[Bf-committers] Re: [Bf-blender-cvs] CVS commit:
blender/source/blender/blenkernel BKE_bad_level_calls.h BKE_global.h
blender/source/blender/blenkernel/bad_level_call_stubs
stubs.c blender/source/blender/blenkernel/intern blender.c object.c scene.c
screen.c text.c blender/source/blender/blenloader/intern readfile.c
writefile.c ...
Willian Padovani Germano
wgermano at ig.com.br
Mon May 9 01:43:48 CEST 2005
Willian Padovani Germano wrote:
># SPACEHANDLER.VIEW3D.EVENT
>
>import Blender
>from Blender import Draw
>
>evt = Blender.event
>if evt == Draw.AKEY:
> print "a"
>elif evt == Draw.LEFTMOUSE:
> print "left mouse button"
>else:
> return # ignore, pass event back to Blender
>
>Blender.event = None # tell Blender not to process itself the event
>
>
Just in case someone tries, my example above is wrong, that "return" is
out of a function, duh! (thanks pidhash for testing). This should work
(make it a Blender Text, go to the 3d View -> View menu -> Space Handler
Scripts submenu and click on the text name there to make it active for
that window):
# SPACEHANDLER.VIEW3D.EVENT
import Blender
from Blender import Draw
evt = Blender.event
if evt >= Draw.AKEY and evt <= Draw.ZKEY:
Draw.PupMenu("%s", % chr(evt))
elif evt in [Draw.LEFTMOUSE, Draw.MIDDLEMOUSE, Draw.RIGHTMOUSE]:
Draw.Pupmenu("Mouse button %d pressed" % evt)
else: evt = None # tell that we want to return the event
# set Blender.event to None so grabbed event won't be
# further processed by Blender:
if evt: Blender.event = None
# ---
Not sure poping buttons in the event handler will be recommended practice, or if this too should only be done from the draw handler, but this is just a test.
--
Willian
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