* List, s32 Offset)
{
DEBUG_TRACK_FUNCTION;
interface_node* Node = 0;
if (Offset <= List->Used)
{
Node = (interface_node*)(List->Memory + Offset);
}
else if (List->Next)
{
Node = GetNodeAtOffset(List->Next, Offset - List->Max);
}
return Node;
}
internal node_interaction
NewNodeInteraction ()
{
node_interaction Result = {};
Result.NodeOffset = -1;
Result.InputPort = -1;
Result.InputValue = -1;
Result.OutputPort = -1;
Result.OutputValue = -1;
return Result;
}
internal rect
CalculateNodeBounds (interface_node* Node, node_render_settings Settings)
{
rect Result = {};
Result.Min = Node->Min;
Result.Max = Node->Min + Node->Dim + v2{0, NODE_HEADER_HEIGHT};
return Result;
}
internal rect
CalculateNodeInputPortBounds (interface_node* Node, s32 Index, node_render_settings RenderSettings)
{
rect Result = {};
Result.Min = v2{
Node->Min.x,
Node->Min.y + Node->Dim.y - ((RenderSettings.PortStep * (Index + 1)) + NODE_HEADER_HEIGHT)};
Result.Max = Result.Min + RenderSettings.PortDim;
return Result;
}
internal rect
CalculateNodeInputValueBounds (interface_node* Node, s32 Index, node_render_settings RenderSettings)
{
rect Result = {};
rect Port = CalculateNodeInputPortBounds(Node, Index, RenderSettings);
Result.Min = v2{Port.Max.x, Port.Min.y};
Result.Max = Result.Min + v2{RenderSettings.PortDim.x * 2, RenderSettings.PortDim.y};
return Result;
}
internal rect
CalculateNodeOutputPortBounds (interface_node* Node, s32 Index, node_render_settings RenderSettings)
{
rect Result = {};
Result.Min = v2{
Node->Min.x + Node->Dim.x - RenderSettings.PortDim.x,
Node->Min.y + Node->Dim.y - ((RenderSettings.PortStep * (Index + 1)) + NODE_HEADER_HEIGHT)};
Result.Max = Result.Min + RenderSettings.PortDim;
return Result;
}
internal rect
CalculateNodeOutputValueBounds (interface_node* Node, s32 Index, node_render_settings RenderSettings)
{
rect Result = {};
rect Port = CalculateNodeOutputPortBounds(Node, Index, RenderSettings);
Result.Min = v2{Port.Min.x - (RenderSettings.PortDim.x * 2), Port.Min.y};
Result.Max = v2{Port.Min.x, Port.Max.y};
return Result;
}
internal rect
GetBoundsOfPortConnectedToInput (interface_node* Node, s32 PortIndex, node_list* NodeList, node_render_settings RenderSettings)
{
interface_node* ConnectedNode = GetNodeAtOffset(NodeList, Node->Connections[PortIndex].UpstreamNodeOffset);
rect Result = CalculateNodeOutputPortBounds(ConnectedNode, Node->Connections[PortIndex].UpstreamNodePortIndex, RenderSettings);
return Result;
}
internal rect
GetBoundsOfPortConnectedToOutput (interface_node* Node, s32 PortIndex, node_list* NodeList, node_render_settings RenderSettings)
{
interface_node* ConnectedNode = GetNodeAtOffset(NodeList, Node->Connections[PortIndex].DownstreamNodeOffset);
rect Result = CalculateNodeInputPortBounds(ConnectedNode, Node->Connections[PortIndex].DownstreamNodePortIndex, RenderSettings);
return Result;
}
internal rect
CalculateNodeDragHandleBounds (rect NodeBounds, s32 Index, node_render_settings RenderSettings)
{
rect Result {};
v2 HorizontalOffset = v2{Width(NodeBounds) / 3, 0};
Result.Min = v2{NodeBounds.Min.x, NodeBounds.Max.y - NODE_HEADER_HEIGHT} + (HorizontalOffset * Index);
Result.Max = Result.Min + v2{HorizontalOffset.x, NODE_HEADER_HEIGHT};
return Result;
}
internal b32
IsDraggingNode (node_interaction Interaction)
{
b32 Result = ((Interaction.NodeOffset >= 0) &&
(Interaction.InputPort < 0 && Interaction.InputValue < 0) &&
