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use std::collections::{HashMap, HashSet};
use std::hash::Hash;
use std::sync::{Arc, Mutex};
#[cfg(feature = "layout")]
pub use layout::layout;
pub mod bezier;
#[cfg(feature = "layout")]
pub mod layout;
pub mod node;
/// The main interface for the `Graph` widget.
pub struct Graph {
background: bool,
id: egui::Id,
}
/// State related to the graph UI.
#[derive(Clone, Default)]
pub struct GraphTempMemory {
/// The most recently recorded size of each node.
///
/// Primarily used to check for node selection, as we don't know the size of the node until the
/// contents have been instantiated.
node_sizes: HashMap<egui::Id, egui::Vec2>,
/// The currently selected nodes and edges.
selection: Selection,
/// Whether or not the primary button was pressed on the graph area and is still down.
///
/// Used for tracking selection and dragging.
pressed: Option<Pressed>,
/// Collect information about the layout of each node's sockets during node instantiation.
///
/// This is used to provide the position and normal of each socket when instantiating edges.
sockets: HashMap<egui::Id, NodeSockets>,
/// The socket that is currently closest to the mouse.
///
/// Always `Some` while the pointer is over the graph area, `None` otherwise.
closest_socket: Option<node::Socket>,
}
#[derive(Clone, Default)]
struct Selection {
/// The set of currently selected nodes.
nodes: HashSet<egui::Id>,
/// The set of currently selected edges.
edges: HashSet<(node::Socket, node::Socket)>,
}
/// State related to the last press of the primary pointer button over the graph.
#[derive(Clone)]
struct Pressed {
/// Whether or not the pointer is currently over one of the selected nodes.
///
/// This is used to assist with determining whether or not nodes should deselect. E.g. if
/// multiple nodes are selected and a non-selected node is pressed, then we should deselect the
/// originally selected nodes. However, if a selected node is pressed, then the selection
/// should stay the same and a drag will begin.
over_selection_at_origin: bool,
/// The origin of the pointer over the graph at the begining of the press.
///
/// Position is in graph coordinates (relative to the centre of the graph). This is to allow
/// for selections/drags larger than the visible area of the graph (e.g. if the camera is moved
/// during selection to cover a larger area).
origin_pos: egui::Pos2,
/// Position is in graph coordinates (relative to the centre of the graph).
current_pos: egui::Pos2,
/// The action performed by this press.
action: PressAction,
}
#[derive(Clone, Debug)]
enum PressAction {
/// A node was pressed and a drag is taking place.
DragNodes {
/// The node that was pressed to initiate the drag.
///
/// We don't know exactly which until the node itself emits the pressed event, so this
/// remains `None` until we know.
node: Option<PressedNode>,
},
/// The graph was pressed and we are performing a selection.
Select,
/// A node's socket was pressed in order to start creating a connection.
Socket(node::Socket),
}
#[derive(Clone, Debug)]
struct PressedNode {
/// Unique Id of th node.
id: egui::Id,
/// The position of the node over the graph at the origin of the press.
position_at_origin: egui::Pos2,
}
/// Configuration for the graph.
// TODO: Consider storing this in graph widget "memory"?
// The thing is, it might be nice to let the user modify these externally.
#[derive(Default, Debug, Clone, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct View {
pub camera: Camera,
pub layout: Layout,
}
/// The location of the top-left of each node relative to the centre of the graph area.
pub type Layout = HashMap<egui::Id, egui::Pos2>;
/// A top-down camera-like view over the area of the graph.
#[derive(Default, Debug, Clone, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct Camera {
/// Location of the camera relative to the center of the graph.
pub pos: egui::Pos2,
}
/// The context returned by the `Graph` widget. Allows for setting nodes and edges.
pub struct Show {
/// Useful for accessing the `GraphTempMemory`.
graph_id: egui::Id,
/// The full area covered by the `Graph` within the UI.
full_rect: egui::Rect,
/// The visible area of the graph's canvas.
visible_rect: egui::Rect,
/// If a selection is being performed with the mouse, this is the covered area.
selection_rect: Option<egui::Rect>,
/// Whether or not the primary mouse button was just released to perform the selection.
select: bool,
/// Whether or not the primary mouse button was just released to end edge creation.
socket_press_released: Option<node::Socket>,
/// Track all nodes that were visited this update.
