Files
ComfyUI_frontend/src/canvas/LinkConnector.ts
filtered fd4ffbc1f8 Fix render issues after moving floating input links (#841)
- Fixes floating inputs have invisible segment after moving
- Fixes floating input can be moved onto existing input link, resulting
in the slot having two links
2025-03-24 00:16:06 +00:00

668 lines
22 KiB
TypeScript

import type { RenderLink } from "./RenderLink"
import type { ConnectingLink, ItemLocator, LinkNetwork, LinkSegment } from "@/interfaces"
import type { INodeInputSlot, INodeOutputSlot } from "@/interfaces"
import type { LGraphNode } from "@/LGraphNode"
import type { Reroute } from "@/Reroute"
import type { CanvasPointerEvent } from "@/types/events"
import type { IWidget } from "@/types/widgets"
import { LinkConnectorEventMap, LinkConnectorEventTarget } from "@/infrastructure/LinkConnectorEventTarget"
import { LLink } from "@/LLink"
import { LinkDirection } from "@/types/globalEnums"
import { FloatingRenderLink } from "./FloatingRenderLink"
import { MovingInputLink } from "./MovingInputLink"
import { MovingLinkBase } from "./MovingLinkBase"
import { MovingOutputLink } from "./MovingOutputLink"
import { ToInputRenderLink } from "./ToInputRenderLink"
import { ToOutputRenderLink } from "./ToOutputRenderLink"
/**
* A Litegraph state object for the {@link LinkConnector}.
* References are only held atomically within a function, never passed.
* The concrete implementation may be replaced or proxied without side-effects.
*/
export interface LinkConnectorState {
/**
* The type of slot that links are being connected **to**.
* - When `undefined`, no operation is being performed.
* - A change in this property indicates the start or end of dragging links.
*/
connectingTo: "input" | "output" | undefined
multi: boolean
/** When `true`, existing links are being repositioned. Otherwise, new links are being created. */
draggingExistingLinks: boolean
}
/** Discriminated union to simplify type narrowing. */
type RenderLinkUnion = MovingInputLink | MovingOutputLink | FloatingRenderLink | ToInputRenderLink | ToOutputRenderLink
export interface LinkConnectorExport {
renderLinks: RenderLink[]
inputLinks: LLink[]
outputLinks: LLink[]
floatingLinks: LLink[]
state: LinkConnectorState
network: LinkNetwork
}
/**
* Component of {@link LGraphCanvas} that handles connecting and moving links.
* @see {@link LLink}
*/
export class LinkConnector {
/**
* Link connection state POJO. Source of truth for state of link drag operations.
*
* Can be replaced or proxied to allow notifications.
* Is always dereferenced at the start of an operation.
*/
state: LinkConnectorState = {
connectingTo: undefined,
multi: false,
draggingExistingLinks: false,
}
readonly events = new LinkConnectorEventTarget()
/** Contains information for rendering purposes only. */
readonly renderLinks: RenderLinkUnion[] = []
/** Existing links that are being moved **to** a new input slot. */
readonly inputLinks: LLink[] = []
/** Existing links that are being moved **to** a new output slot. */
readonly outputLinks: LLink[] = []
/** Existing floating links that are being moved to a new slot. */
readonly floatingLinks: LLink[] = []
readonly hiddenReroutes: Set<Reroute> = new Set()
/** The widget beneath the pointer, if it is a valid connection target. */
overWidget?: IWidget
/** The type (returned by downstream callback) for {@link overWidget} */
overWidgetType?: string
/** The reroute beneath the pointer, if it is a valid connection target. */
overReroute?: Reroute
readonly #setConnectingLinks: (value: ConnectingLink[]) => void
constructor(setConnectingLinks: (value: ConnectingLink[]) => void) {
this.#setConnectingLinks = setConnectingLinks
}
get isConnecting() {
return this.state.connectingTo !== undefined
}
get draggingExistingLinks() {
return this.state.draggingExistingLinks
}
/** Drag an existing link to a different input. */
moveInputLink(network: LinkNetwork, input: INodeInputSlot): void {
if (this.isConnecting) throw new Error("Already dragging links.")
