309 lines
11 KiB
C
309 lines
11 KiB
C
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struct node_graph_state
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{
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v2 ViewOffset;
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};
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//
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// Pan Node Graph
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//
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OPERATION_STATE_DEF(pan_node_graph_operation_state)
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{
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v2 InitialViewOffset;
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// TODO(Peter): I DON"T LIKE THIS!!!!
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// We should have a way to access the panel that created an operation mode or something
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v2* ViewOffset;
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};
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OPERATION_RENDER_PROC(UpdatePanNodeGraph)
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{
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pan_node_graph_operation_state* OpState = (pan_node_graph_operation_state*)Operation.OpStateMemory;
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v2 MouseDelta = Mouse.Pos - Mouse.DownPos;
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*OpState->ViewOffset = MouseDelta + OpState->InitialViewOffset;
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}
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input_command PanNodeGraphCommands[] = {
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{ KeyCode_MouseLeftButton, KeyCode_Invalid, Command_Ended, EndCurrentOperationMode },
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};
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FOLDHAUS_INPUT_COMMAND_PROC(BeginPanNodeGraph)
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{
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operation_mode* PanNodeGraph = ActivateOperationModeWithCommands(&State->Modes, PanNodeGraphCommands, UpdatePanNodeGraph);
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pan_node_graph_operation_state* OpState = CreateOperationState(PanNodeGraph, &State->Modes, pan_node_graph_operation_state);
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panel* NodeGraphPanel = State->HotPanel;
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node_graph_state* NodeGraphState = (node_graph_state*)NodeGraphPanel->PanelStateMemory;
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OpState->InitialViewOffset = NodeGraphState->ViewOffset;
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OpState->ViewOffset = &NodeGraphState->ViewOffset;
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}
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//
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// Node Graph Panel
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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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};
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PANEL_INIT_PROC(NodeGraph_Init)
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{
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// TODO(Peter): We aren't able to free this memory. We need a system for
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// taking fixed size chunks off the Memory stack and then reusing them. THis
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// should probably live outside the paneling system.
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Panel->PanelStateMemory = (u8*)PushStruct(&State->Permanent, node_graph_state);
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}
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PANEL_CLEANUP_PROC(NodeGraph_Cleanup)
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{
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}
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internal void
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DrawGrid (v2 Offset, v2 GridSquareDim, rect PanelBounds, render_command_buffer* RenderBuffer)
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{
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r32 LineValue = .16f;
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v4 LineColor = v4{LineValue, LineValue, LineValue, 1.f};
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v2 GridSquareOffset = v2{
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GSModF(Offset.x, GridSquareDim.x),
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GSModF(Offset.y, GridSquareDim.y),
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};
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v2 GridOrigin = PanelBounds.Min + GridSquareOffset;
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// Draw Vertical Lines
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r32 XOffset = 0;
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while (GridOrigin.x + XOffset < PanelBounds.Max.x)
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{
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v2 LineMin = v2{ GridOrigin.x + XOffset, PanelBounds.Min.y };
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v2 LineMax = v2{ LineMin.x + 1, PanelBounds.Max.y };
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PushRenderQuad2D(RenderBuffer, LineMin, LineMax, LineColor);
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XOffset += GridSquareDim.x;
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}
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// Draw Horizontal Lines
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r32 YOffset = 0;
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while (GridOrigin.y + YOffset < PanelBounds.Max.y)
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{
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v2 LineMin = v2{ PanelBounds.Min.x, GridOrigin.y + YOffset };
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v2 LineMax = v2{ PanelBounds.Max.x, LineMin.y + 1, };
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PushRenderQuad2D(RenderBuffer, LineMin, LineMax, LineColor);
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YOffset += GridSquareDim.y;
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}
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}
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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)
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{
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v2 LinePosition = Position;
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for (u32 i = 0; i < Spec.MemberListLength; i++)
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{
