Getting Started - miroiu/nodify GitHub Wiki

It is important to understand how components are named and what's their role in the visual tree of the editor to understand the code and the documentation.

Hierarchy and terminology

The root component is an editor which holds nodes and connections together with a few additional UI elements such as a selection rectangle and a pending connection in order to make the editor interactive.

Nodes are containers for connectors or the node itself can be a connector (e.g. State Node).

Connectors can create pending connections that can become real connections when completed.

A picture is worth a thousand words

nodes-hierarchy

Content Layers

You may wonder how a node can be a connector itself and still behave like a normal node. The editor contains three big layers which help solve this problem:

  1. The items layer (NodifyEditor.ItemsSource) - here, each control is wrapped inside an Item Container making it selectable, draggable, etc and it is possible to have any control rendered (e.g a connector, a text block).
  2. The connections layer (NodifyEditor.Connections) - this is where all the connections coexist and are rendered behind the items layer by default
  3. The decorators layer (NodifyEditor.Decorators) - here, each control is given a location inside the graph

Having those layers separated enables the possibility of asynchronously loading each one of them.

Using an existing theme

Merge one of the following themes into your resource dictionary in App.xaml:

  • Dark theme (default theme if not specified):
<ResourceDictionary Source="pack://application:,,,/Nodify;component/Themes/Dark.xaml" />
  • Light theme:
<ResourceDictionary Source="pack://application:,,,/Nodify;component/Themes/Light.xaml" />
  • Nodify theme:
<ResourceDictionary Source="pack://application:,,,/Nodify;component/Themes/Nodify.xaml" />

A minimal example

Import the nodify namespace: xmlns:nodify="https://miroiu.github.io/nodify" or xmlns:nodify="clr-namespace:Nodify;assembly=Nodify" in your file and create an instance of the editor <nodify:NodifyEditor />. If you start the application, you will see an empty space where you can create a selection rectangle.

Tip: Drag the selection rectangle near the edge of the editor area and the screen will automatically move in that direction.

Adding nodes

Now we're going to display a few nodes. Let's create the viewmodels and bind them to the view.

public class NodeViewModel
{
    public string Title { get; set; }
}

public class EditorViewModel
{
    public ObservableCollection<NodeViewModel> Nodes { get; } = new ObservableCollection<NodeViewModel>();

    public EditorViewModel()
    {
        Nodes.Add(new NodeViewModel { Title = "Welcome" });
    }
}

The view model can be of any shape, but the view for the node is generated by the ItemTemplate. (The same result would be achieved by having the DataTemplate inside NodifyEditor.Resources)

<nodify:NodifyEditor ItemsSource="{Binding Nodes}">
    <nodify:NodifyEditor.DataContext>
        <local:EditorViewModel />
    </nodify:NodifyEditor.DataContext>

    <nodify:NodifyEditor.ItemTemplate>
        <DataTemplate DataType="{x:Type local:NodeViewModel}">
            <nodify:Node Header="{Binding Title}" />
        </DataTemplate>
    </nodify:NodifyEditor.ItemTemplate>
    
</nodify:NodifyEditor>

Notice how we bind the Header of the Node to display the Title. For more node types and customization please check out the Nodes overview.

Connecting nodes

Alright, now let's add more nodes and connect them together. First, we need a representation of a connector and some collections on the node to store our connectors.

public class ConnectorViewModel
{
    public string Title { get; set; }
}

public class NodeViewModel
{
    public string Title { get; set; }

    public ObservableCollection<ConnectorViewModel> Input { get; set; } = new ObservableCollection<ConnectorViewModel>();
    public ObservableCollection<ConnectorViewModel> Output { get; set; } = new ObservableCollection<ConnectorViewModel>();
}

public class EditorViewModel
{
    public ObservableCollection<NodeViewModel> Nodes { get; } = new ObservableCollection<NodeViewModel>();

    public EditorViewModel()
    {
        Nodes.Add(new NodeViewModel
        {
            Title = "Welcome",
            Input = new ObservableCollection<ConnectorViewModel>
            {
                new ConnectorViewModel
                {
                    Title = "In"
                }
            },
            Output = new ObservableCollection<ConnectorViewModel>
            {
                new ConnectorViewModel
                {
                    Title = "Out"
                }
            }
        });
    }
}

And bind them to the view. (We used the built-in NodeInput and NodeOutput for the view, but there are other connectors too. Or you can create your own, depending on your needs.)