const { state, inputLinks, renderLinks } = this
const linkId = input.link
if (linkId == null) {
// No link connected, check for a floating link
const floatingLink = input._floatingLinks?.values().next().value
if (floatingLink?.parentId == null) return
try {
const reroute = network.reroutes.get(floatingLink.parentId)
if (!reroute) throw new Error(`Invalid reroute id: [${floatingLink.parentId}] for floating link id: [${floatingLink.id}].`)
const renderLink = new FloatingRenderLink(network, floatingLink, "input", reroute)
const mayContinue = this.events.dispatch("before-move-input", renderLink)
if (mayContinue === false) return
renderLinks.push(renderLink)
} catch (error) {
console.warn(`Could not create render link for link id: [${floatingLink.id}].`, floatingLink, error)
}
floatingLink._dragging = true
this.floatingLinks.push(floatingLink)
} else {
const link = network.links.get(linkId)
if (!link) return
try {
const reroute = network.getReroute(link.parentId)
const renderLink = new MovingInputLink(network, link, reroute)
const mayContinue = this.events.dispatch("before-move-input", renderLink)
if (mayContinue === false) return
renderLinks.push(renderLink)
this.listenUntilReset("input-moved", (e) => {
e.detail.link.disconnect(network, "output")
})
} catch (error) {
console.warn(`Could not create render link for link id: [${link.id}].`, link, error)
return
}
link._dragging = true
inputLinks.push(link)
}
state.connectingTo = "input"
state.draggingExistingLinks = true
this.#setLegacyLinks(false)
}
/** Drag all links from an output to a new output. */
moveOutputLink(network: LinkNetwork, output: INodeOutputSlot): void {
if (this.isConnecting) throw new Error("Already dragging links.")
const { state, renderLinks } = this
// Floating links
if (output._floatingLinks?.size) {
for (const floatingLink of output._floatingLinks.values()) {
try {
const reroute = LLink.getFirstReroute(network, floatingLink)
if (!reroute) throw new Error(`Invalid reroute id: [${floatingLink.parentId}] for floating link id: [${floatingLink.id}].`)
const renderLink = new FloatingRenderLink(network, floatingLink, "output", reroute)
const mayContinue = this.events.dispatch("before-move-output", renderLink)
if (mayContinue === false) continue
renderLinks.push(renderLink)
this.floatingLinks.push(floatingLink)
} catch (error) {
console.warn(`Could not create render link for link id: [${floatingLink.id}].`, floatingLink, error)
}
}
}
// Normal links
if (output.links?.length) {
for (const linkId of output.links) {
const link = network.links.get(linkId)
if (!link) continue
const firstReroute = LLink.getFirstReroute(network, link)
if (firstReroute) {
firstReroute._dragging = true
this.hiddenReroutes.add(firstReroute)
} else {
link._dragging = true
}
this.outputLinks.push(link)
try {
const renderLink = new MovingOutputLink(network, link, firstReroute, LinkDirection.RIGHT)
const mayContinue = this.events.dispatch("before-move-output", renderLink)
if (mayContinue === false) continue
renderLinks.push(renderLink)
} catch (error) {
console.warn(`Could not create render link for link id: [${link.id}].`, link, error)
continue
}
}
}
if (renderLinks.length === 0) return this.reset()
state.draggingExistingLinks = true
state.multi = true
state.connectingTo = "output"
this.#setLegacyLinks(true)
}
/**
* Drags a new link from an output slot to an input slot.
* @param network The network that the link being connected belongs to
* @param node The node the link is being dragged from
* @param output The output slot that the link is being dragged from
*/
dragNewFromOutput(network: LinkNetwork, node: LGraphNode, output: INodeOutputSlot, fromReroute?: Reroute): void {
if (this.isConnecting) throw new Error("Already dragging links.")
const { state } = this
const renderLink = new ToInputRenderLink(network, node, output, fromReroute)
this.renderLinks.push(renderLink)
state.connectingTo = "input"
this.#setLegacyLinks(false)
}
/**
* Drags a new link from an input slot to an output slot.
* @param network The network that the link being connected belongs to
* @param node The node the link is being dragged from
* @param input The input slot that the link is being dragged from
*/
dragNewFromInput(network: LinkNetwork, node: LGraphNode, input: INodeInputSlot, fromReroute?: Reroute): void {
if (this.isConnecting) throw new Error("Already dragging links.")
const { state } = this
const renderLink = new ToOutputRenderLink(network, node, input, fromReroute)
this.renderLinks.push(renderLink)
state.connectingTo = "output"
this.#setLegacyLinks(true)
}
/**
* Drags a new link from a reroute to an input slot.
