TachyonUI 0.1.0
High-performance UI for building tools.
Loading...
Searching...
No Matches
tachyon::PendingConnection Struct Reference

A wire being dragged. Committed wires are the reciprocal endpoints on NodeProperty. More...

#include <gui_controls/gui_node_view_types.h>

Public Attributes

bool active = false
 a wire drag is in progress
PropertyEndpoint source = {}
 The socket the wire starts from: an output, or an unwired input when fromInput.
bool fromInput = false
 dragged from an input, towards an output
tachyon::int2 currentScreen = {}
 most recent mouse screen pos
PropertyEndpoint target = {}
 This frame: the socket it is over and may connect to (an input, or an output when fromInput).
std::optional< PropertyEndpoint > detachedInput
 the input the wire was pulled off, if any

Detailed Description

A wire being dragged. Committed wires are the reciprocal endpoints on NodeProperty.

Member Data Documentation

◆ active

bool tachyon::PendingConnection::active = false

a wire drag is in progress

◆ source

PropertyEndpoint tachyon::PendingConnection::source = {}

The socket the wire starts from: an output, or an unwired input when fromInput.

◆ fromInput

bool tachyon::PendingConnection::fromInput = false

dragged from an input, towards an output

◆ currentScreen

tachyon::int2 tachyon::PendingConnection::currentScreen = {}

most recent mouse screen pos

◆ target

PropertyEndpoint tachyon::PendingConnection::target = {}

This frame: the socket it is over and may connect to (an input, or an output when fromInput).

◆ detachedInput

std::optional<PropertyEndpoint> tachyon::PendingConnection::detachedInput

the input the wire was pulled off, if any


The documentation for this struct was generated from the following file: