Skip to content

Navigation Menu

Sign in
Appearance settings

Search code, repositories, users, issues, pull requests...

Provide feedback

We read every piece of feedback, and take your input very seriously.

Saved searches

Use saved searches to filter your results more quickly

Appearance settings

Latest commit

 

History

History
History
68 lines (50 loc) · 2 KB

File metadata and controls

68 lines (50 loc) · 2 KB
Copy raw file
Download raw file
Open symbols panel
Edit and raw actions
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
#pragma once
#include "Node.hpp"
#include "Connection.hpp"
namespace QtNodes
{
class DataModelRegistry;
class FlowScene;
class NodeDataModel;
/// Class performs various operations on the Node and Connection pair.
/// An instance should be created on the stack and destroyed when
/// the operation is completed
class NodeConnectionInteraction
{
public:
NodeConnectionInteraction(Node& node,
Connection& connection,
FlowScene& scene);
/// Can connect when following conditions are met:
/// 1) Connection 'requires' a port
/// 2) Connection's vacant end is above the node port
/// 3) Node port is vacant
/// 4) Connection type equals node port type, or there is a registered type conversion that can translate between the two
bool canConnect(PortIndex & portIndex,
TypeConverter & converter) const;
/// 1) Check conditions from 'canConnect'
/// 1.5) If the connection is possible but a type conversion is needed, add a converter node to the scene, and connect it properly
/// 2) Assign node to required port in Connection
/// 3) Assign Connection to empty port in NodeState
/// 4) Adjust Connection geometry
/// 5) Poke model to initiate data transfer
bool tryConnect() const;
/// 1) Node and Connection should be already connected
/// 2) If so, clear Connection entry in the NodeState
/// 3) Propagate invalid data to IN node
/// 4) Set Connection end to 'requiring a port'
bool disconnect(PortType portToDisconnect) const;
private:
PortType connectionRequiredPort() const;
QPointF connectionEndScenePosition(PortType) const;
QPointF nodePortScenePosition(PortType portType,
PortIndex portIndex) const;
PortIndex nodePortIndexUnderScenePoint(PortType portType,
QPointF const &p) const;
bool nodePortIsEmpty(PortType portType, PortIndex portIndex) const;
private:
Node* _node;
Connection* _connection;
FlowScene* _scene;
};
}
Morty Proxy This is a proxified and sanitized view of the page, visit original site.