[Bf-python] Draw.RegisterEvent proposal
joeedh
joeeagar at prodigy.net
Wed Aug 4 06:10:18 CEST 2004
Willian Padovani Germano wrote:
>Draw.Register and scriptlinks work a little differently, but it's all
>callbacks. As I said, scriptlinks are well integrated in these parts
>already, they were meant for that.
>
>
My concern is that GUI scripts run *all* the time (until Draw.Exit is
called, I believe) thus making scriptlinks seemingly worthless. I
actually was thinking of a RegisterEvent function working in exactly the
same way (in terms of the API and how its implementated) as normal
scriptlinks. Or something similar. I'm finding the current system a
little limiting.
>The main event loop checks for all input, sends to specific parts of the
>code (selection, for example) where a callback to selection, if needed,
>would be called. Those parts are integrated and always about to get a
>rewrite, that's another reason to discuss this also at the bf-committers
>list.
>
>
Ok. That makes sense.
>GUIs. No offense, but. . .how can it be more general?
>
>Not offended at all : ). I mean from a Blender developer (not only script
>developer) point of view. There's been discussions about more precise
>control for cad-like use, etc. and adding new hooks to events in Blender can
>benefit this and other applications. By more general I mean: here we
>discuss implementation of the python/c side: Draw.Register, etc. directly,
>but there the discussion is centered in Blender itself: add script hooks to
>selection? Why? Where else? How could the program benefit from this or
>that, what would become possible? Things like that. Coders and users there
>can give useful suggestions, maybe someone mentions related things they have
>in mind / are working on / saw in another program.
>
>
>
Will do then.
Thanks,
joeedh
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