(Interaction.OutputPort < 0 && Interaction.InputValue < 0));
return Result;
}
internal b32
IsDraggingNodePort (node_interaction Interaction)
{
b32 Result = ((Interaction.NodeOffset >= 0) &&
(Interaction.InputPort >= 0 || Interaction.OutputPort >= 0) &&
(Interaction.InputValue < 0 && Interaction.OutputValue < 0));
return Result;
}
internal b32
IsDraggingNodeValue (node_interaction Interaction)
{
b32 Result = ((Interaction.NodeOffset >= 0) &&
(Interaction.InputPort < 0 && Interaction.OutputPort < 0) &&
(Interaction.InputValue >= 0 || Interaction.OutputValue >= 0));
return Result;
}
internal b32
IsDraggingNodeInput (node_interaction Interaction)
{
b32 Result = ((Interaction.NodeOffset >= 0) &&
(Interaction.InputPort >= 0 || Interaction.InputValue >= 0) &&
(Interaction.OutputPort < 0 && Interaction.OutputValue < 0));
return Result;
}
internal b32
IsDraggingNodeInputPort (node_interaction Interaction)
{
b32 Result = ((Interaction.NodeOffset >= 0) &&
(Interaction.InputPort >= 0) && (Interaction.InputValue < 0) &&
(Interaction.OutputPort < 0 && Interaction.OutputValue < 0));
return Result;
}
internal b32
IsDraggingNodeInputValue (node_interaction Interaction)
{
b32 Result = ((Interaction.NodeOffset >= 0) &&
(Interaction.InputPort < 0) && (Interaction.InputValue >= 0) &&
(Interaction.OutputPort < 0 && Interaction.OutputValue < 0));
return Result;
}
internal b32
IsDraggingNodeOutput (node_interaction Interaction)
{
b32 Result = ((Interaction.NodeOffset >= 0) &&
(Interaction.OutputPort >= 0 || Interaction.OutputValue >= 0) &&
(Interaction.InputPort < 0 && Interaction.InputValue < 0));
return Result;
}
internal b32
IsDraggingNodeOutputPort (node_interaction Interaction)
{
b32 Result = ((Interaction.NodeOffset >= 0) &&
(Interaction.OutputPort >= 0) && (Interaction.OutputValue < 0) &&
(Interaction.InputPort < 0 && Interaction.InputValue < 0));
return Result;
}
internal b32
IsDraggingNodeOutputValue (node_interaction Interaction)
{
b32 Result = ((Interaction.NodeOffset >= 0) &&
(Interaction.OutputPort < 0) && (Interaction.OutputValue >= 0) &&
(Interaction.InputPort < 0 && Interaction.InputValue < 0));
return Result;
}
internal b32
ConnectionIsConnected (node_connection Connection)
{
b32 Result = (Connection.UpstreamNodeOffset >= 0) || (Connection.DownstreamNodeOffset >= 0);
return Result;
}
internal b32
ConnectionIsConnected (interface_node* Node, s32 Index)
{
b32 Result = ConnectionIsConnected(Node->Connections[Index]);
return Result;
}
internal b32
ConnectionHasUpstreamConnection (node_connection Connection)
{
b32 Result = (Connection.UpstreamNodeOffset >= 0);
return Result;
}
internal b32
ConnectionHasUpstreamConnection (interface_node* Node, s32 Index)
{
b32 Result = ConnectionHasUpstreamConnection(Node->Connections[Index]);
return Result;
}
internal b32
ConnectionHasDownstreamConnection (node_connection Connection)
{
b32 Result = (Connection.DownstreamNodeOffset >= 0);
return Result;
}
internal b32
ConnectionHasDownstreamConnection (interface_node* Node, s32 Index)
{
b32 Result = ConnectionHasDownstreamConnection(Node->Connections[Index]);
return Result;
}
internal b32
ConnectionIsInput (node_connection Connection)
{
b32 Result = (Connection.DirectionMask & IsInputMember) > 0;
return Result;
}
internal b32
ConnectionIsInput (interface_node* Node, s32 ConnectionIdx)
{
return ConnectionIsInput(Node->Connections[ConnectionIdx]);
