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egutierrez bf94893032 feat(cpp/viz): split orphan TUs as separate fn entries (ADR 0003)
Cuando una funcion del registry parte su .cpp en varios TUs por testabilidad
o separacion ImGui-vs-puro, cada TU adicional se registra como entrada propia
con su .md en lugar de extender file_path para listar varios archivos.

Aplicado a:
- graph_labels_select_cpp_viz: helpers puros (compute_degrees + labels_select).
- graph_viewport_selection_cpp_viz: clear/add/toggle/is_selected puros.
- graph_types_cpp_viz: TU de update_bounds + find_node_by_user_data.

graph_labels y graph_viewport actualizados para declarar las nuevas entradas
en uses_functions. Razon detallada en docs/adr/0003 + regla actualizada en
.claude/rules/uses_functions.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-04 11:51:10 +02:00

477 lines
20 KiB
C++

#include "viz/graph_viewport.h"
#include "viz/graph_types.h"
#include "viz/graph_renderer.h"
#include "viz/graph_force_layout.h"
#include "core/graph_spatial_hash.h"
#include "imgui.h"
#include <algorithm>
#include <cstdio> // snprintf
#include <cstring> // memset
#include <vector>
// ---------------------------------------------------------------------------
// Internal helpers
// ---------------------------------------------------------------------------
static void viewport_to_graph(float vx, float vy,
float widget_x, float widget_y,
float widget_w, float widget_h,
float cam_x, float cam_y, float zoom,
float& gx, float& gy)
{
gx = (vx - widget_x - widget_w * 0.5f) / zoom + cam_x;
gy = (vy - widget_y - widget_h * 0.5f) / zoom + cam_y;
}
static void graph_to_viewport(float gx, float gy,
float widget_x, float widget_y,
float widget_w, float widget_h,
float cam_x, float cam_y, float zoom,
float& vx, float& vy)
{
vx = (gx - cam_x) * zoom + widget_x + widget_w * 0.5f;
vy = (gy - cam_y) * zoom + widget_y + widget_h * 0.5f;
}
// ---------------------------------------------------------------------------
// graph_viewport_fit
// ---------------------------------------------------------------------------
void graph_viewport_fit(GraphData& graph, GraphViewportState& state)
{
graph.update_bounds();
if (graph.node_count == 0) {
state.cam_x = 0.0f;
state.cam_y = 0.0f;
state.zoom = 1.0f;
return;
}
float cx = (graph.min_x + graph.max_x) * 0.5f;
float cy = (graph.min_y + graph.max_y) * 0.5f;
state.cam_x = cx;
state.cam_y = cy;
float span_x = graph.max_x - graph.min_x;
float span_y = graph.max_y - graph.min_y;
float span = (span_x > span_y ? span_x : span_y);
// Use render dimensions if available; fall back to a safe default.
