This is what asking about earlier, then we got into the discussion
about xml menus (which I'm still thinking about working on, but have been
spending what little time I have available right now learning Ac3d enough to
build a 3D panel--figuring along the way I'll eventually learn how the panel
code works).

"Ranges" and "Value lists" would be good.  I was thinking of enforcing rules 
defined in xml in the prop_picker, but it sounds like your saying that 
should be in the property manager code.  Which makes sense.  It'd be good to 
have a error return code(s) from the property manager so that prop_picker (and
the other interfaces) could display a message to the user.

Best,

Jim

David Megginson <[EMAIL PROTECTED]> said:

> Norman Vine writes:
> 
>  > >I encourage everyone who
>  > >hasn't done so already to try it out.  I'd also be interested in
>  > >hearing what enhancements to the property manager (such as
>  > >constraints) would be useful for the property picker's future
>  > >development.
>  > 
>  > One thing we could use are the dimensions and the x and y size
>  > of the property picker exposed as properties so that one could 
>  > easily position it where desired.
>  > 
>  > I can do this by making the dialog 'draggable' but this requires
>  > a substantial hack to PUI internals and I think the properties 
>  > interface should be good enough for starters.
> 
> Great idea (and Curt's, too), but I was actually asking what I should
> do with the SimGear property manager rather than what Jim should do
> with the GUI property picker.  For example, we could add some kind of
> simple schema support, with constraints and enumerated lists of
> allowed values, so that the property picker can keep users from
> picking bad values.
> 
> Right now, it's possible to tell if a property has a numeric value, so
> we could provide arrows for raising or lowering it.  That's a (very
> small) start.
> 
> 
> All the best,
> 
> 
> David
> 
> -- 
> David Megginson
> [EMAIL PROTECTED]
> 
> 
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