reimplemented adding/removing/connecting/disconnecting
This commit is contained in:
+168
-154
@@ -23,6 +23,7 @@
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#include <QInputDialog>
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#include <QMouseEvent>
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#include <QScrollBar>
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#include <QToolTip>
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#include "core.h"
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#include "nodeviewundo.h"
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@@ -44,7 +45,8 @@ NodeView::NodeView(QWidget *parent) :
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HandMovableView(parent),
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drop_edge_(nullptr),
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create_edge_(nullptr),
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create_edge_dst_(nullptr),
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create_edge_output_item_(nullptr),
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create_edge_input_item_(nullptr),
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create_edge_dst_temp_expanded_(false),
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paste_command_(nullptr),
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scale_(1.0),
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@@ -87,14 +89,14 @@ void NodeView::SetContexts(const QVector<Node*> &nodes)
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// Remove contexts that are no longer in the list
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foreach (Node *n, contexts_) {
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if (!nodes.contains(n)) {
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scene_.RemoveContext(n);
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RemoveContext(n);
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}
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}
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// Add contexts that are now in the list
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foreach (Node *n, nodes) {
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if (!contexts_.contains(n)) {
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scene_.AddContext(n);
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AddContext(n);
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}
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}
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@@ -346,29 +348,56 @@ void NodeView::keyPressEvent(QKeyEvent *event)
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void NodeView::mousePressEvent(QMouseEvent *event)
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{
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// Handle mouse press event
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if (HandPress(event)) return;
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// Get the item that the user clicked on, if any
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QGraphicsItem* item = itemAt(event->pos());
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if (event->button() == Qt::LeftButton) {
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// Determine if user clicked on a connector
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if (NodeViewItemConnector *connector = dynamic_cast<NodeViewItemConnector *>(item)) {
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NodeViewItem *attached_item = static_cast<NodeViewItem*>(connector->parentItem());
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if (connector->IsOutput()) {
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CreateNewEdge(attached_item, event->pos());
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return;
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} else {
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NodeViewEdge *edge_item = attached_item->GetEdgeFromInputConnector(connector);
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if (edge_item) {
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create_edge_src_ = edge_item->from_item();
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create_edge_ = edge_item;
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NodeViewItemConnector *connector = dynamic_cast<NodeViewItemConnector *>(item);
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// If the user clicked on a connector OR the user is holding Ctrl
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if (connector || (event->modifiers() & Qt::ControlModifier)) {
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// Get the relevant item, either the one attached to the connector or the item if Ctrl+Clicked
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NodeViewItem *attached_item = connector ? static_cast<NodeViewItem*>(connector->parentItem()) : dynamic_cast<NodeViewItem*>(item);
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if (attached_item) {
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if (connector && !connector->IsOutput() && (create_edge_ = attached_item->GetEdgeFromInputConnector(connector))) {
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// Since inputs can only have one edge connected, we grab the existing edge, if one exists
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create_edge_output_item_ = create_edge_->from_item();
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create_edge_already_exists_ = true;
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create_edge_from_output_ = true;
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} else {
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// Create a new edge from this output
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create_edge_ = new NodeViewEdge();
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create_edge_->SetCurved(scene_.GetEdgesAreCurved());
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create_edge_->SetFlowDirection(scene_.GetFlowDirection());
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// Set source and declare that we created this edge
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if ((create_edge_from_output_ = (!connector || connector->IsOutput()))) {
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// Edge is being created from output
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create_edge_output_item_ = attached_item;
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} else {
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// Edge is being created from input
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create_edge_input_item_ = attached_item;
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create_edge_input_ = attached_item->GetInputFromInputConnector(connector);
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}
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create_edge_already_exists_ = false;
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// Add edge to scene
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scene_.addItem(create_edge_);
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// Position edge to mouse cursor
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PositionNewEdge(event->pos());
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}
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return;
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}
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}
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}
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// Handle selections with the right mouse button
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if (event->button() == Qt::RightButton) {
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if (!item || !item->isSelected()) {
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// Qt doesn't do this by default for some reason
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@@ -383,19 +412,16 @@ void NodeView::mousePressEvent(QMouseEvent *event)
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}
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}
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if (event->modifiers() & Qt::ControlModifier) {
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NodeViewItem* node_item = dynamic_cast<NodeViewItem*>(item);
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if (node_item) {
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CreateNewEdge(node_item, event->pos());
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return;
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}
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}
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// Default QGraphicsView functionality (selecting, dragging, etc.)
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super::mousePressEvent(event);
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// For any selected item, store its position in case the user is dragging it somewhere else
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auto selected_items = scene_.GetSelectedItems();
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foreach (NodeViewItem *i, selected_items) {
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dragging_nodes_.insert(i, i->GetNodePosition());
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// Ignore items attached to the cursor
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if (!IsItemAttachedToCursor(i)) {
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dragging_nodes_.insert(i, i->GetNodePosition());
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}
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}
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}
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@@ -487,23 +513,17 @@ void NodeView::mouseReleaseEvent(QMouseEvent *event)
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if (HandRelease(event)) return;
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if (create_edge_) {
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// We are creating a new edge or moving an existing one
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// Check if the edge was reconnected to the same place as before
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MultiUndoCommand* command = new MultiUndoCommand();
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Node::OutputConnections removed_edges;
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Node::OutputConnection added_edge;
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bool reconnected_to_itself = false;
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if (create_edge_already_exists_) {
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if (create_edge_dst_input_ == create_edge_->input()) {
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if (create_edge_output_item_ == create_edge_->from_item() && create_edge_->input() == create_edge_input_) {
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reconnected_to_itself = true;
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} else {
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// We are moving (or removing) an existing edge
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command->add_child(new NodeEdgeRemoveCommand(create_edge_->output(), create_edge_->input()));
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// Update contexts for edge removal
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removed_edges.push_back({create_edge_->output(), create_edge_->input()});
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}
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} else {
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// We're creating a new edge, which means this UI object is only temporary
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@@ -512,36 +532,35 @@ void NodeView::mouseReleaseEvent(QMouseEvent *event)
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create_edge_ = nullptr;
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if (create_edge_dst_) {
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// Clear highlight
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create_edge_dst_->SetHighlightedIndex(-1);
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if (create_edge_output_item_ && create_edge_input_item_) {
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// Clear highlight if we set one
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create_edge_input_item_->SetHighlightedIndex(-1);
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// Collapse if we expanded it
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if (create_edge_dst_temp_expanded_) {
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create_edge_dst_->SetExpanded(false);
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create_edge_dst_->setZValue(0);
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create_edge_input_item_->SetExpanded(false);
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create_edge_input_item_->setZValue(0);
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}
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NodeInput &creating_input = create_edge_dst_input_;
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NodeInput &creating_input = create_edge_input_;
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if (creating_input.IsValid()) {
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// Make connection
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if (!reconnected_to_itself) {
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Node *creating_output = create_edge_src_->GetNode();
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Node *creating_output = create_edge_output_item_->GetNode();
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if (creating_input.IsConnected()) {
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Node::OutputConnection existing_edge_to_remove = {creating_input.GetConnectedOutput(), creating_input};
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command->add_child(new NodeEdgeRemoveCommand(existing_edge_to_remove.first, existing_edge_to_remove.second));
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removed_edges.push_back(existing_edge_to_remove);
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}
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command->add_child(new NodeEdgeAddCommand(creating_output, creating_input));
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added_edge = {creating_output, creating_input};
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}
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creating_input.Reset();
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}
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create_edge_dst_ = nullptr;
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create_edge_output_item_ = nullptr;
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create_edge_input_item_ = nullptr;
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}
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Core::instance()->undo_stack()->pushIfHasChildren(command);
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@@ -551,6 +570,21 @@ void NodeView::mouseReleaseEvent(QMouseEvent *event)
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MultiUndoCommand* command = new MultiUndoCommand();
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if (!attached_items_.isEmpty()) {
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Node *context = nullptr;
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QList<QGraphicsItem*> items_at_cursor = this->items(event->pos());
