Popup menus
Shari
shari at gypsyware.com
Sat Feb 18 11:25:37 CST 2006
Klaus,
It's beautiful! I just finished one set of popup menus done as a
stack and it's gorgeous! I'm using one stack for all popup menus,
and the menus are created on the fly. The icons are set before the
menu opens. And sets the height of the stack to the number of
buttons in the menu. Each button has a mouseEnter and mouseLeave to
set the hilite, so that it acts like a popup btn. Each button has a
couple of custom properties to remember the name of the original
target and so forth. It's all generic and it's gorgeous!
You are a dreamboat, Klaus! (Yes, I still remember the day that
Jacqueline was a dreamboat :-)
Now, the only question is how best to handle the popup menus that
have a very long list of entries (unlimited), and that list changes
based on user data. I can think of ways to do it, but I'm not sure I
like any of them. The user can save, and name the saves as he
chooses. There are menus that make a list of items from the Saves
folder, sorted by date, and presents the items in a popup menu,
sorted by a specific heirarchy. The list is a popup btn, with main
entry items and indented entry items for a heirarchical popup menu.
I know that I can create btns on the fly and set all their
properties, but the result would not have the heirarchy needed. Is
there a way to simulate the full heirarchy of a popup btn so that the
results are segregated into sections with arrows? I suppose there
could be a whole series of stacks, each being a popup for the next
heirarchy of the menu.
Stack 1 would have the initial list. Stack two two would have the
second list, which would be created when the person chose an item
from List 1, and popup that set. Etc etc. Hmm... I think I just
answered my question...
But before I dig into it, are there other ways?
Shari
--
Mac and Windows shareware games
http://www.gypsyware.com
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