float view_px = (state.render_w > 0 ? (float)state.render_w : 600.0f);
float view_py = (state.render_h > 0 ? (float)state.render_h : 400.0f);
float view_min = (view_px < view_py ? view_px : view_py);
if (span > 0.0f) {
state.zoom = (view_min * 0.9f) / span;
} else {
state.zoom = 1.0f;
}
// Clamp to allowed range
if (state.zoom < state.zoom_min) state.zoom = state.zoom_min;
if (state.zoom > state.zoom_max) state.zoom = state.zoom_max;
}
// ---------------------------------------------------------------------------
// graph_viewport_destroy
// ---------------------------------------------------------------------------
void graph_viewport_destroy(GraphViewportState& state)
{
if (state.renderer) {
graph_renderer_destroy(state.renderer);
state.renderer = nullptr;
}
if (state.spatial) {
delete state.spatial;
state.spatial = nullptr;
}
state.initialized = false;
}
// ---------------------------------------------------------------------------
// graph_viewport — main widget
// ---------------------------------------------------------------------------
bool graph_viewport(const char* id, GraphData& graph, GraphViewportState& state,
ImVec2 size, const GraphViewportCallbacks& cb)
{
bool interacted = false;
// Resolve size
ImVec2 avail = ImGui::GetContentRegionAvail();
float w = (size.x > 0.0f) ? size.x : avail.x;
float h = (size.y > 0.0f) ? size.y : avail.y;
if (w < 1.0f) w = 1.0f;
if (h < 1.0f) h = 1.0f;
int iw = (int)w, ih = (int)h;
// -------------------------------------------------------------------
// 1. Lazy init
// -------------------------------------------------------------------
if (!state.initialized) {
state.renderer = graph_renderer_create(iw, ih);
state.spatial = new SpatialHash(20.0f, 4096);
state.render_w = iw;
state.render_h = ih;
state.initialized = true;
graph_viewport_fit(graph, state);
}
// -------------------------------------------------------------------
// 2. Resize
// -------------------------------------------------------------------
if (iw != state.render_w || ih != state.render_h) {
graph_renderer_resize(state.renderer, iw, ih);
state.render_w = iw;
state.render_h = ih;
}
// -------------------------------------------------------------------
// 3. Force layout step
// -------------------------------------------------------------------
if (state.layout_running && graph.node_count > 0) {
state.layout_energy = graph_force_layout_step(graph);
if (state.layout_energy < 0.01f) {
state.layout_running = false;
}
}
// -------------------------------------------------------------------
// 4. Build spatial hash
// -------------------------------------------------------------------
if (graph.node_count > 0) {
static std::vector<float> xs_buf, ys_buf, sz_buf;
xs_buf.resize(graph.node_count);
ys_buf.resize(graph.node_count);
sz_buf.resize(graph.node_count);
for (int i = 0; i < graph.node_count; ++i) {
xs_buf[i] = graph.nodes[i].x;
ys_buf[i] = graph.nodes[i].y;
sz_buf[i] = resolve_node_size(graph.nodes[i],
graph.types, graph.type_count);
}
state.spatial->build(xs_buf.data(), ys_buf.data(), sz_buf.data(), graph.node_count);
}
// -------------------------------------------------------------------
// 5. Invisible button to capture input
// -------------------------------------------------------------------
ImGui::PushID(id);
ImVec2 widget_pos = ImGui::GetCursorScreenPos();
ImGui::InvisibleButton("canvas", ImVec2(w, h),
ImGuiButtonFlags_MouseButtonLeft |
ImGuiButtonFlags_MouseButtonMiddle|
ImGuiButtonFlags_MouseButtonRight);
bool hovered = ImGui::IsItemHovered();
bool lm_down = ImGui::IsMouseDown(ImGuiMouseButton_Left);
bool lm_click = ImGui::IsMouseClicked(ImGuiMouseButton_Left);
bool lm_release= ImGui::IsMouseReleased(ImGuiMouseButton_Left);
bool lm_dbl = ImGui::IsMouseDoubleClicked(ImGuiMouseButton_Left);
bool mm_down = ImGui::IsMouseDown(ImGuiMouseButton_Middle);
bool rm_down = ImGui::IsMouseDown(ImGuiMouseButton_Right);
bool rm_click = ImGui::IsMouseClicked(ImGuiMouseButton_Right);
bool shift = ImGui::GetIO().KeyShift;
bool ctrl = ImGui::GetIO().KeyCtrl;
ImVec2 mouse_pos = ImGui::GetMousePos();
float mx = mouse_pos.x, my = mouse_pos.y;
// Convert mouse to graph space
float gx_mouse, gy_mouse;
viewport_to_graph(mx, my,
widget_pos.x, widget_pos.y, w, h,
state.cam_x, state.cam_y, state.zoom,
gx_mouse, gy_mouse);
// -------------------------------------------------------------------
// 5a. Pan (middle mouse drag, o right-button drag SIN nodo bajo cursor)
// -------------------------------------------------------------------
// El pan con boton derecho se inhibe si el right-click cae sobre un
// nodo: en ese caso queremos mostrar el menu contextual via callback.
