038450a1ca
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>
87 lines
3.7 KiB
CMake
87 lines
3.7 KiB
CMake
# FindImguiNodeEditor.cmake - Find or configure thedmd/imgui-node-editor
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#
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# This module looks for imgui-node-editor at src/ui/NodeEditor (an in-tree,
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# version-controlled subset of the upstream library — MIT licensed, see
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# src/ui/NodeEditor/LICENSE — containing only the files this project's build
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# actually compiles; the full upstream drop, including the standalone example
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# app used to reproduce library-level bugs against a pure reference build,
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# stays vendored separately at third_party/imgui-node-editor) and compiles its
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# sources directly against this project's own Imgui::Imgui target so it shares
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# the exact same ImGui headers/defines (no second copy of ImGui is pulled in).
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#
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# Inputs:
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# IMGUI_NODE_EDITOR_DIR - Path to imgui-node-editor/NodeEditor root
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#
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# Outputs:
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# ImguiNodeEditor_FOUND
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# ImguiNodeEditor::ImguiNodeEditor (imported STATIC target)
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if(NOT IMGUI_NODE_EDITOR_DIR)
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set(IMGUI_NODE_EDITOR_DIR "${CMAKE_SOURCE_DIR}/src/ui/NodeEditor")
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endif()
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if(NOT IMGUI_NODE_EDITOR_BLUEPRINT_UTILITIES_DIR)
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set(IMGUI_NODE_EDITOR_BLUEPRINT_UTILITIES_DIR
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"${CMAKE_SOURCE_DIR}/src/ui/NodeEditor/BlueprintWidgets")
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endif()
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find_path(ImguiNodeEditor_INCLUDE_DIR
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NAMES imgui_node_editor.h
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PATHS "${IMGUI_NODE_EDITOR_DIR}/Include"
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NO_DEFAULT_PATH
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)
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set(ImguiNodeEditor_SOURCES
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"${IMGUI_NODE_EDITOR_DIR}/Source/crude_json.cpp"
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"${IMGUI_NODE_EDITOR_DIR}/Source/imgui_canvas.cpp"
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"${IMGUI_NODE_EDITOR_DIR}/Source/imgui_node_editor_api.cpp"
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"${IMGUI_NODE_EDITOR_DIR}/Source/imgui_node_editor.cpp"
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# Blueprint pin-icon widgets (Widgets/Drawing only — Builders.cpp is
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# intentionally excluded, it needs Spring()/BeginHorizontal()/BeginVertical()
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# from thedmd's own ImGui fork, which this project's vanilla ImGui lacks).
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"${IMGUI_NODE_EDITOR_BLUEPRINT_UTILITIES_DIR}/Source/ax/Drawing.cpp"
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"${IMGUI_NODE_EDITOR_BLUEPRINT_UTILITIES_DIR}/Source/ax/Widgets.cpp"
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)
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foreach(_src ${ImguiNodeEditor_SOURCES})
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if(NOT EXISTS "${_src}")
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set(ImguiNodeEditor_SOURCES_MISSING TRUE)
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endif()
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endforeach()
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include(FindPackageHandleStandardArgs)
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find_package_handle_standard_args(ImguiNodeEditor
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REQUIRED_VARS ImguiNodeEditor_INCLUDE_DIR
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FAIL_MESSAGE "imgui-node-editor not found — expected it at src/ui/NodeEditor"
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)
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if(ImguiNodeEditor_FOUND AND ImguiNodeEditor_SOURCES_MISSING)
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message(FATAL_ERROR "imgui-node-editor sources missing under ${IMGUI_NODE_EDITOR_DIR}/Source")
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endif()
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if(ImguiNodeEditor_FOUND AND NOT TARGET ImguiNodeEditor::ImguiNodeEditor)
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add_library(imgui_node_editor_impl STATIC ${ImguiNodeEditor_SOURCES})
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target_include_directories(imgui_node_editor_impl
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PUBLIC "${ImguiNodeEditor_INCLUDE_DIR}"
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"${IMGUI_NODE_EDITOR_BLUEPRINT_UTILITIES_DIR}/Include"
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PRIVATE "${IMGUI_NODE_EDITOR_DIR}/Source"
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"${IMGUI_NODE_EDITOR_BLUEPRINT_UTILITIES_DIR}/Source"
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)
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# Must be defined before the first #include <imgui.h> in every translation
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# unit (imgui_internal.h hard-errors otherwise) — a command-line define
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# guarantees that ordering regardless of vendored include order.
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target_compile_definitions(imgui_node_editor_impl PRIVATE IMGUI_DEFINE_MATH_OPERATORS)
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# Must share this project's own ImGui build (same headers/defines) rather
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# than pulling in a second ImGui — imgui-node-editor only needs the public
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# API plus ImRect/ImFloor from imgui_internal.h.
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target_link_libraries(imgui_node_editor_impl PUBLIC Imgui::Imgui)
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add_library(ImguiNodeEditor::ImguiNodeEditor ALIAS imgui_node_editor_impl)
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message(STATUS "imgui-node-editor found: ${ImguiNodeEditor_INCLUDE_DIR}")
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endif()
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mark_as_advanced(ImguiNodeEditor_INCLUDE_DIR)
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