Plugin evaluating before button push
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On 23/03/2017 at 13:16, xxxxxxxx wrote:
I'm not sure yet if this is a noob question or not but I have a plugin dialogue with an edit text input and every time I type a letter it seems to be evaluating the code in the Command function. Is this normal? Shouldn't it be waiting for a button press to evaluate?
Thanks
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On 24/03/2017 at 06:05, xxxxxxxx wrote:
Hi,
I know, we are in Python sub-forum, but in C++ docs, we have a code snippet, that fits your question quite well. Please take a look at the GeDialog manual (the code snippet under GeDialog::KillEvents()). Let me know, if you have problems with the C++ in there.
On your last two questions, well, it of course depends highly on the use-case. A widget should be as flexible as possible to suit as many use-cases as possible. Think for example about the Commander (Shift-C) in Cinema 4D. It reacts to every key press (refining the search) and then executes when pressing enter. So my answers on your last two questions are yes and no.
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On 27/03/2017 at 09:44, xxxxxxxx wrote:
Thanks Andreas! Rather then messing with the GeDialog I used a less experienced coders workaround and just put one condition at the start of the command function: "if id != 11050:" which is the id of the edit text field. Works like a charm!