if (hovered && (mm_down || (rm_down && state.hovered_node < 0))) {
ImVec2 delta = ImGui::GetIO().MouseDelta;
if (delta.x != 0.0f || delta.y != 0.0f) {
state.cam_x -= delta.x / state.zoom;
state.cam_y -= delta.y / state.zoom;
interacted = true;
}
}
// -------------------------------------------------------------------
// 5b. Zoom (scroll wheel)
// -------------------------------------------------------------------
if (hovered) {
float wheel = ImGui::GetIO().MouseWheel;
if (wheel != 0.0f) {
float old_zoom = state.zoom;
float new_zoom = old_zoom * (1.0f + wheel * 0.1f);
if (new_zoom < state.zoom_min) new_zoom = state.zoom_min;
if (new_zoom > state.zoom_max) new_zoom = state.zoom_max;
float rel_x = (mx - widget_pos.x - w * 0.5f);
float rel_y = (my - widget_pos.y - h * 0.5f);
state.cam_x += rel_x / old_zoom - rel_x / new_zoom;
state.cam_y += rel_y / old_zoom - rel_y / new_zoom;
state.zoom = new_zoom;
interacted = true;
ImGui::GetIO().MouseWheel = 0.0f;
}
}
// -------------------------------------------------------------------
// 5c. Hover — query nearest node
// -------------------------------------------------------------------
int prev_hovered = state.hovered_node;
if (prev_hovered >= 0 && prev_hovered < graph.node_count) {
graph.nodes[prev_hovered].flags &= ~NF_HOVERED;
}
state.hovered_node = -1;
if (hovered && graph.node_count > 0) {
// Spatial query con un radio amplio para descartar lo lejano; despues
// refinamos comparando con el tamaño real (en world units) del nodo
// candidato + un pequeño margen, asi el hover solo se activa cuando el
// raton esta efectivamente sobre el nodo.
float coarse_radius = 24.0f / state.zoom;
float dist = 0.0f;
int nearest = state.spatial->query_nearest(gx_mouse, gy_mouse, coarse_radius, &dist);
if (nearest >= 0 && nearest < graph.node_count) {
float node_r_px = resolve_node_size(graph.nodes[nearest],
graph.types, graph.type_count);
float hit_r_world = (node_r_px + 2.0f) / state.zoom; // 2 px margen
if (dist <= hit_r_world) {
state.hovered_node = nearest;
graph.nodes[nearest].flags |= NF_HOVERED;
interacted = true;
}
}
}
// -------------------------------------------------------------------
// 5d. Lasso (shift + drag sobre area vacia)
// -------------------------------------------------------------------
// Activacion: shift presionado + lm_click (no haciendo click sobre nodo).
if (hovered && lm_click && shift && state.hovered_node < 0
&& state.drag_node == -1 && !state.lasso_active) {
state.lasso_active = true;
state.lasso_start = ImVec2(gx_mouse, gy_mouse);
state.lasso_end = ImVec2(gx_mouse, gy_mouse);
}
if (state.lasso_active) {
state.lasso_end = ImVec2(gx_mouse, gy_mouse);
if (lm_release) {
// Calcular AABB en world space y anadir nodos contenidos a la seleccion
float x0 = std::min(state.lasso_start.x, state.lasso_end.x);
float x1 = std::max(state.lasso_start.x, state.lasso_end.x);
float y0 = std::min(state.lasso_start.y, state.lasso_end.y);
float y1 = std::max(state.lasso_start.y, state.lasso_end.y);
for (int i = 0; i < graph.node_count; ++i) {
const GraphNode& n = graph.nodes[i];
if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1) {
graph_viewport_add_to_selection(graph, state, i);
}
}
state.lasso_active = false;
interacted = true;
}
}
// -------------------------------------------------------------------
// 5e. Node drag (left mouse down on a node)
// -------------------------------------------------------------------
// Si el nodo bajo el cursor esta seleccionado, arrastra TODA la seleccion;
// en otro caso solo el nodo bajo el cursor.
