Vendor node editor in-tree; add material presets; debug drag regression
Move the imgui-node-editor subset the build actually compiles from third_party/imgui-node-editor to src/ui/NodeEditor (version-controlled, MIT LICENSE included). FindImguiNodeEditor.cmake points at the new location; CMakeLists excludes src/ui/NodeEditor from UI_SOURCES so it isn't compiled twice. Material editor presets: a Presets menu (disabled with no open material) builds a UsdPreviewSurface + UsdUVTexture graph fed by an st primvar reader, or a MaterialX standard_surface + image graph fed by a texcoord node. Each is one idempotent, undoable command that re-normalizes layout. Create Material becomes an icon button. New nodes route through FindFreeCanvasSpot so a creation never lands on top of an existing node (overlapping nodes fight over the editor hit test and become undraggable). Shader-ball preview: pick a previewable output (terminal or 3/4-component color-like) instead of always the first output, so scalar-only nodes keep the whole-material preview rather than failing Storm codegen. Per-shape camera frame-fit margins and auto-clip framing. Fixes: DeletePrimCommand::Undo recreates missing destination ancestors before SdfCopySpec (parent material may have been deleted after the command ran). ConfigWindowsMoveFromTitleBarOnly stops a content-area drag in the node canvas from moving the whole Material Editor window. Temporary (marked for removal once the node-editor drag regression is diagnosed): main.cpp mirrors LOG_INFO to %APPDATA%\UsdLayerManager\ debug.log; a g_AxNodeEditorDebugLog hook in the vendored editor plus a [NodeGraph] event-trace block in RenderNodeGraphCanvas dump click/drag/ selection/position-save state. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -173,6 +173,11 @@ endif()
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# Collect source files
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file(GLOB_RECURSE CORE_SOURCES "src/core/*.cpp")
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file(GLOB_RECURSE UI_SOURCES "src/ui/*.cpp")
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# src/ui/NodeEditor is the in-tree vendored imgui-node-editor subset — already
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# compiled into the imgui_node_editor_impl target by FindImguiNodeEditor.cmake
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# (with its own required include dirs/defines); excluded here so it isn't
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# compiled a second time, incorrectly, as part of this target's own sources.
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list(FILTER UI_SOURCES EXCLUDE REGEX "/src/ui/NodeEditor/")
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file(GLOB_RECURSE UTILS_SOURCES "src/utils/*.cpp")
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set(MAIN_SOURCE "src/main.cpp")
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