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//! `NodeGraph`: a reusable egui node-graph canvas.
//!
//! The widget depends only on `egui` and `serde`. The consumer supplies
//! graph topology by implementing [`GraphViewer`], owns persistable view
//! state in a [`GraphView`], and applies any structural change the widget
//! reports via [`GraphResponse`].
//!
//! The canvas is an "infinite", pan/zoomable `f64` world plane with an
//! optional snapping grid. Nodes have input/output ports linked by
//! spline edges.
mod curve;
mod icons;
mod interaction;
mod layout;
mod render;
mod response;
mod spline;
mod state;
mod transform;
mod viewer;
pub use curve::{CurveEditor, CurveResponse, GradientBar};
pub use response::{ChipHit, ExternalDropTarget, GraphAction, GraphResponse};
pub use state::{CanvasItem, GraphView, GridConfig};
pub use transform::{Transform, WorldPos, WorldRect};
pub use viewer::{
GraphViewer, Link, LinkVerdict, NodeDesc, NodeId, PortAddr, PortDesc, PortId, PortSide,
StackDesc, StackId, StackLink,
};
/// The node-graph widget.
///
/// Stateless; all persistent state lives in the caller-owned [`GraphView`].
pub struct NodeGraph;
// Resolve domain-neutral external-drop metadata at a screen position.
fn external_drop_target_at(
pointer: Option<egui::Pos2>,
canvas: egui::Rect,
transform: &Transform,
nodes: &[layout::NodeLayout],
chips: &[ChipHit],
) -> Option<ExternalDropTarget> {
let pointer = pointer.filter(|pointer| canvas.contains(*pointer))?;
if let Some(chip) = chips.iter().rev().find(|chip| chip.rect.contains(pointer)) {
return Some(ExternalDropTarget::Input(chip.port));
}
let world = transform.screen_to_world(pointer);
nodes
.iter()
.rev()
.find(|node| node.rect.contains(world))
.map(|node| ExternalDropTarget::Node(node.id))
.or(Some(ExternalDropTarget::Canvas(world)))
}
impl NodeGraph {
/// Fit all canvas items into the viewport.
///
/// Computes the current world-space content bounds and updates pan and zoom
/// to center them with at least `padding` screen points where zoom limits
/// allow. Returns `false` when the graph has no canvas items.
pub fn fit_to_content(
view: &mut GraphView,
viewer: &dyn GraphViewer,
viewport_size: egui::Vec2,
padding: f32,
) -> bool {
let layout = layout::compute(viewer, view);
let mut rects = layout.stacks.iter().map(|stack| stack.rect).chain(
layout
.nodes
.iter()
.filter(|node| node.stack.is_none())
.map(|node| node.rect),
);
let Some(first) = rects.next() else {
return false;
};
let (mut min, mut max) = (first.min, first.max());
for rect in rects {
min = min.min(rect.min);
max = max.max(rect.max());
}
let padding = padding.max(0.0);
let available = egui::vec2(
(viewport_size.x - padding * 2.0).max(1.0),
(viewport_size.y - padding * 2.0).max(1.0),
);
let content_size = max - min;
let zoom = (available.x as f64 / content_size.x).min(available.y as f64 / content_size.y);
view.set_zoom_clamped(zoom);
let viewport_world = WorldPos::new(
viewport_size.x as f64 / view.zoom,
viewport_size.y as f64 / view.zoom,
);
view.pan = (min + max) * 0.5 - viewport_world * 0.5;
true
}
/// Render the graph and process this frame's input.
