using System; using System.Collections.Generic; using System.Reflection; using UnityEditor; using UnityEngine; using XNode; using XNodeEditor.Internal; using Object = UnityEngine.Object; namespace XNodeEditor { /// Contains GUI methods public partial class NodeEditorWindow { public NodeGraphEditor graphEditor; /// /// 这是打开XNode编辑器的对象 /// public Object selectionActiveObject; private List culledNodes; /// 19 if docked, 22 if not private int topPadding { get { return isDocked() ? 19 : 22; } } /// Executed after all other window GUI. Useful if Zoom is ruining your day. Automatically resets after being run. public event Action onLateGUI; private static readonly Vector3[] polyLineTempArray = new Vector3[2]; protected virtual void OnGUI() { Matrix4x4 m = GUI.matrix; if (graph == null) return; ValidateGraphEditor(); Controls(); DrawGrid(position, zoom, panOffset); DrawConnections(); DrawDraggedConnection(); DrawNodes(); DrawSelectionBox(); DrawTooltip(); graphEditor.OnGUI(selectionActiveObject); // Run and reset onLateGUI if (onLateGUI != null) { onLateGUI(); onLateGUI = null; } GUI.matrix = m; } public static void BeginZoomed(Rect rect, float zoom, float topPadding) { GUI.EndClip(); GUIUtility.ScaleAroundPivot(Vector2.one / zoom, rect.size * 0.5f); Vector4 padding = new Vector4(0, topPadding, 0, 0); padding *= zoom; GUI.BeginClip(new Rect(-((rect.width * zoom) - rect.width) * 0.5f, -(((rect.height * zoom) - rect.height) * 0.5f) + (topPadding * zoom), rect.width * zoom, rect.height * zoom)); } public static void EndZoomed(Rect rect, float zoom, float topPadding) { GUIUtility.ScaleAroundPivot(Vector2.one * zoom, rect.size * 0.5f); Vector3 offset = new Vector3( (((rect.width * zoom) - rect.width) * 0.5f), (((rect.height * zoom) - rect.height) * 0.5f) + (-topPadding * zoom) + topPadding, 0); GUI.matrix = Matrix4x4.TRS(offset, Quaternion.identity, Vector3.one); } public void DrawGrid(Rect rect, float zoom, Vector2 panOffset) { rect.position = Vector2.zero; Vector2 center = rect.size / 2f; Texture2D gridTex = graphEditor.GetGridTexture(); Texture2D crossTex = graphEditor.GetSecondaryGridTexture(); // Offset from origin in tile units float xOffset = -(center.x * zoom + panOffset.x) / gridTex.width; float yOffset = ((center.y - rect.size.y) * zoom + panOffset.y) / gridTex.height; Vector2 tileOffset = new Vector2(xOffset, yOffset); // Amount of tiles float tileAmountX = Mathf.Round(rect.size.x * zoom) / gridTex.width; float tileAmountY = Mathf.Round(rect.size.y * zoom) / gridTex.height; Vector2 tileAmount = new Vector2(tileAmountX, tileAmountY); // Draw tiled background GUI.DrawTextureWithTexCoords(rect, gridTex, new Rect(tileOffset, tileAmount)); GUI.DrawTextureWithTexCoords(rect, crossTex, new Rect(tileOffset + new Vector2(0.5f, 0.5f), tileAmount)); } public void DrawSelectionBox() { if (currentActivity == NodeActivity.DragGrid) { Vector2 curPos = WindowToGridPosition(Event.current.mousePosition); Vector2 size = curPos - dragBoxStart; Rect r = new Rect(dragBoxStart, size); r.position = GridToWindowPosition(r.position); r.size /= zoom; Handles.DrawSolidRectangleWithOutline(r, new Color(0, 0, 0, 0.1f), new Color(1, 1, 1, 0.6f)); } } public static bool DropdownButton(string name, float width) { return GUILayout.Button(name, EditorStyles.toolbarDropDown, GUILayout.Width(width)); } /// Show right-click context menu for hovered reroute void ShowRerouteContextMenu(RerouteReference reroute) { GenericMenu contextMenu = new GenericMenu(); contextMenu.AddItem(new GUIContent("Remove"), false, () => reroute.RemovePoint()); contextMenu.DropDown(new Rect(Event.current.mousePosition, Vector2.zero)); if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets(); } /// Show right-click context menu for hovered port void ShowPortContextMenu(NodePort hoveredPort) { GenericMenu contextMenu = new GenericMenu(); contextMenu.AddItem(new