I think the best solution in this case is to introduce a special event type
called Invoke Event, usable only in modal keymaps. Invoke Event would be
the event type that resulted in the operator's invocation (it would be stored
in the Operator instance.
With this, modal keymaps would directly adjust themselves when operators are
remapped or if they are mapped to different events at the same time.
That sounds great!
I spent friday night getting the key maps working the way I want (basically
mimicking 2.49 for the most part, but with emulate 3 buttons on). I had to
hack apart the keymaps and add all kinds of confirm events to key and click
releases to get it working. I also had to remove the switch to rotate /
switch to zoom events (which I believe are a major part of the problems I was
experiencing). Sculpt is still broken, but intermittently so; I need more time
to sort that out. I think the reason this hits me most is because I use
emulate 3 button.
This Invoke event-- could you talk about it a bit more? I envisioned having
three key mappings at the top of the list that could be mapped to a combination
of mouse and keyboard buttons. Then, when building keymaps you can choose this
special class instead of mouse / keyboard for input. This way, turning on
Emulate 3 Button won't require immediate change on the rest of the keymaps--
they'd share the same trigger. Also, changing the combination for Pan would
change that combination in 2D image viewports as well.
The other idea I had was that the viewport manipulation operators triggerings
could be checked as toggle-- on press it fires and on release it stops,
similar to how the grease pencil only works if you hold down the D key to draw.
~ C
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