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foreach (QGraphicsItem *i, items_at_cursor) {
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if (NodeViewContext *context_item = dynamic_cast<NodeViewContext*>(i)) {
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context = context_item->GetContext();
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break;
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}
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}
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if (!context) {
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QToolTip::showText(QCursor::pos(), tr("Nodes must be placed inside a context."));
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return;
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}
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if (paste_command_) {
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// We've already "done" this command, but MultiUndoCommand prevents "redoing" twice, so we
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// add it to this command (which may have extra commands added too) so that it all gets undone
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@@ -558,9 +592,26 @@ void NodeView::mouseReleaseEvent(QMouseEvent *event)
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command->add_child(paste_command_);
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paste_command_ = nullptr;
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}
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}
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if (!attached_items_.isEmpty()) {
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{
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MultiUndoCommand *add_command = new MultiUndoCommand();
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foreach (const AttachedItem &ai, attached_items_) {
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// Add node to the same graph that the context is in
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add_command->add_child(new NodeAddCommand(context->parent(), ai.item->GetNode()));
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// Add node to the context
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add_command->add_child(new NodeSetPositionCommand(ai.item->GetNode(), context, scene_.context_map().value(context)->MapScenePosToNodePosInContext(ai.item->pos())));
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}
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if (add_command->child_count()) {
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add_command->redo_now();
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command->add_child(add_command);
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} else {
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delete add_command;
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}
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}
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{
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// Dropped attached item onto an edge, connect it between them
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MultiUndoCommand *drop_edge_command = new MultiUndoCommand();
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@@ -586,44 +637,6 @@ void NodeView::mouseReleaseEvent(QMouseEvent *event)
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}
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}
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{
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// Remove from context any nodes that don't specifically output to said context
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MultiUndoCommand *remove_pos_command = new MultiUndoCommand();
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for (const AttachedItem &attached : qAsConst(attached_items_)) {
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MultiUndoCommand *remove_pos_subcommand = new MultiUndoCommand();
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Node *attached_node = scene_.item_map().key(attached.item);
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bool removed = false;
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QVector<Node*> relevant_contexts;
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for (Node *context : qAsConst(contexts_)) {
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if (attached_node->OutputsTo(context, true)) {
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relevant_contexts.append(context);
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} else {
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remove_pos_subcommand->add_child(new NodeRemovePositionFromContextCommand(attached_node, context));
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removed = true;
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}
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}
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if (removed && !relevant_contexts.isEmpty()) {
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for (Node *relevant : qAsConst(relevant_contexts)) {
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remove_pos_subcommand->add_child(new NodeSetPositionCommand(attached_node, relevant, GetEstimatedPositionForContext(attached.item, relevant)));
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}
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remove_pos_command->add_child(remove_pos_subcommand);
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} else {
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delete remove_pos_subcommand;
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}
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}
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if (remove_pos_command->child_count()) {
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remove_pos_command->redo_now();
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command->add_child(remove_pos_command);
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} else {
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delete remove_pos_command;
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}
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}
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DetachItemsFromCursor();
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}
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@@ -777,20 +790,14 @@ void NodeView::ShowContextMenu(const QPoint &pos)
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void NodeView::CreateNodeSlot(QAction *action)
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{
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qDebug() << "STUB!";
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/*Node* new_node = NodeFactory::CreateFromMenuAction(action);
