An ugly node editor

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assaber
Gnoblar
Posts: 7
Joined: Tue May 02, 2023 5:06 am
x 5

An ugly node editor

Post by assaber »

Hey guys:

There's a node editor here, and it only needs to rely on Qt except for ogre and ogre dependencies.

Portals

Paste below from the readme

OgreBlueprintKalami try to implement a node editor using QGraphics(a Qt module), aim to help guys to use this tool for material and particle editing.PS: Kalami is a dialect that sounds like 'Color me', roughly meaning small, inconsequential.

In this project, each node is treated as a Card, and each card is made up of multiple cells. Cell can be thought of as a row, and it is filled with Unit, yes, a unit can be thought of as the smallest object of control that can be seen, it is the base class for inner controls. Now, we have the following controls.

  1. Checkbox

Image

  1. ColorSelector(Ex)

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  1. ComboBox

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  1. Label

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  1. LineEdit

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  1. Pixmap

Image

  1. PushButton

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  1. SliderBar

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  1. VectorEditor

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  1. Canvas(Only pen)

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The controls shown above are encapsulated in the BlueprintKernel, in order to be reusaable and simple separation of Qt and ogre, in this way, the style of the controls doesn't need to be too much of a concern when using Kalami, the interfaces of the controls are also relatively clean. We can combine these controls as we want, and choose whether to add an anchor to connect other cards, Anchor is the endpoint of the cell, different cards can be connected by the same type of anchor.

Image

So...

Unit project
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Particle project
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Realtime texture update(use QPainter)
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If you're interested, hope you can give me some suggestions or feedback on bugs. If you can put up with this ugly project, then you can use it under the MIT protocol :wink: