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NodeConnectionInteraction.cpp
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182 lines (126 loc) · 4.12 KB
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#include "NodeConnectionInteraction.hpp"
#include "ConnectionGraphicsObject.hpp"
#include "NodeGraphicsObject.hpp"
bool
NodeConnectionInteraction::
canConnect(PortIndex &portIndex) const
{
// 1) Connection requires a port
PortType requiredPort = connectionRequiredPort();
if (requiredPort == PortType::NONE)
{
return false;
}
// 2) connection point is on top of the node port
QPointF connectionPoint = connectionEndScenePosition(requiredPort);
portIndex = nodePortIndexUnderScenePoint(requiredPort,
connectionPoint);
if (portIndex == INVALID)
{
return false;
}
// 3) Node port is vacant
// port should be empty
if (!nodePortIsEmpty(requiredPort, portIndex))
return false;
// 4) Connection type == node port type (not implemented yet)
return true;
}
bool
NodeConnectionInteraction::
tryConnect() const
{
// 1) Check conditions from 'canConnect'
PortIndex portIndex = INVALID;
if (!canConnect(portIndex))
{
return false;
}
// 2) Assign node to required port in Connection
PortType requiredPort = connectionRequiredPort();
_node->nodeState().setConnection(requiredPort,
portIndex,
_connection);
// 3) Assign Connection to empty port in NodeState
// The port is not longer required after this function
_connection->setNodeToPort(_node, requiredPort, portIndex);
// 4) Adjust Connection geometry
_node->nodeGraphicsObject()->moveConnections();
// 5) Poke model to intiate data transfer
auto outNode = _connection->getNode(PortType::OUT).lock();
if (outNode)
{
PortIndex outPortIndex = _connection->getPortIndex(PortType::OUT);
outNode->onDataUpdated(outPortIndex);
}
return true;
}
/// 1) Node and Connection should be already connected
/// 2) If so, clear Connection entry in the NodeState
/// 3) Set Connection end to 'requiring a port'
bool
NodeConnectionInteraction::
disconnect(PortType portToDisconnect) const
{
PortIndex portIndex =
_connection->getPortIndex(portToDisconnect);
NodeState &state = _node->nodeState();
// clear pointer to Connection in the NodeState
state.getEntries(portToDisconnect)[portIndex].reset();
// 4) Propagate invalid data to IN node
_connection->propagateEmptyData();
// clear Connection side
_connection->clearNode(portToDisconnect);
_connection->setRequiredPort(portToDisconnect);
_connection->getConnectionGraphicsObject()->grabMouse();
return true;
}
// ------------------ util functions below
PortType
NodeConnectionInteraction::
connectionRequiredPort() const
{
auto const &state = _connection->connectionState();
return state.requiredPort();
}
QPointF
NodeConnectionInteraction::
connectionEndScenePosition(PortType portType) const
{
std::unique_ptr<ConnectionGraphicsObject> const &go =
_connection->getConnectionGraphicsObject();
ConnectionGeometry& geometry = _connection->connectionGeometry();
QPointF endPoint = geometry.getEndPoint(portType);
return go->mapToScene(endPoint);
}
QPointF
NodeConnectionInteraction::
nodePortScenePosition(PortType portType, PortIndex portIndex) const
{
NodeGeometry const &geom = _node->nodeGeometry();
QPointF p = geom.portScenePosition(portIndex, portType);
std::unique_ptr<NodeGraphicsObject> const & ngo =
_node->nodeGraphicsObject();
return ngo->sceneTransform().map(p);
}
PortIndex
NodeConnectionInteraction::
nodePortIndexUnderScenePoint(PortType portType,
QPointF const & scenePoint) const
{
NodeGeometry const &nodeGeom = _node->nodeGeometry();
QTransform sceneTransform =
_node->nodeGraphicsObject()->sceneTransform();
PortIndex portIndex = nodeGeom.checkHitScenePoint(portType,
scenePoint,
sceneTransform);
return portIndex;
}
bool
NodeConnectionInteraction::
nodePortIsEmpty(PortType portType, PortIndex portIndex) const
{
NodeState const & nodeState = _node->nodeState();
auto const & entries = nodeState.getEntries(portType);
return (!entries[portIndex].lock());
}