connections

connections rendering and logic finished.
can make rendering better in future updates such as using geo shaders for bezier curves and smoother lines.
This commit is contained in:
marauder2k7 2024-03-05 20:39:33 +00:00
parent 66d8f0f55c
commit 949f788a0a
4 changed files with 424 additions and 64 deletions

View file

@ -31,6 +31,7 @@
#include "console/engineAPI.h" #include "console/engineAPI.h"
#include "console/script.h" #include "console/script.h"
#include "console/typeValidators.h" #include "console/typeValidators.h"
#include "gfx/primBuilder.h"
IMPLEMENT_CONOBJECT(GuiShaderEditor); IMPLEMENT_CONOBJECT(GuiShaderEditor);
@ -51,15 +52,17 @@ GuiShaderEditor::GuiShaderEditor()
VECTOR_SET_ASSOCIATION(mCurrNodes); VECTOR_SET_ASSOCIATION(mCurrNodes);
VECTOR_SET_ASSOCIATION(mSelectedNodes); VECTOR_SET_ASSOCIATION(mSelectedNodes);
VECTOR_SET_ASSOCIATION(mDragBeginPoints); VECTOR_SET_ASSOCIATION(mDragBeginPoints);
VECTOR_SET_ASSOCIATION(mCurrConnections);
mActive = true; mActive = true;
mMouseDownMode = GuiShaderEditor::Selecting; mMouseDownMode = GuiShaderEditor::Selecting;
mTrash = NULL; mTrash = NULL;
mTempConnection = NULL;
mNodeSize = 10; mNodeSize = 10;
// test // test
mCurrNodes.push_back(new GuiShaderNode()); addNode(new GuiShaderNode());
mCurrNodes.push_back(new GuiShaderNode()); addNode(new GuiShaderNode());
} }
bool GuiShaderEditor::onWake() bool GuiShaderEditor::onWake()
@ -115,10 +118,10 @@ void GuiShaderEditor::onRemove()
mTrash = NULL; mTrash = NULL;
for (GuiShaderNode* node : mCurrNodes) /* for (GuiShaderNode* node : mCurrNodes)
{ {
SAFE_DELETE(node); SAFE_DELETE(node);
} }*/
for (GuiShaderNode* node : mSelectedNodes) for (GuiShaderNode* node : mSelectedNodes)
{ {
@ -131,6 +134,45 @@ void GuiShaderEditor::onPreRender()
setUpdate(); setUpdate();
} }
void GuiShaderEditor::drawThickLine(const Point2I& pt1, const Point2I& pt2, U32 thickness = 2, ColorI col1 = ColorI(255, 255, 255), ColorI col2 = ColorI(255, 255, 255))
{
Point2F dir = Point2F(pt2.x - pt1.x, pt2.y - pt1.y);
if (dir == Point2F::Zero)
return;
Point2F unitDir = dir / mSqrt(dir.x * dir.x + dir.y * dir.y);
Point2F unitPerp(-unitDir.y, unitDir.x);
Point2F offset = (thickness / 2.0f) * unitPerp;
GFX->setStateBlock(mDefaultGuiSB);
Point2F lT = Point2F(pt1.x, pt1.y) + offset;
Point2F lB = Point2F(pt1.x, pt1.y) - offset;
Point2F rT = Point2F(pt2.x, pt2.y) + offset;
Point2F rB = Point2F(pt2.x, pt2.y) - offset;
PrimBuild::begin(GFXTriangleStrip, 4);
// top left.
PrimBuild::color(col1);
PrimBuild::vertex2f(lT.x, lT.y);
// bottom left.
PrimBuild::color(col1);
PrimBuild::vertex2f(lB.x, lB.y);
// top right.
PrimBuild::color(col2);
PrimBuild::vertex2f(rT.x, rT.y);
// bottom right.
