/// <summary> /// Draws the Node Canvas on the screen in the rect specified by editorState without one-time wrappers like GUISkin and OverlayGUI. Made for nested Canvases (WIP) /// </summary> private static void DrawSubCanvas(NodeCanvas nodeCanvas, NodeEditorState editorState) { if (!editorState.drawing) { return; } BeginEditingCanvas(nodeCanvas, editorState); if (Event.current.type == EventType.Repaint) { // Draw Background when Repainting // Offset from origin in tile units Vector2 tileOffset = new Vector2(-(curEditorState.zoomPos.x * curEditorState.zoom + curEditorState.panOffset.x) / NodeEditorGUI.Background.width, ((curEditorState.zoomPos.y - curEditorState.canvasRect.height) * curEditorState.zoom + curEditorState.panOffset.y) / NodeEditorGUI.Background.height); // Amount of tiles Vector2 tileAmount = new Vector2(Mathf.Round(curEditorState.canvasRect.width * curEditorState.zoom) / NodeEditorGUI.Background.width, Mathf.Round(curEditorState.canvasRect.height * curEditorState.zoom) / NodeEditorGUI.Background.height); // Draw tiled background GUI.DrawTextureWithTexCoords(curEditorState.canvasRect, NodeEditorGUI.Background, new Rect(tileOffset, tileAmount)); } // Handle input events NodeEditorInputSystem.HandleInputEvents(curEditorState); if (Event.current.type != EventType.Layout) { curEditorState.ignoreInput = new List <Rect> (); } // We're using a custom scale method, as default one is messing up clipping rect Rect canvasRect = curEditorState.canvasRect; curEditorState.zoomPanAdjust = GUIScaleUtility.BeginScale(ref canvasRect, curEditorState.zoomPos, curEditorState.zoom, NodeEditorGUI.isEditorWindow, false); // ---- BEGIN SCALE ---- // Some features which require zoomed drawing: if (curEditorState.navigate) { // Draw a curve to the origin/active node for orientation purposes Vector2 startPos = (curEditorState.selectedNode != null? curEditorState.selectedNode.rect.center : curEditorState.panOffset) + curEditorState.zoomPanAdjust; Vector2 endPos = Event.current.mousePosition; RTEditorGUI.DrawLine(startPos, endPos, Color.green, null, 3); RepaintClients(); } if (curEditorState.connectOutput != null) { // Draw the currently drawn connection NodeOutput output = curEditorState.connectOutput; Vector2 startPos = output.GetGUIKnob().center; Vector2 startDir = output.GetDirection(); Vector2 endPos = Event.current.mousePosition; Vector2 endDir = -startDir; // NodeEditorGUI.GetSecondConnectionVector (startPos, endPos, startDir); <- causes unpleasant jumping when switching polarity NodeEditorGUI.OptimiseBezierDirections(startPos, ref startDir, endPos, ref endDir); NodeEditorGUI.DrawConnection(startPos, startDir, endPos, endDir, output.typeData.Color); RepaintClients(); } // Draw the groups below everything else for (int groupCnt = 0; groupCnt < curNodeCanvas.groups.Count; groupCnt++) { curNodeCanvas.groups [groupCnt].DrawGroup(); } // Push the active node to the top of the draw order. if (Event.current.type == EventType.Layout && curEditorState.selectedNode != null) { curNodeCanvas.nodes.Remove(curEditorState.selectedNode); curNodeCanvas.nodes.Add(curEditorState.selectedNode); } // Draw the transitions and connections. Has to be drawn before nodes as transitions originate from node centers for (int nodeCnt = 0; nodeCnt < curNodeCanvas.nodes.Count; nodeCnt++) { curNodeCanvas.nodes [nodeCnt].DrawConnections(); } // Draw the nodes for (int nodeCnt = 0; nodeCnt < curNodeCanvas.nodes.Count; nodeCnt++) { Node node = curNodeCanvas.nodes [nodeCnt]; node.DrawNode(); if (Event.current.type == EventType.Repaint) { node.DrawKnobs(); } } // ---- END SCALE ---- // End scaling group GUIScaleUtility.EndScale(); // Handle input events with less priority than node GUI controls NodeEditorInputSystem.HandleLateInputEvents(curEditorState); EndEditingCanvas(); }
