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NodeConnectionInteraction.cpp
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238 lines (171 loc) · 5.78 KB
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#include "NodeConnectionInteraction.hpp"
#include "ConnectionGraphicsObject.hpp"
#include "NodeGraphicsObject.hpp"
#include "NodeDataModel.hpp"
#include "DataModelRegistry.hpp"
#include "FlowScene.hpp"
using QtNodes::NodeConnectionInteraction;
using QtNodes::PortType;
using QtNodes::PortIndex;
using QtNodes::FlowScene;
using QtNodes::Node;
using QtNodes::Connection;
using QtNodes::NodeDataModel;
using QtNodes::TypeConverter;
NodeConnectionInteraction::
NodeConnectionInteraction(Node& node, Connection& connection, FlowScene& scene)
: _node(&node)
, _connection(&connection)
, _scene(&scene)
{}
bool
NodeConnectionInteraction::
canConnect(PortIndex &portIndex, TypeConverter & converter) const
{
// 1) Connection requires a port
PortType requiredPort = connectionRequiredPort();
if (requiredPort == PortType::None)
{
return false;
}
// 1.5) Forbid connecting the node to itself
Node* node = _connection->getNode(oppositePort(requiredPort));
if (node == _node)
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 equals node port type, or there is a registered type conversion that can translate between the two
auto connectionDataType =
_connection->dataType(oppositePort(requiredPort));
auto const &modelTarget = _node->nodeDataModel();
NodeDataType candidateNodeDataType = modelTarget->dataType(requiredPort, portIndex);
if (connectionDataType.id != candidateNodeDataType.id)
{
if (requiredPort == PortType::In)
{
converter = _scene->registry().getTypeConverter(connectionDataType, candidateNodeDataType);
}
else if (requiredPort == PortType::Out)
{
converter = _scene->registry().getTypeConverter(candidateNodeDataType , connectionDataType);
}
return (converter != nullptr);
}
return true;
}
bool
NodeConnectionInteraction::
tryConnect() const
{
// 1) Check conditions from 'canConnect'
PortIndex portIndex = INVALID;
TypeConverter converter;
if (!canConnect(portIndex, converter))
{
return false;
}
// 1.5) If the connection is possible but a type conversion is needed,
// assign a convertor to connection
if (converter)
{
_connection->setTypeConverter(converter);
}
// 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);
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].clear();
// 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
{
auto &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);
NodeGraphicsObject& 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);
if (entries[portIndex].empty()) return true;
const auto outPolicy = _node->nodeDataModel()->portOutConnectionPolicy(portIndex);
return ( portType == PortType::Out && outPolicy == NodeDataModel::ConnectionPolicy::Many);
}