* @param network The network that the link being connected belongs to
* @param reroute The reroute that the link is being dragged from
*/
dragFromReroute(network: LinkNetwork, reroute: Reroute): void {
if (this.isConnecting) throw new Error("Already dragging links.")
const link = reroute.firstLink ?? reroute.firstFloatingLink
if (!link) return
const outputNode = network.getNodeById(link.origin_id)
if (!outputNode) return
const outputSlot = outputNode.outputs.at(link.origin_slot)
if (!outputSlot) return
const renderLink = new ToInputRenderLink(network, outputNode, outputSlot, reroute)
renderLink.fromDirection = LinkDirection.NONE
this.renderLinks.push(renderLink)
this.state.connectingTo = "input"
this.#setLegacyLinks(false)
}
dragFromLinkSegment(network: LinkNetwork, linkSegment: LinkSegment): void {
if (this.isConnecting) throw new Error("Already dragging links.")
const { state } = this
if (linkSegment.origin_id == null || linkSegment.origin_slot == null) return
const node = network.getNodeById(linkSegment.origin_id)
if (!node) return
const slot = node.outputs.at(linkSegment.origin_slot)
if (!slot) return
const reroute = network.getReroute(linkSegment.parentId)
const renderLink = new ToInputRenderLink(network, node, slot, reroute)
renderLink.fromDirection = LinkDirection.NONE
this.renderLinks.push(renderLink)
state.connectingTo = "input"
this.#setLegacyLinks(false)
}
/**
* Connects the links being droppe
* @param event Contains the drop location, in canvas space
*/
dropLinks(locator: ItemLocator, event: CanvasPointerEvent): void {
if (!this.isConnecting) return this.reset()
const { renderLinks } = this
const mayContinue = this.events.dispatch("before-drop-links", { renderLinks, event })
if (mayContinue === false) return this.reset()
const { canvasX, canvasY } = event
const node = locator.getNodeOnPos(canvasX, canvasY) ?? undefined
if (node) {
this.dropOnNode(node, event)
} else {
// Get reroute if no node is found
const reroute = locator.getRerouteOnPos(canvasX, canvasY)
// Drop output->input link on reroute is not impl.
if (reroute && this.isRerouteValidDrop(reroute)) {
this.dropOnReroute(reroute, event)
} else {
this.dropOnNothing(event)
}
}
this.events.dispatch("after-drop-links", { renderLinks, event })
this.reset()
}
dropOnNode(node: LGraphNode, event: CanvasPointerEvent) {
const { renderLinks, state } = this
const { connectingTo } = state
const { canvasX, canvasY } = event
// Do nothing if every connection would loop back
if (renderLinks.every(link => link.node === node)) return
// To output
if (connectingTo === "output") {
const output = node.getOutputOnPos([canvasX, canvasY])
if (output) {
this.#dropOnOutput(node, output)
} else {
this.#dropOnNodeBackground(node, event)
}
// To input
} else if (connectingTo === "input") {
const input = node.getInputOnPos([canvasX, canvasY])
// Input slot
if (input) {
this.#dropOnInput(node, input)
} else if (this.overWidget && renderLinks[0] instanceof ToInputRenderLink) {
// Widget
this.events.dispatch("dropped-on-widget", {
link: renderLinks[0],
node,
widget: this.overWidget,
})
this.overWidget = undefined
} else {
// Node background / title
this.#dropOnNodeBackground(node, event)
}
}
}
dropOnReroute(reroute: Reroute, event: CanvasPointerEvent): void {
const mayContinue = this.events.dispatch("dropped-on-reroute", { reroute, event })
if (mayContinue === false) return
// Connecting to input
if (this.state.connectingTo === "input") {
if (this.renderLinks.length !== 1) throw new Error(`Attempted to connect ${this.renderLinks.length} input links to a reroute.`)
const renderLink = this.renderLinks[0]
const results = reroute.findTargetInputs()
if (!results?.length) return
const maybeReroutes = reroute.getReroutes()
if (maybeReroutes === null) throw new Error("Reroute loop detected.")
