ok ... i had a look at your patch ... it doesn't really work, yet ... the flow of operations for creating an object is:
1. create empty object box (PatcherCanvasScene.mouseDoubleClickEvent) 2. connect object box to the engine (GobjTextInput.__end_editing) 3. notification callback is called after object creation is successful (interpreter.new_connection_callback) or failed (interpreter.object_creation_failure) the undo operation if the creation should be PatcherGobj.schedule_removal in any case ... the redo operation needs to combine the points (1) and (2), though ... also i found, that after creating objects in your branch, i get two object boxes ... one initialized and one uninitialized ... i know, the whole architecture is not very well documented, yet :) cheers, tim -- [EMAIL PROTECTED] ICQ: 96771783 http://tim.klingt.org The price an artist pays for doing what he wants is that he has to do it. William S. Burroughs
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