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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/scene/gui/graph_edit.h
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/**************************************************************************/
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/* graph_edit.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "core/variant/typed_dictionary.h"
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#include "scene/gui/box_container.h"
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#include "scene/gui/graph_frame.h"
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#include "scene/gui/graph_node.h"
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#include "scene/resources/shader.h"
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class Button;
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class GraphEdit;
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class GraphEditArranger;
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class HScrollBar;
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class Label;
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class Line2D;
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class PanelContainer;
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class SpinBox;
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class ViewPanner;
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class VScrollBar;
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class GraphEditFilter : public Control {
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GDCLASS(GraphEditFilter, Control);
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friend class GraphEdit;
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friend class GraphEditMinimap;
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GraphEdit *ge = nullptr;
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virtual bool has_point(const Point2 &p_point) const override;
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public:
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GraphEditFilter(GraphEdit *p_edit);
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};
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class GraphEditMinimap : public Control {
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GDCLASS(GraphEditMinimap, Control);
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friend class GraphEdit;
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friend class GraphEditFilter;
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GraphEdit *ge = nullptr;
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Vector2 minimap_padding;
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Vector2 minimap_offset;
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Vector2 graph_proportions = Vector2(1, 1);
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Vector2 graph_padding = Vector2(0, 0);
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Vector2 camera_position = Vector2(100, 50);
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Vector2 camera_size = Vector2(200, 200);
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bool is_pressing = false;
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bool is_resizing = false;
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struct ThemeCache {
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Ref<StyleBox> panel;
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Ref<StyleBox> node_style;
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Ref<StyleBox> camera_style;
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Ref<Texture2D> resizer;
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Color resizer_color;
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} theme_cache;
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Vector2 _get_render_size();
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Vector2 _get_graph_offset();
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Vector2 _get_graph_size();
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Vector2 _convert_from_graph_position(const Vector2 &p_position);
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Vector2 _convert_to_graph_position(const Vector2 &p_position);
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virtual void gui_input(const Ref<InputEvent> &p_ev) override;
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void _adjust_graph_scroll(const Vector2 &p_offset);
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protected:
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static void _bind_methods();
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public:
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virtual CursorShape get_cursor_shape(const Point2 &p_pos = Point2i()) const override;
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void update_minimap();
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Rect2 get_camera_rect();
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GraphEditMinimap(GraphEdit *p_edit);
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};
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class GraphEdit : public Control {
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GDCLASS(GraphEdit, Control);
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public:
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struct Connection : RefCounted {
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StringName from_node;
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StringName to_node;
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int from_port = 0;
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int to_port = 0;
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float activity = 0.0;
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bool keep_alive = true;
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private:
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struct Cache {
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bool dirty = true;
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Vector2 from_pos; // In graph space.
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Vector2 to_pos; // In graph space.
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Color from_color;
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Color to_color;
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Rect2 aabb; // In local screen space.
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Line2D *line = nullptr; // In local screen space.
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} _cache;
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friend class GraphEdit;
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};
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// Should be in sync with ControlScheme in ViewPanner.
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enum PanningScheme {
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SCROLL_ZOOMS,
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SCROLL_PANS,
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};
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enum GridPattern {
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GRID_PATTERN_LINES,
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GRID_PATTERN_DOTS
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};
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private:
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struct ConnectionType {
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union {
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uint64_t key = 0;
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struct {
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uint32_t type_a;
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uint32_t type_b;
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};
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};
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static uint32_t hash(const ConnectionType &p_conn) {
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return hash_one_uint64(p_conn.key);
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}
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bool operator==(const ConnectionType &p_type) const {
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return key == p_type.key;
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}
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ConnectionType(uint32_t a = 0, uint32_t b = 0) {
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type_a = a;
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type_b = b;
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}
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};
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Label *zoom_label = nullptr;
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Button *zoom_minus_button = nullptr;
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Button *zoom_reset_button = nullptr;
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Button *zoom_plus_button = nullptr;
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Button *toggle_snapping_button = nullptr;
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SpinBox *snapping_distance_spinbox = nullptr;
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Button *toggle_grid_button = nullptr;
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Button *minimap_button = nullptr;
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Button *arrange_button = nullptr;
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HScrollBar *h_scrollbar = nullptr;
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VScrollBar *v_scrollbar = nullptr;
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Ref<ViewPanner> panner;
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bool warped_panning = true;
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bool show_menu = true;
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bool show_zoom_label = false;
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bool show_grid_buttons = true;
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bool show_zoom_buttons = true;
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bool show_minimap_button = true;
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bool show_arrange_button = true;
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bool snapping_enabled = true;
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int snapping_distance = 20;
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bool show_grid = true;
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GridPattern grid_pattern = GRID_PATTERN_LINES;
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bool keyboard_connecting = false;
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bool connecting = false;
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StringName connecting_from_node;
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bool connecting_from_output = false;
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int connecting_type = 0;
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Color connecting_color;
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Vector2 connecting_to_point; // In local screen space.
