godot/scene/gui/graph_edit.h
Umang Kalra 12fc3f1eef Automatic arrangement of nodes in VisualScript/VisualShaders editors
This PR and commit adds the functionality to arrange nodes in VisualScript/VisualShader editor. The layout generated by this 
feature is compact, with minimum crossings between connections
& uniform horizontal & vertical gaps between the nodes. 

This work has been sponsored by GSoC '21.

Full list of additions/changes:
• Added arrange_nodes() method in GraphEdit module.
    • This method computes new positions for all the selected
      nodes by forming blocks and compressing them.
      The nodes are moved to these new positions. 
    • Adding this method to GraphEdit makes it available for 
      use in VisualScript/VisualShaders editors and its other
      subclasses. 
• Button with an icon has been added to call arrange_nodes() in GraphEdit. 
    • This button is inherited by VisualScript/VisualShaders editors
       to invoke the method.
• Undo/redo is functional with this method.
    • By using signals in arrange_nodes(), position changes are registered 
       in undo/redo stack of the subclass that is using the method. 
• Metadata of the method has been updated in ClassDB
• Method description has been added to class reference of GraphEdit
2021-08-11 00:44:28 +05:30

333 lines
11 KiB
C++

/*************************************************************************/
/* graph_edit.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GRAPH_EDIT_H
#define GRAPH_EDIT_H
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/graph_node.h"
#include "scene/gui/label.h"
#include "scene/gui/scroll_bar.h"
#include "scene/gui/slider.h"
#include "scene/gui/spin_box.h"
#include "scene/gui/texture_rect.h"
class GraphEdit;
class GraphEditFilter : public Control {
GDCLASS(GraphEditFilter, Control);
friend class GraphEdit;
friend class GraphEditMinimap;
GraphEdit *ge;
virtual bool has_point(const Point2 &p_point) const override;
public:
GraphEditFilter(GraphEdit *p_edit);
};
class GraphEditMinimap : public Control {
GDCLASS(GraphEditMinimap, Control);
friend class GraphEdit;
friend class GraphEditFilter;
GraphEdit *ge;
protected:
static void _bind_methods();
public:
GraphEditMinimap(GraphEdit *p_edit);
void update_minimap();
Rect2 get_camera_rect();
private:
Vector2 minimap_padding;
Vector2 minimap_offset;
Vector2 graph_proportions;
Vector2 graph_padding;
Vector2 camera_position;
Vector2 camera_size;
bool is_pressing;
bool is_resizing;
Vector2 _get_render_size();
Vector2 _get_graph_offset();
Vector2 _get_graph_size();
Vector2 _convert_from_graph_position(const Vector2 &p_position);
Vector2 _convert_to_graph_position(const Vector2 &p_position);
void _gui_input(const Ref<InputEvent> &p_ev);
void _adjust_graph_scroll(const Vector2 &p_offset);
};
class GraphEdit : public Control {
GDCLASS(GraphEdit, Control);
public:
struct Connection {
StringName from;
StringName to;
int from_port = 0;
int to_port = 0;
float activity = 0.0;
};
private:
Label *zoom_label;
Button *zoom_minus;
Button *zoom_reset;
Button *zoom_plus;
Button *snap_button;
SpinBox *snap_amount;
Button *minimap_button;
Button *layout_button;
HScrollBar *h_scroll;
VScrollBar *v_scroll;
float port_grab_distance_horizontal = 0.0;
float port_grab_distance_vertical;
bool connecting = false;
String connecting_from;
bool connecting_out = false;
int connecting_index = 0;
int connecting_type = 0;
Color connecting_color;
bool connecting_target = false;
Vector2 connecting_to;
String connecting_target_to;
int connecting_target_index;
bool just_disconnected = false;
bool connecting_valid = false;
Vector2 click_pos;
bool dragging = false;
bool just_selected = false;
bool moving_selection = false;
Vector2 drag_accum;
float zoom = 1.0;
float zoom_step = 1.2;
float zoom_min;
float zoom_max;
void _zoom_minus();
void _zoom_reset();
void _zoom_plus();
void _update_zoom_label();
bool box_selecting = false;
bool box_selection_mode_additive = false;
Point2 box_selecting_from;
Point2 box_selecting_to;
Rect2 box_selecting_rect;
List<GraphNode *> previous_selected;
bool setting_scroll_ofs = false;
bool right_disconnects = false;
bool updating = false;
bool awaiting_scroll_offset_update = false;
List<Connection> connections;
float lines_thickness = 2.0f;
bool lines_antialiased = true;
void _bake_segment2d(Vector<Vector2> &points, Vector<Color> &colors, float p_begin, float p_end, const Vector2 &p_a, const Vector2 &p_out, const Vector2 &p_b, const Vector2 &p_in, int p_depth, int p_min_depth, int p_max_depth, float p_tol, const Color &p_color, const Color &p_to_color, int &lines) const;
void _draw_cos_line(CanvasItem *p_where, const Vector2 &p_from, const Vector2 &p_to, const Color &p_color, const Color &p_to_color, float p_width, float p_bezier_ratio = 1.0);
void _graph_node_raised(Node *p_gn);
void _graph_node_moved(Node *p_gn);
void _graph_node_slot_updated(int p_index, Node *p_gn);
void _update_scroll();
void _scroll_moved(double);
void _gui_input(const Ref<InputEvent> &p_ev);
Control *connections_layer;