const originalReroutes = maybeReroutes.slice(0, -1).reverse()
// From reroute to reroute
if (this.renderLinks.length === 1 && renderLink instanceof ToInputRenderLink) {
const { node, fromSlotIndex, fromReroute } = renderLink
const floatingOutLinks = reroute.getFloatingLinks("output")
const floatingInLinks = reroute.getFloatingLinks("input")
// Clean floating link IDs from reroutes about to be removed from the chain
if (floatingOutLinks && floatingInLinks) {
for (const link of floatingOutLinks) {
link.origin_id = node.id
link.origin_slot = fromSlotIndex
for (const originalReroute of originalReroutes) {
if (fromReroute != null && originalReroute.id === fromReroute.id) break
originalReroute.floatingLinkIds.delete(link.id)
}
}
for (const link of floatingInLinks) {
for (const originalReroute of originalReroutes) {
if (fromReroute != null && originalReroute.id === fromReroute.id) break
originalReroute.floatingLinkIds.delete(link.id)
}
}
}
}
// Flat map and filter before any connections are re-created
const better = this.renderLinks
.flatMap(renderLink => results.map(result => ({ renderLink, result })))
.filter(({ renderLink, result }) => renderLink.toType === "input" && canConnectInputLinkToReroute(renderLink, result.node, result.input, reroute))
for (const { renderLink, result } of better) {
if (renderLink.toType !== "input") continue
renderLink.connectToRerouteInput(reroute, result, this.events, originalReroutes)
}
return
}
// Connecting to output
for (const link of this.renderLinks) {
if (link.toType !== "output") continue
const result = reroute.findSourceOutput()
if (!result) continue
const { node, output } = result
if (!link.canConnectToOutput(node, output)) continue
link.connectToRerouteOutput(reroute, node, output, this.events)
}
}
dropOnNothing(event: CanvasPointerEvent): void {
// For external event only.
if (this.state.connectingTo === "input") {
for (const link of this.renderLinks) {
if (link instanceof MovingInputLink) {
link.inputNode.disconnectInput(link.inputIndex, true)
}
}
}
this.events.dispatch("dropped-on-canvas", event)
}
/**
* Connects the links being dropped onto a node.
* @param node The node that the links are being dropped on
* @param event Contains the drop location, in canvas space
*/
#dropOnNodeBackground(node: LGraphNode, event: CanvasPointerEvent): void {
const { state: { connectingTo } } = this
const mayContinue = this.events.dispatch("dropped-on-node", { node, event })
if (mayContinue === false) return
// Assume all links are the same type, disallow loopback
const firstLink = this.renderLinks[0]
if (!firstLink) return
// Use a single type check before looping; ensures all dropped links go to the same slot
if (connectingTo === "output") {
// Dropping new output link
const output = node.findOutputByType(firstLink.fromSlot.type)?.slot
if (!output) {
console.warn(`Could not find slot for link type: [${firstLink.fromSlot.type}].`)
return
}
this.#dropOnOutput(node, output)
} else if (connectingTo === "input") {
// Dropping new input link
const input = node.findInputByType(firstLink.fromSlot.type)?.slot
if (!input) {
console.warn(`Could not find slot for link type: [${firstLink.fromSlot.type}].`)
return
}
this.#dropOnInput(node, input)
}
}
#dropOnInput(node: LGraphNode, input: INodeInputSlot): void {
for (const link of this.renderLinks) {
if (!link.canConnectToInput(node, input)) continue
link.connectToInput(node, input, this.events)
}
}
#dropOnOutput(node: LGraphNode, output: INodeOutputSlot): void {
for (const link of this.renderLinks) {
if (!link.canConnectToOutput(node, output)) {
if (link instanceof MovingOutputLink && link.link.parentId !== undefined) {
// Reconnect link without reroutes
link.outputNode.connectSlots(link.outputSlot, link.inputNode, link.inputSlot, undefined!)
}
continue
}
link.connectToOutput(node, output, this.events)
}
}
isNodeValidDrop(node: LGraphNode): boolean {
return this.state.connectingTo === "output"
? node.outputs.some(output => this.renderLinks.some(link => link.canConnectToOutput(node, output)))
: node.inputs.some(input => this.renderLinks.some(link => link.canConnectToInput(node, input)))
}
/**
* Checks if a reroute is a valid drop target for any of the links being connected.
