[Bf-committers] blender interface code questions

Campbell Barton ideasman42 at gmail.com
Thu Sep 10 15:38:36 CEST 2009

Blender2.5's interface is quite OO when accessed from python in that
you inherit from the panel class, fill in its poll and draw functions,
you can subclass panels and menus for eg.
though not to the level where you inherit from buttons and modify
their experience or override how they draw.

I'd guess its mainly that most of the core devs know C++ (or prefer C)

On Thu, Sep 10, 2009 at 5:31 AM, Diederick Huijbers | Apollo Media
<diederick at apollomedia.nl> wrote:
> Hi blender developers,
> For openFrameworks (www.openframeworks.cc), which is a c++ library that is
> used by artist, media technologists, to program interactive
> visualisations / installations,
> I'm working on a nice GUI library which mimicks the wonderful interface
> of blender.
> I'm still researching what's the best way to setup the code and I'm
> currently looking
> at interface.c. If I take look at the code, I don't really see any OO
> patterns;  My first
> idea, for the GUI lib I'm working on, was to create a couple of classes,
> like Window,
> Pane, Button, Scroller, ColorPicker and some layout managers Grid, Rows,
> etc..
> Though none of these kind of classes are in the blender code;  There is
> code for
> grid like layouts but this is all done in a very "specific" way.
> As the interface of Blender is very intuitive, rich and fast, I'm
> wondering why it didn't
> use any OO patterns? Or maybe more general what were the code-design
> desicions,
> when you created the code for the interface?
> Thanks!
> Roxlu
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- Campbell

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