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authorchai <chaifix@163.com>2022-06-28 09:40:37 +0800
committerchai <chaifix@163.com>2022-06-28 09:40:37 +0800
commit49b25e755b70ec412feaaf0b898d6f7e09d2bea6 (patch)
tree3c5f4260f30d1c2d7196db93153700d7ddec3157 /Other/NodeEditorExamples/Assets/xNode-examples/Scripts/Editor/NodeEditorGUI.cs
parentc92269331692feca2c276649f6c4ee8911f1f859 (diff)
+node example
Diffstat (limited to 'Other/NodeEditorExamples/Assets/xNode-examples/Scripts/Editor/NodeEditorGUI.cs')
-rw-r--r--Other/NodeEditorExamples/Assets/xNode-examples/Scripts/Editor/NodeEditorGUI.cs567
1 files changed, 567 insertions, 0 deletions
diff --git a/Other/NodeEditorExamples/Assets/xNode-examples/Scripts/Editor/NodeEditorGUI.cs b/Other/NodeEditorExamples/Assets/xNode-examples/Scripts/Editor/NodeEditorGUI.cs
new file mode 100644
index 00000000..41f1d9ca
--- /dev/null
+++ b/Other/NodeEditorExamples/Assets/xNode-examples/Scripts/Editor/NodeEditorGUI.cs
@@ -0,0 +1,567 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using UnityEditor;
+using UnityEngine;
+using XNodeEditor.Internal;
+
+namespace XNodeEditor {
+ /// <summary> Contains GUI methods </summary>
+ public partial class NodeEditorWindow {
+ public NodeGraphEditor graphEditor;
+ private List<UnityEngine.Object> selectionCache;
+ private List<XNode.Node> culledNodes;
+ /// <summary> 19 if docked, 22 if not </summary>
+ private int topPadding { get { return isDocked() ? 19 : 22; } }
+ /// <summary> Executed after all other window GUI. Useful if Zoom is ruining your day. Automatically resets after being run.</summary>
+ public event Action onLateGUI;
+ private static readonly Vector3[] polyLineTempArray = new Vector3[2];
+
+ protected virtual void OnGUI() {
+ Event e = Event.current;
+ Matrix4x4 m = GUI.matrix;
+ if (graph == null) return;
+ ValidateGraphEditor();
+ Controls();
+
+ DrawGrid(position, zoom, panOffset);
+ DrawConnections();
+ DrawDraggedConnection();
+ DrawNodes();
+ DrawSelectionBox();
+ DrawTooltip();
+ graphEditor.OnGUI();
+
+ // Run and reset onLateGUI
+ if (onLateGUI != null) {
+ onLateGUI();
+ onLateGUI = null;
+ }
+
+ GUI.matrix = m;
+ }
+
+ public static void BeginZoomed(Rect rect, float zoom, float topPadding) {
+ GUI.EndClip();
+
+ GUIUtility.ScaleAroundPivot(Vector2.one / zoom, rect.size * 0.5f);
+ Vector4 padding = new Vector4(0, topPadding, 0, 0);
+ padding *= zoom;
+ GUI.BeginClip(new Rect(-((rect.width * zoom) - rect.width) * 0.5f, -(((rect.height * zoom) - rect.height) * 0.5f) + (topPadding * zoom),
+ rect.width * zoom,
+ rect.height * zoom));
+ }
+
+ public static void EndZoomed(Rect rect, float zoom, float topPadding) {
+ GUIUtility.ScaleAroundPivot(Vector2.one * zoom, rect.size * 0.5f);
+ Vector3 offset = new Vector3(
+ (((rect.width * zoom) - rect.width) * 0.5f),
+ (((rect.height * zoom) - rect.height) * 0.5f) + (-topPadding * zoom) + topPadding,
+ 0);
