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Editor: antont
Time: 2003/08/21 23:36:09 GMT+0 |
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changed: - <pre> 22:15 < antont> how did you like the code?-) it's quite a mess yet and not in much use.. 22:15 < saluk> yeah big mess 22:15 < saluk> I couldnt understand any of it lol 22:15 < antont> :) 22:15 < saluk> Im going to study it and see if I can help you sort it out 22:16 < saluk> or not lol 22:16 < antont> i pretty much know the problems, like using globals etc. 22:17 < saluk> yeah 22:17 < saluk> so do you have it set so you can remap the keys? 22:17 < saluk> thats what it looked like to me 22:17 < antont> y 22:17 < saluk> but I couldnt quite tell 22:17 < saluk> cool 22:17 < antont> it doesn't do it yet 22:17 < saluk> yeah 22:17 < antont> but the idea is that there are the default keybindings, that can be overridden (as python dicts are mutables) 22:17 < saluk> we have that in our game 22:17 < saluk> its very similar 22:18 < saluk> it defines events, which map to a key and a behavior 22:18 < saluk> you check for the event, and if it sees that key and that behavior it returns true 22:18 < antont> so we have default keybindings for VJing presets, but can have specialized controls for presets that require that 22:18 < saluk> cool stuff 22:19 < antont> i've been thinking of calling kyperjokki.Event Action or something like that, 'cause events are usually more like you said, but we have sticked with events so far 'cause the action term is so overloaded in Blender already :o 22:20 < saluk> hehe 22:20 < antont> the idea here is that it can write an event log that records what you do and you can build sequences of actions like that .. and use a remote controller over sockets to trigger events etc 22:48 -!- saluk is now known as saluk|away 23:01 < antont> *sigh* 23:01 < antont> someone really needs to refactoring.. 23:02 < antont> but at least got the object creator to work for one object now 23:02 < antont> to do, even, or refactor, even 23:02 < antont> but off to sleep now -- back tomorrow </pre>
22:15 < antont> how did you like the code?-) it's quite a mess yet and not in
much use..
22:15 < saluk> yeah big mess
22:15 < saluk> I couldnt understand any of it lol
22:15 < antont> :)
22:15 < saluk> Im going to study it and see if I can help you sort it out
22:16 < saluk> or not lol
22:16 < antont> i pretty much know the problems, like using globals etc.
22:17 < saluk> yeah
22:17 < saluk> so do you have it set so you can remap the keys?
22:17 < saluk> thats what it looked like to me
22:17 < antont> y
22:17 < saluk> but I couldnt quite tell
22:17 < saluk> cool
22:17 < antont> it doesn't do it yet
22:17 < saluk> yeah
22:17 < antont> but the idea is that there are the default keybindings, that
can be overridden (as python dicts are mutables)
22:17 < saluk> we have that in our game
22:17 < saluk> its very similar
22:18 < saluk> it defines events, which map to a key and a behavior
22:18 < saluk> you check for the event, and if it sees that key and that
behavior it returns true
22:18 < antont> so we have default keybindings for VJing presets, but can have
specialized controls for presets that require that
22:18 < saluk> cool stuff
22:19 < antont> i've been thinking of calling kyperjokki.Event Action or
something like that, 'cause events are usually more like you
said, but we have sticked with events so far 'cause the action
term is so overloaded in Blender already :o
22:20 < saluk> hehe
22:20 < antont> the idea here is that it can write an event log that records
what you do and you can build sequences of actions like that ..
and use a remote controller over sockets to trigger events etc
22:48 -!- saluk is now known as saluk|away
23:01 < antont> sigh
23:01 < antont> someone really needs to refactoring..
23:02 < antont> but at least got the object creator to work for one object now
23:02 < antont> to do, even, or refactor, even
23:02 < antont> but off to sleep now -- back tomorrow