///
/// We will use this to remove old node state on `drop`.
visited: HashSet<egui::Id>,
/// The child UI of the `Graph` widget for instantiating nodes and edges.
ui: egui::Ui,
}
/// Information about the inputs and outputs for a particular node.
#[derive(Clone)]
pub struct NodeSockets {
flow: egui::Direction,
input: Sockets,
output: Sockets,
}
/// The description of how the inputs and outputs are laid out for a particular node.
#[derive(Clone)]
pub struct Sockets {
count: usize,
start: egui::Pos2,
step: egui::Vec2,
}
/// A context to assist with the instantiation of node widgets.
pub struct NodesCtx<'a> {
graph_id: egui::Id,
full_rect: egui::Rect,
selection_rect: Option<egui::Rect>,
select: bool,
socket_press_released: Option<node::Socket>,
visited: &'a mut HashSet<egui::Id>,
}
/// A context to assist with the instantiation of edge widgets.
pub struct EdgesCtx {
graph_id: egui::Id,
full_rect: egui::Rect,
visible_rect: egui::Rect,
}
impl Graph {
/// Begin building the new graph widget.
pub fn new(id_src: impl Hash) -> Self {
Self {
background: true,
id: id(id_src),
}
}
/// Whether or not to fill the background. Default is `true`.
pub fn background(mut self, show: bool) -> Self {
self.background = show;
self
}
/// Begin showing the parts of the Graph.
pub fn show(self, view: &mut View, ui: &mut egui::Ui) -> Show {
// The full area to be occuppied by the graph.
let full_rect = ui.available_rect_before_wrap();
let half_size = full_rect.size() * 0.5;
// Draw the selection rectangle if there is one.
let mut selection_rect = None;
let mut select = false;
let mut socket_press_released = None;
let ptr_in_use = ui.ctx().is_using_pointer();
let ptr_on_graph = ui.rect_contains_pointer(full_rect);
// Check for selection rectangle and node dragging.
let gmem_arc = memory(ui, self.id);
let mut gmem = gmem_arc.lock().expect("failed to lock graph temp memory");
let pointer = ui.input(|i| i.pointer.clone());
if let Some(ptr_screen) = pointer.interact_pos().or(pointer.hover_pos()) {
// The location of the pointer over the graph.
let ptr_graph = view.camera.screen_to_graph(full_rect, ptr_screen);
// Check for the closest socket.
// TODO: if we wanted to be super efficient, we could maintain a quadtree of nodes
// and sockets...
let mut closest_socket = None;
if ptr_on_graph {
let socket_radius = ui
.spacing()
.interact_size
.x
.min(ui.spacing().interact_size.y);
let socket_radius_sq = socket_radius * socket_radius;
for (&n_id, &n_graph) in &view.layout {
// Only check visible nodes.
let n_screen = view.camera.graph_to_screen(full_rect, n_graph);
let size = match gmem.node_sizes.get(&n_id) {
None => continue,
Some(&size) => size,
};
let rect = egui::Rect::from_min_size(n_screen, size);
if !full_rect.intersects(rect) {
continue;
}
let sockets = match gmem.sockets.get(&n_id) {
None => continue,
Some(sockets) => sockets,
};
// Check inputs.
for (ix, (p, _)) in sockets.inputs().enumerate() {
let dist_sq = ptr_screen.distance_sq(p);
if dist_sq < socket_radius_sq {
let socket = node::Socket {
node: n_id,
kind: node::SocketKind::Input,
index: ix,
};
closest_socket = match closest_socket {
None => Some((socket, dist_sq)),
Some((_, d_sq)) if dist_sq < d_sq => Some((socket, dist_sq)),
_ => closest_socket,
}
}
}
// Check outputs.
