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();
}
}
}
}