At 5:46 PM -0500 2/9/05, Heinz J. Gattringer wrote:
I have found that having pop up menus is a very convinient way to
issue standart instructions to subjects in my RTS-kind of game. Of
all the controls available in Realbasic, the Bevelbutton's
associated menu seems to work best, mainly because it does not
trigger an action event when the currently displayed item is changed
in code.
You shouldn't let that constrain your design; you can easily make
your own code ignore the event if you (your code) triggered it
instead of the user.
But as for the menu font and style, that's determined by the system;
I don't believe you have any control over it in the case of a
BevelButton menu.
I would also like to, if possible, make the selection marker (a
checkmark or point appearing in the menu after something has been
selected) not to show up.
That's also not easy to do with a BevelButton menu (though you can do
it by tearing down and rebuilding the menu every time a selection is
made). A bevel button menu is intended for selecting one from a list
of options, like a rolled-up set of radio buttons; you're really
fighting its intended use here.
Finally, since this is a game, you might consider making your own UI
elements. It's more work, but pretty common in games, and guarantees
that your UI will look exactly the way you want it on all platforms.
Best,
- Joe
--
REAL World 2005 - The REALbasic User Conference
March 23-25, 2005, Austin, Texas
<http://www.realsoftware.com/realworld>
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