<nodify:Node Header="{Binding Title}"
             Input="{Binding Input}"
             Output="{Binding Output}">
  <nodify:Node.InputConnectorTemplate>
      <DataTemplate DataType="{x:Type local:ConnectorViewModel}">
          <nodify:NodeInput Header="{Binding Title}" />
      </DataTemplate>
  </nodify:Node.InputConnectorTemplate>
  
  <nodify:Node.OutputConnectorTemplate>
      <DataTemplate DataType="{x:Type local:ConnectorViewModel}">
          <nodify:NodeOutput Header="{Binding Title}" />
      </DataTemplate>
  </nodify:Node.OutputConnectorTemplate>
</nodify:Node>

The Node control supports Input and Output connectors and the way you customize these is by overwriting the default template for the InputConnectorTemplate, respectively the OutputConnectorTemplate.

Clicking and dragging a wire from the Input or Output connector will create a pending connection that we can transform into a real connection.

The most complicated part of Nodify is how you bind the connections to their connectors. Let's create the ViewModel for the connection and add a list of connections in the EditorViewModel.

public class ConnectionViewModel
{
    public ConnectorViewModel Source { get; set; }
    public ConnectorViewModel Target { get; set; }
}

public class EditorViewModel
{
    public ObservableCollection<NodeViewModel> Nodes { get; } = new ObservableCollection<NodeViewModel>();
    public ObservableCollection<ConnectionViewModel> Connections { get; } = new ObservableCollection<ConnectionViewModel>();

    public EditorViewModel()
    {
        var welcome = new NodeViewModel
        {
            Title = "Welcome",
            Input = new ObservableCollection<ConnectorViewModel>
            {
                new ConnectorViewModel
                {
                    Title = "In"
                }
            },
            Output = new ObservableCollection<ConnectorViewModel>
            {
                new ConnectorViewModel
                {
                    Title = "Out"
                }
            }
        };

        var nodify = new NodeViewModel
        {
            Title = "To Nodify",
            Input = new ObservableCollection<ConnectorViewModel>
            {
                new ConnectorViewModel
                {
                    Title = "In"
                }
            }
        };

        Nodes.Add(welcome);
        Nodes.Add(nodify);

        Connections.Add(new ConnectionViewModel
        {
            Source = welcome.Output[0],
            Target = nodify.Input[0]
        });
    }
}

Then update the ConnectorViewModel to have an Anchor point that the connection can attach to. (This needs to be reactive, so we're gonna implement INotifyPropertyChanged in the view model).

Note: The Point type must be from System.Windows.

public class ConnectorViewModel : INotifyPropertyChanged
{
    private Point _anchor;
    public Point Anchor
    {
        set
        {
            _anchor = value;
            PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(nameof(Anchor)));
        }
        get => _anchor;
    }

    public string Title { get; set; }

    public event PropertyChangedEventHandler PropertyChanged;
}

Bind the Anchor to the connector's view as Mode=OneWayToSource. And also set the IsConnected to True to receive Anchor updates.

<nodify:Node.InputConnectorTemplate>
    <DataTemplate DataType="{x:Type local:ConnectorViewModel}">
        <nodify:NodeInput Header="{Binding Title}"
                          IsConnected="True"
                          Anchor="{Binding Anchor, Mode=OneWayToSource}" />
    </DataTemplate>
</nodify:Node.InputConnectorTemplate>

<nodify:Node.OutputConnectorTemplate>
    <DataTemplate DataType="{x:Type local:ConnectorViewModel}">
        <nodify:NodeOutput Header="{Binding Title}"
                           IsConnected="True"
                           Anchor="{Binding Anchor, Mode=OneWayToSource}"  />
    </DataTemplate>
</nodify:Node.OutputConnectorTemplate>

And bind the connections to the view and let them use our ConnectorViewModel's Anchor in the ConnectionTemplate. For more customization, please refer to connections overview.

