本文整理汇总了C++中NodeGuiPtr::moveBelowPositionRecursively方法的典型用法代码示例。如果您正苦于以下问题:C++ NodeGuiPtr::moveBelowPositionRecursively方法的具体用法?C++ NodeGuiPtr::moveBelowPositionRecursively怎么用?C++ NodeGuiPtr::moveBelowPositionRecursively使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类NodeGuiPtr
的用法示例。
在下文中一共展示了NodeGuiPtr::moveBelowPositionRecursively方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: if
//.........这里部分代码省略.........
position.setY(y);
int index = selectedNodeInternal->getPreferredInputForConnection();
if (index != -1) {
bool ok = proj->connectNodes(index, createdNodeInternal, selectedNodeInternal, true);
Q_UNUSED(ok);
}
//} // if (isSelectedViewer) {*/
} // if (nbConnectedInput == 0) {
} else {
///pop it below the selected node
const NodesWList& outputs = selectedNodeInternal->getGuiOutputs();
if ( !createdNodeInternal->isOutputNode() || outputs.empty() ) {
QSize selectedNodeSize = selected->getSize();
QSize createdNodeSize = node->getSize();
QPointF selectedNodeMiddlePos = selected->scenePos() +
QPointF(selectedNodeSize.width() / 2, selectedNodeSize.height() / 2);
///actually move the created node where the selected node is
position.setX(selectedNodeMiddlePos.x() - createdNodeSize.width() / 2);
position.setY(selectedNodeMiddlePos.y() + (selectedNodeSize.height() / 2) + NodeGui::DEFAULT_OFFSET_BETWEEN_NODES);
QRectF createdNodeRect( position.x(), position.y(), createdNodeSize.width(), createdNodeSize.height() );
///and move the selected node below recusively
for (NodesWList::const_iterator it = outputs.begin(); it != outputs.end(); ++it) {
NodePtr output = it->lock();
if (!output) {
continue;
}
NodeGuiIPtr output_i = output->getNodeGui();
if (!output_i) {
continue;
}
NodeGuiPtr outputGui = toNodeGui( output_i );
assert(outputGui);
if (outputGui) {
outputGui->moveBelowPositionRecursively(createdNodeRect);
}
}
///Connect the created node to the selected node
///finally we connect the created node to the selected node
int createdInput = createdNodeInternal->getPreferredInputForConnection();
if (createdInput != -1) {
ignore_result( createdNodeInternal->connectInput(selectedNodeInternal, createdInput) );
}
if ( !createdNodeInternal->isOutputNode() ) {
///we find all the nodes that were previously connected to the selected node,
///and connect them to the created node instead.
std::map<NodePtr, int> outputsConnectedToSelectedNode;
selectedNodeInternal->getOutputsConnectedToThisNode(&outputsConnectedToSelectedNode);
for (std::map<NodePtr, int>::iterator it = outputsConnectedToSelectedNode.begin();
it != outputsConnectedToSelectedNode.end(); ++it) {
if ( it->first->getParentMultiInstanceName().empty() && (it->first != createdNodeInternal) ) {
/*
Internal rotopaint nodes are connecting to the Rotopaint itself... make sure not to connect
internal nodes of the tree
*/
RotoDrawableItemPtr stroke = it->first->getAttachedRotoItem();
if ( stroke && (stroke->getContext()->getNode() == selectedNodeInternal) ) {
continue;
}
ignore_result( it->first->replaceInput(createdNodeInternal, it->second) );
// bool ok = proj->disconnectNodes(selectedNodeInternal.get(), it->first);
// if (ok) {
// ignore_result(proj->connectNodes(it->second, createdNodeInternal, it->first));
// }
//assert(ok); Might not be ok if the disconnectNodes() action above was queued
}
}
}
} else {
///the created node is an output node and the selected node already has several outputs, create it aside
QSize createdNodeSize = node->getSize();
QRectF selectedBbox = selected->mapToScene( selected->boundingRect() ).boundingRect();
QPointF selectedCenter = selectedBbox.center();
double y = selectedCenter.y() + selectedBbox.height() / 2.
+ NodeGui::DEFAULT_OFFSET_BETWEEN_NODES;
double x = selectedCenter.x() + (int)outputs.size() * 150;
position.setX(x - createdNodeSize.width() / 2.);
position.setY(y);
//Don't pop a dot, it will most likely annoy the user, just fallback on behavior 0
int index = createdNodeInternal->getPreferredInputForConnection();
bool ok = proj->connectNodes(index, selectedNodeInternal, createdNodeInternal, true);
Q_UNUSED(ok);
}
}
position = node->mapFromScene(position);
position = node->mapToParent(position);
node->setPosition( position.x(), position.y() );
} // moveNodesForIdealPosition