if (hovered && lm_down && !state.lasso_active) {
if (state.drag_node == -1 && state.hovered_node >= 0) {
state.drag_node = state.hovered_node;
state.is_dragging = true;
state.drag_anchor_x = gx_mouse;
state.drag_anchor_y = gy_mouse;
// Si el nodo no esta en la seleccion y no es un toggle, lo
// anadimos para que el drag mueva al menos ese nodo.
if (!graph_viewport_is_selected(state, state.drag_node)) {
if (!ctrl) {
// Reemplaza seleccion: drag de nodo no seleccionado
graph_viewport_clear_selection(graph, state);
}
graph_viewport_add_to_selection(graph, state, state.drag_node);
}
// Fijar todos los nodos seleccionados como pinned mientras dura
// el drag — el force layout no los movera.
for (int idx : state.selection) {
if (idx >= 0 && idx < graph.node_count) {
graph.nodes[idx].flags |= NF_PINNED;
}
}
}
} else if (state.drag_node >= 0) {
// Release: mantener pinned (deja al usuario re-arrastrar). Quien
// quiera "soltar" el pin puede hacer Esc o un re-click sobre area
// vacia para limpiar seleccion.
state.drag_node = -1;
state.is_dragging = false;
}
if (state.drag_node >= 0 && state.drag_node < graph.node_count) {
// delta en world space respecto al frame previo
float dx = ImGui::GetIO().MouseDelta.x / state.zoom;
float dy = ImGui::GetIO().MouseDelta.y / state.zoom;
if (dx != 0.0f || dy != 0.0f) {
for (int idx : state.selection) {
if (idx >= 0 && idx < graph.node_count) {
GraphNode& n = graph.nodes[idx];
n.x += dx;
n.y += dy;
n.vx = 0.0f;
n.vy = 0.0f;
n.flags |= NF_PINNED;
}
}
interacted = true;
}
}
// -------------------------------------------------------------------
// 5f. Click — seleccion (single / ctrl-toggle)
// -------------------------------------------------------------------
// Solo procesar clicks que NO son inicio de drag (es decir: el lm_click
// ya pudo haber lanzado un drag arriba). La rama drag arriba ya gestiona
// la seleccion en su caso. Aqui nos ocupa el caso de click en area vacia
// o click puro sobre nodo sin shift/lasso.
if (hovered && lm_click && !shift && state.drag_node == -1
&& !state.lasso_active) {
if (state.hovered_node >= 0) {
if (ctrl) {
graph_viewport_toggle_selection(graph, state, state.hovered_node);
} else {
graph_viewport_clear_selection(graph, state);
graph_viewport_add_to_selection(graph, state, state.hovered_node);
}
} else {
graph_viewport_clear_selection(graph, state);
}
interacted = true;
}
// -------------------------------------------------------------------
// 5g. Right-click sobre nodo -> on_context_menu
// -------------------------------------------------------------------
if (hovered && rm_click && state.hovered_node >= 0 && cb.on_context_menu) {
cb.on_context_menu(state.hovered_node, mouse_pos, cb.user);
interacted = true;
}
// -------------------------------------------------------------------
// 5h. Double-click -> on_double_click
// -------------------------------------------------------------------
if (hovered && lm_dbl && state.hovered_node >= 0 && cb.on_double_click) {
cb.on_double_click(state.hovered_node, cb.user);
interacted = true;
}
// -------------------------------------------------------------------
// 5i. Keyboard shortcuts (only when widget hovered)
// -------------------------------------------------------------------
if (hovered) {
if (ImGui::IsKeyPressed(ImGuiKey_Space)) {
