Have you considered making a custom Canvas subclass? It shouldn't
be too hard to make a Canvas that displays three images (a 'disabled'
image, an 'enabled-mouse-up' image, and an 'enabled-mouse-down'
image) as appropriate in the Paint() event, and that fires a "New
Event" Action just like a regular PushButton or BevelButton.
I'm probably going to do something like that soon for an RB-based
RPG game/tutorial (I'm up to 8 chapters so far...)
On Dec 27, 2006, at 5:02 PM, Mel Patrick wrote:
I have a cross platform application that uses bevelbuttons and I
assign
icons with bevelbutton1.icon=picture
On the Mac this works fine (graphics are all PNG files). The icons
change as
the code requests and display correctly.
On Windows XP, well, nother story. Sometimes I get an icon, usually
about
1/2 of one. I.e. It looks like the icon started from the middle of the
bevelbutton and “wrapped” around (right to left). So I get a big
white bar
in the middle, 1/2 icon on each side of it. I had to add a check to
see what
icon was displayed, because if I didn’t and simply set in the
“same” icon,
it will advance it a few pixels to the left and show it. Looks like
a side
scrolling game...:-)
I also have some “gray” icons that are shown if the bevelbutton
can’t be
used (because I don’t think WINxp shows dimmed icons yet like the
Mac does).
The grey icons don’t’ display correctly either.
I searched through the archive but didn’t find anything. Anyone got
any
guesses as to why or if they’ve noticed the same thing (which would
be nice
to know since I wouldn’t be nuts).
RB2006R4, MacPro 2.6, OS X 10.4.8
Mel
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