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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






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