On Jun 22, 2004, at 4:26 PM, [EMAIL PROTECTED] wrote:


From: william griffin <[EMAIL PROTECTED]>
Subject: Re: iGame3D status 062204
To: [EMAIL PROTECTED]
Cc: [EMAIL PROTECTED]
Message-ID: <[EMAIL PROTECTED]>
Content-Type: text/plain; charset=US-ASCII; delsp=yes; format=flowed


...
Pop-up buttons stopped working.
They sometimes crashed the application on mousedown.
Replacing pop-ups with tabbed groups makes an unsightly cluttered
interface.
Too many buttons was complaint number one of the metacard version.

To circumvent that problem, pop ups were removed from stacks, UI
re-designed,  and extensive menus with submenus were painstakingly
developed but these Menu bar menu items vanish.

  I get menus with random amounts of content, or menus with nothing at
all in them, even though they show up 100% in menuBuilder.
This breaks opening levels, importing/exporting models, accesing two
dozen or more mesh editing commands, and destroys all functionality of
the iGame3D console.

...
Sincerely,
Bill Griffin
Team iGame3D
[EMAIL PROTECTED]


Bill,

From what I can tell from this thread, I believe this is a problem with the Menu Manager, not RunRev.

A long time ago I wrote the Menu Manager for the Mac II (circa 1986), and as I recall (it's been awhile...) you cannot use a menu that appears in the menubar as a popup menu too. And if you do, you will crash the Menu Manager. (the problem is two competing data structures -- it's possible to do what you want using the toolbox directly, but there's no way to do what you want from RunRev)

If you want the same menu items to appear in a menubar menu and in a popup menu, you will need to create a separate popup menu and populate it with the same menu items.

Make sense?

Good luck,
-- Frank Leahy

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