On 3/28/2010 2:19 PM, J. Landman Gay wrote:
Len Morgan wrote:
This should be so simple but I can't get the instructions in the
documentation to work:
What I'd like to know is what handlers are available to a button.
This would include not only scripts I've written for the button but
also the ones that Rev has builtin (like mouseUp).
Open the dictionary, and in the panel at the left under the Objects
category, click "Button". That lists all relevant button info.
I wish this were so but while there are some messages there, many are
missing. For example, I'm not sure why "socketClosed" is listed under
Object->Button but "mouseUp" is not. The "messages" entry does have
mouseUp but doesn't tell me it's sent to buttons. What I guess I need
is all of the entries from the messages category that apply to buttons
(for example). Is there a way to get this?
It would be really cool if I could get any handlers along the way
like in groups, cards, stacks that this button (or whatever control
for that matter) is contained in/on.
The message hierarchy only works in one direction, starting from the
object that first receives the message and moving on toward the
engine. That means that you can't easily retrieve messages sent to an
object farther along the hierarchy unless you specifically use a
"send" command to re-route it, or insert a frontscript to catch it
before anything else does. Behaviors are the single, limited
exception; they push a message "backward" to a subscribing object, but
after that the message goes through the hierarchy normally.
I think you might have misunderstood what I was asking for here. What I
was suggesting was a way to map a message from, for example, a button to
a group to a card to a stack to a library to the engine (with maybe a
front and back script if appropriate). I guess it wouldn't be too hard
to cobble something together that worked like traceroute does (tracert
for Windows users), and get the long ID of a control, get a list of the
messages in it's script, then for each message, send the message to the
next object in the long ID (group, card, etc) and see if I get an
error. The only problem would be the unintended consequences of firing
a message that might do some damage (like a "Delete Everything in Sight"
button. :-)
len morgan
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