Open Auburn opened 5 months ago
If you are curious you can see how I implemented it viewport_wrapper.h.
This is a little helper to render other contexts as widgets. Please note that it's not complete yet, and it will change in the following days.
Yes you've used the same structure code from LumixEngine as I did, there were several input and config bugs from this implementation which I've fixed in this PR
yes yes it's almost identical, the main difference being the BeginChild which in my opinion is pretty handy and makes interactions more predictable and consistent. Tha's why the mention
I think this probably needs an optional flag to enable it given that it makes use of a second ImGui context. Which can cause some ImGui features to behave differently
Thank you for implementing this @Auburn ! 🚀 It's very nice to see the state of the art in ImGui node editors advance, appreciate the pointers @Fattorino 👍
ImNodesIO
as it already contains a bunch of toggles, or alongside it, in the ImNodesContext
.I tried this fork but the node editor was no longer visible. Any idea why?
It doesn't currently work with multiple node editor instances which I need to look into. I have tested it works in the examples, but I don't know what your setup is like
This is done in a different way than #134, everything between
BeginNodeEditor()
andEndNodeEditor()
is managed through it's own ImGui context. I've found this causes less bugs with ImGui features compare to #134. I got the idea from hereIn
BeginNodeEditor()
the second ImGui context has the input queue copied from the main context with mouse positions adjusted. Then inEndNodeEditor()
the draw data is copied into the main ImGui context and transformed according to the zoom scaling.To get it working add this after
EndNodeEditor()
Having 2 ImGui contexts does cause some incorrect interactions between them both, I have fixed some of these by syncing up parts from each context but there are likely still some remaining,