diff options
author | Willian Padovani Germano <wpgermano@gmail.com> | 2005-07-11 06:41:08 +0400 |
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committer | Willian Padovani Germano <wpgermano@gmail.com> | 2005-07-11 06:41:08 +0400 |
commit | 399f670ac7ca3352495918ae9ceb3bd902c76adf (patch) | |
tree | 1e2fecfbe9ae9a51a1af1e14198b5c86d08d4f47 /source/blender/python/api2_2x/doc | |
parent | c015d52d76290bf861e16e9a89a2962f598f6ebd (diff) |
Scripts updated:
- Jean-Michel Soler: paths import -- ai and svg modules;
- Jean-Baptiste PERIN: bvh to armatures (note: should not work until we re-wrap armatures in bpython);
- Campbell Barton: obj importer.
Thanks guys, excuse me the delay.
- tiny doc update.
Diffstat (limited to 'source/blender/python/api2_2x/doc')
-rw-r--r-- | source/blender/python/api2_2x/doc/API_related.py | 23 |
1 files changed, 13 insertions, 10 deletions
diff --git a/source/blender/python/api2_2x/doc/API_related.py b/source/blender/python/api2_2x/doc/API_related.py index d9671525e43..d3cdb4fb45e 100644 --- a/source/blender/python/api2_2x/doc/API_related.py +++ b/source/blender/python/api2_2x/doc/API_related.py @@ -213,7 +213,7 @@ Introduction: in Blender. The script receives the event B{before} it is further processed by the program. An EVENT handler script should check Blender.event (compare it against L{Draw} events) and either: - - process it (then set Blender.event to None); + - process it (the script must set Blender.event to None then); - ignore it. Setting C{Blender.event = None} tells Blender not to go on processing itself @@ -226,6 +226,7 @@ Introduction: import Blender from Blender import DRAW evt = Blender.event + return_it = False if evt == DRAW.LEFTMOUSE: print "Swallowing the left mouse button press" @@ -233,10 +234,10 @@ Introduction: print "Swallowing an 'a' character" else: print "Let the 3D View itself process this event:", evt - return + return_it = True # if Blender should not process itself the passed event: - Blender.event = None + if not return_it: Blender.event = None DRAW space handlers are called by that space's drawing callback in Blender. The script is called B{after} the space has been drawn. @@ -254,14 +255,16 @@ Introduction: B{Guidelines (important)}: - EVENT handlers can access and change Blender objects just like any other - script, but they should not draw (images, polygons, etc.) to the screen, - B{use a DRAW handler to do that} and, if both scripts need to pass - information to each other, use the L{Registry} module. + script, but they should not draw to the screen, B{use a DRAW handler to do + that}. Specifically: L{Draw.Image} and the L{BGL} drawing functions + should not be used inside an EVENT handler. - DRAW handlers should leave the space in the same state it was before they - executed. OpenGL attributes and the modelview and projection matrices are - automatically saved (pushed) before a DRAW handler runs and restored (poped) - after it finishes, no need to worry about that. Draw handlers should not - grab events; + were executed. OpenGL attributes and the modelview and projection matrices + are automatically saved (pushed) before a DRAW handler runs and restored + (poped) after it finishes, no need to worry about that. Draw handlers + should not grab events; + - If script handlers need to pass information to each other (for example an + EVENT handler passing info to a DRAW handler), use the L{Registry} module. - in short: use the event handler to deal with events and the draw handler to draw and your script will be following the recommended practices for Blender code. |