Commands are responsible to build menu items for themselves. By default they build single item. But you can override method and generate multiple items.Look for example at ClySwitchQueryScopeCommand>>#fillContextMenu:using: It would be nice to have a complete 1:1 example to a more-complex world menu.I see the value of using Commander, but it is (imho) order of magnitude more complex.E.g., for a trivial method that creates a parent and a child entry(aBuilder item: #Parent)icon: #plus asIcon;label: 'Parent';parent: #MostUsedTools;keyText: 'o, p';action: [ self doParentStuff ].
(aBuilder item: #Child)parent: #Parent;label: 'Child';icon: #minus asIcon;keyText: 'o, c';action: [ self doChildStuff ].* I would need two classes, one for each command* For each line of the builder a I need a separate method (shortcut, name, icon, ...)* I need another class to represent the "parent" context (similar to CmdWorldMenuContext)
CmdShortcutCommandActivation by: $s meta for: World
* I need to know to know how Commander work to even know what I am doing -- with the current setup it is obvious and people can just copy paste and be done.I don't really think that it can be any simpler than is the current state, so any change would inevitably increase complexity. And with commander it feels like a lot of incidental complexity here.Would it be possible to somehow generate commands on the fly? Some sort of "CmdPluggableCommand" that would be populated based on the current builder?
Peter