}
internal b32
ConnectionIsOutput (node_connection Connection)
{
b32 Result = (Connection.DirectionMask & IsOutputMember) > 0;
return Result;
}
internal b32
ConnectionIsOutput (interface_node* Node, s32 ConnectionIdx)
{
return ConnectionIsOutput(Node->Connections[ConnectionIdx]);
}
internal b32
CheckForRecursion (node_list* NodeList, s32 LookForNode, interface_node* StartNode)
{
DEBUG_TRACK_FUNCTION;
b32 Result = false;
for (s32 Connection = 0; Connection < StartNode->ConnectionsCount; Connection++)
{
if (!ConnectionIsOutput(StartNode->Connections[Connection])) { continue; }
if (StartNode->Connections[Connection].DownstreamNodeOffset == LookForNode)
{
Result = true;
break;
}
if (StartNode->Connections[Connection].DownstreamNodeOffset >= 0)
{
interface_node* NextNode = GetNodeAtOffset(NodeList, StartNode->Connections[Connection].DownstreamNodeOffset);
Result = CheckForRecursion(NodeList, LookForNode, NextNode);
if (Result) { break; }
}
}
return Result;
}
internal b32
PortTypesMatch (interface_node* UpstreamNode, s32 UpstreamNode_OutputPort, interface_node* DownstreamNode, s32 DownstreamNode_InputPort)
{
Assert(ConnectionIsOutput(UpstreamNode, UpstreamNode_OutputPort));
Assert(ConnectionIsInput(DownstreamNode, DownstreamNode_InputPort));
b32 Result = UpstreamNode->Connections[UpstreamNode_OutputPort].Type == DownstreamNode->Connections[DownstreamNode_InputPort].Type;
return Result;
}
internal void
ConnectNodes(node_list* NodeList,
s32 UpstreamNodeOffset, s32 UpstreamNodePort,
s32 DownstreamNodeOffset, s32 DownstreamNodePort)
{
interface_node* DownstreamNode = GetNodeAtOffset(NodeList, DownstreamNodeOffset);
if (!CheckForRecursion(NodeList, UpstreamNodeOffset, DownstreamNode))
{
interface_node* UpstreamNode = GetNodeAtOffset(NodeList, UpstreamNodeOffset);
if (PortTypesMatch(UpstreamNode, UpstreamNodePort,
DownstreamNode, DownstreamNodePort))
{
Assert(ConnectionIsOutput(UpstreamNode, UpstreamNodePort));
Assert(ConnectionIsInput(DownstreamNode, DownstreamNodePort));
DownstreamNode->Connections[DownstreamNodePort].UpstreamNodeOffset = UpstreamNodeOffset;
DownstreamNode->Connections[DownstreamNodePort].UpstreamNodePortIndex = UpstreamNodePort;
UpstreamNode->Connections[UpstreamNodePort].DownstreamNodeOffset = DownstreamNodeOffset;
UpstreamNode->Connections[UpstreamNodePort].DownstreamNodePortIndex = DownstreamNodePort;
}
}
}
internal void
UnconnectNodes (node_list* NodeList, s32 DownstreamNodeOffset, s32 DownstreamNode_OutputPort, s32 UpstreamNodeOffset, s32 UpstreamNode_InputPort)
{
interface_node* DownstreamNode = GetNodeAtOffset(NodeList, DownstreamNodeOffset);
interface_node* UpstreamNode = GetNodeAtOffset(NodeList, UpstreamNodeOffset);
Assert(ConnectionIsOutput(DownstreamNode, DownstreamNode_OutputPort));
Assert(ConnectionIsInput(UpstreamNode, UpstreamNode_InputPort));
DownstreamNode->Connections[DownstreamNode_OutputPort].DownstreamNodeOffset = -1;
DownstreamNode->Connections[DownstreamNode_OutputPort].DownstreamNodePortIndex = -1;
UpstreamNode->Connections[UpstreamNode_InputPort].UpstreamNodeOffset = -1;
UpstreamNode->Connections[UpstreamNode_InputPort].UpstreamNodePortIndex = -1;
}
internal node_offset
GetNodeUnderPoint (node_list* NodeList, v2 Point, node_render_settings RenderSettings)
{
DEBUG_TRACK_FUNCTION;
node_offset Result = {0, -1};
node_list_iterator NodeIter = GetNodeListIterator(*NodeList);
