Got most of the way to introducing new connections into the node workspace.
This commit is contained in:
parent
2bfed22bc2
commit
7545e3bbd0
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@ -144,6 +144,15 @@ struct node_interaction
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s32 OutputValue;
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};
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struct node_render_settings
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{
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v4 PortColors[MemberTypeCount];
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bitmap_font* Font;
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b32 Display;
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};
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// ^^ OLD ^^
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struct node_struct_member
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{
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struct_member_type Type;
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@ -161,20 +170,11 @@ struct node_specification
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node_struct_member* MemberList;
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u32 DataStructSize;
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u32 MemberListLength;
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b32 IsPattern;
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};
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struct node_render_settings
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{
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v4 PortColors[MemberTypeCount];
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bitmap_font* Font;
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b32 Display;
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};
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// ^^ OLD ^^
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struct pattern_node
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{
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// TODO(Peter): Something to think about further down the line is the fact that
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@ -4,6 +4,13 @@ struct visual_node
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v2 Position;
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};
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struct visual_port
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{
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u32 SparseNodeIndex;
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u32 PortIndex;
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rect PortBounds;
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};
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struct node_layout
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{
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// NOTE(Peter): This Map is a sparse array.
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@ -17,8 +24,15 @@ struct node_layout
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u32* VisualNodeLayers;
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u32 VisualNodesCount;
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visual_port* VisualPorts;
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u32 VisualPortsCount;
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u32 LayerCount;
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v2* LayerPositions;
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b32 ConnectionIsInProgress;
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v2 InProgressConnectionStart;
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v2 InProgressConnectionEnd;
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};
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struct node_graph_state
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@ -72,33 +86,65 @@ FOLDHAUS_INPUT_COMMAND_PROC(BeginPanNodeGraph)
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OPERATION_STATE_DEF(connect_nodes_operation_state)
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{
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u32 NodeIndex;
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u32 PortIndex;
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visual_port VisualPort;
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u32 VisualPortIndex;
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b32 IsInput;
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};
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OPERATION_RENDER_PROC(UpdateConnectNodeOperation)
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{
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panel_and_bounds NodeGraphPanel = GetPanelContainingPoint(Mouse.DownPos, &State->PanelSystem, State->WindowBounds);
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node_graph_state* GraphState = (node_graph_state*)NodeGraphPanel.Panel->PanelStateMemory;
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GraphState->Layout.InProgressConnectionEnd = Mouse.Pos;
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}
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FOLDHAUS_INPUT_COMMAND_PROC(EndConnectNodesOperation)
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{
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connect_nodes_operation_state* OpState = GetCurrentOperationState(State->Modes, connect_nodes_operation_state);
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panel_and_bounds NodeGraphPanel = GetPanelContainingPoint(Mouse.DownPos, &State->PanelSystem, State->WindowBounds);
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node_graph_state* GraphState = (node_graph_state*)NodeGraphPanel.Panel->PanelStateMemory;
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GraphState->Layout.ConnectionIsInProgress = false;
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for (u32 p = 0; p < GraphState->Layout.VisualPortsCount; p++)
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{
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visual_port VisualPort = GraphState->Layout.VisualPorts[p];
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rect ViewAdjustedBounds = RectOffsetByVector(VisualPort.PortBounds, GraphState->ViewOffset);
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if (PointIsInRect(Mouse.Pos, ViewAdjustedBounds))
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{
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pattern_node_connection Connection = {};
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visual_port UpstreamPort = (OpState->IsInput & IsInputMember) ? VisualPort : OpState->VisualPort;
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visual_port DownstreamPort = (OpState->IsInput & IsInputMember) ? OpState->VisualPort : VisualPort;
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// Make Connection
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// TODO(Peter): START HERE
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//start here;
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// You were working on connection UpstreamPort and DownstreamPort
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// You need to get each node's handle and add a new connection to the connection bucket
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}
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}
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EndCurrentOperationMode(State, Event, Mouse);
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}
