# NodeTree
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**NodeTree** is a framework to create large scalable programs and games through a tree of processes. Each process is fully autonomous and is capable of storing its own state or data, and communicating with other processes. These processes are known as Nodes.
**β οΈWARNINGβ οΈ**
This crate is in early development. Beware of possible bugs or safety violations.
## Getting Started!
Simply either run `cargo add node_tree` at the terminal directed towards the directory of your project, or add `node_tree = X.X` to your `cargo.toml` file.
To begin creating a program in Rust that utilizes a `NodeTree`, we must first create a root `Node`. In order to reduce boilerplate, we will use the included `class!` macro to implement the required `Dynamic`, `NodeAbstract`, and `Node` traits.
```rust
use node_tree::prelude::*;
class! {
dec NodeA;
// Fields are declared as such:
let given_name: String;
// Overrideable system functions are known as hooks and start with `hk`.
/// Constructors are declared via `_init()`. These will automatically generate a
// `new()` function.
hk _init(given_name: String) {} // Fields are initialized by introducing a variable
// of the same name into scope.
/// Runs right before the `ready()` function for a `Node` that was loaded from the disk,
/// when said node is added back to the scene tree.
hk loaded(&mut self) {
// Run set up code here...
}
/// Runs once the Node is added to the NodeTree.
hk ready(&mut self) {
// To show off how you could add children nodes.
if self.depth() < 3 {
let new_depth: usize = self.depth() + 1;
self.add_child(NodeA::new(format!("{}_Node", new_depth)));
self.add_child(NodeA::new(format!("{}_Node", new_depth)));
self.add_child(NodeA::new(format!("{}_Node", new_depth)));
}
if self.is_root() {
println!("{:?}", self.children());
}
}
/// Runs once per frame. Provides a delta value in seconds between frames.
hk process(&mut self, delta: f32) {
// Example of using the delta value to calculate the current framerate.
println!("{} | {}", self.name(), 1f32 / delta);
// Using the NodePath and TreePointer, you can reference other nodes in the NodeTree from this node.
if self.is_root() {
match self.get_node::(NodePath::from_str("1_Node/2_Node1/3_Node2")).to_option() {
Some(node) => println!("{:?}", node),
None => ()
}
}
// Nodes can be destroyed. When destroyed, their references from the NodeTree are cleaned up as well.
// If the root node is destroyed, then the program automatically exits. (There are other ways to
// terminate the program such as the queue_termination() function on the NodeTree instance).
if self.children().is_empty() {
self.free(); // We test the progressive destruction of nodes from the tip of the tree
// to the base.
}
}
/// Runs once a Node is removed from the NodeTree, whether that is from the program itself terminating or not.
hk terminal(&mut self, reason: TerminationReason) {} // We do not do anything here for this example.
/// Returns this node's process mode.
/// Each process mode controls how the process() function behaves when the NodeTree is paused or not.
/// (The NodeTree can be paused or unpaused with the pause() or unpause() functions respectively.)
hk process_mode(&self) -> ProcessMode {
ProcessMode::Inherit // We will return the default value, which inherits the behaviour from
// the parent node.
}
}
```
Finally, in order to activate our `NodeTree`, we must instance the root `Node` and feed it into the `NodeTree` constructor.
```rust
// ...previous implementations
use node_tree::trees::tree_simple::TreeSimple;
fn main() -> () {
// Create the tree.
let root: NodeA = NodeA::new("Root".to_string());
let tree: Box = TreeSimple::new(root, LoggerVerbosity::NoDebug);
// Begin operations on the tree.
while tree.process().is_active() {}
}
```
## Node Scenes
You may also input a `NodeScene` when initializing a `NodeTree` or adding a child via `add_child`:
```rust
use node_tree::prelude::*;
let child_scene: NodeScene = scene! {
NodeA("2_Node", 3) { // Arguments can be fed right in the scene! macro.
NodeA("3_Node", 4),
NodeA("3_Node", 5),
NodeA("3_Node", 6) {
NodeA("4_Node", 7),
NodeA("4_Node", 8)
}
}
};
let parent_scene: NodeScene = scene! {
NodeA("1_Node", 2) {
$child_scene, // You can use `$` to reference other scenes as children.
$child_scene,
$child_scene,
}
};
let scene: NodeScene = scene! {
NodeA("Root", 1) {
$parent_scene,
$parent_scene,
$parent_scene,
}
};
// Scenes can also be cloned, stored, and reused.