while (NodeIteratorIsValid(NodeIter))
{
interface_node* Node = NodeIter.At;
rect NodeBounds = CalculateNodeBounds(Node, RenderSettings);
if (PointIsInRect(Point, NodeBounds))
{
Result.Node = Node;
Result.Offset = (s32)((u8*)NodeIter.At - NodeList->Memory);
break;
}
Next(&NodeIter);
}
return Result;
}
internal node_interaction
GetNodeInteractionType (interface_node* ActiveNode, s32 NodeOffset, v2 MousePos, node_render_settings RenderSettings)
{
DEBUG_TRACK_FUNCTION;
node_interaction Interaction = NewNodeInteraction();
Interaction.NodeOffset = NodeOffset;
Interaction.MouseOffset = ActiveNode->Min - MousePos;
rect NodeBounds = CalculateNodeBounds(ActiveNode, RenderSettings);
for (s32 Connection = 0; Connection < ActiveNode->ConnectionsCount; Connection++)
{
// Inputs
if (ConnectionIsInput(ActiveNode, Connection))
{
rect InputBounds = CalculateNodeInputPortBounds(ActiveNode, Connection, RenderSettings);
rect ValueBounds = CalculateNodeInputValueBounds(ActiveNode, Connection, RenderSettings);
if (PointIsInRect(MousePos, InputBounds))
{
Interaction.InputPort = Connection;
Interaction.MouseOffset = MousePos - InputBounds.Min;
}
else if(PointIsInRect(MousePos, ValueBounds))
{
Interaction.InputValue = Connection;
Interaction.MouseOffset = MousePos - ValueBounds.Min;
}
}
// Outputs
if (ConnectionIsOutput(ActiveNode, Connection))
{
rect OutputBounds = CalculateNodeOutputPortBounds(ActiveNode, Connection, RenderSettings);
rect ValueBounds = CalculateNodeOutputValueBounds(ActiveNode, Connection, RenderSettings);
if (PointIsInRect(MousePos, OutputBounds))
{
Interaction.OutputPort = Connection;
Interaction.MouseOffset = MousePos - OutputBounds.Min;
}
else if(PointIsInRect(MousePos, ValueBounds))
{
Interaction.OutputValue = Connection;
Interaction.MouseOffset = MousePos - ValueBounds.Min;
}
}
}
// Drag Handles
rect DragUpstreamHandleBounds = CalculateNodeDragHandleBounds(NodeBounds, 0, RenderSettings);
rect DragAllHandleBounds = CalculateNodeDragHandleBounds(NodeBounds, 1, RenderSettings);
rect DragDownstreamHandleBounds = CalculateNodeDragHandleBounds(NodeBounds, 2, RenderSettings);
if (PointIsInRect(MousePos, DragUpstreamHandleBounds))
{
Interaction.Flags = NodeInteraction_AllUpstream;
}
else if (PointIsInRect(MousePos, DragAllHandleBounds))
{
Interaction.Flags = NodeInteraction_AllUpstream | NodeInteraction_AllDownstream;
}
else if (PointIsInRect(MousePos, DragDownstreamHandleBounds))
{
Interaction.Flags = NodeInteraction_AllDownstream;
}
return Interaction;
}
internal void
TryConnectNodes (node_interaction Interaction, v2 Point, node_list* NodeList, node_render_settings RenderSettings)
{
DEBUG_TRACK_FUNCTION;
if (IsDraggingNodeOutput(Interaction))
{
node_offset UpstreamNodeOffset = GetNodeUnderPoint(NodeList, Point, RenderSettings);
if (UpstreamNodeOffset.Node)
{
for (s32 Connection = 0; Connection < UpstreamNodeOffset.Node->ConnectionsCount; Connection++)
{
if (ConnectionIsOutput(UpstreamNodeOffset.Node, Connection)) { continue; }
rect InputBounds = CalculateNodeInputPortBounds(UpstreamNodeOffset.Node, Connection, RenderSettings);
if (PointIsInRect(Point, InputBounds))
{
ConnectNodes(NodeList, Interaction.NodeOffset, Interaction.OutputPort,
UpstreamNodeOffset.Offset, Connection);
break;
}
}
}
}
else if (IsDraggingNodeInput(Interaction))
{
node_offset DownstreamNodeOffset = GetNodeUnderPoint(NodeList, Point, RenderSettings);
