On 17-01-12 00:20, Maximilian Albert wrote: ...
I was having a look at this mockup: http://garoth.com/?p=63 Not sure if it can/should be implemented in exactly the way described, or even whether I will have time to do it anytime soon, but I was going to have a play in order to get a feeling for it.
Nice :)
To begin with, all I was trying to do was to traverse the nodes of the path(s) being edited and detect sequences of adjacent ones that are currently selected (so that later on additional nodes could be inserted in the path at appropriate locations). Any suggestions how that can best be done? It feels like it might be worth exposing the data of the paths being edited in MultiPathManipulator, but I wasn't sure whether that was intentionally avoided by design for some reason.
My knowledge of path editing code is quite limited, but have you figured out how moving (and/or sculpting) a group of nodes works? If so, what's preventing you from essentially modifying that code to add two nodes at the ends of each "selection segment" (at the very least the sculpting code seems to be aware of such segments).