Dmitry Pinaev
Dmitry Pinaev
Currently it is not possible. Such a behavior would result into a tricky management of already attached Connections. Currently the GUI representation (Node, Connection) and the data representation (NodeModel) have...
It's not fully implemented but you could try this PR https://github.com/paceholder/nodeeditor/pull/268
What do you mean with "import my files to .pro" ?
Looks like you did not link the nodes library to your executable
I don't like this jumpy nodes and large red notification area. It breaks the elegance and simplicity of the framework. I will find the time on the weekend and re-do...
You could add some `EnablingDataType` and one extra in-port as a trigger. Initially you would pass `nullptr` and on the button press pass a valid pointer that would make the...
Well, if this is a hack then it's a hack from the Unreal's blueprint editor  Take a look at white connections. As far as I know they are the...
@russelltg so what is the problem with not triggering the data propagation until the button is pressed? It's up to user model to decide when the data is valid and...
@abdolahsa I will add an example, sorry, can't do it right now
I couldn't tailor the clang-config to reproduce the same formatting as extists. Particularily, it is not possible to make a line break after `::`: ReturnType ClassName:: memberFunctionName() { // }...