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STNodeOption.cs
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456 lines (418 loc) · 17.3 KB
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Drawing;
namespace ST.Library.UI.NodeEditor
{
public class STNodeOption
{
#region Properties
public static readonly STNodeOption Empty = new STNodeOption();
private STNode _Owner;
/// <summary>
/// 获取当前 Option 所属的 Node
/// </summary>
public STNode Owner {
get { return _Owner; }
internal set {
if (value == _Owner) return;
if (_Owner != null) this.DisConnectionAll(); //当所有者变更时 断开当前所有连接
_Owner = value;
}
}
private bool _IsSingle;
/// <summary>
/// 获取当前 Option 是否仅能被连接一次
/// </summary>
public bool IsSingle {
get { return _IsSingle; }
}
private bool _IsInput;
/// <summary>
/// 获取当前 Option 是否是输入选项
/// </summary>
public bool IsInput {
get { return _IsInput; }
internal set { _IsInput = value; }
}
private Color _TextColor = Color.White;
/// <summary>
/// 获取或设置当前 Option 文本颜色
/// </summary>
public Color TextColor {
get { return _TextColor; }
internal set {
if (value == _TextColor) return;
_TextColor = value;
this.Invalidate();
}
}
private Color _DotColor = Color.Transparent;
/// <summary>
/// 获取或设置当前 Option 连接点的颜色
/// </summary>
public Color DotColor {
get { return _DotColor; }
internal set {
if (value == _DotColor) return;
_DotColor = value;
this.Invalidate();
}
}
private string _Text;
/// <summary>
/// 获取或设置当前 Option 显示文本
/// 当AutoSize被设置时 无法修改此属性
/// </summary>
public string Text {
get { return _Text; }
internal set {
if (value == _Text) return;
_Text = value;
if (this._Owner == null) return;
this._Owner.BuildSize(true, true, true);
}
}
private int _DotLeft;
/// <summary>
/// 获取当前 Option 连接点的左边坐标
/// </summary>
public int DotLeft {
get { return _DotLeft; }
internal set { _DotLeft = value; }
}
private int _DotTop;
/// <summary>
/// 获取当前 Option 连接点的上边坐标
/// </summary>
public int DotTop {
get { return _DotTop; }
internal set { _DotTop = value; }
}
private int _DotSize;
/// <summary>
/// 获取当前 Option 连接点的宽度
/// </summary>
public int DotSize {
get { return _DotSize; }
protected set { _DotSize = value; }
}
private Rectangle _TextRectangle;
/// <summary>
/// 获取当前 Option 文本区域
/// </summary>
public Rectangle TextRectangle {
get { return _TextRectangle; }
internal set { _TextRectangle = value; }
}
private object _Data;
/// <summary>
/// 获取或者设置当前 Option 所包含的数据
/// </summary>
public object Data {
get { return _Data; }
set {
if (value != null) {
if (this._DataType == null) return;
var t = value.GetType();
if (t != this._DataType && !t.IsSubclassOf(this._DataType)) {
throw new ArgumentException("无效数据类型 数据类型必须为指定的数据类型或其子类");
}
}
_Data = value;
}
}
private Type _DataType;
/// <summary>
/// 获取当前 Option 数据类型
/// </summary>
public Type DataType {
get { return _DataType; }
internal set { _DataType = value; }
}
//private Rectangle _DotRectangle;
/// <summary>
/// 获取当前 Option 连接点的区域
/// </summary>
public Rectangle DotRectangle {
get {
return new Rectangle(this._DotLeft, this._DotTop, this._DotSize, this._DotSize);
}
}
/// <summary>
/// 获取当前 Option 被连接的个数
/// </summary>
public int ConnectionCount {
get { return m_hs_connected.Count; }
}
/// <summary>
/// 获取当前 Option 所连接的 Option 集合
/// </summary>
internal HashSet<STNodeOption> ConnectedOption {
get { return m_hs_connected; }
}
#endregion Properties
/// <summary>
/// 保存已经被连接的点
/// </summary>
protected HashSet<STNodeOption> m_hs_connected;
#region Constructor
private STNodeOption() { }
/// <summary>
/// 构造一个 Option
/// </summary>
/// <param name="strText">显示文本</param>
/// <param name="dataType">数据类型</param>
/// <param name="bSingle">是否为单连接</param>
public STNodeOption(string strText, Type dataType, bool bSingle) {
if (dataType == null) throw new ArgumentNullException("指定的数据类型不能为空");
this._DotSize = 10;
m_hs_connected = new HashSet<STNodeOption>();
this._DataType = dataType;
this._Text = strText;
this._IsSingle = bSingle;
}
#endregion Constructor
#region Event
/// <summary>
/// 当被连接时候发生
/// </summary>
public event STNodeOptionEventHandler Connected;
/// <summary>
/// 当连接开始发生时发生
/// </summary>
public event STNodeOptionEventHandler Connecting;
/// <summary>
/// 当连接断开时候发生
