| 25 | |
| 26 | |
| 27 | bool |
| 28 | NodeConnectionInteraction:: |
| 29 | canConnect(PortIndex &portIndex, TypeConverter & converter) const |
| 30 | { |
| 31 | // 1) Connection requires a port |
| 32 | |
| 33 | PortType requiredPort = connectionRequiredPort(); |
| 34 | |
| 35 | |
| 36 | if (requiredPort == PortType::None) |
| 37 | { |
| 38 | return false; |
| 39 | } |
| 40 | |
| 41 | // 1.5) Forbid connecting the node to itself |
| 42 | Node* node = _connection->getNode(oppositePort(requiredPort)); |
| 43 | |
| 44 | if (node == _node) |
| 45 | return false; |
| 46 | |
| 47 | // 2) connection point is on top of the node port |
| 48 | |
| 49 | QPointF connectionPoint = connectionEndScenePosition(requiredPort); |
| 50 | |
| 51 | portIndex = nodePortIndexUnderScenePoint(requiredPort, |
| 52 | connectionPoint); |
| 53 | |
| 54 | if (portIndex == INVALID) |
| 55 | { |
| 56 | return false; |
| 57 | } |
| 58 | |
| 59 | // 3) Node port is vacant |
| 60 | |
| 61 | // port should be empty |
| 62 | if (!nodePortIsEmpty(requiredPort, portIndex)) |
| 63 | return false; |
| 64 | |
| 65 | // 4) Connection type equals node port type, or there is a registered type conversion that can translate between the two |
| 66 | |
| 67 | auto connectionDataType = |
| 68 | _connection->dataType(oppositePort(requiredPort)); |
| 69 | |
| 70 | auto const &modelTarget = _node->nodeDataModel(); |
| 71 | NodeDataType candidateNodeDataType = modelTarget->dataType(requiredPort, portIndex); |
| 72 | |
| 73 | if (connectionDataType.id != candidateNodeDataType.id) |
| 74 | { |
| 75 | if (requiredPort == PortType::In) |
| 76 | { |
| 77 | converter = _scene->registry().getTypeConverter(connectionDataType, candidateNodeDataType); |
| 78 | } |
| 79 | else if (requiredPort == PortType::Out) |
| 80 | { |
| 81 | converter = _scene->registry().getTypeConverter(candidateNodeDataType , connectionDataType); |
| 82 | } |
| 83 | |
| 84 | return (converter != nullptr); |
nothing calls this directly
no test coverage detected