Comments (2)
Clicking and dragging an existing link to reconnect it is not currently possible with imnodes, but it is something I want to add (I'm a Blender user as well and really like the way nodes work there 😄 ).
The library follows the immediate-mode principle in that UI elements are added by simply calling Begin/End for that new element, and symmetrically they are "deleted" by just not calling Begin/End for that UI element. imnodes tries to be very stateless in this regard. So it is up to the user to decide how deleting a node or link works. You can e.g. just query the selected node and link ids and remove them from your own backing containers.
Clicking and dragging links is the one thing which doesn't sit very well with the immediate-mode principle since you have to track their state between frames. But I suppose disconnecting a link could be communicated to the user in much the same way that IsLinkCreated
is done 🙂
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Created a more specific issue for the disconnect feature #11 🙂
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Related Issues (20)
- Callback on node translation HOT 2
- Mis-Entering BoxSelection Interaction. HOT 2
- phantom TitleBar rect glitch when conditionnal call to BeginNodeTitleBar
- [Feature Request] Vertical Pins HOT 3
- Node id's are overlapped when we have many attributes and nodes. HOT 1
- emscripten + Saving editor state
- Canvas on nodes HOT 3
- Overlapping nodes aren't compatible with ImGui::BeginDragDropTarget() HOT 1
- Style
- Popup over Grid/Node? HOT 1
- Doesn't work with BeginChild HOT 2
- Compute graph example - multiple outputs? HOT 1
- NodeAnimation HOT 2
- node double click event HOT 1
- Isn't this maintained anymore? HOT 2
- IM_OFFSETOF deprecation
- Question: Creating a NESTED canvas?
- Make node, pins and links work with BeginPopupContextItem
- IsEditorHovered only works between Begin/EndNodeEditor
- Cmake cannot find imgui config ?
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from imnodes.