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input_command ConnectNodesOperationCommands[] = {
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{ KeyCode_MouseLeftButton, KeyCode_Invalid, Command_Began, EndConnectNodesOperation },
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{ KeyCode_MouseLeftButton, KeyCode_Invalid, Command_Ended, EndConnectNodesOperation },
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};
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internal void
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BeginConnectNodesOperation(u32 NodeIndex, u32 PortIndex, app_state* State)
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BeginConnectNodesOperation(visual_port VisualPort, u32 VisualPortIndex, mouse_state Mouse, app_state* State)
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{
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operation_mode* ConnectNodesOperation = ActivateOperationModeWithCommands(&State->Modes, ConnectNodesOperationCommands, UpdateConnectNodeOperation);
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connect_nodes_operation_state* OpState = CreateOperationState(ConnectNodesOperation, &State->Modes, connect_nodes_operation_state);
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OpState->NodeIndex = NodeIndex;
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OpState->PortIndex = PortIndex;
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OpState->VisualPort = VisualPort;
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OpState->VisualPortIndex = VisualPortIndex;
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panel_and_bounds NodeGraphPanel = GetPanelContainingPoint(Mouse.DownPos, &State->PanelSystem, State->WindowBounds);
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node_graph_state* GraphState = (node_graph_state*)NodeGraphPanel.Panel->PanelStateMemory;
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GraphState->Layout.ConnectionIsInProgress = true;
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GraphState->Layout.InProgressConnectionStart = CalculateRectCenter(VisualPort.PortBounds);
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}
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//
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@ -106,7 +152,7 @@ BeginConnectNodesOperation(u32 NodeIndex, u32 PortIndex, app_state* State)
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//
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input_command NodeGraph_Commands[] = {
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{ KeyCode_MouseLeftButton, KeyCode_Invalid, Command_Began, BeginPanNodeGraph }
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{ 0 }
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};
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PANEL_INIT_PROC(NodeGraph_Init)
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@ -161,11 +207,9 @@ DrawGrid (v2 Offset, v2 GridSquareDim, rect PanelBounds, render_command_buffer*
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}
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internal s32
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internal void
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DrawNodePorts(node_specification Spec, b32 InputMask, v2 Position, r32 LineHeight, string_alignment TextAlign, v2 TextOffset, interface_config Interface, render_command_buffer* RenderBuffer, mouse_state Mouse)
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{
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s32 PortClicked = -1;
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rect PortBounds = rect{v2{0, 0}, v2{6, 6}};
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v2 LinePosition = Position;
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@ -174,39 +218,18 @@ DrawNodePorts(node_specification Spec, b32 InputMask, v2 Position, r32 LineHeigh
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node_struct_member Member = Spec.MemberList[i];
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if ((Member.IsInput & InputMask) > 0)
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{
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// TODO(Peter): Can we make this rely on the same data that we use to
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// render the actual connection points?
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string MemberName = MakeString(Member.Name, CharArrayLength(Member.Name));
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DrawString(RenderBuffer, MemberName, Interface.Font, LinePosition + TextOffset, WhiteV4, TextAlign);
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rect PositionedPortBounds = PortBounds;
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PositionedPortBounds.Min += LinePosition + v2{0, LineHeight / 4};
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PositionedPortBounds.Max += LinePosition + v2{0, LineHeight / 4};
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if (TextAlign == Align_Left)
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{
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PositionedPortBounds.Min -= v2{PortBounds.Max.x, 0};
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PositionedPortBounds.Max -= v2{PortBounds.Max.x, 0};
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}
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PushRenderQuad2D(RenderBuffer, PositionedPortBounds.Min, PositionedPortBounds.Max, WhiteV4);
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if (MouseButtonTransitionedDown(Mouse.LeftButtonState)
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&& PointIsInRect(Mouse.DownPos, PositionedPortBounds))
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{
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PortClicked = i;
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}
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LinePosition.y -= LineHeight;
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}
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}
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return PortClicked;
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}
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internal s32
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internal void
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DrawNode (v2 Position, node_specification NodeSpecification, r32 NodeWidth, r32 LineHeight, interface_config Interface, render_command_buffer* RenderBuffer, mouse_state Mouse)
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{
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s32 PortClicked = -1;
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u32 InputMembers = 0;
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u32 OutputMembers = 0;
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for (u32 i = 0; i < NodeSpecification.MemberListLength; i++)
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@ -236,57 +259,32 @@ DrawNode (v2 Position, node_specification NodeSpecification, r32 NodeWidth, r32
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DrawString(RenderBuffer, NodeName, Interface.Font, LinePosition + TextOffset, WhiteV4);
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LinePosition.y -= LineHeight;
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// Draw Ports
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s32 InputPortClicked = DrawNodePorts(NodeSpecification, IsInputMember, LinePosition, LineHeight, Align_Left, TextOffset, Interface, RenderBuffer, Mouse);
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DrawNodePorts(NodeSpecification, IsInputMember, LinePosition, LineHeight, Align_Left, TextOffset, Interface, RenderBuffer, Mouse);
