Removed MinAfterUpdate from interface_node
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@ -488,7 +488,6 @@ OPERATION_RENDER_PROC(RenderNodeView)
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while (NodeIteratorIsValid(NodeIter))
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{
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interface_node* Node = NodeIter.At;
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Node->Min = Node->MinAfterUpdate;
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rect NodeBounds = CalculateNodeBounds(Node, State->NodeRenderSettings);
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b32 DrawFields = PointIsInRect(Mouse.Pos, NodeBounds);
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@ -99,7 +99,6 @@ PushNodeOnList (node_list* List, s32 NameLength, s32 ConnectionsCount, v2 Min, v
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Result->Connections = (node_connection*)(Result->Name.Memory + NameLength);
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Result->Min = Min;
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Result->MinAfterUpdate = Min;
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Result->Dim = Dim;
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List->Used += GetNodeMemorySize(*Result);
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@ -718,7 +717,7 @@ PlaceNode (node_list* NodeList, interface_node* Node, v2 Position, b32 Flags)
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}
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}
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Node->MinAfterUpdate = Position;
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Node->Min = Position;
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}
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internal void
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@ -78,7 +78,6 @@ struct interface_node
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string Name;
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v2 Min, Dim;
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v2 MinAfterUpdate;
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s32 ConnectionsCount;
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node_connection* Connections;
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6
todo.txt
6
todo.txt
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@ -21,10 +21,12 @@ x print node field names on hover or on the node
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- Actual cursor states
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API Improvements
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- Clean up DrawString... good lord
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- Add Text Alignment to DrawString
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x Clean up DrawString... good lord
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x Add Text Alignment to DrawString
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- Investigate why we're giving nodes bounds :NodesDontNeedToKnowTheirBounds
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- - Cant we just calculate this at render time?
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- Move nodes over to referencing eachother based on a UID system
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- separate out interface nodes from computation nodes (interface in a binary/quad tree?)
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Application
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- More efficient HSV <-> RGB
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