if (DownstreamNodeOffset.Node)
{
for (s32 Connection = 0; Connection < DownstreamNodeOffset.Node->ConnectionsCount; Connection++)
{
if (ConnectionIsInput(DownstreamNodeOffset.Node, Connection)) { continue; }
rect OutputBounds = CalculateNodeOutputPortBounds(DownstreamNodeOffset.Node, Connection, RenderSettings);
if (PointIsInRect(Point, OutputBounds))
{
ConnectNodes(NodeList,
DownstreamNodeOffset.Offset, Connection,
Interaction.NodeOffset, Interaction.InputPort);
break;
}
}
}
}
}
internal void
PlaceNode (node_list* NodeList, interface_node* Node, v2 Position, b32 Flags)
{
DEBUG_TRACK_FUNCTION;
v2 Offset = Position - Node->Min;
if (Flags & NodeInteraction_AllDownstream)
{
for (s32 Connection = 0; Connection < Node->ConnectionsCount; Connection++)
{
if (!ConnectionIsOutput(Node, Connection)) { continue; }
s32 ConnectionOffset = Node->Connections[Connection].DownstreamNodeOffset;
if (ConnectionOffset >= 0)
{
interface_node* ConnectedNode = GetNodeAtOffset(NodeList, ConnectionOffset);
v2 CurrPos = ConnectedNode->Min;
v2 NewPos = CurrPos + Offset;
// NOTE(Peter): Have to negate the all downstream component so it doesn't turn around and try
// to move this node again.
PlaceNode(NodeList, ConnectedNode, NewPos, Flags & ~NodeInteraction_AllDownstream);
}
}
}
if (Flags & NodeInteraction_AllUpstream)
{
for (s32 Connection = 0; Connection < Node->ConnectionsCount; Connection++)
{
if (!ConnectionIsInput(Node, Connection)) { continue; }
s32 ConnectionOffset = Node->Connections[Connection].UpstreamNodeOffset;
if (ConnectionOffset >= 0)
{
interface_node* ConnectedNode = GetNodeAtOffset(NodeList, ConnectionOffset);
v2 CurrPos = ConnectedNode->Min;
v2 NewPos = CurrPos + Offset;
// NOTE(Peter): Have to negate the all upstream component so it doesn't turn around and try
// to move this node again.
PlaceNode(NodeList, ConnectedNode, NewPos, Flags & ~NodeInteraction_AllUpstream);
}
}
}
Node->MinAfterUpdate = Position;
}
internal void
UpdateDraggingNode (v2 MousePos, node_interaction Interaction, node_list* NodeList, node_render_settings RenderSettings)
{
DEBUG_TRACK_FUNCTION;
if (IsDraggingNode(Interaction))
{
interface_node* ActiveNode = GetNodeAtOffset(NodeList, Interaction.NodeOffset);
PlaceNode(NodeList, ActiveNode, MousePos + Interaction.MouseOffset, Interaction.Flags);
}
}
internal void
UpdateDraggingNodePort (v2 MousePos, node_interaction Interaction, node_list* NodeList, node_render_settings RenderSettings, render_command_buffer* RenderBuffer)
{
DEBUG_TRACK_FUNCTION;
if (IsDraggingNodePort(Interaction))
{
interface_node* ActiveNode = GetNodeAtOffset(NodeList, Interaction.NodeOffset);
rect PortBounds = {};
if (IsDraggingNodeInput(Interaction))
{
PortBounds = CalculateNodeInputPortBounds(ActiveNode, Interaction.InputPort, RenderSettings);
}
else if (IsDraggingNodeOutput(Interaction))
{
PortBounds = CalculateNodeOutputPortBounds(ActiveNode, Interaction.OutputPort, RenderSettings);
}
v2 PortCenter = CalculateRectCenter(PortBounds);
PushRenderLine2D(RenderBuffer, PortCenter, MousePos, 1, WhiteV4);
}
}
internal void
UpdateDraggingNodeValue (v2 MousePos, v2 LastFrameMousePos, node_interaction Interaction, node_list* NodeList, node_render_settings RenderSettings, app_state* State)
{
DEBUG_TRACK_FUNCTION;
if(IsDraggingNodeValue(Interaction))
{
v2 MouseDelta = MousePos - LastFrameMousePos;
interface_node* Node = GetNodeAtOffset(NodeList, Interaction.NodeOffset);
