problems with popup menus under OS 9?

william griffin bill at igame3d.com
Sat Oct 23 17:15:33 EDT 2004



> Message: 14
> Date: Sat, 23 Oct 2004 11:55:04 -0700
> From: Richard Gaskin <ambassador at fourthworld.com>
> Subject: Re: problems with popup menus under OS 9?
>

> william griffin wrote:
>> Popup menus in revolution have problems. I've gone through hell and 
>> back
>> with them.
>> First thing to check is the menuMouseButton property in the inspector,
>> on creation of a popup button it is set to 1, which is 100% wrong for 
>> a
>> one button mouse mac. It should be set to 0.
>
> The menuMouseButton numbers correspond to the order on which they're
> found on mice that ship with most computers:
>
> 1 is the only button on Apple mice, and the left button on mice
>    that ship with the other 97.4% of computers
> 2 is the middle button (Unix) or scroll wheel (Win)
> 3 is the far-right button
>
> Which button would 0 correspond to?
My understanding of it is ALL buttons.
So that when you call popup button "somebutton"
0 is the correct setting. Go figure.

>
>> see bug 1781
>> http://support.runrev.com/bugdatabase/show_bug.cgi?id=1781
>> There Tuviah says we can have 25,000 submenus now (wee!)
>> He didn't say what rev version though....
>
> I'm impressed that you were able to find that bug in the Mac OS API, 
> but
> its obscure nature has me curious: what sort of app needs more than 256
> submenus?
>
A file menu that contains a list of scripts in a folder, a list of 3D 
poseable scriptable model, a list of importable models, a list of level 
folders which contain scripts and models, and throw in a list of 
folders which contain textures and WHAM you have menuMode bug.

>  Is that in a single menu, or aggregate across all active menus at the 
> time?
I don't know for sure. I would guess a single menu at least thats how i 
found the bug.
File>
	Levels >
		110 lines
	Scripts
		about 111 submenus (1 for the scripts folder, 1 for each level folder)
	make >
		300 models or so (lines)
	import >
		460 or so	(lines)
		110 submenus (1 for each level folder)
	Export >
		5 lines
	Textures >
		3 submenus
			lots of lines  each

I think it came out to like 1600 lines or so total. It was weird I ran 
dynamic tests
with lots and lots of submenus and nothing went wrong, sometimes,
It was truly baffling, because IDE instability wasn't instantly 
apparent, and once that instability occured
it usually ended up after I touched a menu Button with just 4 lines in 
it, so I spent forever trouble
shooting stuff that wasn't actually the cause of the trouble.

Right now my filemenu has 488 items in it (not all submenus mind you), 
so far no trouble. <knock on wood>

Mr Bill



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