[Bf-committers] Redrawing Operator Dialog Boxes

Lukas Tönne lukas.toenne at gmail.com
Sun Jun 1 07:48:43 CEST 2014

I've had a similar issue when playing with "daily did-you-know quick tips"
as an addon [1]. The idea was to have a button with a random tip from a
collection on startup, which works fine. Except that having buttons to
browse through tips there doesn't work due to missing redraws.

[1] https://github.com/lukastoenne/addon_quick_tips/blob/master/ui.py

On Sat, May 31, 2014 at 4:15 AM, Campbell Barton <ideasman42 at gmail.com>

> On Sat, May 31, 2014 at 5:00 AM, Andrew Peel <dev.andrewpeel at gmail.com>
> wrote:
> > For the Fluid Designer Project we utilize Operator Dialog Boxes a lot.
> They
> > provide a quick and intuitive way of accessing properties. I am curious
> to
> > know how I would go about allowing the interface to redraw. Unlike Panels
> > the draw function only gets called once. So if I wanted to have a
> checkbox
> > that changes the way the dialog box is displayed I need to cancel the
> > operator then reopen the dialog box. In the API there is a check(context)
> > function that checks the operators settings and returns True to signal a
> > change to redraw. I believe this only redraws the editor space. Would it
> be
> > possible to have this redraw the dialog box interface as well, or would
> it
> > be possible to allow the operator dialog to redraw the same way panels
> do.
> >
> >
> > I am still learning how to navigate and modify Blenders Source, but I can
> > typically find what I need if I am pointed in the right direction. Any
> > information on this would be greatly appreciated.
> >
> >
> > Also I have never used the Bf-committers mailing list, so if I should be
> > asking these types of questions somewhere else then please let me know.
> > Thanks.
> This has come up a few times before, IIRC Ton wasn't keen on supporting
> this.
> The current popups are designed around menus which are meant to be static.
> In fact in 2.4x it was possible to do this.
> Though the method used wasn't so great, the popup was removed and
> re-created each time - but from user point-of-view it was OK.
> If you want to look into it,search for uiBlockCreateFunc,
> uiBlockHandleCreateFunc - and see how they're used.
> Id suggest to do this by keeping the popup region (ARegionType -
> RGN_TYPE_TEMPORARY). and re-run the creation function
> (uiBlockCreateFunc), but this will need a bit of refactoring.
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers

More information about the Bf-committers mailing list