+ GUI.matrix = Matrix4x4.TRS(offset, Quaternion.identity, Vector3.one);
+ }
+
+ public void DrawGrid(Rect rect, float zoom, Vector2 panOffset) {
+
+ rect.position = Vector2.zero;
+
+ Vector2 center = rect.size / 2f;
+ Texture2D gridTex = graphEditor.GetGridTexture();
+ Texture2D crossTex = graphEditor.GetSecondaryGridTexture();
+
+ // Offset from origin in tile units
+ float xOffset = -(center.x * zoom + panOffset.x) / gridTex.width;
+ float yOffset = ((center.y - rect.size.y) * zoom + panOffset.y) / gridTex.height;
+
+ Vector2 tileOffset = new Vector2(xOffset, yOffset);
+
+ // Amount of tiles
+ float tileAmountX = Mathf.Round(rect.size.x * zoom) / gridTex.width;
+ float tileAmountY = Mathf.Round(rect.size.y * zoom) / gridTex.height;
+
+ Vector2 tileAmount = new Vector2(tileAmountX, tileAmountY);
+
+ // Draw tiled background
+ GUI.DrawTextureWithTexCoords(rect, gridTex, new Rect(tileOffset, tileAmount));
+ GUI.DrawTextureWithTexCoords(rect, crossTex, new Rect(tileOffset + new Vector2(0.5f, 0.5f), tileAmount));
+ }
+
+ public void DrawSelectionBox() {
+ if (currentActivity == NodeActivity.DragGrid) {
+ Vector2 curPos = WindowToGridPosition(Event.current.mousePosition);
+ Vector2 size = curPos - dragBoxStart;
+ Rect r = new Rect(dragBoxStart, size);
+ r.position = GridToWindowPosition(r.position);
+ r.size /= zoom;
+ Handles.DrawSolidRectangleWithOutline(r, new Color(0, 0, 0, 0.1f), new Color(1, 1, 1, 0.6f));
+ }
+ }
+
+ public static bool DropdownButton(string name, float width) {
+ return GUILayout.Button(name, EditorStyles.toolbarDropDown, GUILayout.Width(width));
+ }
+
+ /// <summary> Show right-click context menu for hovered reroute </summary>
+ void ShowRerouteContextMenu(RerouteReference reroute) {
+ GenericMenu contextMenu = new GenericMenu();
+ contextMenu.AddItem(new GUIContent("Remove"), false, () => reroute.RemovePoint());
+ contextMenu.DropDown(new Rect(Event.current.mousePosition, Vector2.zero));
+ if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
+ }
+
+ /// <summary> Show right-click context menu for hovered port </summary>
+ void ShowPortContextMenu(XNode.NodePort hoveredPort) {
+ GenericMenu contextMenu = new GenericMenu();
+ contextMenu.AddItem(new GUIContent("Clear Connections"), false, () => hoveredPort.ClearConnections());
+ contextMenu.DropDown(new Rect(Event.current.mousePosition, Vector2.zero));
+ if (NodeEditorPreferences.GetSettings().autoSave) AssetDatabase.SaveAssets();
+ }
+
+ static Vector2 CalculateBezierPoint(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3, float t) {
+ float u = 1 - t;
+ float tt = t * t, uu = u * u;
+ float uuu = uu * u, ttt = tt * t;
+ return new Vector2(
+ (uuu * p0.x) + (3 * uu * t * p1.x) + (3 * u * tt * p2.x) + (ttt * p3.x),
+ (uuu * p0.y) + (3 * uu * t * p1.y) + (3 * u * tt * p2.y) + (ttt * p3.y)
+ );
+ }
+
+ /// <summary> Draws a line segment without allocating temporary arrays </summary>