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bool connecting_target_valid = false;
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StringName connecting_target_node;
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int connecting_from_port_index = 0;
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int connecting_target_port_index = 0;
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bool just_disconnected = false;
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bool connecting_valid = false;
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Vector2 click_pos;
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PanningScheme panning_scheme = SCROLL_ZOOMS;
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bool dragging = false;
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bool just_selected = false;
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bool moving_selection = false;
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Vector2 drag_accum;
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float zoom = 1.0;
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float zoom_step = 1.2;
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// Proper values set in constructor.
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float zoom_min = 0.0;
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float zoom_max = 0.0;
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Vector2 min_scroll_offset;
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Vector2 max_scroll_offset;
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Vector2 scroll_offset;
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bool box_selecting = false;
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bool box_selection_mode_additive = false;
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Point2 box_selecting_from;
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Point2 box_selecting_to;
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Rect2 box_selecting_rect;
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List<GraphElement *> prev_selected;
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bool setting_scroll_offset = false;
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bool right_disconnects = false;
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bool updating = false;
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bool awaiting_scroll_offset_update = false;
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Vector<Ref<Connection>> connections;
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HashMap<StringName, List<Ref<Connection>>> connection_map;
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Ref<Connection> hovered_connection;
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float lines_thickness = 4.0f;
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float lines_curvature = 0.5f;
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bool lines_antialiased = true;
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PanelContainer *menu_panel = nullptr;
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HBoxContainer *menu_hbox = nullptr;
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Control *connections_layer = nullptr;
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GraphEditFilter *top_connection_layer = nullptr; // Draws a dragged connection. Necessary since the connection line shader can't be applied to the whole top layer.
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Line2D *dragged_connection_line = nullptr;
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Control *top_layer = nullptr; // Used for drawing the box selection rect. Contains the minimap, menu panel and the scrollbars.
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GraphEditMinimap *minimap = nullptr;
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static Ref<Shader> default_connections_shader;
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Ref<Shader> connections_shader;
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Ref<GraphEditArranger> arranger;
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HashSet<ConnectionType, ConnectionType> valid_connection_types;
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HashSet<int> valid_left_disconnect_types;
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HashSet<int> valid_right_disconnect_types;
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struct ThemeCache {
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float base_scale = 1.0;
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Ref<StyleBox> panel;
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Ref<StyleBox> panel_focus;
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Color grid_major;
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Color grid_minor;
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Color activity_color;
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Color connection_hover_tint_color;
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int connection_hover_thickness;
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Color connection_valid_target_tint_color;
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Color connection_rim_color;
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Color selection_fill;
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Color selection_stroke;
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Ref<StyleBox> menu_panel;
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Ref<Texture2D> zoom_in;
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Ref<Texture2D> zoom_out;
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Ref<Texture2D> zoom_reset;
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Ref<Texture2D> snapping_toggle;
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Ref<Texture2D> grid_toggle;
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Ref<Texture2D> minimap_toggle;
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Ref<Texture2D> layout;
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float port_hotzone_inner_extent = 0.0;
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float port_hotzone_outer_extent = 0.0;
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} theme_cache;
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// This separates the children in two layers to ensure the order
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// of both background nodes (e.g frame nodes) and foreground nodes (connectable nodes).
