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mirror of https://github.com/Artemis-RGB/Artemis synced 2025-12-13 05:48:35 +00:00
Robert 9c117d2773 Nodes - Added gradient nodes
Nodes - Added color gradient pin type
Data bindings - Changed color gradient data bindings to now take a color gradient
2022-09-23 21:41:08 +02:00

393 lines
13 KiB
C#

using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using Artemis.Core.Events;
namespace Artemis.Core;
/// <summary>
/// Represents a kind of node inside a <see cref="NodeScript" />
/// </summary>
public abstract class Node : BreakableModel, INode
{
/// <inheritdoc />
public event EventHandler? Resetting;
/// <inheritdoc />
public event EventHandler<SingleValueEventArgs<IPin>>? PinAdded;
/// <inheritdoc />
public event EventHandler<SingleValueEventArgs<IPin>>? PinRemoved;
/// <inheritdoc />
public event EventHandler<SingleValueEventArgs<IPinCollection>>? PinCollectionAdded;
/// <inheritdoc />
public event EventHandler<SingleValueEventArgs<IPinCollection>>? PinCollectionRemoved;
#region Properties & Fields
private readonly List<OutputPin> _outputPinBucket = new();
private readonly List<InputPin> _inputPinBucket = new();
private Guid _id;
/// <inheritdoc />
public Guid Id
{
get => _id;
set => SetAndNotify(ref _id, value);
}
private string _name;
/// <inheritdoc />
public string Name
{
get => _name;
protected set => SetAndNotify(ref _name, value);
}
private string _description;
/// <inheritdoc />
public string Description
{
get => _description;
protected set => SetAndNotify(ref _description, value);
}
private double _x;
/// <inheritdoc />
public double X
{
get => _x;
set => SetAndNotify(ref _x, value);
}
private double _y;
/// <inheritdoc />
public double Y
{
get => _y;
set => SetAndNotify(ref _y, value);
}
/// <inheritdoc />
public virtual bool IsExitNode => false;
/// <inheritdoc />
public virtual bool IsDefaultNode => false;
private readonly List<IPin> _pins = new();
/// <inheritdoc />
public IReadOnlyCollection<IPin> Pins => new ReadOnlyCollection<IPin>(_pins);
private readonly List<IPinCollection> _pinCollections = new();
/// <inheritdoc />
public IReadOnlyCollection<IPinCollection> PinCollections => new ReadOnlyCollection<IPinCollection>(_pinCollections);
/// <inheritdoc />
public override string BrokenDisplayName => Name;
#endregion
#region Construtors
/// <summary>
/// Creates a new instance of the <see cref="Node" /> class with an empty name and description
/// </summary>
protected Node()
{
_name = string.Empty;
_description = string.Empty;
_id = Guid.NewGuid();
}
/// <summary>
/// Creates a new instance of the <see cref="Node" /> class with the provided name and description
/// </summary>
protected Node(string name, string description)
{
_name = name;
_description = description;
_id = Guid.NewGuid();
}
#endregion
#region Methods
/// <summary>
/// Creates a new input pin and adds it to the <see cref="Pins" /> collection
/// </summary>
/// <param name="name">The name of the pin</param>
/// <typeparam name="T">The type of value the pin will hold</typeparam>
/// <returns>The newly created pin</returns>
public InputPin<T> CreateInputPin<T>(string name = "")
{
InputPin<T> pin = new(this, name);
_pins.Add(pin);
PinAdded?.Invoke(this, new SingleValueEventArgs<IPin>(pin));
return pin;
}
/// <summary>
/// Creates a new input pin and adds it to the <see cref="Pins" /> collection
/// </summary>
/// <param name="type">The type of value the pin will hold</param>
/// <param name="name">The name of the pin</param>
/// <returns>The newly created pin</returns>
public InputPin CreateInputPin(Type type, string name = "")
{
InputPin pin = new(this, type, name);
_pins.Add(pin);
PinAdded?.Invoke(this, new SingleValueEventArgs<IPin>(pin));
return pin;
}
/// <summary>
/// Creates a new output pin and adds it to the <see cref="Pins" /> collection
/// </summary>
/// <param name="name">The name of the pin</param>
/// <typeparam name="T">The type of value the pin will hold</typeparam>
/// <returns>The newly created pin</returns>
public OutputPin<T> CreateOutputPin<T>(string name = "")
{
OutputPin<T> pin = new(this, name);
_pins.Add(pin);
PinAdded?.Invoke(this, new SingleValueEventArgs<IPin>(pin));
return pin;
}
/// <summary>
/// Creates a new output pin and adds it to the <see cref="Pins" /> collection
/// </summary>
/// <param name="type">The type of value the pin will hold</param>
/// <param name="name">The name of the pin</param>
/// <returns>The newly created pin</returns>
public OutputPin CreateOutputPin(Type type, string name = "")
{
OutputPin pin = new(this, type, name);
_pins.Add(pin);
PinAdded?.Invoke(this, new SingleValueEventArgs<IPin>(pin));
return pin;
}
/// <summary>
/// Creates or adds an output pin to the node using a bucket.
