Tuomo Valkonen wrote:
This is how it's supposed to work; there's no activation hook, only hooks indicating when the object displayed in one of the multiplexers (screen/frame) is changed.
Here are the activation-hooks I wanted. I've tested them and they do exactly what I want them to do. Damn, the src for ion is really simple to work with Tuomo :-)
void genframe_inactivated(WGenFrame *genframe)
{
genframe_draw(genframe, FALSE);
extl_call_named("call_hook", "soo", NULL,
"genframe_inactivated",
genframe, WGENFRAME_CURRENT(genframe));
}
void genframe_activated(WGenFrame *genframe) { genframe_draw(genframe, FALSE); extl_call_named("call_hook", "soo", NULL, "genframe_activated", genframe, WGENFRAME_CURRENT(genframe)); }
I've tested that with similar lua-code as I sent earlier.
This is a major problem with Lua. There is some primitive inefficient thread support in the code... but it is not enabled in the default
build! Requiring users to build a special version of Lua for Ion
is not something I want. (Otherwise I would've used threads for the
file name completor stuff instead of pipes and an external program.)
Don't you have any sort of thread-support in the ion code you can use. The idea here is to provide lua scripters with a worker-thread run by ion core, not by lua itself. It would look like something like this in lua:
IonLuaUtils.exec_thread_fn(fn)
Cheers, /Niclas -- Niclas Olofsson - http://www.ismobile.com Product Development, isMobile, Aurorum 2, S-977 75 Lule�, Sweden Phone: +46(0)920-75550 Mobile: +46(0)70-3726404
