egui_node_graph
egui_node_graph copied to clipboard
Build your node graph applications in Rust, using egui
 When the tip of the connection is brought close to the port, it is snapped to the port. This will make the connection much easier.
This PR could be split into two independent PRs, if you want me to do that let me know. The only reason I'm putting them together is that the last...
In #40, a change was introduced where the check to spawn the node finder used `mouse.button_released` instead of `mouse.secondary_down()`. This is the more correct behavior, as you only want to...
Changes in #19 introduced a few new edge cases that need to be accounted for: - [ ] Right now, mouse controls for graph panning (middle mouse drag) are handled...
If you build the nodes in this way and click on "👁 Set active" button, the application will crash.  How about providing a way for the library to avoid...
Currently we can add parameters, but not remove them. It would be nice to be able to do both, to be able to do things like have math nodes that...
`iter_connections` current returns an iterator of `(InputId, OutputId)`. I believe it would be more consistent to return `(OutputId, InputId)`, and it matches the direction of connections in the graph. On...
### Discussed in https://github.com/setzer22/egui_node_graph/discussions/13 Originally posted by **rsaccon** February 25, 2022 I want to find all final nodes, which is all nodes which do not have out-going connection. I haven't...
Right now when the user right-clicks on the graph editor, the "add new node" popup appears. I think this is something that should be done in application code, instead of...
Having a compile-time list of possible node types can be limiting for some use cases, because one might need "dynamic types" of nodes. A few use cases that come to...