GUIContent("Clear Connections"), false, () => hoveredPort.ClearConnections()); contextMenu.DropDown(new Rect(Event.current.mousePosition, Vector2.zero)); if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets(); } static Vector2 CalculateBezierPoint(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3, float t) { float u = 1 - t; float tt = t * t, uu = u * u; float uuu = uu * u, ttt = tt * t; return new Vector2( (uuu * p0.x) + (3 * uu * t * p1.x) + (3 * u * tt * p2.x) + (ttt * p3.x), (uuu * p0.y) + (3 * uu * t * p1.y) + (3 * u * tt * p2.y) + (ttt * p3.y) ); } /// Draws a line segment without allocating temporary arrays static void DrawAAPolyLineNonAlloc(float thickness, Vector2 p0, Vector2 p1) { polyLineTempArray[0].x = p0.x; polyLineTempArray[0].y = p0.y; polyLineTempArray[1].x = p1.x; polyLineTempArray[1].y = p1.y; Handles.DrawAAPolyLine(thickness, polyLineTempArray); } /// Draw a bezier from output to input in grid coordinates public void DrawNoodle(Gradient gradient, NoodlePath path, NoodleStroke stroke, float thickness, List gridPoints) { // convert grid points to window points for (int i = 0; i < gridPoints.Count; ++i) gridPoints[i] = GridToWindowPosition(gridPoints[i]); Color originalHandlesColor = Handles.color; Handles.color = gradient.Evaluate(0f); int length = gridPoints.Count; switch (path) { case NoodlePath.Curvy: Vector2 outputTangent = Vector2.right; for (int i = 0; i < length - 1; i++) { Vector2 inputTangent; // Cached most variables that repeat themselves here to avoid so many indexer calls :p Vector2 point_a = gridPoints[i]; Vector2 point_b = gridPoints[i + 1]; float dist_ab = Vector2.Distance(point_a, point_b); if (i == 0) outputTangent = zoom * dist_ab * 0.01f * Vector2.right; if (i < length - 2) { Vector2 point_c = gridPoints[i + 2]; Vector2 ab = (point_b - point_a).normalized; Vector2 cb = (point_b - point_c).normalized; Vector2 ac = (point_c - point_a).normalized; Vector2 p = (ab + cb) * 0.5f; float tangentLength = (dist_ab + Vector2.Distance(point_b, point_c)) * 0.005f * zoom; float side = ((ac.x * (point_b.y - point_a.y)) - (ac.y * (point_b.x - point_a.x))); p = tangentLength * Mathf.Sign(side) * new Vector2(-p.y, p.x); inputTangent = p; } else { inputTangent = zoom * dist_ab * 0.01f * Vector2.left; } // Calculates the tangents for the bezier's curves. float zoomCoef = 50 / zoom; Vector2 tangent_a = point_a + outputTangent * zoomCoef; Vector2 tangent_b = point_b + inputTangent * zoomCoef; // Hover effect. int division = Mathf.RoundToInt(.2f * dist_ab) + 3; // Coloring and bezier drawing. int draw = 0; Vector2 bezierPrevious = point_a; for (int j = 1; j <= division; ++j) { if (stroke == NoodleStroke.Dashed) { draw++; if (draw >= 2) draw = -2; if (draw < 0) continue; if (draw == 0) bezierPrevious = CalculateBezierPoint(point_a, tangent_a, tangent_b, point_b, (j - 1f) / (float) division); } if (i == length - 2) Handles.color = gradient.Evaluate((j + 1f) / division); Vector2 bezierNext = CalculateBezierPoint(point_a, tangent_a, tangent_b, point_b, j / (float) division); DrawAAPolyLineNonAlloc(thickness, bezierPrevious, bezierNext); bezierPrevious = bezierNext; } outputTangent = -inputTangent; } break; case NoodlePath.Straight: for (int i = 0; i < length - 1; i++) { Vector2 point_a = gridPoints[i]; Vector2 point_b = gridPoints[i + 1]; // Draws the line with the coloring. Vector2 prev_point = point_a; // Approximately one segment per 5 pixels int segments = (int) Vector2.Distance(point_a, point_b) / 5; segments = Math.Max(segments, 1); int draw = 0; for (int j = 0; j <= segments; j++) { draw++; float t = j / (float) segments; Vector2 lerp = Vector2.Lerp(point_a, point_b, t); if (draw > 0) { if (i == length - 2) Handles.color = gradient.Evaluate(t); DrawAAPolyLineNonAlloc(thickness, prev_point, lerp); } prev_point = lerp; if (stroke == NoodleStroke.Dashed && draw >= 2) draw = -2; } } break; case NoodlePath.Angled: for (int i = 0; i < length - 1; i++) { if (i == length - 1) continue; // Skip last index if (gridPoints[i].x <= gridPoints[i + 1].x - (50 / zoom)) { float midpoint = (gridPoints[i].x + gridPoints[i + 1].x) * 0.5f; Vector2 start_1 = gridPoints[i]; Vector2 end_1 = gridPoints[i + 1]; start_1.x = midpoint; end_1.x = midpoint; if (i == length - 2) { DrawAAPolyLineNonAlloc(thickness, gridPoints[i], start_1); Handles.color = gradient.Evaluate(0.5f); DrawAAPolyLineNonAlloc(thickness, start_1, end_1); Handles.color = gradient.Evaluate(1f); DrawAAPolyLineNonAlloc(thickness, end_1, gridPoints[i + 1]); } else { DrawAAPolyLineNonAlloc(thickness, gridPoints[i], start_1); DrawAAPolyLineNonAlloc(thickness, start_1, end_1); DrawAAPolyLineNonAlloc(thickness, end_1, gridPoints[i + 1]); } } else { float midpoint = (gridPoints[i].y + gridPoints[i + 1].y) * 0.5f; Vector2 start_1 = gridPoints[i]; Vector2 end_1 = gridPoints[i + 1]; start_1.x += 25 / zoom; end_1.x -= 25 / zoom; Vector2 start_2 = start_1; Vector2 end_2 = end_1; start_2.y = midpoint; end_2.y = midpoint; if (i == length - 2) { DrawAAPolyLineNonAlloc(thickness, gridPoints[i], start_1); Handles.color = gradient.Evaluate(0.25f); DrawAAPolyLineNonAlloc(thickness, start_1, start_2); Handles.color = gradient.Evaluate(0.5f); DrawAAPolyLineNonAlloc(thickness, start_2, end_2); Handles.color = gradient.Evaluate(0.75f); DrawAAPolyLineNonAlloc(thickness, end_2, end_1); Handles.color = gradient.Evaluate(1f); DrawAAPolyLineNonAlloc(thickness, end_1, gridPoints[i + 1]); } else { DrawAAPolyLineNonAlloc(thickness, gridPoints[i], start_1); DrawAAPolyLineNonAlloc(thickness, start_1, start_2); DrawAAPolyLineNonAlloc(thickness, start_2, end_2); DrawAAPolyLineNonAlloc(thickness, end_2, end_1); DrawAAPolyLineNonAlloc(thickness, end_1, gridPoints[i + 1]); } } } break; case NoodlePath.ShaderLab: Vector2 start = gridPoints[0]; Vector2 end = gridPoints[length - 1]; //Modify first and last point in array so we can loop trough them nicely. gridPoints[0] = gridPoints[0] + Vector2.right * (20 / zoom); gridPoints[length - 1] = gridPoints[length - 1] + Vector2.left * (20 / zoom); //Draw first vertical lines going out from nodes Handles.color = gradient.Evaluate(0f); DrawAAPolyLineNonAlloc(thickness, start, gridPoints[0]); Handles.color = gradient.Evaluate(1f); DrawAAPolyLineNonAlloc(thickness, end, gridPoints[length - 1]); for (int i = 0; i < length - 1; i++) { Vector2 point_a = gridPoints[i]; Vector2 point_b = gridPoints[i + 1]; // Draws the line with the coloring. Vector2 prev_point = point_a; // Approximately one segment per 5 pixels int segments = (int) Vector2.Distance(point_a, point_b) / 5; segments = Math.Max(segments, 1); int draw = 0; for (int j = 0; j <= segments; j++) { draw++; float t = j / (float) segments; Vector2 lerp = Vector2.Lerp(point_a, point_b, t); if (draw > 0) { if (i == length - 2) Handles.color = gradient.Evaluate(t); DrawAAPolyLineNonAlloc(thickness, prev_point, lerp); } prev_point = lerp; if (stroke == NoodleStroke.Dashed && draw >= 2) draw = -2; } } gridPoints[0] = start; gridPoints[length - 1] = end; break; } Handles.color = originalHandlesColor; } /// Draws all connections public void DrawConnections() { Vector2 mousePos = Event.current.mousePosition; List selection = preBoxSelectionReroute != null ? new List(preBoxSelectionReroute) : new List(); hoveredReroute = new RerouteReference(); List gridPoints = new List(2); Color col = GUI.color; foreach (Node node in graph.nodes) { //If a null node is found, return. This can happen if the nodes associated script is deleted. It is currently not possible in Unity to delete a null asset. if (node == null) continue; // Draw full connections and output > reroute foreach (NodePort output in node.Outputs) { //Needs cleanup. Null checks are ugly Rect fromRect; if (!