<nodify:NodifyEditor ItemsSource="{Binding Nodes}"
                     Connections="{Binding Connections}">
    ...
    <nodify:NodifyEditor.ConnectionTemplate>
        <DataTemplate DataType="{x:Type local:ConnectionViewModel}">
            <nodify:LineConnection Source="{Binding Source.Anchor}"
                                   Target="{Binding Target.Anchor}" />
        </DataTemplate>
    </nodify:NodifyEditor.ConnectionTemplate>
    ...

If you start the application now, you'll see that there is a connection and if you drag the nodes around, it will follow them.

Now let's add the IsConnected property to the ConnectorViewModel so we can set it whenever it is truly connected or not. And update the ConnectionViewModel to connect them automatically on construction.

public class ConnectorViewModel : INotifyPropertyChanged
{
    private Point _anchor;
    public Point Anchor
    {
        set
        {
            _anchor = value;
            PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(nameof(Anchor)));
        }
        get => _anchor;
    }

    private bool _isConnected;
    public bool IsConnected
    {
        set
        {
            _isConnected = value;
            PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(nameof(IsConnected)));
        }
        get => _isConnected;
    }

    public string Title { get; set; }

    public event PropertyChangedEventHandler PropertyChanged;
}

public class ConnectionViewModel
{
    public ConnectionViewModel(ConnectorViewModel source, ConnectorViewModel target)
    {
        Source = source;
        Target = target;

        Source.IsConnected = true;
        Target.IsConnected = true;
    }

    public ConnectorViewModel Source { get; }
    public ConnectorViewModel Target { get; }
}

And don't forget to bind it in the connector template.

IsConnected="{Binding IsConnected}"

Materializing pending connections

The PendingConnection starts from a Source and will be completed when dropped on a Target. The source is always a connector, and the target can be a Connector, an ItemContainer or null otherwise. We will only care about other connectors for now. When the connection starts, the StartedCommand is executed which receives the Source as the parameter. When the connection completes, the CompletedCommand is executed which receives the Target as the parameter.

Let's implement the pending connection view model and add it to the EditorViewModel.

public class PendingConnectionViewModel
{
    private readonly EditorViewModel _editor;
    private ConnectorViewModel _source;

    public PendingConnectionViewModel(EditorViewModel editor)
    {
        _editor = editor;
        StartCommand = new DelegateCommand<ConnectorViewModel>(source => _source = source);
        FinishCommand = new DelegateCommand<ConnectorViewModel>(target =>
        {
            if (target != null)
                _editor.Connect(_source, target);
        });
    }

    public ICommand StartCommand { get; }
    public ICommand FinishCommand { get; }
}

public class EditorViewModel
{
    public PendingConnectionViewModel PendingConnection { get; }

    ...

    public EditorViewModel()
    {
        PendingConnection = new PendingConnectionViewModel(this);
        ...
    }

    ...

    public void Connect(ConnectorViewModel source, ConnectorViewModel target)
    {
        Connections.Add(new ConnectionViewModel(source, target));
    }
}

And bind it to the view.

<nodify:NodifyEditor PendingConnection="{Binding PendingConnection}">
...
    <nodify:NodifyEditor.PendingConnectionTemplate>
        <DataTemplate DataType="{x:Type local:PendingConnectionViewModel}">
            <nodify:PendingConnection StartedCommand="{Binding StartCommand}"
                                      CompletedCommand="{Binding FinishCommand}"
                                      AllowOnlyConnectors="True" />
        </DataTemplate>
    </nodify:NodifyEditor.PendingConnectionTemplate>
...
</nodify:NodifyEditor>

That's all. You should be able to create connections between connectors now.

Removing connections

To remove connections you just have to listen for a disconnect event from the connector itself or from the editor and remove the connection that has the connector as the source or target. To keep it simple, we're gonna implement the DisconnectConnectorCommand for the NodifyEditor. Let's add it to the EditorViewModel first.

public class EditorViewModel
{
    public ICommand DisconnectConnectorCommand { get; }

    ...

    public EditorViewModel()
    {
        DisconnectConnectorCommand = new DelegateCommand<ConnectorViewModel>(connector =>
        {
            var connection = Connections.First(x => x.Source == connector || x.Target == connector);
            connection.Source.IsConnected = false;  // This is not correct if there are multiple connections to the same connector
            connection.Target.IsConnected = false;
            Connections.Remove(connection);
        });

        ...
    }
}

Now we have to bind the command to the editor view.