state.layout_running = !state.layout_running;
}
if (ImGui::IsKeyPressed(ImGuiKey_F)) {
graph_viewport_fit(graph, state);
interacted = true;
}
if (ImGui::IsKeyPressed(ImGuiKey_Escape)) {
graph_viewport_clear_selection(graph, state);
interacted = true;
}
}
// -------------------------------------------------------------------
// 6. Render to GPU texture
// -------------------------------------------------------------------
unsigned int tex_id = graph_renderer_draw(state.renderer, graph,
state.cam_x, state.cam_y,
state.zoom);
// -------------------------------------------------------------------
// 7. Display texture (flip UV for OpenGL FBO convention)
// -------------------------------------------------------------------
ImDrawList* draw_list = ImGui::GetWindowDrawList();
draw_list->AddImage(
(ImTextureID)(intptr_t)tex_id,
widget_pos,
ImVec2(widget_pos.x + w, widget_pos.y + h),
ImVec2(0.0f, 1.0f),
ImVec2(1.0f, 0.0f)
);
// -------------------------------------------------------------------
// 7b. Lasso visual feedback (rect en pantalla)
// -------------------------------------------------------------------
if (state.lasso_active) {
float vx0, vy0, vx1, vy1;
graph_to_viewport(state.lasso_start.x, state.lasso_start.y,
widget_pos.x, widget_pos.y, w, h,
state.cam_x, state.cam_y, state.zoom, vx0, vy0);
graph_to_viewport(state.lasso_end.x, state.lasso_end.y,
widget_pos.x, widget_pos.y, w, h,
state.cam_x, state.cam_y, state.zoom, vx1, vy1);
ImVec2 a(std::min(vx0, vx1), std::min(vy0, vy1));
ImVec2 b(std::max(vx0, vx1), std::max(vy0, vy1));
draw_list->AddRectFilled(a, b, IM_COL32(80, 140, 220, 40));
draw_list->AddRect (a, b, IM_COL32(120, 180, 240, 200));
}
// -------------------------------------------------------------------
// 8. Tooltip on hovered node (suprimido durante drag o lasso para no
// tapar la accion)
// -------------------------------------------------------------------
if (state.hovered_node >= 0 && state.hovered_node < graph.node_count
&& !state.is_dragging && !state.lasso_active) {
const GraphNode& n = graph.nodes[state.hovered_node];
int degree = 0;
for (int i = 0; i < graph.edge_count; ++i) {
if ((int)graph.edges[i].source == state.hovered_node ||
(int)graph.edges[i].target == state.hovered_node) {
++degree;
}
}
ImGui::BeginTooltip();
if (graph.types && n.type_id < (uint16_t)graph.type_count
&& graph.types[n.type_id].name) {
ImGui::Text("Type: %s", graph.types[n.type_id].name);
} else {
ImGui::Text("Type: %u", (unsigned)n.type_id);
}
ImGui::Text("Index: %d", state.hovered_node);
if (n.user_data) ImGui::Text("user_data: %llu", (unsigned long long)n.user_data);
ImGui::Text("Degree: %d", degree);
ImGui::EndTooltip();
}
// -------------------------------------------------------------------
// 9. Status bar overlay
// -------------------------------------------------------------------
{
char status[160];
snprintf(status, sizeof(status),
"Nodes: %d | Edges: %d | Sel: %zu | Zoom: %.2fx | Energy: %.4f | "
"[Space] layout [F] fit [Esc] clear [Shift+drag] lasso [Ctrl+click] toggle",
graph.node_count, graph.edge_count,
state.selection.size(), state.zoom, state.layout_energy);
ImVec2 text_pos = ImVec2(widget_pos.x + 6.0f, widget_pos.y + h - 18.0f);
draw_list->AddText(text_pos, IM_COL32(180, 180, 180, 200), status);
}
ImGui::PopID();
return interacted;
}