for (ix, (p, _)) in sockets.outputs().enumerate() {
let dist_sq = ptr_screen.distance_sq(p);
if dist_sq < socket_radius_sq {
let socket = node::Socket {
node: n_id,
kind: node::SocketKind::Output,
index: ix,
};
closest_socket = match closest_socket {
None => Some((socket, dist_sq)),
Some((_, d_sq)) if dist_sq < d_sq => Some((socket, dist_sq)),
_ => closest_socket,
}
}
}
}
}
gmem.closest_socket = closest_socket.map(|(socket, _)| socket);
// Check for selecting/dragging.
if let Some(pressed) = gmem.pressed.as_mut() {
pressed.current_pos = ptr_graph;
match pressed.action {
PressAction::DragNodes {
node: Some(ref node),
} => {
// Determine the drag delta.
let delta = ptr_graph - pressed.origin_pos;
let target = node.position_at_origin + delta;
let mut drag_delta = egui::Vec2::ZERO;
if let Some(current) = view.layout.get(&node.id) {
drag_delta = target - *current;
}
// Apply drag delta to all selected nodes.
for &n_id in &gmem.selection.nodes {
if let Some(pos) = view.layout.get_mut(&n_id) {
*pos += drag_delta;
}
}
}
PressAction::Select => {
let min = view.camera.graph_to_screen(full_rect, pressed.origin_pos);
let max = ptr_screen;
selection_rect = Some(egui::Rect::from_two_pos(min, max));
}
_ => (),
}
// The press action has ended.
if pointer.any_released() && !pointer.button_down(egui::PointerButton::Primary) {
match gmem.pressed.take().map(|p| p.action) {
Some(PressAction::Select) => select = true,
Some(PressAction::Socket(socket)) => {
socket_press_released = Some(socket);
}
_ => (),
}
}
// Check for the beginning of a socket press or rectangular selection.
} else if !ptr_in_use
&& ptr_on_graph
&& pointer.button_down(egui::PointerButton::Primary)
&& pointer.any_pressed()
{
// Choose which press action based on whether or not a socket was pressed.
let action = match closest_socket {
Some((socket, _)) => PressAction::Socket(socket),
None => {
let min = ptr_screen;
let max = ptr_screen;
selection_rect = Some(egui::Rect::from_two_pos(min, max));
PressAction::Select
}
};
let pressed = Pressed {
over_selection_at_origin: false,
origin_pos: ptr_graph,
current_pos: ptr_graph,
action,
};
gmem.pressed = Some(pressed);
// Otherwise, check if we should start dragging nodes.
} else if !ptr_in_use
&& full_rect.contains(ptr_screen)
&& pointer.button_down(egui::PointerButton::Primary)
&& pointer.any_pressed()
{
// Check if the mouse is over a selected node.
let mut over_any = false;
let mut over_selected = false;
let aim_radius = ui.input(|i| i.aim_radius());
for (&n_id, &size) in &gmem.node_sizes {
let pos = view.layout.get(&n_id).cloned().unwrap_or(egui::Pos2::ZERO);
let r = egui::Rect::from_min_size(pos, size);
if r.expand(aim_radius).contains(ptr_graph) {
over_any = true;
if gmem.selection.nodes.contains(&n_id) {
over_selected = true;
break;
}
}
}
if over_any {
let pressed = Pressed {
over_selection_at_origin: over_selected,
origin_pos: ptr_graph,
current_pos: ptr_graph,
action: PressAction::DragNodes { node: None },
};
gmem.pressed = Some(pressed);
}
}
// If the pointer is down and near an edge of the rect, move the camera in that
// direction.
let move_camera = match gmem.pressed.as_ref() {
None => false,
Some(p) => {
let action_ok = !matches!(p.action, PressAction::DragNodes { ref node, .. } if node.is_none());
action_ok && p.origin_pos != ptr_graph
}
};
if move_camera {
let max_vel = 8.0;
let mid = full_rect.center();
let move_dist = ui
.spacing()
.interact_size
.x
.max(ui.spacing().interact_size.y);
let x_vel = if ptr_screen.x < mid.x {
(ptr_screen.x - (full_rect.min.x + move_dist)).min(0.0) * max_vel / move_dist
} else if ptr_screen.x > mid.x {
(ptr_screen.x - (full_rect.max.x - move_dist)).max(0.0) * max_vel / move_dist
} else {
0.0
};
let y_vel = if ptr_screen.y < mid.y {
(ptr_screen.y - (full_rect.min.y + move_dist)).min(0.0) * max_vel / move_dist
} else if ptr_screen.y > mid.y {
(ptr_screen.y - (full_rect.max.y - move_dist)).max(0.0) * max_vel / move_dist
} else {
0.0
};
let vel = egui::Vec2::new(x_vel, y_vel);
view.camera.pos += vel;
}
}
// Check if we should drag or scroll the camera position.