PrimBuild::color(col2);
PrimBuild::vertex2f(rB.x, rB.y);
PrimBuild::end();
}
void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect) void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
{ {
// Save the current clip rect // Save the current clip rect
@ -168,7 +210,7 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
{ {
GFX->setClipRect(childClip); GFX->setClipRect(childClip);
GFX->setStateBlock(mDefaultGuiSB); GFX->setStateBlock(mDefaultGuiSB);
node->onRender(childPos, childClip, mNodeSize); node->renderNode(childPos, childClip, mNodeSize);
} }
GFX->setClipRect(clipRect); GFX->setClipRect(clipRect);
@ -185,7 +227,14 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
RectI socketRect(pos, Point2I(mNodeSize, mNodeSize)); RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
drawer->drawRect(socketRect, border); drawer->drawRect(socketRect, border);
socketRect.inset(1, 1); socketRect.inset(1, 1);
drawer->drawRectFill(socketRect, mProfile->mFillColor);
ColorI fill = mProfile->mFillColor;
if (hasConnection(input))
{
fill = ColorI::WHITE;
}
drawer->drawRectFill(socketRect, fill);
} }
for (NodeOutput* output : node->mOutputNodes) for (NodeOutput* output : node->mOutputNodes)
@ -200,7 +249,14 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
RectI socketRect(pos, Point2I(mNodeSize, mNodeSize)); RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
drawer->drawRect(socketRect, border); drawer->drawRect(socketRect, border);
socketRect.inset(1, 1); socketRect.inset(1, 1);
drawer->drawRectFill(socketRect, mProfile->mFillColor);
ColorI fill = mProfile->mFillColor;
if (hasConnection(output))
{
fill = ColorI::WHITE;
}
drawer->drawRectFill(socketRect, fill);
} }
} }
} }
@ -210,6 +266,40 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
GFX->setClipRect(savedClipRect); GFX->setClipRect(savedClipRect);
} }
void GuiShaderEditor::renderConnections(Point2I offset, const RectI& updateRect)
{
// Save the current clip rect
// so we can restore it at the end of this method.
RectI savedClipRect = GFX->getClipRect();
// offset is the upper-left corner of this control in screen coordinates
// updateRect is the intersection rectangle in screen coords of the control
// hierarchy. This can be set as the clip rectangle in most cases.
RectI clipRect = updateRect;
clipRect.inset(2, 2);
GFXDrawUtil* drawer = GFX->getDrawUtil();
for (NodeConnection* conn : mCurrConnections)
{
// for temp connetion, nodeA is always the first node selected.
Point2I start(Point2I::Zero);
Point2I end(Point2I::Zero);
start = conn->nodeA->localToGlobalCoord(conn->inSocket->pos) + offset;
end = conn->nodeB->localToGlobalCoord(conn->outSocket->pos) + offset;
start += Point2I(mNodeSize / 2, mNodeSize / 2);
end += Point2I(mNodeSize / 2, mNodeSize / 2);
drawThickLine(start, end);
}
// Restore the clip rect to what it was at the start
// of this method.
GFX->setClipRect(savedClipRect);
}
void GuiShaderEditor::onRender(Point2I offset, const RectI& updateRect) void GuiShaderEditor::onRender(Point2I offset, const RectI& updateRect)
{ {
offset += mViewOffset; offset += mViewOffset;
@ -217,21 +307,48 @@ void GuiShaderEditor::onRender(Point2I offset, const RectI& updateRect)
GFXDrawUtil* drawer = GFX->getDrawUtil(); GFXDrawUtil* drawer = GFX->getDrawUtil();
// render our nodes. // render our nodes.
renderConnections(offset, updateRect);
renderNodes(offset, updateRect); renderNodes(offset, updateRect);
// Draw selection rectangle last so it is rendered on top. if (mActive)
if (mActive && mMouseDownMode == DragSelecting)
{ {
RectI b; if (mMouseDownMode == DragConnection)
getDragRect(b); {
b.point += offset; // something went wrong.... fix it fix it fix it.
if (mTempConnection == NULL)
return;
else
{
// for temp connetion, nodeA is always the first node selected.
Point2I start(Point2I::Zero);
if (mTempConnection->inSocket != NULL)
start = mTempConnection->nodeA->localToGlobalCoord(mTempConnection->inSocket->pos) + offset;
else if(mTempConnection->outSocket != NULL)
start = mTempConnection->nodeA->localToGlobalCoord(mTempConnection->outSocket->pos) + offset;
// Draw outline. RectI sockActive(start, Point2I(mNodeSize, mNodeSize));
drawer->drawRect(b, ColorI(100, 100, 100, 128)); start += Point2I(mNodeSize / 2, mNodeSize / 2);
drawThickLine(start, mLastMousePos + offset);
// Draw fill. // draw socket overlay over the top of the line.
b.inset(1, 1); sockActive.inset(1, 1);
drawer->drawRectFill(b, ColorI(150, 150, 150, 128)); drawer->drawRectFill(sockActive, ColorI(255, 255, 255));
}
}
// Draw selection rectangle last so it is rendered on top.
