Contents

yukiny0811/easy-node-editor

[English](https://github.com/yukiny0811/easy-node-editor/blob/main/README.md) / [Japanese](https://github.com/yukiny0811/easy-node-editor/blob/main/README_JAPANESE.md)

Demo

(v0.1.0) [GIF 2022-09-17 at 8 27 39 PM]

(v0.1.4) [GIF 2022-09-28 at 3 41 15 PM]

Usage1 - Standard output node

Step 1. Create your node

Create a class, and inherit it from NodeModelBase class.

class YourOutputNode: NodeModelBase {
}

Step 2. Create Outputs

Create output variables. Put ``@Output` for output variables. Make sure you put `@objc`` wrapper to all your output variables. There are no restrictions on the naming of the variables. Name the variables whatever you want, and the library will automatically use that name to display in the node.

class YourOutputNode: NodeModelBase {
    @objc @Output var output: Int = 3
}

Step 3. Register your node

Register your node when you instanciate EasyNodeEditor View.

struct ContentView: View {
    var body: some View {
        EasyNodeEditor(nodeTypes: [YourOutputNode.self])
    }
}

This is it! The EasyNodeEditor Library will create a node like this.

<img width="286" alt="image" src="https://user-images.githubusercontent.com/28947703/190853209-7b8a1844-8bc8-4e20-8bfe-917cc88a2709.png">

Usage2 - Standard input and output node

Step 1. Create your node

Create a class, and inherit it from NodeModelBase class.

class YourIONode: NodeModelBase {
}

Step 2. Create Inputs and Outputs

Create inputs and/or outputs. Put ``@Input` for input variables, and `@Output` for output variables. Make sure you put `@objc`` wrapper to all your input and output variables. There are no restrictions on the naming of the variables. Name the variables whatever you want, and the library will automatically use that name to display in the node.

class YourIONode: NodeModelBase {
    @objc @Input var input: Int = 0
    @objc @Output var output: Int = 0
}

Step 3. Define what happens when input value changes

Override ``processOnChange()` function, and define your process. Don't change input value inside `processOnChange()``. It will start infinite loop.

class YourIONode: NodeModelBase {
    @objc @Input var input: Int = 0
    @objc @Output var output: Int = 0
    override func processOnChange() {
        output = input * 5
    }
}

Step 4. Register your node

Register your node when you instanciate EasyNodeEditor View.

struct ContentView: View {
    var body: some View {
        EasyNodeEditor(nodeTypes: [YourOutputNode.self, YoutIONode.self])
    }
}

Very easy!! The EasyNodeEditor Library will create a node like this.

<img width="319" alt="image" src="https://user-images.githubusercontent.com/28947703/190853336-2c347cb7-9528-483f-acde-6231a0b487f9.png">

Usage 3 - Standard display node

Step 1. Create your node

Create a class, and inherit it from NodeModelBase class.

class YourDisplayNode: NodeModelBase {
}

Step 2. Create Inputs

Create inputs. Put ``@Input` for input variables. Make sure you put `@objc`` wrapper to all your input variables. There are no restrictions on the naming of the variables. Name the variables whatever you want, and the library will automatically use that name to display in the node.

class YourDisplayNode: NodeModelBase {
    @objc @Input var input: Int = 0
}

Step3. Create View

Override ``middleContent()`` function, and define your View.

class YourDisplayNode: NodeModelBase {
    @objc @Input var input: Int = 0
    override func middleContent() -> any View {
        Text("number is now -> \(input)")
    }
}

Step 4. Register your node

Register your node when you instanciate EasyNodeEditor View.

struct ContentView: View {
    var body: some View {
        EasyNodeEditor(nodeTypes: [YourOutputNode.self, YoutIONode.self, YourDisplayNode.self])
    }
}

Amazing!! The EasyNodeEditor Library will create a node like this.

<img width="251" alt="image" src="https://user-images.githubusercontent.com/28947703/190853699-0bb3b421-fafb-45ea-a156-4bbec6080ace.png">

Usage 4 - Standard Interactive Node

I assume you have read Usage 1 ~ 3 here. For interactive nodes, EasyNodeEditor provides ``@Middle` property wrapper. Whenever the value of the variables with `@Input` or `@Middle` changes, `processOnChange()` function will fire. If you need a binding object for interaction, use `binding`` method and pass the KeyPath to get binding object. After finished making, register your node as usual.

class YourInteractiveNode: NodeModelBase {
    @objc @Input var input: Int = 0
    @objc @Middle var count: Int = 0
    @objc @Output var output: Int = 0
    override func processOnChange() {
        output = input * count
    }
    override func middleContent() -> any View {
        Group {
            Slider(value: binding(\YourInteractiveNode.count), in: 0...100)
        }
        .frame(minWidth: 200, maxWidth: 200)
        .fixedSize()
    }
}

Simple!! The EasyNodeEditor Library will create a node like this.

[GIF 2022-09-17 at 8 21 30 PM]

Full Sample Code

import SwiftUI
import EasyNodeEditor

struct ContentView: View {
    var body: some View {
        EasyNodeEditor(nodeTypes: [YourOutputNode.self, YourIONode.self, YourDisplayNode.self, YourInteractiveNode.self])
    }
}

class YourOutputNode: NodeModelBase {
    @objc @Output var output: Int = 3
}

class YourIONode: NodeModelBase {
    @objc @Input var input: Int = 0
    @objc @Output var output: Int = 0
    override func processOnChange() {
        output = input * 5
    }
}

class YourDisplayNode: NodeModelBase {
    @objc @Input var input: Int = 0
    override func middleContent() -> any View {
        Text("number is now -> \(input)")
    }
}

class YourInteractiveNode: NodeModelBase {
    @objc @Input var input: Int = 0
    @objc @Middle var count: Int = 0
    @objc @Output var output: Int = 0
    override func processOnChange() {
        output = input * count
    }
    override func middleContent() -> any View {
        Group {
            Slider(value: binding(\YourInteractiveNode.count), in: 0...100)
        }
        .frame(minWidth: 200, maxWidth: 200)
        .fixedSize()
    }
}

Package Metadata

Repository: yukiny0811/easy-node-editor

Default branch: main

README: README.md