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v2 OutputLinePosition = v2{LinePosition.x + NodeDim.x, LinePosition.y };
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v2 OutputTextOffset = v2{-TextOffset.x, TextOffset.y};
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s32 OutputPortClicked = DrawNodePorts(NodeSpecification, IsOutputMember, OutputLinePosition, LineHeight, Align_Right, OutputTextOffset, Interface, RenderBuffer, Mouse);
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if (InputPortClicked >= 0)
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{
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PortClicked = InputPortClicked;
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}
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else if (OutputPortClicked >= 0)
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{
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PortClicked = OutputPortClicked;
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}
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return PortClicked;
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}
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internal u32
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FindLayerForNodeInList(gs_list_handle NodeHandle, gs_bucket<gs_list_handle> NodeLUT)
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{
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u32 Index = 0;
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// TODO(Peter): This is turning this layout code into an n^2 lookup
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for (u32 i = 0; i < NodeLUT.Used; i++)
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{
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gs_list_handle Handle = *NodeLUT.GetElementAtIndex(i);
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if (GSListHandlesAreEqual(Handle, NodeHandle))
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{
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Index = i;
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break;
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}
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}
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return Index;
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DrawNodePorts(NodeSpecification, IsOutputMember, OutputLinePosition, LineHeight, Align_Right, OutputTextOffset, Interface, RenderBuffer, Mouse);
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}
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internal node_layout
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ArrangeNodes(pattern_node_workspace Workspace, r32 NodeWidth, r32 LayerDistance, memory_arena* Storage)
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ArrangeNodes(pattern_node_workspace Workspace, r32 NodeWidth, r32 LayerDistance, r32 LineHeight, memory_arena* Storage)
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{
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node_layout Result = {};
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Result.SparseToContiguousNodeMapCount = Workspace.Nodes.OnePastLastUsed;
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Result.SparseToContiguousNodeMap = PushArray(Storage, s32, Result.SparseToContiguousNodeMapCount);
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u32 DestinationIndex = 0;
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Result.VisualPortsCount = 0;
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for (u32 i = 0; i < Result.SparseToContiguousNodeMapCount; i++)
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{
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gs_list_entry<pattern_node>* Entry = Workspace.Nodes.GetEntryAtIndex(i);
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if (!EntryIsFree(Entry))
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{
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Result.SparseToContiguousNodeMap[i] = DestinationIndex++;
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pattern_node Node = Entry->Value;
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node_specification Spec = NodeSpecifications[Node.SpecificationIndex];
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Result.VisualPortsCount += Spec.MemberListLength;
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}
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else
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{
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@ -322,19 +320,53 @@ ArrangeNodes(pattern_node_workspace Workspace, r32 NodeWidth, r32 LayerDistance,
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Result.LayerPositions[l] = v2{ (NodeWidth + LayerDistance) * FromRight, 0 };
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}
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// Place nodes
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// Place nodes and connections
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Result.VisualNodesCount = Workspace.Nodes.Used;
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Result.VisualNodes = PushArray(Storage, visual_node, Result.VisualNodesCount);
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for (u32 n = 0; n < Workspace.Nodes.Used; n++)
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u32 VisualPortsUsed = 0;
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Result.VisualPorts = PushArray(Storage, visual_port, Result.VisualPortsCount);
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for (u32 n = 0; n < Result.SparseToContiguousNodeMapCount; n++)
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{
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u32 NodeIndex = Result.SparseToContiguousNodeMap[n];
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pattern_node* Node = Workspace.Nodes.GetElementAtIndex(NodeIndex);
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u32 SpecIndex = Node->SpecificationIndex;
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Result.VisualNodes[n].Spec = NodeSpecifications[SpecIndex];
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node_specification Spec = NodeSpecifications[SpecIndex];
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u32 NodeLayer = Result.VisualNodeLayers[n];
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Result.VisualNodes[n].Position = Result.LayerPositions[NodeLayer];
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visual_node* VisualNode = Result.VisualNodes + n;
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VisualNode->Spec = Spec;
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VisualNode->Position = Result.LayerPositions[NodeLayer];
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Result.LayerPositions[NodeLayer].y -= 200;
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// NOTE(Peter): These start at 2 to account for the offset past the node title
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s32 InputsCount = 2;
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s32 OutputsCount = 2;
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for (u32 p = 0; p < Spec.MemberListLength; p++)
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{
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node_struct_member Member = Spec.MemberList[p];
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rect PortBounds = {0};
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v2 PortDim = v2{8, 8};
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PortBounds.Min = VisualNode->Position + v2{0, PortDim.y / 2};
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if ((Member.IsInput & IsInputMember) > 0)