if !ptr_in_use && ptr_on_graph {
ui.input(|i| {
// Middle mouse button moves camera.
if i.pointer.is_moving() && i.pointer.button_down(egui::PointerButton::Middle) {
view.camera.pos -= pointer.delta();
}
});
}
// Paint the background rect.
if self.background {
let vis = ui.style().noninteractive();
let stroke = egui::Stroke {
width: 0.0,
..vis.bg_stroke
};
let fill = vis.bg_fill.linear_multiply(0.5);
ui.painter().rect(full_rect, 0.0, fill, stroke);
}
// Paint some subtle dots to check camera movement.
let visible_rect = egui::Rect::from_center_size(view.camera.pos, full_rect.size());
let dot_step = ui.spacing().interact_size.y;
let vis = ui.style().noninteractive();
let x_dots =
(visible_rect.min.x / dot_step) as i32..=(visible_rect.max.x / dot_step) as i32;
let y_dots =
(visible_rect.min.y / dot_step) as i32..=(visible_rect.max.y / dot_step) as i32;
let x_start = half_size.x - view.camera.pos.x;
let y_start = half_size.y - view.camera.pos.y;
for x_dot in x_dots {
for y_dot in y_dots.clone() {
let x = x_start + x_dot as f32 * dot_step;
let y = y_start + y_dot as f32 * dot_step;
let r = egui::Rect::from_center_size([x, y].into(), [1.0; 2].into());
let color = vis.bg_stroke.color;
let stroke = egui::Stroke {
width: 0.0,
..vis.bg_stroke
};
ui.painter().rect(r, 0.0, color, stroke);
}
}
// Draw the selection area if there is one.
// TODO: Do this when `Show` is `drop`ped or finalised.
if let Some(r) = selection_rect {
let color = ui.visuals().weak_text_color();
let fill = color.linear_multiply(0.125);
let width = 1.0;
let stroke = egui::Stroke { width, color };
ui.painter().rect(r, 0.0, fill, stroke);
}
// Create a child UI over the full surface of the graph widget.
let mut ui = ui.child_ui(full_rect, *ui.layout());
ui.set_clip_rect(full_rect);
Show {
graph_id: self.id,
full_rect,
visible_rect,
selection_rect,
select,
socket_press_released,
visited: Default::default(),
ui,
}
}
}
impl Camera {
/// Convert the given point `pos` from graph space (position is relative to centre of
/// graph) to screen space (where the point is currently visible within the UI).
pub fn graph_to_screen(&self, graph_rect: egui::Rect, pos: egui::Pos2) -> egui::Pos2 {
graph_to_screen(self.pos, graph_rect, pos)
}
/// Convert the given point `pos` from screen space (where the point is currently
/// visible within the UI) to graph space (position is relative to centre of graph).
pub fn screen_to_graph(&self, graph_rect: egui::Rect, pos: egui::Pos2) -> egui::Pos2 {
screen_to_graph(self.pos, graph_rect, pos)
}
}
impl NodeSockets {
/// The screen position and normal of the input at the given index.
///
/// Returns `None` if there is no input at the given index.
pub fn input(&self, ix: usize) -> Option<(egui::Pos2, egui::Vec2)> {
if self.input.count <= ix {
return None;
}
let pos = self.input.start + self.input.step * ix as f32;
let norm = match self.flow {
egui::Direction::LeftToRight => egui::Vec2::new(-1.0, 0.0),
egui::Direction::RightToLeft => egui::Vec2::new(1.0, 0.0),
egui::Direction::TopDown => egui::Vec2::new(0.0, -1.0),
egui::Direction::BottomUp => egui::Vec2::new(0.0, 1.0),
};
Some((pos, norm))
}
/// The screen position and normal of the input at the given index.
