MMF2 - Trouble Selecting Quick Backdrops in Code
I created a frame. I then when into the Event List editor to created events so that on start of frame I initialize the size and location of the quick backdrops.
I clearly see them on my frame but I cannot get a list for selecting them in the conditions or the actions.
They are objects so you should be able to select them.
Did I just get up too early today?
Re: MMF2 - Trouble Selecting Quick Backdrops in Code
Yes a bit too early :)
To interact with objects they need to be something other then backdrops.
The only interaction really with backdrops is setting them to be obstacles or platforms in their properties then you can test when an "active" type object collides or overlaps them.
Its been like this since KnP.
Re: MMF2 - Trouble Selecting Quick Backdrops in Code
Should not "any" object on the frame be selectable? I understand from a game perspective but from a business app perspective this is the case.
What I was doing was testing how to resize the Window and objects. Today I am using "resize the resolution". I need to be able to maximize the windows and object inside. Increasing the Windows and leaving a big white box margin is not a solution.
Also, if you use "resize the resolution" then the user cannot access other programs while using the MMF app. One client has already come to me requesting that ability.
So I was going to say "compute the percentage increase in the size of the client area and recompute the x,y location and height and width of "all" objects on the frame".
Some objects will have problems like Text or Datagrids perhaps.
But I would suggest that if an object of any type is showing on the frame you should be able to select it and access its properties.
I was trying the use the Select Object extension but it is still is in beta and also did not work in finding them. It did have some interesting ideas on how to select different types of objects.
Perhaps I can use system boxes instead of quick backdrops??? I tried to leave the backdrops off but I use the scrollbar and without them scrolling up and down the frame look really bad. The backdrops seem to help. Not perfect but much better than without them.
Re: MMF2 - Trouble Selecting Quick Backdrops in Code
Perhaps but backdrops have been like this since time began with the products. They are non-active objects to save memory and CPU power.
Re: MMF2 - Trouble Selecting Quick Backdrops in Code
Yes, I understand.
Well, then it is time to change or at least give an option. "Do you the developer want them the old way or the new way." Computer memory and CPU power has greatly increased. I still know of developers that say we only should program in assembler and cobol with text interface. Times and equipment change and we need to expand our minds. I vote that if an object in on the frame you need to be able to select and alter its properties in code.
Re: MMF2 - Trouble Selecting Quick Backdrops in Code
What would the difference between backdrops and actives be then?
Backdrops (at least in the lowest layer) are baked together. You only have ONE backdrop when the game is running.
If you need an individual object you can manipulate, use an active object.
Re: MMF2 - Trouble Selecting Quick Backdrops in Code
You can create instances of them as active objects very easily.
In your frame editor:
Right click on the backdrop and select to create an active of it.
Re: MMF2 - Trouble Selecting Quick Backdrops in Code
Got the object but it is gray how do you change the color in the edit area? I want the backdrop to be yellow or red. Also, it does not appear you can change the fill to gradient like you can with normal backdrop.
Re: MMF2 - Trouble Selecting Quick Backdrops in Code
I don't understand what your asking.
You need to make the object like you want it as a quick backdrop (IE the gradient) then use the command to create an active object.
If you want to edit the active object later you have to do so thru the picture/animation editor.
Re: MMF2 - Trouble Selecting Quick Backdrops in Code
Oh, OK I see. I'll give that a try.