if (mMouseDownMode == DragSelecting)
{
RectI b;
getDragRect(b);
b.point += offset;
// Draw outline.
drawer->drawRect(b, ColorI(100, 100, 100, 128));
// Draw fill.
b.inset(1, 1);
drawer->drawRectFill(b, ColorI(150, 150, 150, 128));
}
} }
} }
@ -274,51 +391,59 @@ void GuiShaderEditor::onMouseDown(const GuiEvent& event)
GuiShaderNode* hitNode = findHitNode(mLastMousePos); GuiShaderNode* hitNode = findHitNode(mLastMousePos);
if (event.modifier & SI_SHIFT) if(findHitSocket(mLastMousePos))
{ {
startDragRectangle(mLastMousePos); // handled in hit socket.
mDragAddSelection = true; return;
}
else if (selectionContains(hitNode))
{
if (event.modifier & SI_MULTISELECT)
{
removeSelection(hitNode);
setMouseMode(Selecting);
}
else if (event.modifier & SI_PRIMARY_ALT)
{
startDragClone(mLastMousePos);
}
else
{
startDragMove(mLastMousePos);
}
} }
else else
{ {
if (hitNode == NULL) if (event.modifier & SI_SHIFT)
{ {
startDragRectangle(mLastMousePos); startDragRectangle(mLastMousePos);
mDragAddSelection = false; mDragAddSelection = true;
} }
else if (event.modifier & SI_PRIMARY_ALT && hitNode != NULL) else if (selectionContains(hitNode))
{ {
// Alt is down. Start a drag clone. if (event.modifier & SI_MULTISELECT)
clearSelection(); {
addSelection(hitNode); removeSelection(hitNode);
startDragClone(mLastMousePos); setMouseMode(Selecting);
} }
else if (event.modifier & SI_MULTISELECT) else if (event.modifier & SI_PRIMARY_ALT)
{ {
addSelection(hitNode); startDragClone(mLastMousePos);
}
else
{
startDragMove(mLastMousePos);
}
} }
else else
{ {
// Clicked on node. Start move. if (hitNode == NULL)
clearSelection(); {
addSelection(hitNode); startDragRectangle(mLastMousePos);
startDragMove(mLastMousePos); mDragAddSelection = false;
}
else if (event.modifier & SI_PRIMARY_ALT && hitNode != NULL)
{
// Alt is down. Start a drag clone.
clearSelection();
addSelection(hitNode);
startDragClone(mLastMousePos);
}
else if (event.modifier & SI_MULTISELECT)
{
addSelection(hitNode);
}
else
{
// Clicked on node. Start move.
clearSelection();
addSelection(hitNode);
startDragMove(mLastMousePos);
}
} }
} }
@ -342,6 +467,35 @@ void GuiShaderEditor::onMouseUp(const GuiEvent& event)
// get mouse pos with our view offset and scale. // get mouse pos with our view offset and scale.
mLastMousePos = globalToLocalCoord(event.mousePoint) - mViewOffset; mLastMousePos = globalToLocalCoord(event.mousePoint) - mViewOffset;
if (mMouseDownMode == DragConnection)
{
U32 ret = finishConnection(mLastMousePos);
if (ret == 1) // we set the input on mouse up, nodeB is the inputSocket, swap order.
{
NodeConnection* conn = new NodeConnection();
conn->nodeA = mTempConnection->nodeB;
conn->nodeB = mTempConnection->nodeA;
conn->inSocket = mTempConnection->inSocket;
conn->outSocket = mTempConnection->outSocket;
mCurrConnections.push_back(conn);
}
if (ret == 2) // we set the output on mouse up, nodeB is the outputSocket
{
NodeConnection* conn = new NodeConnection();
conn->nodeA = mTempConnection->nodeA;
conn->nodeB = mTempConnection->nodeB;
conn->inSocket = mTempConnection->inSocket;
conn->outSocket = mTempConnection->outSocket;
mCurrConnections.push_back(conn);
}
mTempConnection = NULL;
}
if (mMouseDownMode == DragSelecting) if (mMouseDownMode == DragSelecting)
{ {
if (!(event.modifier & SI_MULTISELECT) && !mDragAddSelection) if (!(event.modifier & SI_MULTISELECT) && !mDragAddSelection)
@ -536,6 +690,34 @@ void GuiShaderEditor::deleteSelection()
{ {
mTrash->addObject(node); mTrash->addObject(node);
for (NodeInput* input : node->mInputNodes)
{
NodeConnection* conn;
if (hasConnection(input, conn))
{
// selecting one node, push it to the front of the mcurrnodes stack so its rendered on top.