//
// # Note
// Saved node scenes are stored in .scn files, with a toml format.
let cloned_scene: NodeScene = scene.clone();
cloned_scene.save(Path::new(""), "foo").unwrap(); // Pass the directory and the scene name.
let loaded_scene: NodeScene = NodeScene::load(Path::new("foo.scn")).unwrap();
// A built in hashing function allows for structural integrity of scenes to be checked.
// (`NodeScene` has a custom implementation for `std::hash::Hash`.)
//
// # Note
// This only hashes the tree's layout, note types, and ownership.
// This does not hash or keep any reference to the node's fields.
assert_eq!(scene.structural_hash(), loaded_scene.structural_hash());
```
## Logging
Logging is also supported. Here is an example setup with an output of a warning and a crash. Note that the crash header/footer are customizable, and that the output is actually colored in a real terminal.
```rust
use node_tree::prelude::*;
use node_tree::trees::tree_simple::TreeSimple;
class! {
dec NodeA;
hk ready(&mut self) {
if self.depth() == 2 && self.name() == "NodeA1" {
self.post(Log::Warn("Failed to Initialize!"));
}
if self.depth() == 1 && self.name() == "NodeA" {
self.get_node::(NodePath::from_str("Foo/Bar")).unwrap();
}
}
}
fn main() {
let scene: NodeScene = scene! {
NodeA {
NodeA,
NodeA,
NodeA {
NodeA,
NodeA,
NodeA
}
}
};
let mut tree: Box = TreeSimple::new(scene, LoggerVerbosity::All);
while !tree.process().has_terminated() {}
}
```
![](dynamic_logger.png)
## Signals
Signals are introduced in order to allow for easy communication between various nodes. An example is shown below:
```rust
use node_tree::prelude::*;
use node_tree::trees::TreeSimple;
class! {
dec NodeA;
sig on_event(count: u8);
let count: u8 = 0;
hk ready(&mut self) {
let child: Tp = self.get_child(0).unwrap();
connect! { on_event -> child.listener }; // You can also use `~>` which designates a one-shot connection!
}
hk process(&mut self, _delta: f32) {
self.on_event.emit(self.count);
self.count += 1;
}
}
class! {
dec NodeB;
fn listener(&self, count: &u8) {
if *count == 3 {
panic!("This was successful!");
}
}
}
fn main() {
let scene: NodeScene = scene! {
NodeA {
NodeB
}
};
let mut tree: Box = TreeSimple::new(scene, LoggerVerbosity::All);
while tree.process().is_active() {}
}
```
## About Cloning
All nodes are expected to implement the `Clone` trait since there are a few implementations that depend on it, such as `NodeScene`. However, it is possible to mark a field of a node so that it either has a special clone attribute or is uncloneable via provided types by this crate:
```rust
use node_tree::prelude::{ Doc, Eoc, Voc }; // All of these types implement Deref & DerefMut!
#[derive(Debug, Clone, Abstract)]
pub struct SpecializedNode {
base: NodeBase,
resets: Doc, // Grabs the ::default() of your type when cloned!
errors: Eoc, // Panics when cloned! Good as an assertion.
voids: Voc // Doesn't panic when cloned, but the cloned copy is unusable.
}
```
## Supported Features
- `glam` - Enables support with glam's (v0.29.*) types when it comes with saving and loading.
## Highlights
- ποΈ An easy abstraction framework for different processes to communicate and interact with each other in a scalable manner. Inspired by Godot!
- β―οΈ The ability to `pause()` and `unpause()` the `NodeTree`, and fine tune individual `Node` behaviours for when a tree is paused/unpaused.
- π‘ Various methods to communicate with other nodes, such as `owner()`, `parent()`, `get_child()`, `children()`, and `get_node()`, as well as methods to automate the process such as signals.
- π An abstracted smart pointer known as `Tp` and `TpDyn` which clones implicitly to reduce syntax noise and allows for low boilerplate.
- π A caching system hosted on the `NodeTree` to act as a safe interface to ensure `Tp`/`TpDyn` soundness, and increase performance!
- πͺ The ability to manage nodes with `add_child()` and `remove_child()`.
- π Includes a dynamic logging and error handling system that is deeply integrated with the node framework.
- π² Allows for the direct referencing of the `NodeTree` through a node's `root()` function.
- π Includes functionality to save, load and handle individual node scenes, such as the handy visual macro `scene!`.