> Now that I have one I'm finding the hard part is working out the mod > factors so it changes frames smoothly and consistently throughout > various stages of the process. When using the OS API directly is spawns > a separate thread, so the pace of the movement is unaffected by whatever > the app is actively doing. But in Rev, this is a bit trickier....
I'm not using an animated GIF but individual images that are assigned as icons to a button in rotation, but I'm doing a "send in time" every 50 milliseconds, and it seems to work out pretty smoothly for most operations (but then again, YMMV). The only "true" way to spawn a process in Rev (AFAIK) is to actually have a separate "mini-standalone" that is launched and controlled by a main standalone. Not pretty, but for true asynchronous operation, it may be worth the trouble of the extra size/complexity. This is one of those times where it would be great if we could do something like: global gSpinnerThread on StartSpinner create thread put the long id of it into gSpinnerThread send "StartIt" to me using thread gSpinnerThread end StartSpinner on StartIt -- whatever you need to do to start the spinner (exchange icons in a -- button, start playing an animated GIF, etc.) end StartIt on StopSpinner send "StopIt" to me using thread gSpinnerThread delete thread gSpinnerThread end StopSpinner on StopIt -- whatever you need to do to stop the spinner end StopIt ---- (Of course if we were going down the "thread" road, I'd probably use a different syntax with "newThread", "openThread", "closeThread", etc. ) Anyway, you get the picture... Ken Ray Sons of Thunder Software, Inc. Email: [EMAIL PROTECTED] Web Site: http://www.sonsothunder.com/ _______________________________________________ use-revolution mailing list [email protected] Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-revolution