/// <summary> /// Draws the Node Canvas on the screen in the rect specified by editorState without one-time wrappers like GUISkin and OverlayGUI. Made for nested Canvases (WIP) /// </summary> private static void DrawSubCanvas(NodeCanvas nodeCanvas, NodeEditorState editorState) { if (!editorState.drawing) { return; } // Store and restore later on in case of this being a nested Canvas NodeCanvas prevNodeCanvas = curNodeCanvas; NodeEditorState prevEditorState = curEditorState; curNodeCanvas = nodeCanvas; curEditorState = editorState; if (Event.current.type == EventType.Repaint) { // Draw Background when Repainting // Size in pixels the inividual background tiles will have on screen float width = curEditorState.zoom / NodeEditorGUI.Background.width; float height = curEditorState.zoom / NodeEditorGUI.Background.height; // Offset of the grid relative to the GUI origin Vector2 offset = curEditorState.zoomPos + curEditorState.panOffset / curEditorState.zoom; // Rect in UV space that defines how to tile the background texture Rect uvDrawRect = new Rect(-offset.x * width, (offset.y - curEditorState.canvasRect.height) * height, curEditorState.canvasRect.width * width, curEditorState.canvasRect.height * height); GUI.DrawTextureWithTexCoords(curEditorState.canvasRect, NodeEditorGUI.Background, uvDrawRect); } // Handle input events NodeEditorInputSystem.HandleInputEvents(curEditorState); if (Event.current.type != EventType.Layout) { curEditorState.ignoreInput = new List <Rect> (); } // We're using a custom scale method, as default one is messing up clipping rect Rect canvasRect = curEditorState.canvasRect; curEditorState.zoomPanAdjust = GUIScaleUtility.BeginScale(ref canvasRect, curEditorState.zoomPos, curEditorState.zoom, false); // ---- BEGIN SCALE ---- // Some features which require zoomed drawing: if (curEditorState.navigate) { // Draw a curve to the origin/active node for orientation purposes Vector2 startPos = (curEditorState.selectedNode != null? curEditorState.selectedNode.rect.center : curEditorState.panOffset) + curEditorState.zoomPanAdjust; Vector2 endPos = Event.current.mousePosition; RTEditorGUI.DrawLine(startPos, endPos, Color.green, null, 3); RepaintClients(); } if (curEditorState.connectOutput != null) { // Draw the currently drawn connection NodeOutput output = curEditorState.connectOutput; Vector2 startPos = output.GetGUIKnob().center; Vector2 startDir = output.GetDirection(); Vector2 endPos = Event.current.mousePosition; // There is no specific direction of the end knob so we pick the best according to the relative position Vector2 endDir = NodeEditorGUI.GetSecondConnectionVector(startPos, endPos, startDir); NodeEditorGUI.DrawConnection(startPos, startDir, endPos, endDir, output.typeData.Color); RepaintClients(); } // Push the active node to the top of the draw order. if (Event.current.type == EventType.Layout && curEditorState.selectedNode != null) { curNodeCanvas.nodes.Remove(curEditorState.selectedNode); curNodeCanvas.nodes.Add(curEditorState.selectedNode); } // Draw the transitions and connections. Has to be drawn before nodes as transitions originate from node centers for (int nodeCnt = 0; nodeCnt < curNodeCanvas.nodes.Count; nodeCnt++) { curNodeCanvas.nodes [nodeCnt].DrawConnections(); } // Draw the nodes for (int nodeCnt = 0; nodeCnt < curNodeCanvas.nodes.Count; nodeCnt++) { Node node = curNodeCanvas.nodes [nodeCnt]; node.DrawNode(); if (Event.current.type == EventType.Repaint) { node.DrawKnobs(); } } // ---- END SCALE ---- // End scaling group GUIScaleUtility.EndScale(); // Handle input events with less priority than node GUI controls NodeEditorInputSystem.HandleLateInputEvents(curEditorState); curNodeCanvas = prevNodeCanvas; curEditorState = prevEditorState; }
/// <summary> /// Draws the Node Canvas on the screen in the rect specified by editorState without one-time wrappers like GUISkin and OverlayGUI. Made for nested Canvases (WIP) /// </summary> private static void DrawSubCanvas(NodeCanvas nodeCanvas, NodeEditorState editorState) { if (!editorState.drawing) { return; } BeginEditingCanvas(nodeCanvas, editorState); if (curNodeCanvas == null || curEditorState == null || !curEditorState.drawing) { return; } if (Event.current.type == EventType.Repaint) { // Draw Background when Repainting // Offset from origin in tile units Vector2 tileOffset = new Vector2( -(curEditorState.zoomPos.x * curEditorState.zoom + curEditorState.panOffset.x) / NodeEditorGUI.Background.width, ((curEditorState.zoomPos.y - curEditorState.canvasRect.height) * curEditorState.zoom + curEditorState.panOffset.y) / NodeEditorGUI.Background.height); // Amount of tiles Vector2 tileAmount = new Vector2(Mathf.Round(curEditorState.canvasRect.width * curEditorState.zoom) / NodeEditorGUI.Background.width, Mathf.Round(curEditorState.canvasRect.height * curEditorState.zoom) / NodeEditorGUI.Background.height); // Draw tiled background GUI.DrawTextureWithTexCoords(curEditorState.canvasRect, NodeEditorGUI.Background, new Rect(tileOffset, tileAmount)); } // Handle input events NodeEditorInputSystem.HandleInputEvents(curEditorState); HandleMultipleSelect(); if (Event.current.type != EventType.Layout) { curEditorState.ignoreInput = new List <Rect>(); } // We're using a custom scale method, as default one is messing up clipping rect Rect canvasRect = curEditorState.canvasRect; curEditorState.zoomPanAdjust = GUIScaleUtility.BeginScale(ref canvasRect, curEditorState.zoomPos, curEditorState.zoom, NodeEditorGUI.isEditorWindow, false); // ---- BEGIN SCALE ---- // Some features which require zoomed drawing: if (curEditorState.navigate) { // Draw a curve to the origin/active node for orientation purposes Vector2 startPos = (curEditorState.selectedNodes.Count > 0? curEditorState.selectedNodes[0].rect.center : curEditorState.panOffset) + curEditorState.zoomPanAdjust; Vector2 endPos = Event.current.mousePosition; RTEditorGUI.DrawLine(startPos, endPos, Color.green, null, 3); RepaintClients(); } if (curEditorState.connectKnob != null) { // Draw the currently drawn connection curEditorState.connectKnob.DrawConnection(Event.current.mousePosition); RepaintClients(); } // Draw the groups below everything else for (int groupCnt = 0; groupCnt < curNodeCanvas.groups.Count; groupCnt++) { NodeGroup group = curNodeCanvas.groups[groupCnt]; if (Event.current.type == EventType.Layout) { group.isClipped = !curEditorState.canvasViewport.Overlaps(group.fullAABBRect); } if (!group.isClipped) { group.DrawGroup(); } } // Push the active node to the top of the draw order. if (Event.current.type == EventType.Layout && curEditorState.selectedNodes.Count > 0) { foreach (var node in curEditorState.selectedNodes) { curNodeCanvas.nodes.Remove(node); curNodeCanvas.nodes.Add(node); } } // Draw the transitions and connections. Has to be drawn before nodes as transitions originate from node centers for (int nodeCnt = 0; nodeCnt < curNodeCanvas.nodes.Count; nodeCnt++) { curNodeCanvas.nodes[nodeCnt].DrawConnections(); } // Draw the nodes for (int nodeCnt = 0; nodeCnt < curNodeCanvas.nodes.Count; nodeCnt++) { Node node = curNodeCanvas.nodes[nodeCnt]; if (Event.current.type == EventType.Layout) { node.isClipped = !curEditorState.canvasViewport.Overlaps(curNodeCanvas.nodes[nodeCnt].fullAABBRect); } if (!node.isClipped || node.ForceGUIDawOffScreen) { node.DrawNode(); if (Event.current.type == EventType.Repaint) { node.DrawKnobs(); } } } // ---- END SCALE ---- // End scaling group GUIScaleUtility.EndScale(); // Handle input events with less priority than node GUI controls NodeEditorInputSystem.HandleLateInputEvents(curEditorState); EndEditingCanvas(); }
/// <summary> /// Draws the Node Canvas on the screen in the rect specified by editorState without one-time wrappers like GUISkin and OverlayGUI. Made for nested Canvases (WIP) /// </summary> private static void DrawSubCanvas(NodeCanvas nodeCanvas, NodeEditorState editorState) { if (!editorState.drawing) { return; } BeginEditingCanvas(nodeCanvas, editorState); if (curNodeCanvas == null || curEditorState == null || !curEditorState.drawing) { return; } if (Event.current.type == EventType.Repaint) { //绘制NodeEditor背景 EditorGUI.DrawRect(curEditorState.canvasRect, new Color(28 / 255f, 28 / 255f, 28 / 255f)); } // Handle input events NodeEditorInputSystem.HandleInputEvents(curEditorState); HandleMultipleSelect(); if (Event.current.type != EventType.Layout) { curEditorState.ignoreInput = new List <Rect>(); } // We're using a custom scale method, as default one is messing up clipping rect Rect canvasRect = curEditorState.canvasRect; curEditorState.zoomPanAdjust = GUIScaleUtility.BeginScale(ref canvasRect, curEditorState.zoomPos, curEditorState.zoom, NodeEditorGUI.isEditorWindow, false); // 开始绘制缩放区域 if (curEditorState.connectKnob != null) { // Draw the currently drawn connection curEditorState.connectKnob.DrawConnection(Event.current.mousePosition); RepaintClients(); } // Draw the groups below everything else for (int groupCnt = 0; groupCnt < curNodeCanvas.groups.Count; groupCnt++) { NodeGroup group = curNodeCanvas.groups[groupCnt]; if (Event.current.type == EventType.Layout) { group.isClipped = !curEditorState.canvasViewport.Overlaps(group.fullAABBRect); } if (!group.isClipped) { group.DrawGroup(); } } // Draw the transitions and connections. Has to be drawn before nodes as transitions originate from node centers for (int nodeCnt = 0; nodeCnt < curNodeCanvas.nodes.Count; nodeCnt++) { curNodeCanvas.nodes[nodeCnt].DrawConnections(); } // Draw the nodes for (int nodeCnt = 0; nodeCnt < curNodeCanvas.nodes.Count; nodeCnt++) { Node node = curNodeCanvas.nodes[nodeCnt]; if (Event.current.type == EventType.Layout) { node.isClipped = !curEditorState.canvasViewport.Overlaps(curNodeCanvas.nodes[nodeCnt].fullAABBRect); } if (node.isClipped) { continue; } node.DrawNode(); if (Event.current.type == EventType.Repaint) { node.DrawKnobs(); } } // ---- END SCALE ---- // End scaling group GUIScaleUtility.EndScale(); // Handle input events with less priority than node GUI controls NodeEditorInputSystem.HandleLateInputEvents(curEditorState); EndEditingCanvas(); }
private static void DrawSubCanvas(NodeCanvas nodeCanvas, NodeEditorState editorState) { if (editorState.drawing) { NodeCanvas nodeCanvas2 = curNodeCanvas; NodeEditorState nodeEditorState = curEditorState; curNodeCanvas = nodeCanvas; curEditorState = editorState; if (Event.current.type == EventType.Repaint) { float num = curEditorState.zoom / (float)NodeEditorGUI.Background.width; float num2 = curEditorState.zoom / (float)NodeEditorGUI.Background.height; Vector2 vector = curEditorState.zoomPos + curEditorState.panOffset / curEditorState.zoom; GUI.DrawTextureWithTexCoords(texCoords: new Rect((0f - vector.x) * num, (vector.y - curEditorState.canvasRect.height) * num2, curEditorState.canvasRect.width * num, curEditorState.canvasRect.height * num2), position: curEditorState.canvasRect, image: NodeEditorGUI.Background); } NodeEditorInputSystem.HandleInputEvents(curEditorState); if (Event.current.type != EventType.Layout) { curEditorState.ignoreInput = new List <Rect>(); } Rect rect = curEditorState.canvasRect; curEditorState.zoomPanAdjust = GUIScaleUtility.BeginScale(ref rect, curEditorState.zoomPos, curEditorState.zoom, false); if (curEditorState.navigate) { Vector2 startPos = ((!((UnityEngine.Object)curEditorState.selectedNode != (UnityEngine.Object)null)) ? curEditorState.panOffset : curEditorState.selectedNode.rect.center) + curEditorState.zoomPanAdjust; Vector2 mousePosition = Event.current.mousePosition; RTEditorGUI.DrawLine(startPos, mousePosition, Color.green, null, 3f); RepaintClients(); } if ((UnityEngine.Object)curEditorState.connectOutput != (UnityEngine.Object)null) { NodeOutput connectOutput = curEditorState.connectOutput; Vector2 center = connectOutput.GetGUIKnob().center; Vector2 direction = connectOutput.GetDirection(); Vector2 mousePosition2 = Event.current.mousePosition; Vector2 secondConnectionVector = NodeEditorGUI.GetSecondConnectionVector(center, mousePosition2, direction); NodeEditorGUI.DrawConnection(center, direction, mousePosition2, secondConnectionVector, connectOutput.typeData.Color); RepaintClients(); } if (Event.current.type == EventType.Layout && (UnityEngine.Object)curEditorState.selectedNode != (UnityEngine.Object)null) { curNodeCanvas.nodes.Remove(curEditorState.selectedNode); curNodeCanvas.nodes.Add(curEditorState.selectedNode); } for (int i = 0; i < curNodeCanvas.nodes.Count; i++) { curNodeCanvas.nodes[i].DrawConnections(); } for (int j = 0; j < curNodeCanvas.nodes.Count; j++) { Node node = curNodeCanvas.nodes[j]; node.DrawNode(); if (Event.current.type == EventType.Repaint) { node.DrawKnobs(); } } GUIScaleUtility.EndScale(); NodeEditorInputSystem.HandleLateInputEvents(curEditorState); curNodeCanvas = nodeCanvas2; curEditorState = nodeEditorState; } }
