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[Draft] Snap statusbar #3228
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[Draft] Snap statusbar #3228
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2b310e4
[Draft] Improved Snapper Toolbar Behaviour
carlopav 5dd28a1
[Draft] Added Draft Snap Statusbar
carlopav fcdb0aa
[Draft] rough implementation of new preference dialog for interface
carlopav 6a5e1ce
[Draft] Statusbar widgets, preferences to disable draft statusba
carlopav a1812a7
[Draft] Snap improvement and statusbar cleanup after rebase
carlopav 6f89f78
[Draft] Snapper cleanup
carlopav b855a97
[Draft] Further cleanup of the branch
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Is this the best way of doing it? I am not entirely sure what class calls which. To run this command, it must be defined first, but
DraftGui
is one of the early modules loaded. So, it's like calling something that will be defined later.If this is the case, then
DraftGui
must be loaded after thegui_snaps
commands are loaded.As I can see,
Draft_Snap_Lock
basically callsGui.Snapper.masterbutton.toggle()
, so it looks very similar toGui.Snapper.toggle()
.Anyway, it's just a comment. As I said,
DraftGui
is quite complex because it is both the DraftToolBar, the snap toolbar, and the task panel interface for most commands.There was a problem hiding this comment.
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This was the previous behaviour. With proposed changes
Draft_Snap_Lock
just callsGui.Snapper.toggle_snap('Lock')
and sync the interface (toolbar and statusbar).I wish the default behaviour to always interact with Snapper through Snaps commands to set the active_snaps. (EDIT and with current PR also
Draft_Snap_Lock
became exactly as other snaps seen from outside the Snapper)Do you think we should modify something in the order the modules are loaded?
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I'm just not sure how it works really. I've never investigated deeply this behavior. But ideally we should try split DraftGui in discrete parts as much as possible.