/// The bucket might grow a bit over time as the user edits the node but pins won't get lost, enabling undo/redo in the
/// editor.
/// </summary>
public OutputPin CreateOrAddOutputPin(Type valueType, string displayName)
{
// Grab the first pin from the bucket that isn't on the node yet
OutputPin? pin = _outputPinBucket.FirstOrDefault(p => !Pins.Contains(p));
if (Numeric.IsTypeCompatible(valueType))
valueType = typeof(Numeric);
// If there is none, create a new one and add it to the bucket
if (pin == null)
{
pin = CreateOutputPin(valueType, displayName);
_outputPinBucket.Add(pin);
}
// If there was a pin in the bucket, update it's type and display name and reuse it
else
{
pin.ChangeType(valueType);
pin.Name = displayName;
AddPin(pin);
}
return pin;
}
/// <summary>
/// Creates or adds an input pin to the node using a bucket.
/// The bucket might grow a bit over time as the user edits the node but pins won't get lost, enabling undo/redo in the
/// editor.
/// </summary>
public InputPin CreateOrAddInputPin(Type valueType, string displayName)
{
// Grab the first pin from the bucket that isn't on the node yet
InputPin? pin = _inputPinBucket.FirstOrDefault(p => !Pins.Contains(p));
if (Numeric.IsTypeCompatible(valueType))
valueType = typeof(Numeric);
// If there is none, create a new one and add it to the bucket
if (pin == null)
{
pin = CreateInputPin(valueType, displayName);
_inputPinBucket.Add(pin);
}
// If there was a pin in the bucket, update it's type and display name and reuse it
else
{
pin.ChangeType(valueType);
pin.Name = displayName;
AddPin(pin);
}
return pin;
}
/// <summary>
/// Removes the provided <paramref name="pin" /> from the node and it's <see cref="Pins" /> collection
/// </summary>
/// <param name="pin">The pin to remove</param>
/// <returns><see langword="true" /> if the pin was removed; otherwise <see langword="false" />.</returns>
public bool RemovePin(Pin pin)
{
bool isRemoved = _pins.Remove(pin);
if (isRemoved)
{
pin.DisconnectAll();
PinRemoved?.Invoke(this, new SingleValueEventArgs<IPin>(pin));
}
return isRemoved;
}
/// <summary>
/// Adds an existing <paramref name="pin" /> to the <see cref="Pins" /> collection.