/// <summary> /// Draws the Node Canvas on the screen in the rect specified by editorState without one-time wrappers like GUISkin and OverlayGUI. Made for nested Canvases (WIP) /// </summary> public static void DrawSubCanvas(NodeCanvas nodeCanvas, NodeEditorState editorState) { if (!editorState.drawing) { return; } // Store and restore later on in case of this being a nested Canvas NodeCanvas prevNodeCanvas = curNodeCanvas; NodeEditorState prevEditorState = curEditorState; curNodeCanvas = nodeCanvas; curEditorState = editorState; if (Event.current.type == EventType.Repaint) { // Draw Background when Repainting GUI.BeginClip(curEditorState.canvasRect); float width = NodeEditorGUI.Background.width / curEditorState.zoom; float height = NodeEditorGUI.Background.height / curEditorState.zoom; Vector2 offset = curEditorState.zoomPos + curEditorState.panOffset / curEditorState.zoom; offset = new Vector2(offset.x % width - width, offset.y % height - height); int tileX = Mathf.CeilToInt((curEditorState.canvasRect.width + (width - offset.x)) / width); int tileY = Mathf.CeilToInt((curEditorState.canvasRect.height + (height - offset.y)) / height); for (int x = 0; x < tileX; x++) { for (int y = 0; y < tileY; y++) { GUI.DrawTexture(new Rect(offset.x + x * width, offset.y + y * height, width, height), NodeEditorGUI.Background); } } GUI.EndClip(); } // Check the inputs InputEvents(); if (Event.current.type != EventType.Layout) { curEditorState.ignoreInput = new List <Rect> (); } // We're using a custom scale method, as default one is messing up clipping rect Rect canvasRect = curEditorState.canvasRect; curEditorState.zoomPanAdjust = GUIScaleUtility.BeginScale(ref canvasRect, curEditorState.zoomPos, curEditorState.zoom, false); //GUILayout.Label ("Scaling is Great!"); -> TODO: Test by changing the last bool parameter // ---- BEGIN SCALE ---- // Some features which require drawing (zoomed) if (curEditorState.navigate) { // Draw a curve to the origin/active node for orientation purposes RTEditorGUI.DrawLine((curEditorState.selectedNode != null? curEditorState.selectedNode.rect.center : curEditorState.panOffset) + curEditorState.zoomPanAdjust, ScreenToGUIPos(mousePos) + curEditorState.zoomPos * curEditorState.zoom, Color.black, null, 3); RepaintClients(); } if (curEditorState.connectOutput != null) { // Draw the currently drawn connection NodeOutput output = curEditorState.connectOutput; Vector2 startPos = output.GetGUIKnob().center; Vector2 endPos = ScreenToGUIPos(mousePos) + curEditorState.zoomPos * curEditorState.zoom; Vector2 endDir = output.GetDirection(); NodeEditorGUI.DrawConnection(startPos, endDir, endPos, NodeEditorGUI.GetSecondConnectionVector(startPos, endPos, endDir), ConnectionTypes.GetTypeData(output.type).col); RepaintClients(); } if (curEditorState.makeTransition != null) { // Draw the currently made transition RTEditorGUI.DrawLine(curEditorState.makeTransition.rect.center + curEditorState.zoomPanAdjust, ScreenToGUIPos(mousePos) + curEditorState.zoomPos * curEditorState.zoom, Color.grey, null, 3); RepaintClients(); } // Push the active node at the bottom of the draw order. if (Event.current.type == EventType.Layout && curEditorState.selectedNode != null) { curNodeCanvas.nodes.Remove(curEditorState.selectedNode); curNodeCanvas.nodes.Add(curEditorState.selectedNode); } // Draw the transitions and connections. Has to be drawn before nodes as transitions originate from node centers for (int nodeCnt = 0; nodeCnt < curNodeCanvas.nodes.Count; nodeCnt++) { Node node = curNodeCanvas.nodes [nodeCnt]; node.DrawTransitions(); node.DrawConnections(); } // Draw the nodes for (int nodeCnt = 0; nodeCnt < curNodeCanvas.nodes.Count; nodeCnt++) { Node node = curNodeCanvas.nodes [nodeCnt]; node.DrawNode(); if (Event.current.type == EventType.Repaint) { node.DrawKnobs(); } } // ---- END SCALE ---- // End scaling group GUIScaleUtility.EndScale(); // Check events with less priority than node GUI controls LateEvents(); curNodeCanvas = prevNodeCanvas; curEditorState = prevEditorState; }