「Dev:Source/Architecture/Event System Refactoring」の版間の差分
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2018年6月29日 (金) 02:45時点における最新版
EventSystemRefactoring
Some quick random notes (still very tentative!):
Event Types
- Object Transform Events
- Editmode Transform Events
- Windowing Events (split screen, button presses etc).
- Low-level events (handled by GHOST)
Event Originators
- User Interaction
- Python
- Object (expressions?)
FIFO?
Prioritise Events? -- (user highest, python lowest)
struct bEvent {
int id;
int priority;
EVENT_TYPE type;
};
Targets
Python hooks
It should be possible for python to have influence over the event queue -- adding events and processing (callbacks).
3D Transform 'Widget'
Non-Modal events
Many tools that require user interaction are currently handled inside while() subloops. Ideally, these operations should not be modal.
They require polling the mouse frequently, checking for cancel, etc. Therefore, break event queue into two parts? -- mouse events (queue up currently running events that require mouse input like grab, scale, rot), other events.
-- SimonClitherow - 25 Aug 2004
---
Modules (or for now, just functions) should register with the event system, telling it what events they are interested in. Event system then dispatches events. Events can be added to the event queue in principle anywhere in the code.
Also dynamically creation of new events could be possible.
-- Nathan Letwory (27Aug104 NL)
Even modal mode can be used with registered events by locking the queue to drop any other event
-- JLucPeuriere#01Sep104