///
/// `view` holds pan/zoom/positions/selection; `viewer` supplies the
/// topology to draw. `paint_chips` is invoked once per node, right after
/// that node's body is painted, with the canvas rect and the node's input
/// value chips; the consumer paints an interactive editor over each chip
/// into the passed `ui`. Painting them inline — on the canvas layer, in
/// z-order, interleaved with the node bodies — lets a raised node's body
/// cover the editors of anything beneath it, and lets egui route input to
/// the frontmost editor under the pointer (within a layer the last-painted
/// widget wins).
pub fn show(
ui: &mut egui::Ui,
view: &mut GraphView,
viewer: &dyn GraphViewer,
mut paint_chips: impl FnMut(&mut egui::Ui, egui::Rect, &[ChipHit]),
) -> GraphResponse {
let (rect, response) =
ui.allocate_exact_size(ui.available_size(), egui::Sense::click_and_drag());
view.update_viewport_size(rect.size());
let painter = ui.painter_at(rect);
// Canvas background.
painter.rect_filled(rect, 0.0, ui.visuals().extreme_bg_color);
// Layout is pan/zoom-independent; compute against current positions.
let layout = layout::compute(viewer, view);
let t = Transform::new(rect.min, view.pan, view.zoom);
// Process input (may change pan/zoom/positions/selection).
let mut actions = Vec::new();
let hovered = interaction::handle(
ui,
&response,
&t,
&layout.nodes,
&layout.stacks,
viewer,
view,
&mut actions,
);
// Re-derive transform + layout so this frame's drag/zoom is
// reflected without a one-frame lag.
let t = Transform::new(rect.min, view.pan, view.zoom);
let layout = layout::compute(viewer, view);
let palette = render::Palette::from_visuals(ui.visuals());
render::draw_grid(&painter, &t, rect, view);
let mut selected_stacks: std::collections::HashSet<viewer::StackId> =
view.selected_stacks.clone();
selected_stacks.extend(hovered.marquee_stacks.iter().copied());
let mut selected: std::collections::HashSet<viewer::NodeId> = view.selection.clone();
selected.extend(hovered.marquee.iter().copied());
// Links ride with their frontmost endpoint (below), so raising a node
// lifts its edges above whatever it now covers. Selection outlines cover
// the live selection plus anything under an in-progress marquee.
let mut selected_links: std::collections::HashSet<viewer::Link> =
view.selected_links.clone();
selected_links.extend(hovered.marquee_links.iter().copied());
if let Some(addr) = view.interaction.pending_link_from {
if let (Some(node), Some(cursor)) = (
layout.nodes.iter().find(|n| n.id == addr.node),
response.hover_pos(),
) {
if let Some(from_world) = node.port_center(addr.port) {
let anchor_is_input = addr.port.side == viewer::PortSide::Input;
let anchor_color = node.port_color(addr.port).unwrap_or(palette.link);
// Endpoint and tint follow the validated target under the
// cursor: an accepted target magnetises the spline and
// blends toward its type color (a differing color previews
// an implicit cast); a rejected/absent target leaves the
// free end at the cursor in the anchor's solid color.
let (end, target_color) = match &hovered.link_target {
Some(lt) if lt.verdict.is_ok() => {
let col = layout
.nodes
.iter()
.find(|n| n.id == lt.addr.node)
.and_then(|n| n.port_color(lt.addr.port))
.unwrap_or(anchor_color);
(t.world_to_screen(lt.center), col)
}
_ => (cursor, anchor_color),
};
render::draw_pending_link(
&painter,
&t,
from_world,
end,
anchor_is_input,
anchor_color,
target_color,
);
}
}
}
// Paint canvas units — free nodes and whole stacks — back-to-front in
// the persistent z-order. Each is one z-unit painted contiguously (a
// stack's frame then its members, a free node on its own), so a raised
// unit fully covers, and never intermixes with, anything beneath it.
// `layout::compute` already ranked both lists, so a stack's members are
// contiguous and each list is in z-order.
enum Unit<'a> {
Node(&'a layout::NodeLayout),
Stack(&'a layout::StackLayout, Vec<&'a layout::NodeLayout>),
}
let mut units: Vec<((u8, usize), Unit)> = Vec::new();
for s in &layout.stacks {
let members = layout
.nodes
.iter()
.filter(|n| n.stack == Some(s.id))
.collect();
units.push((view.z_key(CanvasItem::Stack(s.id)), Unit::Stack(s, members)));
}
for n in layout.nodes.iter().filter(|n| n.stack.is_none()) {
units.push((view.z_key(CanvasItem::Node(n.id)), Unit::Node(n)));
}
units.sort_by_key(|(key, _)| *key);
// Map every node/stack to its unit's paint rank so each link can ride
// with its frontmost endpoint — drawn at the later-painted of its two
// ends, over everything behind that end and under it. Node edges paint
// just before that unit's body (tucking under the front node); pipeline
// connectors paint just after (their pins stay above the stack frames).