Vector< NodeConnection* >::iterator i = T3D::find(mCurrConnections.begin(), mCurrConnections.end(), conn);
if (i != mCurrConnections.end())
{
mCurrConnections.erase(i);
}
}
}
for (NodeOutput* output : node->mOutputNodes)
{
NodeConnection* conn;
if (hasConnection(output, conn))
{
// selecting one node, push it to the front of the mcurrnodes stack so its rendered on top.
Vector< NodeConnection* >::iterator i = T3D::find(mCurrConnections.begin(), mCurrConnections.end(), conn);
if (i != mCurrConnections.end())
{
mCurrConnections.erase(i);
}
}
}
Vector< GuiShaderNode* >::iterator i = T3D::find(mCurrNodes.begin(), mCurrNodes.end(), node); Vector< GuiShaderNode* >::iterator i = T3D::find(mCurrNodes.begin(), mCurrNodes.end(), node);
if (i != mCurrNodes.end()) if (i != mCurrNodes.end())
mCurrNodes.erase(i); mCurrNodes.erase(i);
@ -651,6 +833,147 @@ GuiShaderNode* GuiShaderEditor::findHitNode(const Point2I& pt)
return nullptr; return nullptr;
} }
bool GuiShaderEditor::findHitSocket(const Point2I& pt)
{
Point2I parentOffset = localToGlobalCoord(getPosition()) + mViewOffset;
Point2I offsetPoint = pt + localToGlobalCoord(getPosition());
for (GuiShaderNode* node : mCurrNodes)
{
for (NodeInput* inNode : node->mInputNodes)
{
Point2I offSet = node->localToGlobalCoord(inNode->pos) + parentOffset;
RectI box(offSet.x, offSet.y, mNodeSize, mNodeSize);
S32 xt = offsetPoint.x - box.point.x;
S32 yt = offsetPoint.y - box.point.y;
if (xt >= 0 && yt >= 0 && xt < box.extent.x && yt < box.extent.y)
{
mTempConnection = new NodeConnection();
mTempConnection->nodeA = node;
mTempConnection->inSocket = inNode;
setMouseMode(DragConnection);
return true;
}
}
for (NodeOutput* outNode : node->mOutputNodes)
{
Point2I offSet = node->localToGlobalCoord(outNode->pos) + parentOffset;
RectI box(offSet.x, offSet.y, mNodeSize, mNodeSize);
S32 xt = offsetPoint.x - box.point.x;
S32 yt = offsetPoint.y - box.point.y;
if (xt >= 0 && yt >= 0 && xt < box.extent.x && yt < box.extent.y)
{
mTempConnection = new NodeConnection();
mTempConnection->nodeA = node;
mTempConnection->outSocket = outNode;
setMouseMode(DragConnection);
return true;
}
}
}
return false;
}
U32 GuiShaderEditor::finishConnection(const Point2I& pt)
{
Point2I parentOffset = localToGlobalCoord(getPosition()) + mViewOffset;
Point2I offsetPoint = pt + localToGlobalCoord(getPosition());
for (GuiShaderNode* node : mCurrNodes)
{
for (NodeInput* inNode : node->mInputNodes)
{
Point2I offSet = node->localToGlobalCoord(inNode->pos) + parentOffset;
RectI box(offSet.x, offSet.y, mNodeSize, mNodeSize);
S32 xt = offsetPoint.x - box.point.x;
S32 yt = offsetPoint.y - box.point.y;
if (xt >= 0 && yt >= 0 && xt < box.extent.x && yt < box.extent.y)
{
if (mTempConnection->nodeA == node || mTempConnection->inSocket != NULL)
return false;
NodeConnection* conn;
if(hasConnection(inNode, conn))
{
// selecting one node, push it to the front of the mcurrnodes stack so its rendered on top.