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Node* new_node = NodeFactory::CreateFromMenuAction(action);
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if (new_node) {
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paste_command_ = new MultiUndoCommand();
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paste_command_->add_child(new NodeAddCommand(graph_, new_node));
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for (Node *context : qAsConst(contexts_)) {
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paste_command_->add_child(new NodeSetPositionCommand(new_node, context, QPointF(0, 0), false));
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}
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paste_command_->add_child(new NodeViewAttachNodesToCursor(this, {new_node}));
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paste_command_->redo_now();
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this->setFocus();
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}*/
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NodeViewItem *new_item = new NodeViewItem(new_node, nullptr);
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new_item->SetFlowDirection(scene_.GetFlowDirection());
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scene_.addItem(new_item);
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AttachItemsToCursor({new_item});
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}
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}
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void NodeView::ContextMenuSetDirection(QAction *action)
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@@ -859,6 +866,15 @@ void NodeView::MoveToScenePoint(const QPointF &pos)
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centerOn(pos);
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}
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void NodeView::NodeRemovedFromGraph()
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{
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Node *context = static_cast<Node*>(sender());
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RemoveContext(context);
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contexts_.removeOne(context);
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}
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void NodeView::AttachNodesToCursor(const QVector<Node *> &nodes)
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{
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QVector<NodeViewItem*> items(nodes.size());
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@@ -885,6 +901,10 @@ void NodeView::AttachItemsToCursor(const QVector<NodeViewItem*>& items)
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void NodeView::DetachItemsFromCursor()
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{
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foreach (const AttachedItem &ai, attached_items_) {
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delete ai.item;
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}
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attached_items_.clear();
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}
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@@ -1037,20 +1057,6 @@ Menu *NodeView::CreateAddMenu(Menu *parent)
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return add_menu;
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}
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void NodeView::CreateNewEdge(NodeViewItem *output_item, const QPoint &mouse_pos)
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{
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create_edge_ = new NodeViewEdge();
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create_edge_src_ = output_item;
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create_edge_already_exists_ = false;
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create_edge_->SetCurved(scene_.GetEdgesAreCurved());
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create_edge_->SetFlowDirection(scene_.GetFlowDirection());
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scene_.addItem(create_edge_);
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PositionNewEdge(mouse_pos);
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}
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void NodeView::PositionNewEdge(const QPoint &pos)
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{
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// Determine scene coordinate
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@@ -1059,62 +1065,66 @@ void NodeView::PositionNewEdge(const QPoint &pos)
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// Find if the cursor is currently inside an item
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NodeViewItem* item_at_cursor = dynamic_cast<NodeViewItem*>(itemAt(pos));
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NodeViewItem *source_item = create_edge_from_output_ ? create_edge_output_item_ : create_edge_input_item_;
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NodeViewItem *&opposing_item = create_edge_from_output_ ? create_edge_input_item_ : create_edge_output_item_;
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// Filter out connecting to self
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if (item_at_cursor == create_edge_src_) {
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if (item_at_cursor == source_item) {
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item_at_cursor = nullptr;
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}
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// Filter out connecting to a node that connects to us
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if (item_at_cursor && item_at_cursor->GetNode()->OutputsTo(create_edge_src_->GetNode(), true)) {
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if (item_at_cursor
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&& ((create_edge_from_output_ && item_at_cursor->GetNode()->OutputsTo(source_item->GetNode(), true))
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|| (!create_edge_from_output_ && item_at_cursor->GetNode()->InputsFrom(source_item->GetNode(), true)))) {
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item_at_cursor = nullptr;
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}
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// If the item has changed
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if (item_at_cursor != create_edge_dst_) {
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if (item_at_cursor != opposing_item) {
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// If we had a destination active, disconnect from it since the item has changed
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if (create_edge_dst_) {
