anchor node graphics item by their center

Makes auto-positioning them somewhat easier.
This commit is contained in:
itsmattkc
2020-01-09 01:40:06 +11:00
parent b697d2faec
commit 1b34c5566d
2 changed files with 7 additions and 5 deletions
+4 -4
View File
@@ -63,10 +63,10 @@ qreal CalculateEdgeYPoint(NodeViewItem *item, int param_index, NodeViewItem *opp
qreal max_height = qMax(opposing->rect().height(), item->rect().height());
// Calculate the Y distance between the two nodes and create a 0.0-1.0 range for lerping
qreal input_value = clamp(0.5 + (opposing->pos().y() - item->pos().y()) / max_height / 4, 0.0, 1.0);
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);
// Use a lerp function to draw the line between the two corners
qreal input_y = item->pos().y() + lerp(0.0, item->rect().height(), input_value);
qreal input_y = item->pos().y() + item->rect().top() + lerp(0.0, item->rect().height(), input_value);
// Set Y values according to calculations
return input_y;
@@ -84,8 +84,8 @@ void NodeViewEdge::Adjust()
NodeViewItem* input = NodeView::NodeToUIObject(scene(), edge_->input()->parentNode());
// Create initial values
QPointF output_point = QPointF(output->pos().x() + output->rect().width(), 0);
QPointF input_point = QPointF(input->pos().x(), 0);
QPointF output_point = QPointF(output->pos().x() + output->rect().left() + output->rect().width(), 0);
QPointF input_point = QPointF(input->pos().x() + output->rect().left(), 0);
// Calculate output/input points
output_point.setY(CalculateEdgeYPoint(output, edge_->output()->index(), input));