nodeview: improved nodeview usage
Rather than the cumbersome and small "node connectors" (introduced a while ago when nodes had more than one output), this is a more streamlined system of connecting nodes (hold Ctrl and drag to connect)
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@@ -58,24 +58,6 @@ NodeEdgePtr NodeViewEdge::edge()
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return edge_;
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}
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qreal CalculateEdgeYPoint(NodeViewItem *item, NodeParam* param, NodeViewItem *opposing)
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{
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if (item->IsExpanded()) {
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return item->pos().y() + item->GetParameterConnectorRect(param).center().y();
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} else {
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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() + 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() + 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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}
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}
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void NodeViewEdge::Adjust()
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{
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if (!edge_ || !scene()) {
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@@ -90,16 +72,8 @@ void NodeViewEdge::Adjust()
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return;
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}
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// Create initial values
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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(), input));
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input_point.setY(CalculateEdgeYPoint(input, edge_->input(), output));
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// Draw a line between the two
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SetPoints(output_point, input_point);
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SetPoints(output->GetParamPoint(edge_->output()), input->GetParamPoint(edge_->input()));
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}
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void NodeViewEdge::SetConnected(bool c)
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