+ static void DrawAAPolyLineNonAlloc(float thickness, Vector2 p0, Vector2 p1) {
+ polyLineTempArray[0].x = p0.x;
+ polyLineTempArray[0].y = p0.y;
+ polyLineTempArray[1].x = p1.x;
+ polyLineTempArray[1].y = p1.y;
+ Handles.DrawAAPolyLine(thickness, polyLineTempArray);
+ }
+
+ /// <summary> Draw a bezier from output to input in grid coordinates </summary>
+ public void DrawNoodle(Gradient gradient, NoodlePath path, NoodleStroke stroke, float thickness, List<Vector2> gridPoints) {
+ // convert grid points to window points
+ for (int i = 0; i < gridPoints.Count; ++i)
+ gridPoints[i] = GridToWindowPosition(gridPoints[i]);
+
+ Color originalHandlesColor = Handles.color;
+ Handles.color = gradient.Evaluate(0f);
+ int length = gridPoints.Count;
+ switch (path) {
+ case NoodlePath.Curvy:
+ Vector2 outputTangent = Vector2.right;
+ for (int i = 0; i < length - 1; i++) {
+ Vector2 inputTangent;
+ // Cached most variables that repeat themselves here to avoid so many indexer calls :p
+ Vector2 point_a = gridPoints[i];
+ Vector2 point_b = gridPoints[i + 1];
+ float dist_ab = Vector2.Distance(point_a, point_b);
+ if (i == 0) outputTangent = zoom * dist_ab * 0.01f * Vector2.right;
+ if (i < length - 2) {
+ Vector2 point_c = gridPoints[i + 2];
+ Vector2 ab = (point_b - point_a).normalized;
+ Vector2 cb = (point_b - point_c).normalized;
+ Vector2 ac = (point_c - point_a).normalized;
+ Vector2 p = (ab + cb) * 0.5f;
+ float tangentLength = (dist_ab + Vector2.Distance(point_b, point_c)) * 0.005f * zoom;
+ float side = ((ac.x * (point_b.y - point_a.y)) - (ac.y * (point_b.x - point_a.x)));
+
+ p = tangentLength * Mathf.Sign(side) * new Vector2(-p.y, p.x);
+ inputTangent = p;
+ } else {
+ inputTangent = zoom * dist_ab * 0.01f * Vector2.left;
+ }
+
+ // Calculates the tangents for the bezier's curves.
+ float zoomCoef = 50 / zoom;
+ Vector2 tangent_a = point_a + outputTangent * zoomCoef;
+ Vector2 tangent_b = point_b + inputTangent * zoomCoef;
+ // Hover effect.
+ int division = Mathf.RoundToInt(.2f * dist_ab) + 3;
+ // Coloring and bezier drawing.
+ int draw = 0;
+ Vector2 bezierPrevious = point_a;
+ for (int j = 1; j <= division; ++j) {
+ if (stroke == NoodleStroke.Dashed) {
+ draw++;
+ if (draw >= 2) draw = -2;
+ if (draw < 0) continue;
+ if (draw == 0) bezierPrevious = CalculateBezierPoint(point_a, tangent_a, tangent_b, point_b, (j - 1f) / (float) division);
+ }
+ if (i == length - 2)
+ Handles.color = gradient.Evaluate((j + 1f) / division);
+ Vector2 bezierNext = CalculateBezierPoint(point_a, tangent_a, tangent_b, point_b, j / (float) division);
+ DrawAAPolyLineNonAlloc(thickness, bezierPrevious, bezierNext);
+ bezierPrevious = bezierNext;
+ }
+ outputTangent = -inputTangent;
+ }
+ break;
+ case NoodlePath.Straight:
+ for (int i = 0; i < length - 1; i++) {
+ Vector2 point_a = gridPoints[i];
+ Vector2 point_b = gridPoints[i + 1];
+ // Draws the line with the coloring.