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{
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PortBounds.Min.y -= LineHeight * InputsCount++;
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PortBounds.Min.x -= PortDim.x;
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}
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else if ((Member.IsInput & IsOutputMember) > 0)
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{
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PortBounds.Min.y -= LineHeight * OutputsCount++;
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PortBounds.Min.x += NodeWidth;
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}
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PortBounds.Max = PortBounds.Min + v2{8, 8};
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visual_port* VisualPort = Result.VisualPorts + VisualPortsUsed++;
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VisualPort->SparseNodeIndex = n;
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VisualPort->PortIndex = p;
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VisualPort->PortBounds = PortBounds;
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}
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}
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return Result;
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@ -344,6 +376,7 @@ internal
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PANEL_RENDER_PROC(NodeGraph_Render)
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{
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node_graph_state* GraphState = (node_graph_state*)Panel.PanelStateMemory;
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b32 MouseHandled = false;
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rect NodeSelectionWindowBounds = rect{
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PanelBounds.Min,
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@ -366,13 +399,13 @@ PANEL_RENDER_PROC(NodeGraph_Render)
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ClearArena(&GraphState->LayoutMemory);
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GraphState->Layout = {};
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GraphState->Layout = ArrangeNodes(State->NodeWorkspace, NodeWidth, LayerDistance, &GraphState->LayoutMemory);
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GraphState->Layout = ArrangeNodes(State->NodeWorkspace, NodeWidth, LayerDistance, LineHeight, &GraphState->LayoutMemory);
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GraphState->LayoutIsDirty = false;
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}
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DrawGrid(GraphState->ViewOffset, v2{100, 100}, GraphBounds, RenderBuffer);
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render_quad_batch_constructor ConnectionsLayer = PushRenderQuad2DBatch(RenderBuffer, State->NodeWorkspace.Connections.Used);
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render_quad_batch_constructor ConnectionsLayer = PushRenderQuad2DBatch(RenderBuffer, State->NodeWorkspace.Connections.Used + 1);
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for (u32 i = 0; i < State->NodeWorkspace.Connections.Used; i++)
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{
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pattern_node_connection Connection = *State->NodeWorkspace.Connections.GetElementAtIndex(i);
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@ -389,14 +422,38 @@ PANEL_RENDER_PROC(NodeGraph_Render)
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PushLine2DOnBatch(&ConnectionsLayer, LineStart, LineEnd, 1.5f, WhiteV4);
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}
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if (GraphState->Layout.ConnectionIsInProgress)
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{
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PushLine2DOnBatch(&ConnectionsLayer,
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GraphState->Layout.InProgressConnectionStart,
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GraphState->Layout.InProgressConnectionEnd,
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1.5f, WhiteV4);
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}
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for (u32 i = 0; i < GraphState->Layout.VisualNodesCount; i++)
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{
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visual_node VisualNode = GraphState->Layout.VisualNodes[i];
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s32 PortClicked = DrawNode(VisualNode.Position + GraphState->ViewOffset, VisualNode.Spec, NodeWidth, LineHeight, State->Interface, RenderBuffer, Mouse);
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if (PortClicked >= 0)
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DrawNode(VisualNode.Position + GraphState->ViewOffset, VisualNode.Spec, NodeWidth, LineHeight, State->Interface, RenderBuffer, Mouse);
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}
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for (u32 p = 0; p < GraphState->Layout.VisualPortsCount; p++)
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{
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visual_port VisualPort = GraphState->Layout.VisualPorts[p];
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VisualPort.PortBounds.Min += GraphState->ViewOffset;
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VisualPort.PortBounds.Max += GraphState->ViewOffset;
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v4 PortColor = WhiteV4;
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if (PointIsInRange(Mouse.Pos, VisualPort.PortBounds.Min, VisualPort.PortBounds.Max))
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{
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BeginConnectNodesOperation(i, PortClicked, State);
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PortColor = PinkV4;
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if (MouseButtonTransitionedDown(Mouse.LeftButtonState))
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{
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BeginConnectNodesOperation(VisualPort, p, Mouse, State);
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MouseHandled = true;
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}
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}
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PushRenderQuad2D(RenderBuffer, VisualPort.PortBounds.Min, VisualPort.PortBounds.Max, PortColor);
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}
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// Node Selection Panel
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@ -431,6 +488,12 @@ PANEL_RENDER_PROC(NodeGraph_Render)
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{
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PushNodeOnWorkspace(i, &State->NodeWorkspace);
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GraphState->LayoutIsDirty = true;
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MouseHandled = true;
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}
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}
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if (!MouseHandled && MouseButtonTransitionedDown(Mouse.LeftButtonState))
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{
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BeginPanNodeGraph(State, {}, Mouse);
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}
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}
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