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Modify Connection's destructor so that it doesn't fire propagateEmptyData without an output node connected to it previously.
- added NodeDataModel::portInConnectionPolicy (similar to NodeDataModel::portOutConnectionPolicy) - added a new parameter to NodeDataModel::setInData representing the respective connection - modified NodeConnectionInteraction::disconnect to only erase one connection from the port rather than clear all connections
Signed-off-by: Yadunund <yadunund@gmail.com>
GraphicsScene knows already how to select the items when various mouse events occur. We do not need to manually implement the behavior of the CTRL key for selecting/deselecting the items. One thing let to fix was explicit deselection of all the items when the current item is started being moved by the mouse.
* without this forward declaration it it wasn't compilling * Update NodeDataModel.hpp Co-authored-by: tatolevicz <leviczios@gmail.com> Co-authored-by: Dmitry Pinaev <dimitry.pinaev@gmail.com>
The original idea was to be able to include the NodeEditor library to some super-project along with the included Catch2 (also as a subprobject), i.e.: ``` add_subdirectory(catch2) add_subdirectory(NodeEditor) ``` To do this we need to detect inside NodeEditor's CMake scripts whether the Catch2 target was already included. If not, we included our own Catch2 subdirectory. The chosen names of the macro caused recursion when called from within vcpkg.
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