Vector< NodeConnection* >::iterator i = T3D::find(mCurrConnections.begin(), mCurrConnections.end(), conn);
if (i != mCurrConnections.end())
{
mCurrConnections.erase(i);
}
}
mTempConnection->nodeB = node;
mTempConnection->inSocket = inNode;
return 1;
}
}
for (NodeOutput* outNode : node->mOutputNodes)
{
Point2I offSet = node->localToGlobalCoord(outNode->pos) + parentOffset;
RectI box(offSet.x, offSet.y, mNodeSize, mNodeSize);
S32 xt = offsetPoint.x - box.point.x;
S32 yt = offsetPoint.y - box.point.y;
if (xt >= 0 && yt >= 0 && xt < box.extent.x && yt < box.extent.y)
{
if (mTempConnection->nodeA == node || mTempConnection->outSocket != NULL)
return false;
NodeConnection* conn;
if (hasConnection(mTempConnection->inSocket, conn))
{
// selecting one node, push it to the front of the mcurrnodes stack so its rendered on top.
Vector< NodeConnection* >::iterator i = T3D::find(mCurrConnections.begin(), mCurrConnections.end(), conn);
if (i != mCurrConnections.end())
{
mCurrConnections.erase(i);
}
}
mTempConnection->nodeB = node;
mTempConnection->outSocket = outNode;
return 2;
}
}
}
return 0;
}
bool GuiShaderEditor::hasConnection(NodeSocket* inSocket)
{
for (NodeConnection* con : mCurrConnections)
{
if (con->inSocket == dynamic_cast<NodeInput*>(inSocket) || con->outSocket == dynamic_cast<NodeOutput*>(inSocket))
{
return true;
}
}
return false;
}
bool GuiShaderEditor::hasConnection(NodeSocket* inSocket, NodeConnection*& conn)
{
for (NodeConnection* con : mCurrConnections)
{
if (con->inSocket == dynamic_cast<NodeInput*>(inSocket) || con->outSocket == dynamic_cast<NodeOutput*>(inSocket))
{
if (conn != nullptr)
conn = con;
return true;
}
}
return false;
}
void GuiShaderEditor::findNodesInRect(const RectI& rect, Vector<GuiShaderNode*>& outResult) void GuiShaderEditor::findNodesInRect(const RectI& rect, Vector<GuiShaderNode*>& outResult)
{ {
canHitSelectedNodes(false); canHitSelectedNodes(false);
@ -710,3 +1033,8 @@ void GuiShaderEditor::setMouseMode(mouseModes mode)
} }
} }
void GuiShaderEditor::addNode(GuiShaderNode* newNode)
{
mCurrNodes.push_back(newNode);
}

View file

@ -37,6 +37,17 @@
#include "gui/shaderEditor/nodes/shaderNode.h" #include "gui/shaderEditor/nodes/shaderNode.h"
#endif // !_SHADERNODE_H_ #endif // !_SHADERNODE_H_
struct NodeConnection
{
// keep track of the nodes hit.
GuiShaderNode* nodeA = NULL;
GuiShaderNode* nodeB = NULL;
// keep track of the sockets.
NodeInput* inSocket = NULL;
NodeOutput* outSocket = NULL;
};
class GuiShaderEditor : public GuiControl class GuiShaderEditor : public GuiControl
{ {
public: public:
@ -49,9 +60,11 @@ protected:
// list // list
typedef Vector<GuiShaderNode*> ShaderNodeVector; typedef Vector<GuiShaderNode*> ShaderNodeVector;
typedef Vector<NodeConnection*> ShderNodeConnections;
// all nodes in this graph. // all nodes in this graph.
ShaderNodeVector mCurrNodes; ShaderNodeVector mCurrNodes;
ShderNodeConnections mCurrConnections;
NodeConnection* mTempConnection;
// Undo // Undo
SimGroup* mTrash; SimGroup* mTrash;
@ -72,9 +85,15 @@ protected:
ShaderNodeVector mSelectedNodes; ShaderNodeVector mSelectedNodes;
void renderNodes(Point2I offset, const RectI& updateRect); void renderNodes(Point2I offset, const RectI& updateRect);
void renderConnections(Point2I offset, const RectI& updateRect);
// functions for handling mouse events. // functions for handling mouse events.