* @param reroute The reroute that would be dropped on.
* @returns `true` if any of the current links being connected are valid for the given reroute.
*/
isRerouteValidDrop(reroute: Reroute): boolean {
if (this.state.connectingTo === "input") {
const results = reroute.findTargetInputs()
if (!results?.length) return false
for (const { node, input } of results) {
for (const renderLink of this.renderLinks) {
if (renderLink.toType !== "input") continue
if (canConnectInputLinkToReroute(renderLink, node, input, reroute)) return true
}
}
} else {
const result = reroute.findSourceOutput()
if (!result) return false
const { node, output } = result
for (const renderLink of this.renderLinks) {
if (renderLink.toType !== "output") continue
if (!renderLink.canConnectToReroute(reroute)) continue
if (renderLink.canConnectToOutput(node, output)) return true
}
}
return false
}
/** Sets connecting_links, used by some extensions still. */
#setLegacyLinks(fromSlotIsInput: boolean): void {
const links = this.renderLinks.map((link) => {
const input = fromSlotIsInput ? link.fromSlot as INodeInputSlot : null
const output = fromSlotIsInput ? null : link.fromSlot as INodeOutputSlot
const afterRerouteId = link instanceof MovingLinkBase ? link.link?.parentId : link.fromReroute?.id
return {
node: link.node,
slot: link.fromSlotIndex,
input,
output,
pos: link.fromPos,
afterRerouteId,
} satisfies ConnectingLink
})
this.#setConnectingLinks(links)
}
/**
* Exports the current state of the link connector.
* @param network The network that the links being connected belong to.
* @returns A POJO with the state of the link connector, links being connected, and their network.
* @remarks Other than {@link network}, all properties are shallow cloned.
*/
export(network: LinkNetwork): LinkConnectorExport {
return {
renderLinks: [...this.renderLinks],
inputLinks: [...this.inputLinks],
outputLinks: [...this.outputLinks],
floatingLinks: [...this.floatingLinks],
state: { ...this.state },
network,
}
}
/**
* Adds an event listener that will be automatically removed when the reset event is fired.
* @param eventName The event to listen for.
* @param listener The listener to call when the event is fired.
*/
listenUntilReset<K extends keyof LinkConnectorEventMap>(
eventName: K,
listener: Parameters<typeof this.events.addEventListener<K>>[1],
options?: Parameters<typeof this.events.addEventListener<K>>[2],
) {
this.events.addEventListener(eventName, listener, options)
this.events.addEventListener("reset", () => this.events.removeEventListener(eventName, listener), { once: true })
}
/**
* Resets everything to its initial state.
*
* Effectively cancels moving or connecting links.
*/
reset(force = false): void {
this.events.dispatch("reset", force)
const { state, outputLinks, inputLinks, hiddenReroutes, renderLinks, floatingLinks } = this
if (!force && state.connectingTo === undefined) return
state.connectingTo = undefined
for (const link of outputLinks) delete link._dragging
for (const link of inputLinks) delete link._dragging
for (const link of floatingLinks) delete link._dragging
for (const reroute of hiddenReroutes) delete reroute._dragging
renderLinks.length = 0
inputLinks.length = 0
outputLinks.length = 0
floatingLinks.length = 0
hiddenReroutes.clear()
state.multi = false
state.draggingExistingLinks = false
}
}
/** Validates that a single {@link RenderLink} can be dropped on the specified reroute. */
function canConnectInputLinkToReroute(
link: ToInputRenderLink | MovingInputLink | FloatingRenderLink,
inputNode: LGraphNode,
input: INodeInputSlot,
reroute: Reroute,
): boolean {
const { fromReroute } = link
if (
!link.canConnectToInput(inputNode, input) ||
// Would result in no change
fromReroute?.id === reroute.id ||
// Cannot connect from child to parent reroute
fromReroute?.getReroutes()?.includes(reroute)
) {
return false
}
// Would result in no change
if (link instanceof ToInputRenderLink) {
if (reroute.parentId == null) {
// Link would make no change - output to reroute
if (reroute.firstLink?.hasOrigin(link.node.id, link.fromSlotIndex)) return false
} else if (link.fromReroute?.id === reroute.parentId) {
return false
}
}
return true
}