let mut node_rank: std::collections::HashMap<viewer::NodeId, usize> =
std::collections::HashMap::new();
let mut stack_rank: std::collections::HashMap<viewer::StackId, usize> =
std::collections::HashMap::new();
for (i, (_key, unit)) in units.iter().enumerate() {
match unit {
Unit::Stack(s, members) => {
stack_rank.insert(s.id, i);
for m in members {
node_rank.insert(m.id, i);
}
}
Unit::Node(n) => {
node_rank.insert(n.id, i);
}
}
}
let mut link_buckets: Vec<Vec<viewer::Link>> = vec![Vec::new(); units.len()];
for link in viewer.links() {
let (Some(&a), Some(&b)) =
(node_rank.get(&link.from.node), node_rank.get(&link.to.node))
else {
continue;
};
link_buckets[a.max(b)].push(link);
}
let mut stack_link_buckets: Vec<Vec<viewer::StackLink>> = vec![Vec::new(); units.len()];
for link in viewer.stack_links() {
let (Some(&a), Some(&b)) = (stack_rank.get(&link.from), stack_rank.get(&link.to))
else {
continue;
};
stack_link_buckets[a.max(b)].push(link);
}
let mut node_paint = render::NodePaint::default();
let mut drop_chips = Vec::new();
for (i, (_key, unit)) in units.iter().enumerate() {
// Node edges landing at this unit as their front end, under its body.
if !link_buckets[i].is_empty() {
render::draw_links(
&painter,
&t,
&layout.nodes,
&link_buckets[i],
&selected_links,
&palette,
);
}
match unit {
Unit::Stack(s, members) => {
render::draw_stacks(
&painter,
&t,
std::slice::from_ref(*s),
&selected_stacks,
hovered.stack,
hovered.add_button,
hovered.collapse_all,
&palette,
);
for m in members {
let np = render::draw_nodes(
&painter,
&t,
std::slice::from_ref(*m),
&selected,
hovered.node,
hovered.port,
hovered.close,
response.hover_pos(),
&palette,
);
paint_chips(ui, rect, &np.chips);
drop_chips.extend_from_slice(&np.chips);
node_paint.warning_tooltip =
node_paint.warning_tooltip.take().or(np.warning_tooltip);
}
}
Unit::Node(n) => {
let np = render::draw_nodes(
&painter,
&t,
std::slice::from_ref(*n),
&selected,
hovered.node,
hovered.port,
hovered.close,
response.hover_pos(),
&palette,
);
paint_chips(ui, rect, &np.chips);
drop_chips.extend_from_slice(&np.chips);
node_paint.warning_tooltip =
node_paint.warning_tooltip.take().or(np.warning_tooltip);
}
}
// Pipeline connectors joining this unit as their front stack, above
// its frame so the connector pins read clearly.
if !stack_link_buckets[i].is_empty() {
render::draw_stack_links(
&painter,
&t,
&layout.stacks,
&stack_link_buckets[i],
&palette,
);
}
}
// Live stack-member reorder overlay.
if let Some(rd) = view.interaction.reordering {
if let Some(cursor) = response.hover_pos() {
render::draw_reorder_overlay(
&painter,
&t,
&layout.nodes,
&layout.stacks,
&rd,
cursor,
&palette,
);
}
}
// Marquee selection rectangle.
if let Some(start) = view.interaction.box_select_start {
if let Some(cursor) = response.hover_pos() {
let r = egui::Rect::from_two_pos(t.world_to_screen(start), cursor);
painter.rect_stroke(
r,
0.0,
egui::Stroke::new(1.0, palette.selected),
egui::StrokeKind::Inside,
);
painter.rect_filled(r, 0.0, palette.selected.gamma_multiply(0.1));
}
}
// Rejection tooltip — drawn last so it sits above every node and edge,
// and anchored to the rejected target pin (not the cursor) so it stays
// still and legible while the pointer keeps moving during the drag.