+ Vector2 prev_point = point_a;
+ // Approximately one segment per 5 pixels
+ int segments = (int) Vector2.Distance(point_a, point_b) / 5;
+ segments = Math.Max(segments, 1);
+
+ int draw = 0;
+ for (int j = 0; j <= segments; j++) {
+ draw++;
+ float t = j / (float) segments;
+ Vector2 lerp = Vector2.Lerp(point_a, point_b, t);
+ if (draw > 0) {
+ if (i == length - 2) Handles.color = gradient.Evaluate(t);
+ DrawAAPolyLineNonAlloc(thickness, prev_point, lerp);
+ }
+ prev_point = lerp;
+ if (stroke == NoodleStroke.Dashed && draw >= 2) draw = -2;
+ }
+ }
+ break;
+ case NoodlePath.Angled:
+ for (int i = 0; i < length - 1; i++) {
+ if (i == length - 1) continue; // Skip last index
+ if (gridPoints[i].x <= gridPoints[i + 1].x - (50 / zoom)) {
+ float midpoint = (gridPoints[i].x + gridPoints[i + 1].x) * 0.5f;
+ Vector2 start_1 = gridPoints[i];
+ Vector2 end_1 = gridPoints[i + 1];
+ start_1.x = midpoint;
+ end_1.x = midpoint;
+ if (i == length - 2) {
+ DrawAAPolyLineNonAlloc(thickness, gridPoints[i], start_1);
+ Handles.color = gradient.Evaluate(0.5f);
+ DrawAAPolyLineNonAlloc(thickness, start_1, end_1);
+ Handles.color = gradient.Evaluate(1f);
+ DrawAAPolyLineNonAlloc(thickness, end_1, gridPoints[i + 1]);
+ } else {
+ DrawAAPolyLineNonAlloc(thickness, gridPoints[i], start_1);
+ DrawAAPolyLineNonAlloc(thickness, start_1, end_1);
+ DrawAAPolyLineNonAlloc(thickness, end_1, gridPoints[i + 1]);
+ }
+ } else {
+ float midpoint = (gridPoints[i].y + gridPoints[i + 1].y) * 0.5f;
+ Vector2 start_1 = gridPoints[i];
+ Vector2 end_1 = gridPoints[i + 1];
+ start_1.x += 25 / zoom;
+ end_1.x -= 25 / zoom;
+ Vector2 start_2 = start_1;
+ Vector2 end_2 = end_1;
+ start_2.y = midpoint;
+ end_2.y = midpoint;
+ if (i == length - 2) {
+ DrawAAPolyLineNonAlloc(thickness, gridPoints[i], start_1);
+ Handles.color = gradient.Evaluate(0.25f);
+ DrawAAPolyLineNonAlloc(thickness, start_1, start_2);
+ Handles.color = gradient.Evaluate(0.5f);
+ DrawAAPolyLineNonAlloc(thickness, start_2, end_2);
+ Handles.color = gradient.Evaluate(0.75f);
+ DrawAAPolyLineNonAlloc(thickness, end_2, end_1);
+ Handles.color = gradient.Evaluate(1f);
+ DrawAAPolyLineNonAlloc(thickness, end_1, gridPoints[i + 1]);
+ } else {
+ DrawAAPolyLineNonAlloc(thickness, gridPoints[i], start_1);
+ DrawAAPolyLineNonAlloc(thickness, start_1, start_2);
+ DrawAAPolyLineNonAlloc(thickness, start_2, end_2);
+ DrawAAPolyLineNonAlloc(thickness, end_2, end_1);
+ DrawAAPolyLineNonAlloc(thickness, end_1, gridPoints[i + 1]);
+ }
+ }
+ }
+ break;
+ case NoodlePath.ShaderLab:
+ Vector2 start = gridPoints[0];
+ Vector2 end = gridPoints[length - 1];
+ //Modify first and last point in array so we can loop trough them nicely.
+ gridPoints[0] = gridPoints[0] + Vector2.right * (20 / zoom);
+ gridPoints[length - 1] = gridPoints[length - 1] + Vector2.left * (20 / zoom);
+ //Draw first vertical lines going out from nodes
+ Handles.color = gradient.Evaluate(0f);
+ DrawAAPolyLineNonAlloc(thickness, start, gridPoints[0]);
+ Handles.color = gradient.Evaluate(1f);
+ DrawAAPolyLineNonAlloc(thickness, end, gridPoints[length - 1]);
+ for (int i = 0; i < length - 1; i++) {
+ Vector2 point_a = gridPoints[i];
+ Vector2 point_b = gridPoints[i + 1];
+ // Draws the line with the coloring.