///
/// Returns `None` if there is no output at the given index.
pub fn output(&self, ix: usize) -> Option<(egui::Pos2, egui::Vec2)> {
if self.output.count <= ix {
return None;
}
let pos = self.output.start + self.output.step * ix as f32;
let norm = match self.flow {
egui::Direction::LeftToRight => egui::Vec2::new(1.0, 0.0),
egui::Direction::RightToLeft => egui::Vec2::new(-1.0, 0.0),
egui::Direction::TopDown => egui::Vec2::new(0.0, 1.0),
egui::Direction::BottomUp => egui::Vec2::new(0.0, -1.0),
};
Some((pos, norm))
}
/// Produces an iterator yielding the position and normal for each input.
pub fn inputs<'a>(&'a self) -> impl 'a + Iterator<Item = (egui::Pos2, egui::Vec2)> {
(0..self.input.count).filter_map(move |ix| self.input(ix))
}
/// Produces an iterator yielding the position and normal for each output.
pub fn outputs<'a>(&'a self) -> impl 'a + Iterator<Item = (egui::Pos2, egui::Vec2)> {
(0..self.output.count).filter_map(move |ix| self.output(ix))
}
}
impl Show {
/// Instantiate the nodes of the graph.
pub fn nodes(mut self, content: impl FnOnce(&mut NodesCtx, &mut egui::Ui)) -> Self {
{
let Self {
graph_id,
full_rect,
selection_rect,
select,
socket_press_released,
ref mut visited,
ref mut ui,
..
} = self;
let mut ctx = NodesCtx {
graph_id,
full_rect,
selection_rect,
select,
socket_press_released,
visited,
};
content(&mut ctx, ui);
}
self
}
/// Instantiate the edges of the graph.
pub fn edges(mut self, content: impl FnOnce(&mut EdgesCtx, &mut egui::Ui)) -> Self {
{
let Self {
full_rect,
visible_rect,
graph_id,
ref mut ui,
..
} = self;
let mut ctx = EdgesCtx {
graph_id,
full_rect,
visible_rect,
};
content(&mut ctx, ui);
}
self
}
/// If a node didn't appear this update, it's likely because the user has removed the node from
/// their graph, so we should stop tracking it.
fn prune_unused_nodes(&mut self) {
let Self {
graph_id,
ref visited,
ref mut ui,
..
} = *self;
let gmem_arc = memory(ui, graph_id);
let mut gmem = gmem_arc.lock().expect("failed to lock graph temp memory");
gmem.node_sizes.retain(|k, _| visited.contains(k));
gmem.selection.nodes.retain(|k| visited.contains(k));
if let Some(socket) = gmem.closest_socket.as_ref() {
if !visited.contains(&socket.node) {
gmem.closest_socket = None;
}
}
if let Some(pressed) = gmem.pressed.as_ref() {
match pressed.action {
PressAction::DragNodes {
node: Some(PressedNode { id: n, .. }),
}
| PressAction::Socket(node::Socket { node: n, .. })
if !visited.contains(&n) =>
{
gmem.pressed = None
}
_ => (),
}
}
}
}
impl EdgesCtx {
/// Retrieves the position and normal of the specified input for the given node.
///
/// Returns `None` if either the `node` or `input` do not exist.
pub fn input(
&self,
ui: &egui::Ui,
node: egui::Id,
input: usize,
) -> Option<(egui::Pos2, egui::Vec2)> {
let gmem_arc = crate::memory(ui, self.graph_id);
let gmem = gmem_arc.lock().expect("failed to lock graph temp memory");
gmem.sockets
.get(&node)
.and_then(|sockets| sockets.input(input))
}
/// Retrieves the position and normal of the specified output for the given node.
