[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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