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ElementInfoNode.cs
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ElementInfoNode.cs
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using System;
using System.Collections.Generic;
using System.ComponentModel.Composition;
using System.ComponentModel.Composition.Hosting;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using md.stdl.Coding;
using md.stdl.Interaction;
using Notui;
using mp.pddn;
using VVVV.PluginInterfaces.V2;
using VVVV.Utils.IO;
using VVVV.Utils.VMath;
namespace Notuiv
{
[PluginInfo(
Name = "AttachedValues",
Category = "Notui",
Version = "Split",
Author = "microdee"
)]
public class AttachedValuesSplitNodes : ObjectSplitNode<AttachedValues> { }
[PluginInfo(
Name = "IntersectionPoint",
Category = "Notui",
Version = "Split",
Author = "microdee"
)]
public class IntersectionPointSplitNodes : ObjectSplitNode<IntersectionPoint>
{
[ImportingConstructor]
public IntersectionPointSplitNodes()
{
UseObjectCache = false;
}
}
[PluginInfo(
Name = "PrototypeInfo",
Category = "Notui.ElementPrototype",
Version = "Split",
Author = "microdee"
)]
public class PrototypeInfoSplitNodes : ObjectSplitNode<ElementPrototype>
{
public override bool StopWatchToSeconds => true;
}
[PluginInfo(
Name = "MouseSplit",
Category = "Mouse",
Version = "Accumulated",
Author = "microdee"
)]
public class AccumulatedMouseSplitNodes : ObjectSplitNode<AccumulatingMouseObserver>
{
public override bool StopWatchToSeconds => true;
}
[PluginInfo(
Name = "ElementSplitter",
Category = "Notui.Element",
Version = "Split",
Author = "microdee",
Ignore = true
)]
public class ElementSplitterNode : ObjectSplitNode<NotuiElement>
{
public override bool StopWatchToSeconds => true;
public override bool ManualInit => true;
[ImportingConstructor]
public ElementSplitterNode() { }
}
[PluginInfo(
Name = "InstanceInfo",
Category = "Notui.Element",
Version = "Split",
Author = "microdee"
)]
public class GuiElementInfoNode : IPluginEvaluate
{
[Input("Element")] public Pin<NotuiElement> ElementIn;
[Output("Element", Order = 0)]
public ISpread<NotuiElement> ElementOut;
[Output(
"Type",
Visibility = PinVisibility.OnlyInspector,
Order = 101
)]
public ISpread<string> TypeOut;
[Output("Display Transformation Out", Order = 2)]
public ISpread<Matrix4x4> DisplayTrOut;
[Output("Local Display Transformation", Visibility = PinVisibility.Hidden, Order = 2)]
public ISpread<ElementTransformation> LocDisplayOut;
[Output("Name Out", Order = 3)]
public ISpread<string> NameOut;
[Output("ID", Visibility = PinVisibility.Hidden, Order = 4)]
public ISpread<string> IdOut;
[Output("Active Out", Visibility = PinVisibility.Hidden, Order = 5)]
public ISpread<bool> ActiveOut;
[Output(
"Transparent Out",
Visibility = PinVisibility.OnlyInspector,
Order = 106
)]
public ISpread<bool> TransparentOut;
[Output("Hit", Order = 7)]
public ISpread<bool> HitOut;
[Output("Touched", Order = 8)]
public ISpread<bool> TouchedOut;
[Output("Dying", Order = 9)]
public ISpread<bool> DyingOut;
[Output("Fading State", Visibility = PinVisibility.Hidden, Order = 10)]
public ISpread<ElementFadeState> FadeStateOut;
[Output("Fade Progress", Order = 11)]
public ISpread<double> ElementFadeOut;
[Output(
"Age",
Order = 112,
Visibility = PinVisibility.OnlyInspector
)]
public ISpread<double> AgeOut;
[Output("Interacting Touches", Order = 13, BinOrder = 14)]
