anchor node graphics item by their center
Makes auto-positioning them somewhat easier.
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@@ -63,10 +63,10 @@ qreal CalculateEdgeYPoint(NodeViewItem *item, int param_index, NodeViewItem *opp
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qreal max_height = qMax(opposing->rect().height(), item->rect().height());
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// Calculate the Y distance between the two nodes and create a 0.0-1.0 range for lerping
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qreal input_value = clamp(0.5 + (opposing->pos().y() - item->pos().y()) / max_height / 4, 0.0, 1.0);
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qreal input_value = clamp(0.5 + ((opposing->pos().y() + opposing->rect().top()) - (item->pos().y() + item->rect().top())) / max_height / 4, 0.0, 1.0);
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// Use a lerp function to draw the line between the two corners
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qreal input_y = item->pos().y() + lerp(0.0, item->rect().height(), input_value);
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qreal input_y = item->pos().y() + item->rect().top() + lerp(0.0, item->rect().height(), input_value);
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// Set Y values according to calculations
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return input_y;
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@@ -84,8 +84,8 @@ void NodeViewEdge::Adjust()
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NodeViewItem* input = NodeView::NodeToUIObject(scene(), edge_->input()->parentNode());
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// Create initial values
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QPointF output_point = QPointF(output->pos().x() + output->rect().width(), 0);
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QPointF input_point = QPointF(input->pos().x(), 0);
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QPointF output_point = QPointF(output->pos().x() + output->rect().left() + output->rect().width(), 0);
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QPointF input_point = QPointF(input->pos().x() + output->rect().left(), 0);
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// Calculate output/input points
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output_point.setY(CalculateEdgeYPoint(output, edge_->output()->index(), input));
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