deleteSelection when an output node had multiple connections only the first one was deleted, needed a new function to return a vector of connections that are now looped and deleted at the end of delete selection.

few other minor additions and fixes.
This commit is contained in:
marauder2k7 2024-03-07 17:22:48 +00:00
parent dbbd9383e7
commit d9c4269d8b
8 changed files with 137 additions and 32 deletions

View file

@ -92,6 +92,7 @@ protected:
bool findHitSocket(const Point2I& pt);
U32 finishConnection(const Point2I& pt);
bool hasConnection(NodeSocket* inSocket);
bool hasConnection(NodeSocket* inSocket, Vector<NodeConnection*>& conn);
bool hasConnection(NodeSocket* inSocket, NodeConnection*& conn);
void findNodesInRect(const RectI& rect, Vector<GuiShaderNode*>& outResult);