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SetNodePosition

Definition


-- @/=[C]:-1
function SetNodePosition(...)

Callers

@/lua/ge/extensions/flowgraph/groupHelper.lua
  if inputNode then
    ui_flowgraph_editor.SetNodePosition(inputNode.id, im.ImVec2(graphRect[1] - 250, centerPosY - #inputLinks*15 -15))
    inputNode:alignToGrid()
  if outputNode then
    ui_flowgraph_editor.SetNodePosition(outputNode.id, im.ImVec2(graphRect[3] + 150, centerPosY - #outputLinks*15 -15))
    outputNode:alignToGrid()

  ui_flowgraph_editor.SetNodePosition(integratedNode.id, im.ImVec2(centerPosX - 100, centerPosY - math.max(#outputLinks+1,#inputLinks+1)*15))
  integratedNode:alignToGrid()
@/lua/ge/extensions/flowgraph/nodes/debug/comment.lua
      and self.nodePosition[1] <  2e8 and self.nodePosition[2] <  2e8 then
      ui_flowgraph_editor.SetNodePosition(self.id, im.ImVec2(self.nodePosition[1], self.nodePosition[2]))
    end
@/lua/ge/extensions/editor/flowgraph/main.lua
      local pos = ui_flowgraph_editor.ScreenToCanvas(im.GetMousePos())
      ui_flowgraph_editor.SetNodePosition(node.id, pos)
      node:alignToGrid()
      local pos = ui_flowgraph_editor.ScreenToCanvas(im.GetMousePos())
      ui_flowgraph_editor.SetNodePosition(node.id, pos)
      node:alignToGrid()
      local pos = ui_flowgraph_editor.ScreenToCanvas(im.GetMousePos())
      ui_flowgraph_editor.SetNodePosition(node.id, pos)
      node:alignToGrid()
@/lua/ge/extensions/flowgraph/basenode.lua
      and self.nodePosition[1] <  2e8 and self.nodePosition[2] <  2e8 then
      ui_flowgraph_editor.SetNodePosition(self.id, im.ImVec2(self.nodePosition[1], self.nodePosition[2]))
    end
  self:updateEditorPosition()
  --ui_flowgraph_editor.SetNodePosition(self.id, im.ImVec2(self.nodePosition[1], self.nodePosition[2]))
end
@/lua/ge/extensions/editor/flowgraph/variables.lua
      local node = self.mgr.graph:createNode("types/getVariable")
      ui_flowgraph_editor.SetNodePosition(node.id, pos)
      node:alignToGrid()
      local node = self.mgr.graph:createNode("types/setVariable")
      ui_flowgraph_editor.SetNodePosition(node.id, pos)
      node:setGlobal(global)
@/lua/ge/extensions/editor/flowgraph/nodelibrary.lua
  end
  ui_flowgraph_editor.SetNodePosition(node.id, menuPos)
  --ui_flowgraph_editor.SelectNode(node.id, false)
  end
  ui_flowgraph_editor.SetNodePosition(node.id, menuPos)
  --ui_flowgraph_editor.SelectNode(node.id, false)
  local node = self.mgr.graph:createNode(read and "types/getVariable" or "types/setVariable")
  ui_flowgraph_editor.SetNodePosition(node.id, pos)
  ui_flowgraph_editor.SelectNode(node.id, false)
  end
  ui_flowgraph_editor.SetNodePosition(node.id, menuPos)
  ui_flowgraph_editor.SelectNode(node.id, false)
    local n = self.mgr.graph:createNode(node.path)
    ui_flowgraph_editor.SetNodePosition(n.id, menuPos)
    ui_flowgraph_editor.SelectNode(n.id, false)
@/lua/ge/extensions/editor/missionPlaybook/missionTreeViewer.lua
      }
      ui_flowgraph_editor.SetNodePosition(node.id, im.ImVec2(node.pos.x, node.pos.y))
      table.insert(nodes, node)
  local pinIn, pinOut = pinIds(node.id)
  --ui_flowgraph_editor.SetNodePosition(node.id, node.pos)
  im.PushID4(node.id)
@/lua/ge/extensions/editor/flowgraph/nodePreview.lua
        end
        ui_flowgraph_editor.SetNodePosition(node.id, pos)
      end
@/lua/ge/extensions/flowgraph/manager.lua
      ids[id] = node
      ui_flowgraph_editor.SetNodePosition(node.id, im.ImVec2(mousePos.x + (nodeData.pos[1] - center.x), mousePos.y + (nodeData.pos[2] - center.y)))
      node:alignToGrid(mousePos.x + (nodeData.pos[1] - center.x), mousePos.y + (nodeData.pos[2] - center.y))