node_connection* Connection = 0;
if (IsDraggingNodeInputValue(Interaction))
{
Connection = Node->Connections + Interaction.InputValue;
Assert(ConnectionIsInput(*Connection));
}
else if (IsDraggingNodeOutputValue(Interaction))
{
Connection = Node->Connections + Interaction.OutputValue;
Assert(ConnectionIsOutput(*Connection));
}
Assert(Connection);
switch (Connection->Type)
{
case MemberType_s32:
{
Connection->S32Value += (s32)(MouseDelta.y * .05f);
}break;
case MemberType_r32:
{
Connection->R32Value += (MouseDelta.y * .05f);
}break;
case MemberType_v4:
{
State->ColorPickerEditValue = &Connection->V4Value;
}break;
case MemberType_NODE_COLOR_BUFFER: {} break; // NOTE(Peter): Unused for now
InvalidDefaultCase;
}
}
}
internal void UpdateNodeCalculation (interface_node* Node, node_list* NodeList, memory_arena* Transient,
led* LEDs, sacn_pixel* ColorsInit, s32 LEDCount);
internal void
UpdateNodesConnectedUpstream (interface_node* Node, node_list* NodeList, memory_arena* Transient,
led* LEDs, sacn_pixel* ColorsInit, s32 LEDCount)
{
for (s32 ConnectionIdx = 0; ConnectionIdx < Node->ConnectionsCount; ConnectionIdx++)
{
node_connection* Connection = 0;
if (ConnectionIsInput(Node->Connections[ConnectionIdx]))
{
Connection = Node->Connections + ConnectionIdx;
if (ConnectionHasUpstreamConnection(*Connection))
{
interface_node* UpstreamNode = GetNodeAtOffset(NodeList, Connection->UpstreamNodeOffset);
if (!UpstreamNode->UpdatedThisFrame)
{
UpdateNodeCalculation(UpstreamNode, NodeList, Transient, LEDs, ColorsInit, LEDCount);
}
switch (Connection->Type)
{
case MemberType_s32:
{
Connection->S32Value = UpstreamNode->Connections[Connection->UpstreamNodePortIndex].S32Value;
}break;
case MemberType_r32:
{
Connection->R32Value = UpstreamNode->Connections[Connection->UpstreamNodePortIndex].R32Value;
}break;
case MemberType_v4:
{
Connection->V4Value = UpstreamNode->Connections[Connection->UpstreamNodePortIndex].V4Value;
}break;
case MemberType_NODE_COLOR_BUFFER:
{
Connection->LEDsValue = UpstreamNode->Connections[Connection->UpstreamNodePortIndex].LEDsValue;
}break;
InvalidDefaultCase;
}
}
}
}
}
internal void
UpdateNodeCalculation (interface_node* Node, node_list* NodeList, memory_arena* Transient,
led* LEDs, sacn_pixel* ColorsInit, s32 LEDCount)
{
DEBUG_TRACK_FUNCTION;
// NOTE(Peter): Have to subtract one here so that we account for the
// NodeType_OutputNode entry in the enum
node_specification Spec = NodeSpecifications[Node->Type - 1];
node_struct_member* MemberList = Spec.MemberList;
// NOTE(Peter): We do this at the beginning in case there is a node connected to this one
// which has a connection that is both an Input and Output. In that case, if UpdatedThisFrame
// were not set before hand, the two nodes would pingpong back and forth trying to get
// eachother to update.
Node->UpdatedThisFrame = true;
sacn_pixel* Colors = ColorsInit;
u8* NodeData = PushArray(Transient, u8, Spec.DataStructSize);
UpdateNodesConnectedUpstream(Node, NodeList, Transient, LEDs, Colors, LEDCount);
for (s32 ConnectionIdx = 0; ConnectionIdx < Node->ConnectionsCount; ConnectionIdx++)
{
node_connection* Connection = 0;
// TODO(Peter): We're currently passing in a pointer to the leds array for every single
// NODE_COLOR_BUFFER. We shouldn't do that, and just require each data structure that
// needs the leds to request that as its own member/parameter.
