[Top][All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [Gnash-dev] About Buttons
From: |
Sandro Santilli |
Subject: |
Re: [Gnash-dev] About Buttons |
Date: |
Fri, 18 Apr 2008 18:07:22 +0200 |
On Tue, Apr 15, 2008 at 01:16:23PM +0200, Udo Giacomozzi wrote:
> Hello Sandro,
>
> Tuesday, April 15, 2008, 11:03:57 AM, you wrote:
> SS> - Not currently active characters are still advanced. So if
> SS> a sprite active on mouse over consists of a moving thing,
> SS> the thing would keep moving while still not visible, and
> SS> all frame actions of that character would still be executed
> SS> (would that be correct?). As a side-effect, when these
> SS> not-currently-active characters get invalidated the button
> SS> gets child-invalidated too.
>
> btntest2.swf already checks (activate trace() output!) this and tells
> you that:
>
> - inactive charactes do *not* get advanced
>
> - characters becoming active again get a new ID
> (_level0.instance3.instance5, _level0.instance3.instance7, ...)
> implying that the PP actually destroys the instances
Childs with .onUnload in them are depth-shifted and still reachable
by target etc. etc. Added the tests in the ButtonEventsTest.swf.
Take a look, it's now one of those new style self-contained ones :)
I guess the easiest thing would be to put a DisplayList into
the button_character_instance... Glad I moved it into a separate
class a loooong time ago.
--strk;