<nodify:NodifyEditor ItemsSource="{Binding Nodes}"
                     Connections="{Binding Connections}"
                     PendingConnection="{Binding PendingConnection}"
                     DisconnectConnectorCommand="{Binding DisconnectConnectorCommand}">
  ...
  
</nodify:NodifyEditor>

Controlling node location

As you can see, the nodes are always in the top left corner of the screen. That's because they are at location (0, 0) inside the graph. Let's change that!

Add a Location property of type System.Windows.Point in the NodeViewModel that raises PropertyChanged events.

public class NodeViewModel : INotifyPropertyChanged
{
    private Point _location;
    public Point Location
    {
        set
        {
            _location = value;
            PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(nameof(Location)));
        }
        get => _location;
    }

    public event PropertyChangedEventHandler PropertyChanged;

    ...
}

And bind it to the view.

<nodify:NodifyEditor ItemsSource="{Binding Nodes}"
                     Connections="{Binding Connections}"
                     PendingConnection="{Binding PendingConnection}">

    <nodify:NodifyEditor.ItemContainerStyle>
        <Style TargetType="{x:Type nodify:ItemContainer}">
            <Setter Property="Location" 
                    Value="{Binding Location}" />
        </Style>
    </nodify:NodifyEditor.ItemContainerStyle>

    ...

</nodify:NodifyEditor>

Note: I used the ItemContainerStyle to bind the location of the node. Please check out the ItemContainer overview for more info.

Now you can set the location of the nodes when constructed.

Drawing a grid

Drawing a simple grid is just a matter of creating a grid brush, applying the editor transform to it, and using the brush as the Background of the editor.

Because the grid we are drawing is made of lines and is not filled, the Background of the editor will have some transparency, meaning that we'll see the background color of the control below. To solve this, wrap the editor in a Grid and set its Background or set the Background of the Window.

Use the ViewportTransform dependency property to have the grid move with the view.

Note: The example uses static resources which are provided by the selected theme in App.xaml.

<Window x:Class="MyProject.MainWindow"
        xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
        xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
        xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
        xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
        xmlns:nodify="https://miroiu.github.io/nodify"
        mc:Ignorable="d">

    <Window.Resources>
        <GeometryDrawing x:Key="SmallGridGeometry"
                        Geometry="M0,0 L0,1 0.03,1 0.03,0.03 1,0.03 1,0 Z"
                        Brush="{StaticResource NodifyEditor.SelectionRectangleBackgroundBrush}" />

        <GeometryDrawing x:Key="LargeGridGeometry"
                        Geometry="M0,0 L0,1 0.015,1 0.015,0.015 1,0.015 1,0 Z"
                        Brush="{StaticResource NodifyEditor.SelectionRectangleBackgroundBrush}" />

        <DrawingBrush x:Key="SmallGridLinesDrawingBrush"
                    TileMode="Tile"
                    ViewportUnits="Absolute"
                    Viewport="0 0 20 20"
                    Transform="{Binding ViewportTransform, ElementName=Editor}"
                    Drawing="{StaticResource SmallGridGeometry}" />

        <DrawingBrush x:Key="LargeGridLinesDrawingBrush"
                    TileMode="Tile"
                    ViewportUnits="Absolute"
                    Opacity="0.5"
                    Viewport="0 0 100 100"
                    Transform="{Binding ViewportTransform, ElementName=Editor}"
                    Drawing="{StaticResource LargeGridGeometry}" />
    </Window.Resources>

    <Grid Background="{StaticResource NodifyEditor.BackgroundBrush}">
        <nodify:NodifyEditor x:Name="Editor" Background="{StaticResource SmallGridLinesDrawingBrush}" />

        <Grid Background="{StaticResource LargeGridLinesDrawingBrush}"
              Panel.ZIndex="-2" />
    </Grid>
</Window>

Tip: Right-click and drag the screen around to move the view and use the mouse wheel to zoom in and out.

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