///
/// Returns `None` if either the `node` or `output` do not exist.
pub fn output(
&self,
ui: &egui::Ui,
node: egui::Id,
output: usize,
) -> Option<(egui::Pos2, egui::Vec2)> {
let gmem_arc = memory(ui, self.graph_id);
let gmem = gmem_arc.lock().expect("failed to lock graph temp memory");
gmem.sockets
.get(&node)
.and_then(|sockets| sockets.output(output))
}
/// If the user is in the progress of creating an edge, this returns the relevant info.
pub fn in_progress(&self, ui: &egui::Ui) -> Option<EdgeInProgress> {
let gmem_arc = memory(ui, self.graph_id);
let gmem = gmem_arc.lock().expect("failed to lock graph temp memory");
let pressed = gmem.pressed.as_ref()?;
let start = match pressed.action {
PressAction::Socket(socket) => {
let sockets = gmem.sockets.get(&socket.node)?;
let (pos, normal) = match socket.kind {
node::SocketKind::Input => sockets.input(socket.index)?,
node::SocketKind::Output => sockets.output(socket.index)?,
};
node::PositionedSocket {
socket,
pos,
normal,
}
}
_ => return None,
};
let (end_pos, end_socket) = match gmem.closest_socket {
Some(socket) if socket.kind != start.socket.kind => {
let sockets = gmem.sockets.get(&socket.node)?;
let (pos, normal) = match socket.kind {
node::SocketKind::Input => sockets.input(socket.index)?,
node::SocketKind::Output => sockets.output(socket.index)?,
};
(pos, Some((socket.kind, normal)))
}
_ => {
let cam_pos = self.visible_rect.center();
let pos = graph_to_screen(cam_pos, self.full_rect, pressed.current_pos);
(pos, None)
}
};
Some(EdgeInProgress {
start,
end_pos,
end_socket,
})
}
/// The full rect occuppied by the graph widget.
pub fn full_rect(&self) -> egui::Rect {
self.full_rect
}
}
pub struct EdgeInProgress {
/// The socket at the start end of the edge.
pub start: node::PositionedSocket,
/// The end position of the edge in progress.
///
/// If there is no socket within the interaction radius, this will be the pointer position.
/// Otherwise, this will be the position of the closest socket who's `SocketKind` is opposite
/// to `start.kind`.
pub end_pos: egui::Pos2,
/// The closest socket who's `SocketKind` is opposite to `start.kind`.
///
/// This is `None` in the case that there are no sockets within the interaction radius.
pub end_socket: Option<(node::SocketKind, egui::Vec2)>,
}
impl EdgeInProgress {
pub fn bezier_cubic(&self) -> bezier::Cubic {
let start = (self.start.pos, self.start.normal);
let end_normal = self
.end_socket
.as_ref()
.map(|&(_, n)| n)
.unwrap_or(-self.start.normal);
let end = (self.end_pos, end_normal);
bezier::Cubic::from_edge_points(start, end)
}
}
impl Drop for Show {
fn drop(&mut self) {
self.prune_unused_nodes();
}
}
/// Combines the given id src with the `TypeId` of the `Graph` to produce a unique `egui::Id`.
pub fn id(id_src: impl Hash) -> egui::Id {
egui::Id::new((std::any::TypeId::of::<Graph>(), id_src))
}
/// Short-hand for retrieving access to the graph's temporary memory from the `Ui`.
fn memory(ui: &egui::Ui, graph_id: egui::Id) -> Arc<Mutex<GraphTempMemory>> {
ui.ctx().data_mut(|d| {
d.get_temp_mut_or_default::<Arc<Mutex<GraphTempMemory>>>(graph_id)
.clone()
})
}
fn graph_to_screen(cam_pos: egui::Pos2, graph_rect: egui::Rect, pos: egui::Pos2) -> egui::Pos2 {
let half_rect_size = graph_rect.size() * 0.5;
let v = pos - cam_pos.to_vec2() + half_rect_size;
egui::Pos2::new(v.x, v.y)
}
fn screen_to_graph(cam_pos: egui::Pos2, graph_rect: egui::Rect, pos: egui::Pos2) -> egui::Pos2 {
let half_rect_size = graph_rect.size() * 0.5;
let v = pos - half_rect_size + cam_pos.to_vec2();
egui::Pos2::new(v.x, v.y)
}