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))