+ }\r
+ else if( this->m_Conn != NULL && evt->button( ) == Qt::RightButton )\r
+ {\r
+ QNEOutputPort* port1 = this->m_Conn->port1( );\r
+ QNEInputPort* port2 = this->m_Conn->port2( );\r
+\r
+ if( port1 != NULL && port2 == NULL )\r
+ {\r
+ if(\r
+ dynamic_cast< QNEInputPort* >(\r
+ this->itemAt( evt->scenePos( ) )\r
+ ) == NULL\r
+ )\r
+ {\r
+ port2 = new QNEInputPort( NULL, this->m_Scene );\r
+ port2->setName( port1->name( ) );\r
+ port2->setPos( evt->scenePos( ) );\r
+ this->m_Conn->setPos2( evt->scenePos( ) );\r
+ this->m_Conn->setPort2( port2 );\r
+ this->m_Conn->updatePath( );\r
+ }\r
+ else\r
+ delete this->m_Conn;\r
+ this->m_Conn = NULL;\r
+ return( true );\r
+ }\r
+ else if( port1 == NULL && port2 != NULL )\r
+ {\r
+ if(\r
+ dynamic_cast< QNEOutputPort* >(\r
+ this->itemAt( evt->scenePos( ) )\r
+ ) == NULL\r
+ /*&&\r
+ port2->connection( ) == NULL*/\r
+ )\r
+ {\r
+ port1 = new QNEOutputPort( NULL, this->m_Scene );\r
+ port1->setName( port2->name( ) );\r
+ port1->setPos( evt->scenePos( ) );\r
+ this->m_Conn->setPos1( evt->scenePos( ) );\r
+ this->m_Conn->setPort1( port1 );\r
+ this->m_Conn->updatePath( );\r
+ }\r
+ else\r
+ delete this->m_Conn;\r
+ this->m_Conn = NULL;\r
+ return( true );\r
+\r
+ } // fi\r