if (ConnectionIsInput(Node->Connections[ConnectionIdx]) ||
Connection->Type == MemberType_NODE_COLOR_BUFFER)
{
Connection = Node->Connections + ConnectionIdx;
switch (Connection->Type)
{
case MemberType_s32:
{
GSMemCopy(&Connection->S32Value, (NodeData + MemberList[ConnectionIdx].Offset), sizeof(s32));
}break;
case MemberType_r32:
{
GSMemCopy(&Connection->R32Value, (NodeData + MemberList[ConnectionIdx].Offset), sizeof(r32));
}break;
case MemberType_v4:
{
GSMemCopy(&Connection->V4Value, (NodeData + MemberList[ConnectionIdx].Offset), sizeof(v4));
}break;
case MemberType_NODE_COLOR_BUFFER:
{
Connection->LEDsValue.LEDs = LEDs;
Connection->LEDsValue.LEDCount = LEDCount;
if (Connection->LEDsValue.Colors == 0)
{
sacn_pixel* ColorsCopy = PushArray(Transient, sacn_pixel, LEDCount);
GSMemCopy(ColorsInit, ColorsCopy, sizeof(sacn_pixel) * LEDCount);
Connection->LEDsValue.Colors = ColorsCopy;
}
GSMemCopy(&Connection->LEDsValue, (NodeData + MemberList[ConnectionIdx].Offset), sizeof(node_led_color_connection));
}break;
InvalidDefaultCase;
}
}
}
CallNodeProc(Node, NodeData, LEDs, Colors, LEDCount);
for (s32 ConnectionIdx = 0; ConnectionIdx < Node->ConnectionsCount; ConnectionIdx++)
{
node_connection* Connection = 0;
if (ConnectionIsOutput(Node, ConnectionIdx))
{
Connection = Node->Connections + ConnectionIdx;
}
else
{
continue;
}
switch (Connection->Type)
{
case MemberType_s32:
{
GSMemCopy((NodeData + MemberList[ConnectionIdx].Offset), &Connection->S32Value, sizeof(s32));
}break;
case MemberType_r32:
{
GSMemCopy((NodeData + MemberList[ConnectionIdx].Offset), &Connection->R32Value, sizeof(r32));
}break;
case MemberType_v4:
{
GSMemCopy((NodeData + MemberList[ConnectionIdx].Offset), &Connection->V4Value, sizeof(v4));
}break;
case MemberType_NODE_COLOR_BUFFER:
{
node_led_color_connection* Value = (node_led_color_connection*)(NodeData + MemberList[ConnectionIdx].Offset);
}break;
InvalidDefaultCase;
}
}
}
internal void
UpdateOutputNodeCalculations (interface_node* OutputNode, node_list* NodeList, memory_arena* Transient, led* LEDs, sacn_pixel* Colors, s32 LEDCount)
{
Assert(OutputNode->Type == NodeType_OutputNode);
UpdateNodesConnectedUpstream(OutputNode, NodeList, Transient, LEDs, Colors, LEDCount);
node_connection ColorsConnection = OutputNode->Connections[0];
if (ColorsConnection.LEDsValue.Colors)
{
GSMemCopy(ColorsConnection.LEDsValue.Colors, Colors, sizeof(sacn_pixel) * LEDCount);
}
}
internal void
UpdateAllNodeCalculations (node_list* NodeList, memory_arena* Transient, led* LEDs, sacn_pixel* Colors, s32 LEDCount)
{
node_list_iterator NodeIter = GetNodeListIterator(*NodeList);
while (NodeIteratorIsValid(NodeIter))
{
interface_node* Node = NodeIter.At;
if (!Node->UpdatedThisFrame)
{
UpdateNodeCalculation(Node, NodeList, Transient, LEDs, Colors, LEDCount);
}
Next(&NodeIter);
}
}
internal void
DrawValueDisplay (render_command_buffer* RenderBuffer, rect Bounds, node_connection Value, bitmap_font* Font)
{
PushRenderQuad2D(RenderBuffer, Bounds.Min, Bounds.Max, BlackV4);
char Buffer[32];
string String = MakeString(Buffer, 32);
switch (Value.Type)
{
case MemberType_s32:
{
PrintF(&String, "%.*d", 4, Value.S32Value);
DrawString(RenderBuffer, String, Font, Font->PixelHeight, Bounds.Min + v2{2, 2}, WhiteV4);
}break;
case MemberType_r32:
{
PrintF(&String, "%.*f", 4, Value.R32Value);