/// </summary>
public event STNodeOptionEventHandler DisConnected;
/// <summary>
/// 当连接开始断开时发生
/// </summary>
public event STNodeOptionEventHandler DisConnecting;
/// <summary>
/// 当有数据传递时候发生
/// </summary>
public event STNodeOptionEventHandler DataTransfer;
#endregion Event
#region protected
/// <summary>
/// 重绘整个控件
/// </summary>
protected void Invalidate() {
if (this._Owner == null) return;
this._Owner.Invalidate();
}
/*
* 开始我认为应当只有输入类型的选项才具有事件 因为输入是被动的 而输出则是主动的
* 但是后来发现 比如在STNodeHub中输出节点就用到了事件
* 以防万一所以这里代码注释起来了 也并不是很有问题 输出选项不注册事件也是一样的效果
*/
protected internal virtual void OnConnected(STNodeOptionEventArgs e) {
if (this.Connected != null/* && this._IsInput*/) this.Connected(this, e);
}
protected internal virtual void OnConnecting(STNodeOptionEventArgs e) {
if (this.Connecting != null) this.Connecting(this, e);
}
protected internal virtual void OnDisConnected(STNodeOptionEventArgs e) {
if (this.DisConnected != null/* && this._IsInput*/) this.DisConnected(this, e);
}
protected internal virtual void OnDisConnecting(STNodeOptionEventArgs e) {
if (this.DisConnecting != null) this.DisConnecting(this, e);
}
protected internal virtual void OnDataTransfer(STNodeOptionEventArgs e) {
if (this.DataTransfer != null/* && this._IsInput*/) this.DataTransfer(this, e);
}
protected void STNodeEidtorConnected(STNodeEditorOptionEventArgs e) {
if (this._Owner == null) return;
if (this._Owner.Owner == null) return;
this._Owner.Owner.OnOptionConnected(e);
}
protected void STNodeEidtorDisConnected(STNodeEditorOptionEventArgs e) {
if (this._Owner == null) return;
if (this._Owner.Owner == null) return;
this._Owner.Owner.OnOptionDisConnected(e);
}
/// <summary>
/// 当前 Option 开始连接目标 Option
/// </summary>
/// <param name="op">需要连接的 Option</param>
/// <returns>是否允许继续操作</returns>
protected virtual bool ConnectingOption(STNodeOption op) {
if (this._Owner == null) return false;
if (this._Owner.Owner == null) return false;
STNodeEditorOptionEventArgs e = new STNodeEditorOptionEventArgs(op, this, ConnectionStatus.Connecting);
this._Owner.Owner.OnOptionConnecting(e);
this.OnConnecting(new STNodeOptionEventArgs(true, op, ConnectionStatus.Connecting));
op.OnConnecting(new STNodeOptionEventArgs(false, this, ConnectionStatus.Connecting));
return e.Continue;
}
/// <summary>
/// 当前 Option 开始断开目标 Option
/// </summary>
/// <param name="op">需要断开的 Option</param>
/// <returns>是否允许继续操作</returns>
protected virtual bool DisConnectingOption(STNodeOption op) {
if (this._Owner == null) return false;
if (this._Owner.Owner == null) return false;
STNodeEditorOptionEventArgs e = new STNodeEditorOptionEventArgs(op, this, ConnectionStatus.DisConnecting);
this._Owner.Owner.OnOptionDisConnecting(e);
this.OnDisConnecting(new STNodeOptionEventArgs(true, op, ConnectionStatus.DisConnecting));
op.OnDisConnecting(new STNodeOptionEventArgs(false, this, ConnectionStatus.DisConnecting));
return e.Continue;
}
#endregion protected
#region public
/// <summary>
/// 当前 Option 连接目标 Option
/// </summary>
/// <param name="op">需要连接的 Option</param>
/// <returns>连接结果</returns>
public virtual ConnectionStatus ConnectOption(STNodeOption op) {
if (!this.ConnectingOption(op)) {
this.STNodeEidtorConnected(new STNodeEditorOptionEventArgs(op, this, ConnectionStatus.Reject));
return ConnectionStatus.Reject;
}
var v = this.CanConnect(op);
if (v != ConnectionStatus.Connected) {
this.STNodeEidtorConnected(new STNodeEditorOptionEventArgs(op, this, v));
return v;
}
v = op.CanConnect(this);
if (v != ConnectionStatus.Connected) {
this.STNodeEidtorConnected(new STNodeEditorOptionEventArgs(op, this, v));
return v;
}
op.AddConnection(this, false);
this.AddConnection(op, true);
this.ControlBuildLinePath();
this.STNodeEidtorConnected(new STNodeEditorOptionEventArgs(op, this, v));
return v;
}
/// <summary>
/// 检测当前 Option 是否可以连接目标 Option
/// </summary>
/// <param name="op">需要连接的 Option</param>
/// <returns>检测结果</returns>
public virtual ConnectionStatus CanConnect(STNodeOption op) {
if (this == STNodeOption.Empty || op == STNodeOption.Empty) return ConnectionStatus.EmptyOption;
if (this._IsInput == op.IsInput) return ConnectionStatus.SameInputOrOutput;
