This script functions as expected on windows.
I don't have access for the moment to a director on mac for debugging
and of course things are not working as expected
Here's the script
property SpriteNum, myTimer, screen1,OrigText
on beginSprite me
OrigText = member ("line1").text
spritesToDimList = ["button_continue","button_stop"]
repeat with i in spritesToDimList
sendSprite(i,#dim)
end repeat
if(checkResolution(me)) then
myTimer = timeout().new("GoOn",2000,#GoOn,sprite(SpriteNum))
if(not(VoidP(myTimer))) then
alert("timer exist")
end if
else
myTimer = timeout().new("StopIt",2000,#StopIt,sprite(SpriteNum))
end if
end
on checkResolution me
screen1 = the desktoprectlist[1]
if(screen1.right >= 1024) then
return TRUE
else
return FALSE
end if
end
on GoOn me
alert("called")
myTimer.forget()
aText = OrigText & return & member("line2").text &&
string(screen1.Right) && "*" && string(screen1.bottom) & return
member ("line1").text = aText
updatestage
aText = aText & member("line3_correct").text
member ("line1").text = aText
sendSprite("button_continue",#UnDim)
end
on StopIT me
myTimer.forget()
aText = OrigText & return & member("line2").text &&
string(screen1.Right) && "*" && string(screen1.bottom) & return
member ("line1").text = aText
updatestage
aText = aText & member("line3_wrong").text
member ("line1").text = aText
sendSprite("button_stop",#UnDim)
end
on EndSprite me
if(ObjectP(myTimer)) then
myTimer.forget()
end if
member ("line1").text = OrigText
end
--
As I said it works as expected on win, on mac I get the alert timer
exists and then nothing happens. Any clues before sunrise are very welcome.
TIA
Bart
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