+ Vector2 prev_point = point_a;
+ // Approximately one segment per 5 pixels
+ int segments = (int) Vector2.Distance(point_a, point_b) / 5;
+ segments = Math.Max(segments, 1);
+
+ int draw = 0;
+ for (int j = 0; j <= segments; j++) {
+ draw++;
+ float t = j / (float) segments;
+ Vector2 lerp = Vector2.Lerp(point_a, point_b, t);
+ if (draw > 0) {
+ if (i == length - 2) Handles.color = gradient.Evaluate(t);
+ DrawAAPolyLineNonAlloc(thickness, prev_point, lerp);
+ }
+ prev_point = lerp;
+ if (stroke == NoodleStroke.Dashed && draw >= 2) draw = -2;
+ }
+ }
+ gridPoints[0] = start;
+ gridPoints[length - 1] = end;
+ break;
+ }
+ Handles.color = originalHandlesColor;
+ }
+
+ /// <summary> Draws all connections </summary>
+ public void DrawConnections() {
+ Vector2 mousePos = Event.current.mousePosition;
+ List<RerouteReference> selection = preBoxSelectionReroute != null ? new List<RerouteReference>(preBoxSelectionReroute) : new List<RerouteReference>();
+ hoveredReroute = new RerouteReference();
+
+ List<Vector2> gridPoints = new List<Vector2>(2);
+
+ Color col = GUI.color;
+ foreach (XNode.Node node in graph.nodes) {
+ //If a null node is found, return. This can happen if the nodes associated script is deleted. It is currently not possible in Unity to delete a null asset.
+ if (node == null) continue;
+
+ // Draw full connections and output > reroute
+ foreach (XNode.NodePort output in node.Outputs) {
+ //Needs cleanup. Null checks are ugly
+ Rect fromRect;
+ if (!_portConnectionPoints.TryGetValue(output, out fromRect)) continue;
+
+ Color portColor = graphEditor.GetPortColor(output);
+ for (int k = 0; k < output.ConnectionCount; k++) {
+ XNode.NodePort input = output.GetConnection(k);
+
+ Gradient noodleGradient = graphEditor.GetNoodleGradient(output, input);
+ float noodleThickness = graphEditor.GetNoodleThickness(output, input);
+ NoodlePath noodlePath = graphEditor.GetNoodlePath(output, input);
+ NoodleStroke noodleStroke = graphEditor.GetNoodleStroke(output, input);
+
+ // Error handling
+ if (input == null) continue; //If a script has been updated and the port doesn't exist, it is removed and null is returned. If this happens, return.
+ if (!input.IsConnectedTo(output)) input.Connect(output);
+ Rect toRect;
+ if (!_portConnectionPoints.TryGetValue(input, out toRect)) continue;
+
+ List<Vector2> reroutePoints = output.GetReroutePoints(k);
+
+ gridPoints.Clear();
+ gridPoints.Add(fromRect.center);
+ gridPoints.AddRange(reroutePoints);
+ gridPoints.Add(toRect.center);
+ DrawNoodle(noodleGradient, noodlePath, noodleStroke, noodleThickness, gridPoints);
+
+ // Loop through reroute points again and draw the points
+ for (int i = 0; i < reroutePoints.Count; i++) {
+ RerouteReference rerouteRef = new RerouteReference(output, k, i);
+ // Draw reroute point at position
+ Rect rect = new Rect(reroutePoints[i], new Vector2(12, 12));
+ rect.position = new Vector2(rect.position.x - 6, rect.position.y - 6);
+ rect = GridToWindowRect(rect);
+
+ // Draw selected reroute points with an outline
+ if (selectedReroutes.Contains(rerouteRef)) {
+ GUI.color = NodeEditorPreferences.GetSettings().highlightColor;
+ GUI.DrawTexture(rect, NodeEditorResources.dotOuter);
+ }
+
+ GUI.color = portColor;
+ GUI.DrawTexture(rect, NodeEditorResources.dot);
+ if (rect.Overlaps(selectionBox)) selection.Add(rerouteRef);
+ if (rect.Contains(mousePos)) hoveredReroute = rerouteRef;
+
+ }
+ }
+ }
