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Re: How can the Font and Style of a Bevelbutton's menu be changed?

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: How can the Font and Style of a Bevelbutton's menu be changed?
From: "Joseph J. Strout" <joe at realsoftware dot com>
Date: Wed, 9 Feb 2005 16:51:28 -0600
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <20050209180019 dot 8666D709ACF at lists dot realsoftware dot com> <2fc3933fd74c395f6075a8b66a3a4b0b at uio dot satnet dot net>
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

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