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Developer Guide: Clarify how to leave scripts unbound in ScriptableObject.__gestures #4039
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Comment 1 by jteh on 2014-03-29 02:52 |
Comment 2 by nvdakor on 2014-03-30 00:47 |
Comment 3 by jteh on 2014-03-30 22:03
Note the mention of "gesture identifier strings". There's no mention of "None" anywhere here. Can you clarify why this is unclear? |
Comment 4 by nvdakor on 2014-03-30 22:14 |
Comment 5 by jteh on 2014-03-30 22:23 |
Hi, a much improved developer guide is in the works and more edits are being planned (may need to locate the one I raised a few weeks ago), and I’d like to focus my 2017.4 efforts on documentation improvements. Thanks.
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Subject: Re: [nvaccess/nvda] Developer Guide: Clarify how to leave scripts unbound in ScriptableObject.__gestures (#4039)
Any updates? @jcsteh <https://github.com/jcsteh> @josephsl <https://github.com/josephsl>
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@josephsl I think this is addressed in a newer developer guide version. Or not? |
Hi, yes, resolved in more recent dev guide. Thanks.
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Subject: Re: [nvaccess/nvda] Developer Guide: Clarify how to leave scripts unbound in ScriptableObject.__gestures (#4039)
@josephsl <https://github.com/josephsl> I think this is addressed in a newer developer guide version. Or not?
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Ok, could you close it please? I cannot. Thanks.
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Betreff: Re: [nvaccess/nvda] Developer Guide: Clarify how to leave scripts unbound in ScriptableObject.__gestures (#4039)
Hi, yes, resolved in more recent dev guide. Thanks.
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Subject: Re: [nvaccess/nvda] Developer Guide: Clarify how to leave scripts unbound in ScriptableObject.__gestures (#4039)
@josephsl <https://github.com/josephsl> I think this is addressed in a newer developer guide version. Or not?
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Closing |
Reported by nvdakor on 2014-03-29 02:37
Hi,
With the addition of Input Gestures dialog in 2013.3, users can now assign, change and remove gestures (keyboard commands, braille display commands, etc.). This facility works as expected in most cases (and modules) except when a module has partial gesture assignments; that is, some scripts have gesture bindings, while others does not. This is mostly for some add-ons and future add-ons where an add-on writer may elect to leave some of the commands unassigned as they might conflict with core gestures.
Setup:
A. Bind a command to this script. Restart NVDA and look at the Input Gestures dialog where you'll find the new script with your bindings.
B. Remove the script binding from the module code (to do this, use the key of None in the gestures dictionary instead of the gesture identifier). Restart NVDA, and go to Input Gestures dialog. You'll see your script with the gesture unassigned.
A. Assign gestures for your scripts, save the module, restart NVDA and open Input Gestures dialog. Your new scripts and the commands for them are listed.
B. Remove a gesture from your script(s) with Input Gestures, then select OK. Next time you open Input Gestures, you'll see that the gestures for your other scripts are unaffected.
C. Back at Input Gestures dialog, reassign the previously removed gesture to your scripts, then select OK.
D. Now remove a gesture from your module by replacing the gesture identifier (the key to the __gestures dictionary) with None. Save the module, restart NVDA and open Input Gestures dialog.
Expected: the gestures you removed from the module code should be removed with other gestures unaffected.
Actual: the entire gesture set for your module is listed as unassigned.
To verify:
The entry with key of None is displayed first, implying that we're dealing with an ordered dictionary. This happens no matter where the None key is found - in the beginning or in the middle.
This issue has vast consequences for current and new modules:
Thanks.
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