GithubHelp home page GithubHelp logo

Comments (14)

Nelarius avatar Nelarius commented on August 22, 2024 1

Not yet 😞 I think I am going start working on this issue next week, going to try to fix a few other fundamental issues as well.

from imnodes.

ketoo avatar ketoo commented on August 22, 2024 1

I have done a test, the result shows that the issue comes from Imgui itself.

from imnodes.

ketoo avatar ketoo commented on August 22, 2024

Meet the same issue.

from imnodes.

NukeBird avatar NukeBird commented on August 22, 2024

are there any improvements?

from imnodes.

ketoo avatar ketoo commented on August 22, 2024

Great, please let me know if you need any help that comes from other developers.

from imnodes.

NukeBird avatar NukeBird commented on August 22, 2024

Cool! Keep it up, I really love your lib!
It's pretty simple in comparison with others

from imnodes.

Nelarius avatar Nelarius commented on August 22, 2024

Thanks, happy to hear that you think so! 😊

from imnodes.

Nelarius avatar Nelarius commented on August 22, 2024

All right, finally made some progress on this. Now nodes are nicely rendered on top of each other if they overlap. It's not perfect though: clicking and dragging a node doesn't put it in top of other nodes automatically -- the "depth order" depends on which order you called BeginNode/EndNode. It would be nice to have more control over the depth order of the node draw commands, but that's another issue. I will close this issue 🙂

@ketoo I had to delete IsAttributeLinked and therefore remove the pin linked/unlinked rendering 😞 Really sorry for breaking the feature so soon after you wrote it! To fix the overlap issue, I had to movedraw_node and draw_pin from EndNodeEditor to EndNode(), which meant that the link connectivity information is no longer available at that point. So the pins are back to being simple filled shapes for now. One of the drawbacks of being an immediate mode UI is that you have to throw the state away at the end of every frame 😬

from imnodes.

ketoo avatar ketoo commented on August 22, 2024

All right, finally made some progress on this. Now nodes are nicely rendered on top of each other if they overlap. It's not perfect though: clicking and dragging a node doesn't put it in top of other nodes automatically -- the "depth order" depends on which order you called BeginNode/EndNode. It would be nice to have more control over the depth order of the node draw commands, but that's another issue. I will close this issue 🙂

@ketoo I had to delete IsAttributeLinked and therefore remove the pin linked/unlinked rendering 😞 Really sorry for breaking the feature so soon after you wrote it! To fix the overlap issue, I had to movedraw_node and draw_pin from EndNodeEditor to EndNode(), which meant that the link connectivity information is no longer available at that point. So the pins are back to being simple filled shapes for now. One of the drawbacks of being an immediate mode UI is that you have to throw the state away at the end of every frame 😬

No worry, the application can manage the pin's status by itself. To do this, the pin system needs to support more shapes, for instance, the solid triangle and the hollow triangle, which can meet the same goal. Actually, my application has all statuses about the nodes and pins, which means the application can pass the status when drawing the nodes and pins.

from imnodes.

Nelarius avatar Nelarius commented on August 22, 2024

Yeah, my application also has the connectivity information. So what we now need is to be able to set per-pin style, and allow the pin shape style to be hollow or filled 👍

from imnodes.

ketoo avatar ketoo commented on August 22, 2024

Great, thats enough for the developer.

from imnodes.

Nelarius avatar Nelarius commented on August 22, 2024

I added filled/unfilled shapes to master.

from imnodes.

ketoo avatar ketoo commented on August 22, 2024

Cool! I updated and it works. But I meet a new issue when I run the application on MAC, listed as below:

image

This issue will come when I resize the window.

from imnodes.

Nelarius avatar Nelarius commented on August 22, 2024

Looks like something fails deep inside OpenGL 😯 Are you sure it was imnode's triggering this crash? imnodes itself doesn't touch window resize logic, nor did the pin rendering changes have anything to do with UI event handling 🤔

from imnodes.

Related Issues (20)

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.