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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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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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LinePosition.y -= LineHeight;
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}
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}
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}
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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)
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{
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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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{
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node_struct_member Member = NodeSpecification.MemberList[i];
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if ((Member.IsInput & IsOutputMember) > 0) { OutputMembers++; }
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if ((Member.IsInput & IsInputMember) > 0) { InputMembers++; }
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}
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u32 LineCount = 1 + GSMax(InputMembers, OutputMembers);
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v2 NodeDim = v2{
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NodeWidth,
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(LineHeight * LineCount) + Interface.Margin.y,
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};
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rect NodeBounds = rect{
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v2{ Position.x, Position.y - NodeDim.y },
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v2{ Position.x + NodeDim.x, Position.y },
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};
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PushRenderQuad2D(RenderBuffer, NodeBounds.Min, NodeBounds.Max, v4{.16f, .16f, .16f, 1.f});
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v2 LinePosition = v2{ NodeBounds.Min.x, NodeBounds.Max.y - LineHeight };
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v2 TextOffset = v2{Interface.Margin.x, 0};
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PushRenderQuad2D(RenderBuffer, LinePosition, LinePosition + v2{NodeWidth, LineHeight}, v4{1.f, .24f, .39f, 1.f});
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string NodeName = MakeString(NodeSpecification.Name, NodeSpecification.NameLength);
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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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DrawNodePorts(NodeSpecification, IsInputMember, LinePosition, LineHeight, Align_Left, TextOffset, Interface, RenderBuffer);
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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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DrawNodePorts(NodeSpecification, IsOutputMember, OutputLinePosition, LineHeight, Align_Right, OutputTextOffset, Interface, RenderBuffer);
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}
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struct temp_node_connection
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{
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u32 DownstreamNodeIndex;
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u32 DownstreamNodePort;
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u32 UpstreamNodeIndex;
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u32 UpstreamNodePort;
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};
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struct visual_node
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{
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node_specification Spec;
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v2 Position;
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};
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#define TEMP_NODE_LIST_MAX 10
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global_variable u32 TEMP_NodeListUsed = 0;
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global_variable node_specification TEMP_NodeList[TEMP_NODE_LIST_MAX];
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#define TEMP_CONNECTIONS_LIST_MAX 10
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global_variable u32 TEMP_NodeConnectionsUsed = 0;
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global_variable temp_node_connection TEMP_NodeConnections[TEMP_CONNECTIONS_LIST_MAX];
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internal void
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PushNodeOnNodeList(node_specification Spec)
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{
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if (TEMP_NodeListUsed < TEMP_NODE_LIST_MAX)
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{
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u32 Index = TEMP_NodeListUsed++;
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TEMP_NodeList[Index] = Spec;
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}
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}
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internal visual_node*
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ArrangeNodes(node_specification* NodeList, u32 NodesCount, temp_node_connection* ConnectionList, u32 ConnectionsCount, r32 NodeWidth, r32 LayerDistance, memory_arena* Storage)
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{
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// Figure out how to arrange nodes
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u32 LayerCount = 1;
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u32* NodeLayers = PushArray(Storage, u32, NodesCount);
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GSZeroMemory((u8*)NodeLayers, sizeof(u32) * NodesCount);
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for (u32 c = 0; c < ConnectionsCount; c++)
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{
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temp_node_connection Connection = TEMP_NodeConnections[c];
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u32 UpstreamNodeInitialLayer = NodeLayers[Connection.UpstreamNodeIndex];
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u32 DownstreamNodeLayer = NodeLayers[Connection.DownstreamNodeIndex];
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NodeLayers[Connection.UpstreamNodeIndex] = GSMax(UpstreamNodeInitialLayer, DownstreamNodeLayer + 1);
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LayerCount = GSMax(NodeLayers[Connection.UpstreamNodeIndex] + 1, LayerCount);
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}
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// Place Layer Columns
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v2* LayerPositions = PushArray(Storage, v2, LayerCount);
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for (u32 l = 0; l < LayerCount; l++)
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{