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create_edge_dst_->SetHighlightedIndex(-1);
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if (opposing_item) {
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opposing_item->SetHighlightedIndex(-1);
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if (create_edge_dst_temp_expanded_) {
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// We expanded this item, so we can un-expand it
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create_edge_dst_->SetExpanded(false);
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create_edge_dst_->setZValue(0);
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opposing_item->SetExpanded(false);
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opposing_item->setZValue(0);
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}
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}
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// Set destination
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create_edge_dst_ = item_at_cursor;
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opposing_item = item_at_cursor;
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// If our destination is an item, ensure it's expanded
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if (create_edge_dst_) {
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if ((create_edge_dst_temp_expanded_ = (!create_edge_dst_->IsExpanded()))) {
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create_edge_dst_->SetExpanded(true, true);
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create_edge_dst_->setZValue(100); // Ensure item is in front
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if (opposing_item) {
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if (create_edge_from_output_ && (create_edge_dst_temp_expanded_ = (!create_edge_input_item_->IsExpanded()))) {
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create_edge_input_item_->SetExpanded(true, true);
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create_edge_input_item_->setZValue(100); // Ensure item is in front
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}
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}
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}
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// If we have a destination, highlight the appropriate input
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int highlight_index = -1;
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if (create_edge_dst_) {
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highlight_index = create_edge_dst_->GetIndexAt(scene_pt);
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create_edge_dst_->SetHighlightedIndex(highlight_index);
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if (create_edge_from_output_) {
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int highlight_index = -1;
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if (create_edge_input_item_) {
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highlight_index = create_edge_input_item_->GetIndexAt(scene_pt);
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create_edge_input_item_->SetHighlightedIndex(highlight_index);
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}
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if (highlight_index >= 0) {
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create_edge_input_ = create_edge_input_item_->GetInputAtIndex(highlight_index);
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} else {
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create_edge_input_.Reset();
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}
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}
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if (highlight_index >= 0) {
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create_edge_dst_input_ = create_edge_dst_->GetInputAtIndex(highlight_index);
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create_edge_->SetPoints(create_edge_src_->GetOutputPoint(),
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create_edge_dst_->GetInputPoint(create_edge_dst_input_.input(), create_edge_dst_input_.element()),
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true);
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} else {
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create_edge_dst_input_.Reset();
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create_edge_->SetPoints(create_edge_src_->GetOutputPoint(),
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scene_pt,
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false);
|
||||
}
|
||||
QPointF output_point = create_edge_output_item_ ? create_edge_output_item_->GetOutputPoint() : scene_pt;
|
||||
QPointF input_point = create_edge_input_.IsValid() ? create_edge_input_item_->GetInputPoint(create_edge_input_.input(), create_edge_input_.element()) : scene_pt;
|
||||
|
||||
// Set connected to whether we have a valid input destination
|
||||
create_edge_->SetConnected(create_edge_dst_input_.IsValid());
|
||||
create_edge_->SetPoints(output_point, input_point, create_edge_input_item_ && create_edge_input_item_->IsExpanded());
|
||||
create_edge_->SetConnected(create_edge_output_item_ && create_edge_input_.IsValid());
|
||||
}
|
||||
|
||||
void NodeView::GroupNodes()
|
||||
@@ -1177,6 +1187,29 @@ void NodeView::PasteNodesInternal(const QVector<Node *> &duplicate_nodes)
|
||||
*/
|
||||
}
|
||||
|
||||
void NodeView::AddContext(Node *n)
|
||||
{
|
||||
scene_.AddContext(n);
|
||||
connect(n, &Node::RemovedFromGraph, this, &NodeView::NodeRemovedFromGraph);
|
||||
}
|
||||
|
||||
void NodeView::RemoveContext(Node *n)
|
||||
{
|
||||
scene_.RemoveContext(n);
|
||||
disconnect(n, &Node::RemovedFromGraph, this, &NodeView::NodeRemovedFromGraph);
|
||||
}
|
||||
|
||||
bool NodeView::IsItemAttachedToCursor(NodeViewItem *item) const
|
||||
{
|
||||
foreach (const AttachedItem &ai, attached_items_) {
|
||||
if (ai.item == item) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
NodeView::NodeViewAttachNodesToCursor::NodeViewAttachNodesToCursor(NodeView *view, const QVector<Node *> &nodes) :
|
||||
view_(view),
|
||||
nodes_(nodes)
|
||||
@@ -1198,23 +1231,4 @@ Project *NodeView::NodeViewAttachNodesToCursor::GetRelevantProject() const
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void NodeView::NodeViewItemPreventRemovingCommand::redo()
|
||||
{
|
||||
NodeViewItem *item = view_->scene_.item_map().value(node_);
|
||||
|
||||
if (item) {
|
||||
old_prevent_removing_ = item->GetPreventRemoving();
|
||||
item->SetPreventRemoving(new_prevent_removing_);
|
||||
}
|
||||
}
|
||||
|
||||
void NodeView::NodeViewItemPreventRemovingCommand::undo()
|
||||
{
|
||||
NodeViewItem *item = view_->scene_.item_map().value(node_);
|
||||
|
||||
if (item) {
|
||||
item->SetPreventRemoving(old_prevent_removing_);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user