cseditor and events

Christian Van Brussel <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.devel
Organization UCL - TELE
Message-ID <1339085305.19582.280.camel@scylla>
Continuing a discussion with Sueastside around the cseditor:

On Sun, 2012-05-13 at 01:59 +0200, sueastside wrote:
> * About the callback management, what do we choose as a solution:
explicit
> > callback interfaces, CS's event system, or wxWidget 2.9's binding
system?
> > Maybe the CS's event system should be used everywhere in CS?
> CS' event system would mean we'd need to have the CS loop running to 
> process the events (i think)
> callback interfaces i find rather cumbersome, writing classes to 
> sometimes just call a single function...
> wxwidget's 2.9 binding is a lot like boost:bind, since i used
boost:bind 
> in the DAMN plugin, i'm kinda all for that system :)

Some reactions:
- The CS event system seems well built although it is currently
underused. Controlling its processing of events is not a problem
neither.
- Let's kill every callback interfaces in CS, they are just cumbersome.
- Using wx's bind may face the same problem than using boost::bind, ie
the cross-plugin boundaries. Using simultaneously several different
event systems is also not consistent.

For these reasons, I'm now heading for the CS event system and have
started converting cseditor to it. I've added an iEventQueue to the
iContext, and GUI widgets now communicates through it.

Hopefully, in the future, some tools can be added in order to help
further the event management (eg using the iModifiable to create/access
them automatically?), or to provide some binding functionalities.

One question that arise is about the granularity of the event queues.
Using a single queue for all events is probably neither efficient nor
easy to use, therefore we may have to introduce several others, but
where? Should every mesh receive a specific queue? Or each sector? Or
one queue per 'topic': engine, collisions, sounds, edition, etc?



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