[AD] GUI fix and some questions |
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Hi all,
I noticed that when you replace the gui procs with custom ones for new
looks, the text in alert and alert3 is drawn with a white background
instead of being transparent. The bg attribute of each d_ctext_proc
dialog item in the array is being reset to whatever the current bg
color is. This is a no-no now that you've added the ability to skin
dialogs.
Line 1907, gui.c:
set_dialog_color(alert_dialog, gui_fg_color, gui_bg_color);
Right after that should be added:
for (c = 0; alert_dialog[c].proc != NULL; c++)
{
if (alert_dialog[c].proc == _gui_ctext_proc)
alert_dialog[c].bg = -1;
}
This shouldn't affect regular dialog looks because it was just being
drawn on a box of the same color anyways. I've tested the above code
and it works just fine with both regular allegro gui procs and my new ones.
Has a new look for the standard allegro GUI procs been discussed for v4.0?
Something nice and X-ish is my vote... ^.^
I also noticed that destroy_bitmap tends to crash if called after
allegro_exit. Is this expected behaviour (ie, I didn't read the
manual closely enough), or a bug? I think it's strange that any of
the destroy functions would require allegro to be initialized in order
to work, but when I deleted my bitmaps before calling allegro_exit the
crashes disappeared.
- Charles Wardlaw
http://www.gadget.f2s.com
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