+ }
+ GUI.color = col;
+ if (Event.current.type != EventType.Layout && currentActivity == NodeActivity.DragGrid) selectedReroutes = selection;
+ }
+
+ private void DrawNodes() {
+ Event e = Event.current;
+ if (e.type == EventType.Layout) {
+ selectionCache = new List<UnityEngine.Object>(Selection.objects);
+ }
+
+ System.Reflection.MethodInfo onValidate = null;
+ if (Selection.activeObject != null && Selection.activeObject is XNode.Node) {
+ onValidate = Selection.activeObject.GetType().GetMethod("OnValidate");
+ if (onValidate != null) EditorGUI.BeginChangeCheck();
+ }
+
+ BeginZoomed(position, zoom, topPadding);
+
+ Vector2 mousePos = Event.current.mousePosition;
+
+ if (e.type != EventType.Layout) {
+ hoveredNode = null;
+ hoveredPort = null;
+ }
+
+ List<UnityEngine.Object> preSelection = preBoxSelection != null ? new List<UnityEngine.Object>(preBoxSelection) : new List<UnityEngine.Object>();
+
+ // Selection box stuff
+ Vector2 boxStartPos = GridToWindowPositionNoClipped(dragBoxStart);
+ Vector2 boxSize = mousePos - boxStartPos;
+ if (boxSize.x < 0) { boxStartPos.x += boxSize.x; boxSize.x = Mathf.Abs(boxSize.x); }
+ if (boxSize.y < 0) { boxStartPos.y += boxSize.y; boxSize.y = Mathf.Abs(boxSize.y); }
+ Rect selectionBox = new Rect(boxStartPos, boxSize);
+
+ //Save guiColor so we can revert it
+ Color guiColor = GUI.color;
+
+ List<XNode.NodePort> removeEntries = new List<XNode.NodePort>();
+
+ if (e.type == EventType.Layout) culledNodes = new List<XNode.Node>();
+
+ for (int n = 0; n < graph.nodes.Count; n++) {
+ // Skip null nodes. The user could be in the process of renaming scripts, so removing them at this point is not advisable.
+ if (graph.nodes[n] == null) continue;
+ if (n >= graph.nodes.Count) return;
+ XNode.Node node = graph.nodes[n];
+
+ // Culling
+ if (e.type == EventType.Layout) {
+ // Cull unselected nodes outside view
+ if (!Selection.Contains(node) && ShouldBeCulled(node)) {
+ culledNodes.Add(node);
+ continue;
+ }
+ } else if (culledNodes.Contains(node)) continue;
+
+ if (e.type == EventType.Repaint) {
+ removeEntries.Clear();
+ foreach (var kvp in _portConnectionPoints)
+ if (kvp.Key.node == node) removeEntries.Add(kvp.Key);
+ foreach (var k in removeEntries) _portConnectionPoints.Remove(k);
+ }
+
+ NodeEditor nodeEditor = NodeEditor.GetEditor(node, this);
+
+ NodeEditor.portPositions.Clear();
+
+ // Set default label width. This is potentially overridden in OnBodyGUI
+ EditorGUIUtility.labelWidth = 84;
+
+ //Get node position
+ Vector2 nodePos = GridToWindowPositionNoClipped(node.position);
+
+ GUILayout.BeginArea(new Rect(nodePos, new Vector2(nodeEditor.GetWidth(), 4000)));
+
+ bool selected = selectionCache.Contains(graph.nodes[n]);
+
+ if (selected) {
+ GUIStyle style = new GUIStyle(nodeEditor.GetBodyStyle());
+ GUIStyle highlightStyle = new GUIStyle(nodeEditor.GetBodyHighlightStyle());
+ highlightStyle.padding = style.padding;
+ style.padding = new RectOffset();
+ GUI.color = nodeEditor.GetTint();
+ GUILayout.BeginVertical(style);
+ GUI.color = NodeEditorPreferences.GetSettings().highlightColor;
+ GUILayout.BeginVertical(new GUIStyle(highlightStyle));
+ } else {
+ GUIStyle style = new GUIStyle(nodeEditor.GetBodyStyle());
+ GUI.color = nodeEditor.GetTint();
+ GUILayout.BeginVertical(style);
+ }
+
+ GUI.color = guiColor;
+ EditorGUI.BeginChangeCheck();
+
+ //Draw node contents
+ nodeEditor.OnHeaderGUI();
+ nodeEditor.OnBodyGUI();