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int background_nodes_separator_idx = 0;
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HashMap<StringName, HashSet<StringName>> frame_attached_nodes;
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HashMap<StringName, StringName> linked_parent_map;
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Dictionary type_names;
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void _pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event);
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void _zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event);
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void _zoom_minus();
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void _zoom_reset();
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void _zoom_plus();
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void _update_zoom_label();
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void _graph_element_selected(Node *p_node);
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void _graph_element_deselected(Node *p_node);
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void _graph_element_visibility_changed(GraphElement *p_graph_element);
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void _graph_element_resize_request(const Vector2 &p_new_minsize, Node *p_node);
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void _graph_frame_autoshrink_changed(const Vector2 &p_new_minsize, GraphFrame *p_frame);
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void _graph_element_moved(Node *p_node);
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void _graph_node_slot_updated(int p_index, Node *p_node);
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void _graph_node_rect_changed(GraphNode *p_node);
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void _ensure_node_order_from_root(const StringName &p_node);
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void _ensure_node_order_from(Node *p_node);
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void _update_scrollbars();
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void _update_scroll_offset();
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void _scrollbar_moved(double);
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virtual void gui_input(const Ref<InputEvent> &p_ev) override;
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void _top_connection_layer_input(const Ref<InputEvent> &p_ev);
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float _get_shader_line_width();
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void _draw_minimap_connection_line(const Vector2 &p_from_graph_position, const Vector2 &p_to_graph_position, const Color &p_from_color, const Color &p_to_color);
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void _invalidate_connection_line_cache();
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void _update_top_connection_layer();
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void _update_connections();
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void _top_layer_draw();
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void _minimap_draw();
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void _draw_grid();
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bool is_in_port_hotzone(const Vector2 &p_pos, const Vector2 &p_mouse_pos, const Vector2i &p_port_size, bool p_left);
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void set_connections(const TypedArray<Dictionary> &p_connections);
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TypedArray<Dictionary> _get_connection_list() const;
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Dictionary _get_closest_connection_at_point(const Vector2 &p_point, float p_max_distance = 4.0) const;
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TypedArray<Dictionary> _get_connections_intersecting_with_rect(const Rect2 &p_rect) const;
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TypedArray<Dictionary> _get_connection_list_from_node(const StringName &p_node) const;
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Rect2 _compute_shrinked_frame_rect(const GraphFrame *p_frame);
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void _set_drag_frame_attached_nodes(GraphFrame *p_frame, bool p_drag);
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void _set_position_of_frame_attached_nodes(GraphFrame *p_frame, const Vector2 &p_pos);
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friend class GraphEditFilter;
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bool _filter_input(const Point2 &p_point);
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void _snapping_toggled();
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void _snapping_distance_changed(double);
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void _show_grid_toggled();
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friend class GraphEditMinimap;
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void _minimap_toggled();
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bool _check_clickable_control(Control *p_control, const Vector2 &r_mouse_pos, const Vector2 &p_offset);
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#ifndef DISABLE_DEPRECATED
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bool _is_arrange_nodes_button_hidden_bind_compat_81582() const;
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void _set_arrange_nodes_button_hidden_bind_compat_81582(bool p_enable);
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PackedVector2Array _get_connection_line_bind_compat_86158(const Vector2 &p_from, const Vector2 &p_to);
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Error _connect_node_bind_compat_97449(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port);
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#endif
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protected:
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virtual void _update_theme_item_cache() override;
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virtual void add_child_notify(Node *p_child) override;
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virtual void remove_child_notify(Node *p_child) override;
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void _notification(int p_what);
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static void _bind_methods();
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#ifndef DISABLE_DEPRECATED
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static void _bind_compatibility_methods();
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#endif
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virtual bool is_in_input_hotzone(GraphNode *p_graph_node, int p_port_idx, const Vector2 &p_mouse_pos, const Vector2i &p_port_size);
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virtual bool is_in_output_hotzone(GraphNode *p_graph_node, int p_port_idx, const Vector2 &p_mouse_pos, const Vector2i &p_port_size);
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GDVIRTUAL2RC(Vector<Vector2>, _get_connection_line, Vector2, Vector2)
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GDVIRTUAL3R(bool, _is_in_input_hotzone, Object *, int, Vector2)
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GDVIRTUAL3R(bool, _is_in_output_hotzone, Object *, int, Vector2)
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GDVIRTUAL4R(bool, _is_node_hover_valid, StringName, int, StringName, int);
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public:
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static void init_shaders();
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static void finish_shaders();
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virtual CursorShape get_cursor_shape(const Point2 &p_pos = Point2i()) const override;
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void key_input(const Ref<InputEvent> &p_ev);
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// This method has to be public (for undo redo).
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// TODO: Find a better way to do this.
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void _update_graph_frame(GraphFrame *p_frame);
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// Connection related methods.