if (op.Owner == null || this._Owner == null) return ConnectionStatus.NoOwner;
if (op.Owner == this._Owner) return ConnectionStatus.SameOwner;
if (this._Owner.LockOption || op._Owner.LockOption) return ConnectionStatus.Locked;
if (this._IsSingle && m_hs_connected.Count == 1) return ConnectionStatus.SingleOption;
if (op.IsInput && STNodeEditor.CanFindNodePath(op.Owner, this._Owner)) return ConnectionStatus.Loop;
if (m_hs_connected.Contains(op)) return ConnectionStatus.Exists;
if (this._IsInput && op._DataType != this._DataType && !op._DataType.IsSubclassOf(this._DataType)) return ConnectionStatus.ErrorType;
return ConnectionStatus.Connected;
}
/// <summary>
/// 当前 Option 断开目标 Option
/// </summary>
/// <param name="op">需要断开的 Option</param>
/// <returns></returns>
public virtual ConnectionStatus DisConnectOption(STNodeOption op) {
if (!this.DisConnectingOption(op)) {
this.STNodeEidtorDisConnected(new STNodeEditorOptionEventArgs(op, this, ConnectionStatus.Reject));
return ConnectionStatus.Reject;
}
if (op.Owner == null) return ConnectionStatus.NoOwner;
if (this._Owner == null) return ConnectionStatus.NoOwner;
if (op.Owner.LockOption && this._Owner.LockOption) {
this.STNodeEidtorDisConnected(new STNodeEditorOptionEventArgs(op, this, ConnectionStatus.Locked));
return ConnectionStatus.Locked;
}
op.RemoveConnection(this, false);
this.RemoveConnection(op, true);
this.ControlBuildLinePath();
this.STNodeEidtorDisConnected(new STNodeEditorOptionEventArgs(op, this, ConnectionStatus.DisConnected));
return ConnectionStatus.DisConnected;
}
/// <summary>
/// 断开当前 Option 的所有连接
/// </summary>
public void DisConnectionAll() {
if (this._DataType == null) return;
var arr = m_hs_connected.ToArray();
foreach (var v in arr) {
this.DisConnectOption(v);
}
}
/// <summary>
/// 获取当前 Option 所连接的 Option 集合
/// </summary>
/// <returns>如果为null 则表示不存在所有者 否则返回集合</returns>
public List<STNodeOption> GetConnectedOption() {
if (this._DataType == null) return null;
if (!this._IsInput)
return m_hs_connected.ToList();
List<STNodeOption> lst = new List<STNodeOption>();
if (this._Owner == null) return null;
if (this._Owner.Owner == null) return null;
foreach (var v in this._Owner.Owner.GetConnectionInfo()) {
if (v.Output == this) lst.Add(v.Input);
}
return lst;
}
/// <summary>
/// 向当前 Option 所连接的所有 Option 投递数据
/// </summary>
public void TransferData() {
if (this._DataType == null) return;
foreach (var v in m_hs_connected) {
v.OnDataTransfer(new STNodeOptionEventArgs(true, this, ConnectionStatus.Connected));
}
}
/// <summary>
/// 向当前 Option 所连接的所有 Option 投递数据
/// </summary>
/// <param name="data">需要投递的数据</param>
public void TransferData(object data) {
if (this._DataType == null) return;
this.Data = data; //不是this._Data
foreach (var v in m_hs_connected) {
v.OnDataTransfer(new STNodeOptionEventArgs(true, this, ConnectionStatus.Connected));
}
}
/// <summary>
/// 向当前 Option 所连接的所有 Option 投递数据
/// </summary>
/// <param name="data">需要投递的数据</param>
/// <param name="bDisposeOld">是否释放旧数据</param>
public void TransferData(object data, bool bDisposeOld) {
if (bDisposeOld && this._Data != null) {
if (this._Data is IDisposable) ((IDisposable)this._Data).Dispose();
this._Data = null;
}
this.TransferData(data);
}
#endregion public
#region internal
private bool AddConnection(STNodeOption op, bool bSponsor) {
if (this._DataType == null) return false;
bool b = m_hs_connected.Add(op);
this.OnConnected(new STNodeOptionEventArgs(bSponsor, op, ConnectionStatus.Connected));
if (this._IsInput) this.OnDataTransfer(new STNodeOptionEventArgs(bSponsor, op, ConnectionStatus.Connected));
return b;
}
private bool RemoveConnection(STNodeOption op, bool bSponsor) {
if (this._DataType == null) return false;
bool b = false;
if (m_hs_connected.Contains(op)) {
b = m_hs_connected.Remove(op);
if (this._IsInput) this.OnDataTransfer(new STNodeOptionEventArgs(bSponsor, op, ConnectionStatus.DisConnected));
this.OnDisConnected(new STNodeOptionEventArgs(bSponsor, op, ConnectionStatus.Connected));
}
return b;
}
#endregion internal
#region private
private void ControlBuildLinePath() {
if (this.Owner == null) return;
if (this.Owner.Owner == null) return;
this.Owner.Owner.BuildLinePath();
}
#endregion
}
}