[sldev] Direction for Snowglobe 1.3
Lawson English
lenglish5 at cox.net
Tue Dec 1 08:48:57 PST 2009
Dzonatas Sol wrote:
> Sorry, I never intended to call your proposal bloat, as it wasn't the
> proposal itself I didn't consider bloat.
>
> The built-in UI would need many hooks to support a plugin for such
> features. If the UI is externalized into a plugin, then none of those
> specific hooks would be needed to be programmed within the viewer
> itself, especially if the UI used the OS's default windows system.
> D.N.S., for example, already knows how to manipulate Windows.
>
> I meant bloat in the sense of maintenance of features in a monolithic
> code base... specifically the merges/rebase. The plugin idea, as you
> propose, could be a specially designed UI that works with well D.N.S.
>
> With the UI code moved into a plugin, this would avoid the special
> #if-#then-#else cases for desired features. Instead of a recompile with
> different option... load a different UI plugin. That's what I meant.
>
> I just took your proposal and pushed it a little further to suggest the
> entire UI be put into a plugin.
>
> Cheers
>
There's at least two levels of HI interface that can be exposed:
low-level mouse/keyboard/interface events and high-level user events.
Most people think in terms of the low-level events. Far more
interesting, to me are the high-level events based on user actions. E.G.
Login (name, password [location]), TP (destination), Give Item (item)
etc. Those can be made cross-viewer and allow at least some level of
cross-platform scripting.
Other kinds of events suitable for exposure for a plugin include any/all
standard packets. No doubt others are appropriate as well such as the
ability to generate GUI elements such as handles and rotation widgets on
the scene-graph ala what the puppeteering controls use. (for standard
GUI stuff, just go with what Zero suggested ages ago: use xhtml and a
webbrowser connected either to local host or to a remote service with
nifty new features).
Lawson
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