Struct NodesState

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pub struct NodesState {
    pub offset: Vec2,
    pub zoom: f32,
    pub selection: Vec<u64>,
    pub linking: Option<(u64, usize, bool)>,
    pub dragging: Option<u64>,
    pub detach: Option<(u64, usize)>,
    pub band: Option<(Pos2, bool)>,
    pub clipboard: (Vec<Node>, Vec<Edge>),
    pub menu_at: Option<(f32, f32)>,
    pub thumbs: HashMap<u64, TextureId>,
}

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§offset: Vec2

Pan/zoom of the canvas.

§zoom: f32§selection: Vec<u64>

The picked nodes; the last one is what the Inspector follows (primary).

§linking: Option<(u64, usize, bool)>

A connection being dragged: (node, port, from_output).

§dragging: Option<u64>

The node under the pointer while moving (one undo per gesture; the selection travels with it).

§detach: Option<(u64, usize)>

Input port a wire is being pulled off, until the pointer actually leaves it.

§band: Option<(Pos2, bool)>

Rubber band in progress: (press origin in screen space, add instead of replace).

§clipboard: (Vec<Node>, Vec<Edge>)

Ctrl+C copy: the nodes and the edges between them, pasted with fresh ids.

§menu_at: Option<(f32, f32)>

Where the canvas was right-clicked, in graph units: new nodes land there.

§thumbs: HashMap<u64, TextureId>

Live previews, keyed by node. Empty unless a renderer hands textures over, and the panel is fully usable without them (there is no GL context in tests or headless runs).

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impl NodesState

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pub fn primary(&self) -> Option<u64>

The node the Inspector shows: the most recently picked one.

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fn pick(&mut self, id: u64, add: bool)

Pick a node; add (Ctrl) toggles it in the selection instead of replacing it.

Trait Implementations§

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impl Default for NodesState

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fn default() -> NodesState

Returns the “default value” for a type. Read more

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