//
// Both this and the warning callout below paint on a Tooltip-order
// overlay (clipped to the canvas) so they sit above the inline value
// chips, which are placed on `Order::Foreground` by the panel.
let overlay = ui
.ctx()
.layer_painter(egui::LayerId::new(
egui::Order::Tooltip,
ui.id().with("graph-overlay"),
))
.with_clip_rect(rect);
if let Some((center, reason)) = hovered
.link_target
.as_ref()
.and_then(|lt| lt.verdict.as_ref().err().map(|r| (lt.center, r)))
{
render::draw_tooltip(&overlay, t.world_to_screen(center), reason.as_ref());
}
// Warning tooltip for a hovered node warning icon, anchored to the icon
// and drawn above everything.
if let Some((pin, text)) = node_paint.warning_tooltip {
render::draw_warning(&overlay, pin, text.as_ref());
}
let external_drop_target = external_drop_target_at(
ui.ctx().pointer_hover_pos(),
rect,
&t,
&layout.nodes,
&drop_chips,
);
GraphResponse {
response,
hovered_node: hovered.node_body,
external_drop_target,
actions,
}
}
}
#[cfg(test)]
mod tests {
use std::borrow::Cow;
use super::*;
fn node(id: u32, min: WorldPos) -> layout::NodeLayout {
layout::NodeLayout {
id: NodeId::new(id).unwrap(),
rect: WorldRect::new(min, 100.0, 80.0),
title: Cow::Borrowed("node"),
accent: None,
inputs: Vec::new(),
outputs: Vec::new(),
stack: None,
warning: None,
close_button: None,
collapsed: false,
collapse_toggle: None,
}
}
fn chip(port: PortAddr, rect: egui::Rect) -> ChipHit {
ChipHit {
port,
rect,
font_size: 11.0,
pad: 3.0,
clip: rect,
chevron: None,
expanded: false,
}
}
#[test]
fn external_drop_target_priority_and_transform() {
let canvas = egui::Rect::from_min_size(egui::pos2(10.0, 20.0), egui::vec2(400.0, 300.0));
let transform = Transform::new(canvas.min, WorldPos::new(100.0, 200.0), 2.0);
let nodes = vec![node(1, WorldPos::new(110.0, 210.0))];
let port = PortAddr::new(NodeId::new(1).unwrap(), PortId::input(2));
let chip_rect = egui::Rect::from_min_size(egui::pos2(50.0, 60.0), egui::vec2(40.0, 20.0));
assert_eq!(
external_drop_target_at(
Some(chip_rect.center()),
canvas,
&transform,
&nodes,
&[chip(port, chip_rect)],
),
Some(ExternalDropTarget::Input(port))
);
assert_eq!(
external_drop_target_at(
Some(egui::pos2(40.0, 50.0)),
canvas,
&transform,
&nodes,
&[],
),
Some(ExternalDropTarget::Node(NodeId::new(1).unwrap()))
);
assert_eq!(
external_drop_target_at(
Some(egui::pos2(310.0, 220.0)),
canvas,
&transform,
&nodes,
&[],
),
Some(ExternalDropTarget::Canvas(WorldPos::new(250.0, 300.0)))
);
}
#[test]
fn external_drop_target_is_none_outside_canvas() {
let canvas = egui::Rect::from_min_size(egui::pos2(10.0, 20.0), egui::vec2(400.0, 300.0));
let transform = Transform::new(canvas.min, WorldPos::ZERO, 1.0);
assert_eq!(
external_drop_target_at(Some(egui::pos2(9.0, 20.0)), canvas, &transform, &[], &[],),
None
);
assert_eq!(
external_drop_target_at(None, canvas, &transform, &[], &[]),
None
);
}
}