I have an application that runs inside of an MIAW. We allow the user to resize the window.
When we transition from one portion of the app to another, there are often 2 frames worth of mess on screen while things get destroyed, created, loaded from disk, LDMs are loading, 3D members creating themselves, etc.
To make that look pretty, we have a freeze frame script that sits up around sprite 990 and takes a snapshot of the window and then puts that on top of everything while the ugly things happen underneath.
The problem is that the snapshot of the window never changes from 1024x768, which is the stage size of the movie loaded into that MIAW.
The code is just doing this pretty much:
pMe.member.image = gTargetWindow.image
pMe.loc = ......where pMe = sprite(me.spriteNum).
If I look at the gTargetWindow.rect, it is correct, but gTargetWindow.image.rect never budges from 1024x768. This seems to be the case if (within the context of that movie) I set (the stage).rect to be something else (like gTargetWindow.rect).
Someone else has suggested that I could set the movie size to be the largest that we allow the window to be and that that might work .. but that seems like it'd lead to our app using even more memory and it already needs to go on a serious diet.
I've tried putting something like this in our resizeWindow handler:
(the stage).rect = gTargetWindow.rect
but, while that doesn't seem to do anything harmful, it also does nothing beneficial in the way of solving my problem. gTargetWindow.image.rect remains 1024x768. Setting the movie size at authoring time does change the value of gTargetWindow.image.rect, but I can't seem to get that value to change at runtime in response to the user resizing the window.
Is there some sort of reasonable way to get this to work?
Thanks in advance for any help or advice,
- Bruce
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