/// </summary>
/// <param name="pin">The pin to add</param>
public void AddPin(Pin pin)
{
if (pin.Node != this)
throw new ArtemisCoreException("Can't add a pin to a node that belongs to a different node than the one it's being added to.");
if (_pins.Contains(pin))
return;
_pins.Add(pin);
PinAdded?.Invoke(this, new SingleValueEventArgs<IPin>(pin));
}
/// <summary>
/// Creates a new input pin collection and adds it to the <see cref="PinCollections" /> collection
/// </summary>
/// <typeparam name="T">The type of value the pins of this collection will hold</typeparam>
/// <param name="name">The name of the pin collection</param>
/// <param name="initialCount">The amount of pins to initially add to the collection</param>
/// <returns>The resulting input pin collection</returns>
public InputPinCollection<T> CreateInputPinCollection<T>(string name = "", int initialCount = 1)
{
InputPinCollection<T> pin = new(this, name, initialCount);
_pinCollections.Add(pin);
PinCollectionAdded?.Invoke(this, new SingleValueEventArgs<IPinCollection>(pin));
return pin;
}
/// <summary>
/// Creates a new input pin collection and adds it to the <see cref="PinCollections" /> collection
/// </summary>
/// <param name="type">The type of value the pins of this collection will hold</param>
/// <param name="name">The name of the pin collection</param>
/// <param name="initialCount">The amount of pins to initially add to the collection</param>
/// <returns>The resulting input pin collection</returns>
public InputPinCollection CreateInputPinCollection(Type type, string name = "", int initialCount = 1)
{
InputPinCollection pin = new(this, type, name, initialCount);
_pinCollections.Add(pin);
PinCollectionAdded?.Invoke(this, new SingleValueEventArgs<IPinCollection>(pin));
return pin;
}
/// <summary>
/// Creates a new output pin collection and adds it to the <see cref="PinCollections" /> collection
/// </summary>
/// <typeparam name="T">The type of value the pins of this collection will hold</typeparam>
/// <param name="name">The name of the pin collection</param>
/// <param name="initialCount">The amount of pins to initially add to the collection</param>
/// <returns>The resulting output pin collection</returns>
public OutputPinCollection<T> CreateOutputPinCollection<T>(string name = "", int initialCount = 1)
{
OutputPinCollection<T> pin = new(this, name, initialCount);
_pinCollections.Add(pin);
PinCollectionAdded?.Invoke(this, new SingleValueEventArgs<IPinCollection>(pin));
return pin;
}
/// <summary>
/// Removes the provided <paramref name="pinCollection" /> from the node and it's <see cref="PinCollections" />
/// collection
/// </summary>
/// <param name="pinCollection">The pin collection to remove</param>
/// <returns><see langword="true" /> if the pin collection was removed; otherwise <see langword="false" />.</returns>
public bool RemovePinCollection(PinCollection pinCollection)
{
bool isRemoved = _pinCollections.Remove(pinCollection);
if (isRemoved)
{
foreach (IPin pin in pinCollection)
pin.DisconnectAll();
PinCollectionRemoved?.Invoke(this, new SingleValueEventArgs<IPinCollection>(pinCollection));
}
return isRemoved;
}
/// <summary>
/// Called when the node was loaded from storage or newly created, at this point pin connections aren't reestablished
/// yet.
/// </summary>
/// <param name="script">The script the node is contained in</param>
public virtual void Initialize(INodeScript script)
{
}
/// <summary>
/// Evaluates the value of the output pins of this node
/// </summary>
public abstract void Evaluate();
/// <inheritdoc />
public virtual void Reset()
{
foreach (IPin pin in _pins)
pin.Reset();
foreach (IPinCollection pinCollection in _pinCollections)
pinCollection.Reset();
Resetting?.Invoke(this, EventArgs.Empty);
}
/// <inheritdoc />
public void TryInitialize(INodeScript script)
{
TryOrBreak(() => Initialize(script), "Failed to initialize");
}
/// <inheritdoc />
public void TryEvaluate()
{
TryOrBreak(Evaluate, "Failed to evaluate");
}
/// <summary>
/// Serializes the <see cref="Storage" /> object into a string
/// </summary>
/// <returns>The serialized object</returns>
public virtual string SerializeStorage()
{
return string.Empty;
}
/// <summary>
/// Deserializes the <see cref="Storage" /> object and sets it
/// </summary>
/// <param name="serialized">The serialized object</param>
public virtual void DeserializeStorage(string serialized)
{
}
#endregion
}