GraphEditFilter *top_layer;
GraphEditMinimap *minimap;
void _top_layer_input(const Ref<InputEvent> &p_ev);
bool is_in_hot_zone(const Vector2 &pos, const Vector2 &p_mouse_pos);
void _top_layer_draw();
void _connections_layer_draw();
void _minimap_draw();
void _update_scroll_offset();
Array _get_connection_list() const;
bool lines_on_bg;
struct ConnType {
union {
struct {
uint32_t type_a;
uint32_t type_b;
};
uint64_t key = 0;
};
bool operator<(const ConnType &p_type) const {
return key < p_type.key;
}
ConnType(uint32_t a = 0, uint32_t b = 0) {
type_a = a;
type_b = b;
}
};
Set<ConnType> valid_connection_types;
Set<int> valid_left_disconnect_types;
Set<int> valid_right_disconnect_types;
HBoxContainer *zoom_hb;
friend class GraphEditFilter;
bool _filter_input(const Point2 &p_point);
void _snap_toggled();
void _snap_value_changed(double);
friend class GraphEditMinimap;
void _minimap_toggled();
bool _check_clickable_control(Control *p_control, const Vector2 &pos);
bool arranging_graph = false;
enum SET_OPERATIONS {
IS_EQUAL,
IS_SUBSET,
DIFFERENCE,
UNION,
};
int _set_operations(SET_OPERATIONS p_operation, Set<StringName> &r_u, const Set<StringName> &r_v);
HashMap<int, Vector<StringName>> _layering(const Set<StringName> &r_selected_nodes, const HashMap<StringName, Set<StringName>> &r_upper_neighbours);
Vector<StringName> _split(const Vector<StringName> &r_layer, const HashMap<StringName, Dictionary> &r_crossings);
void _horizontal_alignment(Dictionary &r_root, Dictionary &r_align, const HashMap<int, Vector<StringName>> &r_layers, const HashMap<StringName, Set<StringName>> &r_upper_neighbours, const Set<StringName> &r_selected_nodes);
void _crossing_minimisation(HashMap<int, Vector<StringName>> &r_layers, const HashMap<StringName, Set<StringName>> &r_upper_neighbours);
void _calculate_inner_shifts(Dictionary &r_inner_shifts, const Dictionary &r_root, const Dictionary &r_node_names, const Dictionary &r_align, const Set<StringName> &r_block_heads, const HashMap<StringName, Pair<int, int>> &r_port_info);
float _calculate_threshold(StringName p_v, StringName p_w, const Dictionary &r_node_names, const HashMap<int, Vector<StringName>> &r_layers, const Dictionary &r_root, const Dictionary &r_align, const Dictionary &r_inner_shift, real_t p_current_threshold, const HashMap<StringName, Vector2> &r_node_positions);
void _place_block(StringName p_v, float p_delta, const HashMap<int, Vector<StringName>> &r_layers, const Dictionary &r_root, const Dictionary &r_align, const Dictionary &r_node_name, const Dictionary &r_inner_shift, Dictionary &r_sink, Dictionary &r_shift, HashMap<StringName, Vector2> &r_node_positions);
protected:
static void _bind_methods();
virtual void add_child_notify(Node *p_child) override;
virtual void remove_child_notify(Node *p_child) override;
void _notification(int p_what);
public:
Error connect_node(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port);
bool is_node_connected(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port);
void disconnect_node(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port);
void clear_connections();
void set_connection_activity(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port, float p_activity);
void add_valid_connection_type(int p_type, int p_with_type);
void remove_valid_connection_type(int p_type, int p_with_type);
bool is_valid_connection_type(int p_type, int p_with_type) const;
void set_zoom(float p_zoom);
void set_zoom_custom(float p_zoom, const Vector2 &p_center);
float get_zoom() const;
void set_zoom_min(float p_zoom_min);
float get_zoom_min() const;
void set_zoom_max(float p_zoom_max);
float get_zoom_max() const;
void set_zoom_step(float p_zoom_step);
float get_zoom_step() const;
void set_show_zoom_label(bool p_enable);
bool is_showing_zoom_label() const;
void set_minimap_size(Vector2 p_size);
Vector2 get_minimap_size() const;
void set_minimap_opacity(float p_opacity);
float get_minimap_opacity() const;
void set_minimap_enabled(bool p_enable);
bool is_minimap_enabled() const;
GraphEditFilter *get_top_layer() const { return top_layer; }
GraphEditMinimap *get_minimap() const { return minimap; }
void get_connection_list(List<Connection> *r_connections) const;
void set_right_disconnects(bool p_enable);
bool is_right_disconnects_enabled() const;
void add_valid_right_disconnect_type(int p_type);
void remove_valid_right_disconnect_type(int p_type);
void add_valid_left_disconnect_type(int p_type);
void remove_valid_left_disconnect_type(int p_type);
void set_scroll_ofs(const Vector2 &p_ofs);
Vector2 get_scroll_ofs() const;
void set_selected(Node *p_child);
void set_use_snap(bool p_enable);
bool is_using_snap() const;
int get_snap() const;
void set_snap(int p_snap);
void set_connection_lines_thickness(float p_thickness);
float get_connection_lines_thickness() const;
void set_connection_lines_antialiased(bool p_antialiased);
bool is_connection_lines_antialiased() const;
HBoxContainer *get_zoom_hbox();
void arrange_nodes();
GraphEdit();
};
#endif // GRAPHEdit_H