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u32 FromRight = LayerCount - l;
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LayerPositions[l] = v2{ (NodeWidth + LayerDistance) * FromRight, 0 };
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}
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// Place nodes
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visual_node* VisualNodes = PushArray(Storage, visual_node, NodesCount);
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for (u32 n = 0; n < NodesCount; n++)
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{
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VisualNodes[n].Spec = TEMP_NodeList[n];
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u32 NodeLayer = NodeLayers[n];
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VisualNodes[n].Position = LayerPositions[NodeLayer];
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LayerPositions[NodeLayer].y -= 200;
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}
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return VisualNodes;
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}
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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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rect NodeSelectionWindowBounds = rect{
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PanelBounds.Min,
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v2{PanelBounds.Min.x + 300, PanelBounds.Max.y},
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};
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rect GraphBounds = rect{
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v2{NodeSelectionWindowBounds.Max.x, PanelBounds.Min.y},
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PanelBounds.Max,
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};
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r32 NodeWidth = 150;
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r32 LayerDistance = 100;
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r32 LineHeight = (State->Interface.Font->PixelHeight + (2 * State->Interface.Margin.y));
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visual_node* VisualNodes = ArrangeNodes(&TEMP_NodeList[0], TEMP_NodeListUsed,
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&TEMP_NodeConnections[0], TEMP_NodeConnectionsUsed,
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NodeWidth, LayerDistance,
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&State->Transient);
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DrawGrid(GraphState->ViewOffset, v2{100, 100}, GraphBounds, RenderBuffer);
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render_quad_batch_constructor ConnectionsLayer = PushRenderQuad2DBatch(RenderBuffer, TEMP_NodeConnectionsUsed);
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for (u32 i = 0; i < TEMP_NodeConnectionsUsed; i++)
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{
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temp_node_connection Connection = TEMP_NodeConnections[i];
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visual_node UpstreamNode = VisualNodes[Connection.UpstreamNodeIndex];
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visual_node DownstreamNode = VisualNodes[Connection.DownstreamNodeIndex];
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v2 LineStart = GraphState->ViewOffset + UpstreamNode.Position + v2{NodeWidth, 0} - (v2{0, LineHeight} * (Connection.UpstreamNodePort + 2)) + v2{0, LineHeight / 3};
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v2 LineEnd = GraphState->ViewOffset + DownstreamNode.Position - (v2{0, LineHeight} * (Connection.DownstreamNodePort + 2)) + v2{0, LineHeight / 3};
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PushLine2DOnBatch(&ConnectionsLayer, LineStart, LineEnd, 1.5f, WhiteV4);
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}
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for (u32 i = 0; i < TEMP_NodeListUsed; i++)
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{
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visual_node VisualNode = VisualNodes[i];
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DrawNode(VisualNode.Position + GraphState->ViewOffset, VisualNode.Spec, NodeWidth, LineHeight, State->Interface, RenderBuffer);
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}
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// Node Selection Panel
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v4 LineBGColors[] = {
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{ .16f, .16f, .16f, 1.f },
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{ .18f, .18f, .18f, 1.f },
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};
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interface_list List = {};
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List.LineBGColors = LineBGColors;
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List.LineBGColorsCount = sizeof(LineBGColors) / sizeof(LineBGColors[0]);
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List.LineBGHoverColor = v4{ .22f, .22f, .22f, 1.f };
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List.TextColor = WhiteV4;
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List.ListBounds = NodeSelectionWindowBounds;
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List.ListElementDimensions = v2{
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Width(NodeSelectionWindowBounds),
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(r32)(State->Interface.Font->PixelHeight + 8),
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};
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List.ElementLabelIndent = v2{10, 4};
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string TitleString = MakeStringLiteral("Available Nodes");
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DrawListElement(TitleString, &List, Mouse, RenderBuffer, State->Interface);
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for (s32 i = 0; i < NodeSpecificationsCount; i++)
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{
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node_specification Spec = NodeSpecifications[i];
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string NodeName = MakeString(Spec.Name, Spec.NameLength);
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rect ElementBounds = DrawListElement(NodeName, &List, Mouse, RenderBuffer, State->Interface);
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if (MouseButtonTransitionedDown(Mouse.LeftButtonState)
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&& PointIsInRect(Mouse.DownPos, ElementBounds))
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{
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PushNodeOnNodeList(Spec);
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}
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}
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}
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