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Error connect_node(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port, bool keep_alive = false);
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bool is_node_connected(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port);
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int get_connection_count(const StringName &p_node, int p_port);
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GraphNode *get_input_connection_target(const StringName &p_node, int p_port);
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GraphNode *get_output_connection_target(const StringName &p_node, int p_port);
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String get_connections_description(const StringName &p_node, int p_port);
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void disconnect_node(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port);
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void force_connection_drag_end();
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const Vector<Ref<Connection>> &get_connections() const;
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void clear_connections();
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virtual PackedVector2Array get_connection_line(const Vector2 &p_from, const Vector2 &p_to) const;
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Ref<Connection> get_closest_connection_at_point(const Vector2 &p_point, float p_max_distance = 4.0) const;
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List<Ref<Connection>> get_connections_intersecting_with_rect(const Rect2 &p_rect) const;
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bool is_keyboard_connecting() const { return keyboard_connecting; }
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void start_keyboard_connecting(GraphNode *p_node, int p_in_port, int p_out_port);
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void end_keyboard_connecting(GraphNode *p_node, int p_in_port, int p_out_port);
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Dictionary get_type_names() const;
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void set_type_names(const Dictionary &p_names);
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virtual bool is_node_hover_valid(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port);
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void set_connection_activity(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port, float p_activity);
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void reset_all_connection_activity();
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void add_valid_connection_type(int p_type, int p_with_type);
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void remove_valid_connection_type(int p_type, int p_with_type);
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bool is_valid_connection_type(int p_type, int p_with_type) const;
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// GraphFrame related methods.
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void attach_graph_element_to_frame(const StringName &p_graph_element, const StringName &p_parent_frame);
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void detach_graph_element_from_frame(const StringName &p_graph_element);
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GraphFrame *get_element_frame(const StringName &p_attached_graph_element);
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TypedArray<StringName> get_attached_nodes_of_frame(const StringName &p_graph_frame);
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void set_panning_scheme(PanningScheme p_scheme);
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PanningScheme get_panning_scheme() const;
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void set_zoom(float p_zoom);
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void set_zoom_custom(float p_zoom, const Vector2 &p_center);
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float get_zoom() const;
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void set_zoom_min(float p_zoom_min);
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float get_zoom_min() const;
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void set_zoom_max(float p_zoom_max);
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float get_zoom_max() const;
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void set_zoom_step(float p_zoom_step);
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float get_zoom_step() const;
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void set_minimap_size(Vector2 p_size);
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Vector2 get_minimap_size() const;
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void set_minimap_opacity(float p_opacity);
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float get_minimap_opacity() const;
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void set_minimap_enabled(bool p_enable);
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bool is_minimap_enabled() const;
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void set_show_menu(bool p_hidden);
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bool is_showing_menu() const;
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void set_show_zoom_label(bool p_hidden);
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bool is_showing_zoom_label() const;
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void set_show_grid_buttons(bool p_hidden);
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bool is_showing_grid_buttons() const;
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void set_show_zoom_buttons(bool p_hidden);
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bool is_showing_zoom_buttons() const;
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void set_show_minimap_button(bool p_hidden);
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bool is_showing_minimap_button() const;
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void set_show_arrange_button(bool p_hidden);
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bool is_showing_arrange_button() const;
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Control *get_top_layer() const { return top_layer; }
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GraphEditMinimap *get_minimap() const { return minimap; }
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void override_connections_shader(const Ref<Shader> &p_shader);
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void set_right_disconnects(bool p_enable);
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bool is_right_disconnects_enabled() const;
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void add_valid_right_disconnect_type(int p_type);
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void remove_valid_right_disconnect_type(int p_type);
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void add_valid_left_disconnect_type(int p_type);
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void remove_valid_left_disconnect_type(int p_type);
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void set_scroll_offset(const Vector2 &p_ofs);
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Vector2 get_scroll_offset() const;
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void set_selected(Node *p_child);
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void set_snapping_enabled(bool p_enable);
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bool is_snapping_enabled() const;
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void set_snapping_distance(int p_snapping_distance);
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int get_snapping_distance() const;
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void set_show_grid(bool p_enable);
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bool is_showing_grid() const;
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void set_grid_pattern(GridPattern p_pattern);
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GridPattern get_grid_pattern() const;
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void set_connection_lines_curvature(float p_curvature);
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float get_connection_lines_curvature() const;
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void set_connection_lines_thickness(float p_thickness);
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float get_connection_lines_thickness() const;
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void set_connection_lines_antialiased(bool p_antialiased);
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bool is_connection_lines_antialiased() const;
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HBoxContainer *get_menu_hbox();
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Ref<ViewPanner> get_panner();
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void set_warped_panning(bool p_warped);
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void update_warped_panning();
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void arrange_nodes();
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GraphEdit();
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};
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VARIANT_ENUM_CAST(GraphEdit::PanningScheme);
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VARIANT_ENUM_CAST(GraphEdit::GridPattern);
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