+
+ //If user changed a value, notify other scripts through onUpdateNode
+ if (EditorGUI.EndChangeCheck()) {
+ if (NodeEditor.onUpdateNode != null) NodeEditor.onUpdateNode(node);
+ EditorUtility.SetDirty(node);
+ nodeEditor.serializedObject.ApplyModifiedProperties();
+ }
+
+ GUILayout.EndVertical();
+
+ //Cache data about the node for next frame
+ if (e.type == EventType.Repaint) {
+ Vector2 size = GUILayoutUtility.GetLastRect().size;
+ if (nodeSizes.ContainsKey(node)) nodeSizes[node] = size;
+ else nodeSizes.Add(node, size);
+
+ foreach (var kvp in NodeEditor.portPositions) {
+ Vector2 portHandlePos = kvp.Value;
+ portHandlePos += node.position;
+ Rect rect = new Rect(portHandlePos.x - 8, portHandlePos.y - 8, 16, 16);
+ portConnectionPoints[kvp.Key] = rect;
+ }
+ }
+
+ if (selected) GUILayout.EndVertical();
+
+ if (e.type != EventType.Layout) {
+ //Check if we are hovering this node
+ Vector2 nodeSize = GUILayoutUtility.GetLastRect().size;
+ Rect windowRect = new Rect(nodePos, nodeSize);
+ if (windowRect.Contains(mousePos)) hoveredNode = node;
+
+ //If dragging a selection box, add nodes inside to selection
+ if (currentActivity == NodeActivity.DragGrid) {
+ if (windowRect.Overlaps(selectionBox)) preSelection.Add(node);
+ }
+
+ //Check if we are hovering any of this nodes ports
+ //Check input ports
+ foreach (XNode.NodePort input in node.Inputs) {
+ //Check if port rect is available
+ if (!portConnectionPoints.ContainsKey(input)) continue;
+ Rect r = GridToWindowRectNoClipped(portConnectionPoints[input]);
+ if (r.Contains(mousePos)) hoveredPort = input;
+ }
+ //Check all output ports
+ foreach (XNode.NodePort output in node.Outputs) {
+ //Check if port rect is available
+ if (!portConnectionPoints.ContainsKey(output)) continue;
+ Rect r = GridToWindowRectNoClipped(portConnectionPoints[output]);
+ if (r.Contains(mousePos)) hoveredPort = output;
+ }
+ }
+
+ GUILayout.EndArea();
+ }
+
+ if (e.type != EventType.Layout && currentActivity == NodeActivity.DragGrid) Selection.objects = preSelection.ToArray();
+ EndZoomed(position, zoom, topPadding);
+
+ //If a change in is detected in the selected node, call OnValidate method.
+ //This is done through reflection because OnValidate is only relevant in editor,
+ //and thus, the code should not be included in build.
+ if (onValidate != null && EditorGUI.EndChangeCheck()) onValidate.Invoke(Selection.activeObject, null);
+ }
+
+ private bool ShouldBeCulled(XNode.Node node) {
+
+ Vector2 nodePos = GridToWindowPositionNoClipped(node.position);
+ if (nodePos.x / _zoom > position.width) return true; // Right
+ else if (nodePos.y / _zoom > position.height) return true; // Bottom
+ else if (nodeSizes.ContainsKey(node)) {
+ Vector2 size = nodeSizes[node];
+ if (nodePos.x + size.x < 0) return true; // Left
+ else if (nodePos.y + size.y < 0) return true; // Top
+ }
+ return false;
+ }
+
+ private void DrawTooltip() {
+ if (hoveredPort != null && NodeEditorPreferences.GetSettings().portTooltips && graphEditor != null) {
+ string tooltip = graphEditor.GetPortTooltip(hoveredPort);
+ if (string.IsNullOrEmpty(tooltip)) return;
+ GUIContent content = new GUIContent(tooltip);
+ Vector2 size = NodeEditorResources.styles.tooltip.CalcSize(content);
+ size.x += 8;
+ Rect rect = new Rect(Event.current.mousePosition - (size), size);
+ EditorGUI.LabelField(rect, content, NodeEditorResources.styles.tooltip);
+ Repaint();
+ }
+ }
+ }
+}