>I'm definitely not understanding something. What are you referring to? How
>does your method implement different custom cursors for a single sprite?
>
>Are you talking about a method that you use in very specific cases? (and
>I'd consider different cursors for different areas of a sprite an unusual
>case). It seems like you were saying that you do all your custom cursors
>the way you described.


We were talking about how to make the cursor look like the pointed 
finger when its over a button in a flash sprite. That's the most 
common need for a special cursor within a specific area of a sprite.



>  >It also works around one of
>>my pet peeves about Director, and that is that it constantly gets the
>>cursor wrong.
>
>I've not had Director get the cursor wrong.


Open the vector window and make a vector. Point at one of the 
handles, the cursor inverts. Close the window with a keystroke. How 
does the cursor look?

In the paint window, choose the select tool and get ready to select 
something, but wait a moment while that e-mail arrives in the 
background. After a moment of busy cursor, you're left with an arrow 
instead of a cross. Or alternately, just switch to another program 
and back again, you have an arrow instead of the cross.

Switch to Director from somewhere else, or perhaps just launch 
Director by double-clicking on a movie file. Often you are left with 
the busy cursor forever more.

In the paint window, move quickly from the content area to the window 
title (an easier example is to move from the cast name at the top of 
the paint window). Often you are left with the content area cursor.

Close a MIAW that has a QTVR object in it. Whenever you pass over the 
area of the closed window that the vr is located, the cursor changes 
to the vr control cursor.


I could go on. The point is that Director only sets the cursor if it 
thinks that it has changed, and there are so many combinations where 
the cursor has changed without Director realizing it.



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