public ISpread<ISpread<Touch>> TouchesOut;
[Output(
"Are Interacting Touches Hitting",
Visibility = PinVisibility.OnlyInspector,
BinVisibility = PinVisibility.OnlyInspector,
Order = 115,
BinOrder = 116
)]
public ISpread<ISpread<bool>> TouchesHittingOut;
[Output(
"Touching Intersections",
Visibility = PinVisibility.Hidden,
BinVisibility = PinVisibility.Hidden,
Order = 17,
BinOrder = 18
)]
public ISpread<ISpread<IntersectionPoint>> TouchingIntersectionsOut;
[Output(
"Hitting Touches",
Visibility = PinVisibility.OnlyInspector,
BinVisibility = PinVisibility.OnlyInspector,
Order = 119,
BinOrder = 120
)]
public ISpread<ISpread<Touch>> HittingTouchesOut;
[Output(
"Hitting Intersections",
Visibility = PinVisibility.OnlyInspector,
BinVisibility = PinVisibility.OnlyInspector,
Order = 121,
BinOrder = 122
)]
public ISpread<ISpread<IntersectionPoint>> HittingIntersectionsOut;
[Output(
"Mice",
Visibility = PinVisibility.OnlyInspector,
BinVisibility = PinVisibility.OnlyInspector,
Order = 123,
BinOrder = 124
)]
public ISpread<ISpread<Mouse>> MiceOut;
[Output("Children Out", Order = 25, BinOrder = 26)]
public ISpread<ISpread<NotuiElement>> ChildrenOut;
[Output(
"Behaviors Out",
Visibility = PinVisibility.OnlyInspector,
BinVisibility = PinVisibility.OnlyInspector,
Order = 127,
BinOrder = 128
)]
public ISpread<ISpread<InteractionBehavior>> BehavsOut;
[Output(
"Parent",
Visibility = PinVisibility.Hidden,
BinVisibility = PinVisibility.Hidden,
Order = 29,
BinOrder = 30
)]
public ISpread<ISpread<NotuiElement>> ParentOut;
[Output("Prototype", Visibility = PinVisibility.Hidden, Order = 31)]
public ISpread<ElementPrototype> PrototypeOut;
[Output("Context", Visibility = PinVisibility.OnlyInspector, Order = 132)]
public ISpread<NotuiContext> ContextOut;
protected void AssignElementOutputs(NotuiElement element, int i)
{
if (element == null) return;
if (element.EnvironmentObject is VEnvironmentData venvdat)
{
TouchesOut[i] = venvdat.Touches;
TouchesHittingOut[i] = venvdat.TouchesHitting;
TouchingIntersectionsOut[i] = venvdat.TouchingIntersections;
HittingTouchesOut[i] = venvdat.HittingTouches;
HittingIntersectionsOut[i] = venvdat.HittingIntersections;
MiceOut[i] = venvdat.Mice;
ChildrenOut[i] = venvdat.Children;
BehavsOut[i] = venvdat.Behaviors;
ParentOut[i] = venvdat.Parent;
DisplayTrOut[i] = venvdat.VDispTr;
TypeOut[i] = venvdat.TypeCSharpName;
}
ElementOut[i] = element;
NameOut[i] = element.Name;
PrototypeOut[i] = element.Prototype;
IdOut[i] = element.Id;
HitOut[i] = element.Hit;
TouchedOut[i] = element.Touched;
ActiveOut[i] = element.Active;
TransparentOut[i] = element.Transparent;
FadeStateOut[i] = element.FadingState;
ElementFadeOut[i] = element.ElementFade;
AgeOut[i] = element.Age.Elapsed.TotalSeconds;
DyingOut[i] = element.Dying;
LocDisplayOut[i] = element.DisplayTransformation;
ContextOut[i] = element.Context;
}
protected int _prevSliceCount = -1;
public void Evaluate(int SpreadMax)
{
if (ElementIn.IsConnected && ElementIn.SliceCount > 0 && ElementIn[0] != null)
{
if (_prevSliceCount != ElementIn.SliceCount)
{
this.SetSliceCountForAllOutput(ElementIn.SliceCount);
}
_prevSliceCount = ElementIn.SliceCount;
for (int i = 0; i < ElementIn.SliceCount; i++)
{
AssignElementOutputs(ElementIn[i], i);
}
}
else
{
if(_prevSliceCount != 0)
this.SetSliceCountForAllOutput(0);
_prevSliceCount = 0;
}
}
}
}