godot/ui/graph_editor.py
def _add_edges(self, features):
        """ Adds an edge to the graph for each item in 'features' using
            the GraphEdges from the editor factory.
        """
        graph = self._graph

        if graph is not None:
            for feature in features:
                for graph_edge in self.factory.edges:
                    if feature.__class__ in graph_edge.edge_for:
                        tail_feature = getattr(feature, graph_edge.tail_name)
                        head_feature = getattr(feature, graph_edge.head_name)

                        graph.add_edge( id(tail_feature), id(head_feature),
                            **graph_edge.dot_attr )

                        break

        graph.arrange_all()
def _add_edges(self, features):
        graph = self._graph

        if graph is not None:
            for feature in features:
                for graph_edge in self.factory.edges:
                    if feature.__class__ in graph_edge.edge_for:
                        tail_feature = getattr(feature, graph_edge.tail_name)
                        head_feature = getattr(feature, graph_edge.head_name)

                        graph.add_edge( id(tail_feature), id(head_feature),
                            **graph_edge.dot_attr )

                        break

        graph.arrange_all()
def _add_edges ( self , features ) : graph = self . _graph if graph is not None : for feature in features : for graph_edge in self . factory . edges : if feature . __class__ in graph_edge . edge_for : tail_feature = getattr ( feature , graph_edge . tail_name ) head_feature = getattr ( feature , graph_edge . head_name ) graph . add_edge ( id ( tail_feature ) , id ( head_feature ) , * * graph_edge . dot_attr ) break graph . arrange_all ( )
Adds an edge to the graph for each item in 'features' using
            the GraphEdges from the editor factory.
Adds an edge to the graph for each item in features using the GraphEdges from the editor factory .