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05/29/15, 06:33 AM   #13
JohnnyKing94
 
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Join Date: Mar 2015
Posts: 45
Thanks for the code, I will certainly use it...
Unfortunately this code allows me to set only "new" bindings attached to a specific specific scene, instead if i would try to link an existing binding, some of them need to be processed and propagated, while others (for different circumstances, like UI errors) need to be stopped from propagation

Code:
EXAMPLE:
in KEYBIND_STRIP I insert 2 binds to existing keybindings:
* -TOGGLE_INVENTORY
* -TOGGLE_CHARACTER
When it's pressed TOGGLE_INVENTORY, the callback function is called and the inventory is shown.
When it's pressed TOGGLE_CHARACTER, the callback function needs to be called without having the caracter display opened (The addon will not work properly in that way...), so basically I need to block the propagation (that's the stuff I can't do it)

Another small problem is that I should bind about 6-7 keys and they do not entirely fit in the KEYBIND_STRIP
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