GuiShaderNode* findHitNode(const Point2I& pt); GuiShaderNode* findHitNode(const Point2I& pt);
bool findHitSocket(const Point2I& pt);
U32 finishConnection(const Point2I& pt);
bool hasConnection(NodeSocket* inSocket);
bool hasConnection(NodeSocket* inSocket, NodeConnection*& conn);
void findNodesInRect(const RectI& rect, Vector<GuiShaderNode*>& outResult); void findNodesInRect(const RectI& rect, Vector<GuiShaderNode*>& outResult);
void getDragRect(RectI& box); void getDragRect(RectI& box);
@ -82,6 +101,7 @@ protected:
void startDragRectangle(const Point2I& startPoint); void startDragRectangle(const Point2I& startPoint);
void startDragClone(const Point2I& startPoint); void startDragClone(const Point2I& startPoint);
void setMouseMode(mouseModes mode); void setMouseMode(mouseModes mode);
void addNode(GuiShaderNode* newNode);
public: public:
GuiShaderEditor(); GuiShaderEditor();
@ -97,6 +117,7 @@ public:
virtual void onRemove() override; virtual void onRemove() override;
virtual void onPreRender() override; virtual void onPreRender() override;
void drawThickLine(const Point2I& pt1, const Point2I& pt2, U32 thickness, ColorI col1, ColorI col2);
virtual void onRender(Point2I offset, const RectI& updateRect) override; virtual void onRender(Point2I offset, const RectI& updateRect) override;
// interaction // interaction

View file

@ -96,7 +96,7 @@ void GuiShaderNode::onRemove()
Parent::onRemove(); Parent::onRemove();
} }
void GuiShaderNode::onRender(Point2I offset, const RectI& updateRect, const S32 nodeSize) void GuiShaderNode::renderNode(Point2I offset, const RectI& updateRect, const S32 nodeSize)
{ {
if (!mProfile) if (!mProfile)
return Parent::onRender(offset, updateRect); return Parent::onRender(offset, updateRect);
@ -191,7 +191,7 @@ void GuiShaderNode::onRender(Point2I offset, const RectI& updateRect, const S32
drawer->drawText(mProfile->mFont, slotPos + offset, output->name); drawer->drawText(mProfile->mFont, slotPos + offset, output->name);
if (output->pos == Point2I::Zero || mPrevNodeSize != nodeSize) if (output->pos == Point2I::Zero || mPrevNodeSize != nodeSize)
output->pos = Point2I(getExtent().x - (nodeSize / 2), slotPos.y + ((mProfile->mFont->getFontSize() / 2) - (nodeSize / 2))); output->pos = Point2I(getExtent().x - (nodeSize / 2) - 1 , slotPos.y + ((mProfile->mFont->getFontSize() / 2) - (nodeSize / 2)));
slotPos.y += textPadY; slotPos.y += textPadY;
} }

View file

@ -58,31 +58,43 @@ enum class DataDimensions
Mat4x4, Mat4x4,
}; };
struct NodeInput // parent class for sockets detection in shaderEditor.
struct NodeSocket
{ {
String name; String name;
DataDimensions dimensions; DataDimensions dimensions;
NodeSocket()
:name(String::EmptyString), dimensions(DataDimensions::Dynamic)
{}
NodeSocket(String inName, DataDimensions inDim)
:name(inName), dimensions(inDim)
{}
public:
virtual ~NodeSocket() {}
};
struct NodeInput : NodeSocket
{
Point2I pos = Point2I::Zero; Point2I pos = Point2I::Zero;
NodeInput() NodeInput()
:name(String::EmptyString), dimensions(DataDimensions::Dynamic) :NodeSocket()
{} {}
NodeInput(String inName , DataDimensions inDim) NodeInput(String inName , DataDimensions inDim)
:name(inName), dimensions(inDim) :NodeSocket(inName , inDim)
{} {}
}; };
struct NodeOutput struct NodeOutput : NodeSocket
{ {
String name;
DataDimensions dimensions;
Point2I pos = Point2I::Zero; Point2I pos = Point2I::Zero;
NodeOutput() NodeOutput()
:name(String::EmptyString), dimensions(DataDimensions::Dynamic) :NodeSocket()
{} {}
NodeOutput(String inName, DataDimensions inDim) NodeOutput(String inName, DataDimensions inDim)
:name(inName), dimensions(inDim) :NodeSocket(inName, inDim)
{} {}
}; };
@ -107,8 +119,7 @@ public:
virtual bool onAdd() override; virtual bool onAdd() override;
virtual void onRemove() override; virtual void onRemove() override;
void onRender(Point2I offset, const RectI& updateRect, const S32 nodeSize); void renderNode(Point2I offset, const RectI& updateRect, const S32 nodeSize);
// Serialization functions // Serialization functions
void write(Stream& stream, U32 tabStop = 0, U32 flags = 0); void write(Stream& stream, U32 tabStop = 0, U32 flags = 0);
void read(Stream& stream); void read(Stream& stream);