DrawString(RenderBuffer, String, Font, Font->PixelHeight, Bounds.Min + v2{2, 2}, WhiteV4);
}break;
case MemberType_v4:
{
PushRenderQuad2D(RenderBuffer, Bounds.Min + v2{2, 2}, Bounds.Max - v2{2, 2}, Value.V4Value);
}break;
case MemberType_NODE_COLOR_BUFFER:
{
PrintF(&String, "LEDs");
DrawString(RenderBuffer, String, Font, Font->PixelHeight, Bounds.Min + v2{2, 2}, WhiteV4);
}break;
InvalidDefaultCase;
}
}
internal void
DrawPort (render_command_buffer* RenderBuffer, rect Bounds, v4 Color)
{
PushRenderQuad2D(RenderBuffer, Bounds.Min, Bounds.Max, Color);
}
internal void
RenderNodeList (node_list* NodeList, node_render_settings RenderSettings, render_command_buffer* RenderBuffer)
{
DEBUG_TRACK_FUNCTION;
node_list_iterator NodeIter = GetNodeListIterator(*NodeList);
while (NodeIteratorIsValid(NodeIter))
{
interface_node* Node = NodeIter.At;
Node->Min = Node->MinAfterUpdate;
rect NodeBounds = CalculateNodeBounds(Node, RenderSettings);
PushRenderQuad2D(RenderBuffer, NodeBounds.Min, NodeBounds.Max, v4{.5f, .5f, .5f, 1.f});
DrawString(RenderBuffer, Node->Name, RenderSettings.Font, RenderSettings.Font->PixelHeight,
v2{NodeBounds.Min.x + 5, NodeBounds.Max.y - (RenderSettings.Font->PixelHeight + NODE_HEADER_HEIGHT + 5)},
WhiteV4);
for (s32 Connection = 0; Connection < Node->ConnectionsCount; Connection++)
{
// Inputs
if (ConnectionIsInput(Node, Connection))
{
rect PortBounds = CalculateNodeInputPortBounds(Node, Connection, RenderSettings);
v4 PortColor = RenderSettings.PortColors[Node->Connections[Connection].Type];
DrawPort(RenderBuffer, PortBounds, PortColor);
rect ValueBounds = CalculateNodeInputValueBounds(Node, Connection, RenderSettings);
DrawValueDisplay(RenderBuffer, ValueBounds, Node->Connections[Connection], RenderSettings.Font);
// NOTE(Peter): its way easier to draw the connection on the input port b/c its a 1:1 relationship,
// whereas output ports might have many connections, they really only know about the most recent one
// Not sure if this is a problem. We mostly do everything backwards here, starting at the
// most downstream node and working back up to find dependencies.
if (ConnectionHasUpstreamConnection(Node, Connection))
{
rect ConnectedPortBounds = GetBoundsOfPortConnectedToInput(Node, Connection, NodeList, RenderSettings);
v2 InputCenter = CalculateRectCenter(PortBounds);
v2 OutputCenter = CalculateRectCenter(ConnectedPortBounds);
PushRenderLine2D(RenderBuffer, OutputCenter, InputCenter, 1, WhiteV4);
}
}
// Outputs
if (ConnectionIsOutput(Node, Connection))
{
rect PortBounds = CalculateNodeOutputPortBounds(Node, Connection, RenderSettings);
v4 PortColor = RenderSettings.PortColors[Node->Connections[Connection].Type];
DrawPort(RenderBuffer, PortBounds, PortColor);
rect ValueBounds = CalculateNodeOutputValueBounds(Node, Connection, RenderSettings);
DrawValueDisplay(RenderBuffer, ValueBounds, Node->Connections[Connection], RenderSettings.Font);
}
for (s32 Button = 0; Button < 3; Button++)
{
rect ButtonRect = CalculateNodeDragHandleBounds(NodeBounds, Button, RenderSettings);
PushRenderQuad2D(RenderBuffer, ButtonRect.Min, ButtonRect.Max, DragButtonColors[Button]);
}
}
Next(&NodeIter);
}
}
internal void
ResetNodesUpdateState (node_list* NodeList)
{
node_list_iterator NodeIter = GetNodeListIterator(*NodeList);
while (NodeIteratorIsValid(NodeIter))
{
interface_node* Node = NodeIter.At;
Node->UpdatedThisFrame = false;
Next(&NodeIter);
}
}