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nodeeditor/src/NodeConnectionInteraction.cpp at hahaton · DigitalPulseSoftware/nodeeditor · GitHub
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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;
NodeConnectionInteraction::
NodeConnectionInteraction
(Node& node, Connection& connection, FlowScene& scene)
: _node(&node)
, _connection(&connection)
, _scene(&scene)
{}
bool
NodeConnectionInteraction::
canConnect
(PortIndex &portIndex,
bool
& typeConversionNeeded, std::unique_ptr<NodeDataModel> & converterModel)
const
{
typeConversionNeeded =
false
;
//
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 equals node port type, or there is a registered type conversion that can translate between the two
auto
connectionDataType = _connection->
dataType
();
auto
const
&modelTarget = _node->
nodeDataModel
();
NodeDataType candidateNodeDataType = modelTarget->
dataType
(requiredPort, portIndex);
if
(connectionDataType.
id
!= candidateNodeDataType.
id
)
{
if
(requiredPort == PortType::In)
{
return
typeConversionNeeded = (converterModel = _scene->
registry
().
getTypeConverter
(connectionDataType.
id
, candidateNodeDataType.
id
)) !=
nullptr
;
}
return
typeConversionNeeded = (converterModel = _scene->
registry
().
getTypeConverter
(candidateNodeDataType.
id
, connectionDataType.
id
)) !=
nullptr
;
}
return
true
;
}
bool
NodeConnectionInteraction::
tryConnect
()
const
{
//
1) Check conditions from 'canConnect'
PortIndex portIndex =
INVALID
;
bool
typeConversionNeeded =
false
;
std::unique_ptr<NodeDataModel> typeConverterModel;
if
(!
canConnect
(portIndex, typeConversionNeeded, typeConverterModel))
{
return
false
;
}
//
/ 1.5) If the connection is possible but a type conversion is needed, add a converter node to the scene, and connect it properly
if
(typeConversionNeeded)
{
//
Determining port types
PortType requiredPort =
connectionRequiredPort
();
PortType connectedPort = requiredPort == PortType::Out ? PortType::In : PortType::Out;
//
Get the node and port from where the connection starts
auto
outNode = _connection->
getNode
(connectedPort);
auto
outNodePortIndex = _connection->
getPortIndex
(connectedPort);
//
Creating the converter node
Node& converterNode = _scene->
createNode
(
std::move
(typeConverterModel));
//
Calculate and set the converter node's position
auto
converterNodePos =
NodeGeometry::calculateNodePositionBetweenNodePorts
(portIndex, requiredPort, _node, outNodePortIndex, connectedPort, outNode, converterNode);
converterNode.
nodeGraphicsObject
().
setPos
(converterNodePos);
//
Connecting the converter node to the two nodes trhat originally supposed to be connected.
//
The connection order is different based on if the users connection was started from an input port, or an output port.
if
(requiredPort == PortType::In)
{
_scene->
createConnection
(converterNode,
0
, *outNode, outNodePortIndex);
_scene->
createConnection
(*_node, portIndex, converterNode,
0
);
}
else
{
_scene->
createConnection
(converterNode,
0
, *_node, portIndex);
_scene->
createConnection
(*outNode, outNodePortIndex, converterNode,
0
);
}
//
Delete the users connection, we already replaced it.
_scene->
deleteConnection
(*_connection);
return
true
;
}
//
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);
}
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