_portConnectionPoints.TryGetValue(output, out fromRect)) continue; Color portColor = graphEditor.GetPortColor(output); for (int k = 0; k < output.ConnectionCount; k++) { NodePort input = output.GetConnection(k); Gradient noodleGradient = graphEditor.GetNoodleGradient(output, input); float noodleThickness = graphEditor.GetNoodleThickness(output, input); NoodlePath noodlePath = graphEditor.GetNoodlePath(output, input); NoodleStroke noodleStroke = graphEditor.GetNoodleStroke(output, input); // Error handling if (input == null) continue; //If a script has been updated and the port doesn't exist, it is removed and null is returned. If this happens, return. if (!input.IsConnectedTo(output)) input.Connect(output); Rect toRect; if (!_portConnectionPoints.TryGetValue(input, out toRect)) continue; List reroutePoints = output.GetReroutePoints(k); gridPoints.Clear(); gridPoints.Add(fromRect.center); gridPoints.AddRange(reroutePoints); gridPoints.Add(toRect.center); DrawNoodle(noodleGradient, noodlePath, noodleStroke, noodleThickness, gridPoints); // Loop through reroute points again and draw the points for (int i = 0; i < reroutePoints.Count; i++) { RerouteReference rerouteRef = new RerouteReference(output, k, i); // Draw reroute point at position Rect rect = new Rect(reroutePoints[i], new Vector2(12, 12)); rect.position = new Vector2(rect.position.x - 6, rect.position.y - 6); rect = GridToWindowRect(rect); // Draw selected reroute points with an outline if (selectedReroutes.Contains(rerouteRef)) { GUI.color = NodeEditorPreferences.GetSettings().highlightColor; GUI.DrawTexture(rect, NodeEditorResources.dotOuter); } GUI.color = portColor; GUI.DrawTexture(rect, NodeEditorResources.dot); if (rect.Overlaps(selectionBox)) selection.Add(rerouteRef); if (rect.Contains(mousePos)) hoveredReroute = rerouteRef; } } } } GUI.color = col; if (Event.current.type != EventType.Layout && currentActivity == NodeActivity.DragGrid) selectedReroutes = selection; } private void DrawNodes() { Event e = Event.current; BeginZoomed(position, zoom, topPadding); Vector2 mousePos = Event.current.mousePosition; if (e.type != EventType.Layout) { hoveredNode = null; hoveredPort = null; } List preSelection = preBoxSelection != null ? new List(preBoxSelection) : new List(); // Selection box stuff Vector2 boxStartPos = GridToWindowPositionNoClipped(dragBoxStart); Vector2 boxSize = mousePos - boxStartPos; if (boxSize.x < 0) { boxStartPos.x += boxSize.x; boxSize.x = Mathf.Abs(boxSize.x); } if (boxSize.y < 0) { boxStartPos.y += boxSize.y; boxSize.y = Mathf.Abs(boxSize.y); } Rect selectionBox = new Rect(boxStartPos, boxSize); //Save guiColor so we can revert it Color guiColor = GUI.color; List removeEntries = new List(); if (e.type == EventType.Layout) culledNodes = new List(); for (int n = 0; n < graph.nodes.Count; n++) { // Skip null nodes. The user could be in the process of renaming scripts, so removing them at this point is not advisable. if (graph.nodes[n] == null) continue; if (n >= graph.nodes.Count) return; Node node = graph.nodes[n]; // Culling if (e.type == EventType.Layout) { // Cull unselected nodes outside view if (!Selection.Contains(node) && ShouldBeCulled(node)) { culledNodes.Add(node); continue; } } else if (culledNodes.Contains(node)) continue; if (e.type == EventType.Repaint) { removeEntries.Clear(); foreach (var kvp in _portConnectionPoints) if (kvp.Key.node == node) removeEntries.Add(kvp.Key); foreach (var k in removeEntries) _portConnectionPoints.Remove(k); } NodeEditor nodeEditor = NodeEditor.GetEditor(node, this); NodeEditor.portPositions.Clear(); // Set default label width. This is potentially overridden in OnBodyGUI EditorGUIUtility.labelWidth = 84; //Get node position Vector2 nodePos = GridToWindowPositionNoClipped(node.position); GUILayout.BeginArea(new Rect(nodePos, new Vector2(nodeEditor.GetWidth(), 4000))); bool selected = _selectedNodes.Contains(graph.nodes[n]); if (selected) { GUIStyle style = new GUIStyle(nodeEditor.GetBodyStyle()); GUIStyle highlightStyle = new GUIStyle(nodeEditor.GetBodyHighlightStyle()); highlightStyle.padding = style.padding; style.padding = new RectOffset(); GUI.color = nodeEditor.GetTint(); GUILayout.BeginVertical(style); GUI.color = NodeEditorPreferences.GetSettings().highlightColor; GUILayout.BeginVertical(new GUIStyle(highlightStyle)); } else { GUIStyle style = new GUIStyle(nodeEditor.GetBodyStyle()); GUI.color = nodeEditor.GetTint(); GUILayout.BeginVertical(style); } GUI.color = guiColor; EditorGUI.BeginChangeCheck(); //Draw node contents nodeEditor.OnHeaderGUI(); nodeEditor.OnBodyGUI(); //If user changed a value, notify other scripts through onUpdateNode if (EditorGUI.EndChangeCheck()) { if (NodeEditor.onUpdateNode != null) NodeEditor.onUpdateNode(node); EditorUtility.SetDirty(node); nodeEditor.serializedObject.ApplyModifiedProperties(); } GUILayout.EndVertical(); //Cache data about the node for next frame if (e.type == EventType.Repaint) { Vector2 size = GUILayoutUtility.GetLastRect().size; if (nodeSizes.ContainsKey(node)) nodeSizes[node] = size; else nodeSizes.Add(node, size); foreach (var kvp in NodeEditor.portPositions) { Vector2 portHandlePos = kvp.Value; portHandlePos += node.position; Rect rect = new Rect(portHandlePos.x - 8, portHandlePos.y - 8, 16, 16); portConnectionPoints[kvp.Key] = rect; } } if (selected) GUILayout.EndVertical(); if (e.type != EventType.Layout) { //Check if we are hovering this node Vector2 nodeSize = GUILayoutUtility.GetLastRect().size; Rect windowRect = new Rect(nodePos, nodeSize); if (windowRect.Contains(mousePos)) hoveredNode = node; //If dragging a selection box, add nodes inside to selection if (currentActivity == NodeActivity.DragGrid) { if (windowRect.Overlaps(selectionBox)) preSelection.Add(node); } //Check if we are hovering any of this nodes ports //Check input ports foreach (NodePort input in node.Inputs) { //Check if port rect is available if (!portConnectionPoints.ContainsKey(input)) continue; Rect r = GridToWindowRectNoClipped(portConnectionPoints[input]); if (r.Contains(mousePos)) hoveredPort = input; } //Check all output ports foreach (NodePort output in node.Outputs) { //Check if port rect is available if (!portConnectionPoints.ContainsKey(output)) continue; Rect r = GridToWindowRectNoClipped(portConnectionPoints[output]); if (r.Contains(mousePos)) hoveredPort = output; } } GUILayout.EndArea(); } if (e.type != EventType.Layout && currentActivity == NodeActivity.DragGrid) _selectedNodes = preSelection; EndZoomed(position, zoom, topPadding); //If a change in is detected in the selected node, call OnValidate method. //This is done through reflection because OnValidate is only relevant in editor, //and thus, the code should not be included in build. // if (onValidate != null && EditorGUI.EndChangeCheck()) onValidate.Invoke(Selection.activeObject, null); } private bool ShouldBeCulled(Node node) { Vector2 nodePos = GridToWindowPositionNoClipped(node.position); if (nodePos.x / _zoom > position.width) return true; // Right else if (nodePos.y / _zoom > position.height) return true; // Bottom else if (nodeSizes.ContainsKey(node)) { Vector2 size = nodeSizes[node]; if (nodePos.x + size.x < 0) return true; // Left else if (nodePos.y + size.y < 0) return true; // Top } return false; } private void DrawTooltip() { if (hoveredPort != null && NodeEditorPreferences.GetSettings().portTooltips && graphEditor != null) { string tooltip = graphEditor.GetPortTooltip(hoveredPort); if (string.IsNullOrEmpty(tooltip)) return; GUIContent content = new GUIContent(tooltip); Vector2 size = NodeEditorResources.styles.tooltip.CalcSize(content); size.x += 8; Rect rect = new Rect(Event.current.mousePosition - (size), size); EditorGUI.LabelField(rect, content, NodeEditorResources.styles.tooltip); Repaint(); } } } }