Luca Olivetti wrote:
Klaus Schmidinger wrote:
Luca Olivetti wrote:
As the subject says. ST:TNG is the only skin where this happens, since it shares the same line for both things. And you can see the "remains" of the message in the space between each button. Maybe I'm wrong, but I shouldn't be forced to stop calling SetButtons if there's a message active (at least if I repeatedly[*] call SetButtons after calling SetMessage it works fine with every other skin).
[*] I change the help at each screen refresh based on the menu selection, while I only need to show a message from time to time.
Well, I can check 'message' in cSkinSTTNGDisplayMenu::SetButtons(), and not set the buttons if it is true, but that will result in the buttons having their _old_ values after the message disappears.
And restoring the buttons in SetMessage would completely solve the problem, thanks ;-)
Generally the buttons are not supposed to be changed while a message is being displayed. Ok, I haven't written that anywhere explicitly, but that's how it's meant, so I can add that remark if you like.
Well, of 7 skins I tried (5 of them text2skin), the only one that didn't work was ST:TNG, so I suppose that's the one that is not working according to the specs.
Well, since it's me who writes the specs <g> I'll specify it so that "a skin shall not call SetButtons() while a message is being displayed". That's because while there is a message on the screen, the user shall not be distracted by anything else wobbling around on the screen.
Klaus