#RollOverPointer: [ #comment: "Pointer za oznaceni gumb:", ¼
#format: #cursor, ¼
#default: 280], ¼
#SelectedPointer: [ #comment: "Pointer za selektirani gumb:", ¼
#format: #cursor, ¼
#default: 290], ¼
#InitialState: [ #comment: "Pocetno stanje je oznaceno", ¼
#format: #boolean, ¼
#default: FALSE ], ¼
#ButtonType: [ #comment: "Gumb sa 3 stanja?", ¼
#format: #boolean, ¼
#default: TRUE ], ¼
#ButtonControl: [ #comment: "Gumb ima vlastiti handler?", ¼
#format: #boolean, ¼
#default: TRUE ], ¼
#DestinationButtonName: [ #comment: "Ime gumba kojem ide poruka:", ¼
#format: #symbol, ¼
#default: #""], ¼
#DestinationGroupName: [ #comment: "Ime grupe kojoj ide poruka:", ¼
#format: #symbol, ¼
#default: #""], ¼
#ApplicationPath: [ #comment: "Putanja do programa:", ¼
#format: #string, ¼
#default: ""], ¼
#MovieName: [ #comment: "Putanja do DXR datoteke:", ¼
#format: #string, ¼
#default: ""], ¼
#DXRMarker: [ #comment: "Marker u DXR datoteci:", ¼
#format: #string, ¼
#default: ""], ¼
#PlayMode: [ #comment: "Play Mode:", ¼
#format: #symbol, ¼
#range: [ #"Go to", #"Play and Return", #"Return" ], ¼
#default: #"Play and Return" ], ¼
#FrameNumber: [ #comment: "Skoci na frame broj:", ¼
#format: #integer, ¼
#default: 0 ], ¼
#MarkerNumber: [ #comment: "Skoci na oznaku:", ¼
#format: #marker, ¼
#default: #loop ] ¼
]
return ButtonPropertyList
end
on getBehaviorDescription
return ¼
"Switches cast members when the SwitchStates message is received. Switches to a particular state when the SetState message is received. Enter a Group ButtonName to include the current sprite in a group of sprites that respond to the same message. " & RETURN & ¼
"PARAMETERS:" & RETURN & ¼
"ò Item ButtonName - (optional) Enter an item ButtonName to identify the current sprite so that it can receive a specific message. Do not use spaces. Use the ButtonName as an argument for the Message Sprite or Message All Sprites behaviors." & RETURN & ¼
"ò Alternate Image - number of castmember whose image will replace normal image. Must be stored in same cast library as Normal castmember." & RETURN & ¼
"ò Initially Toggled - Turn this option on if sprite's current cast member represents the alternate rather than the normal state of the sprite." & RETURN & ¼
"ò Group ButtonName - (optional) Enter a Group ButtonName to include the current sprite in a group of sprites that respond to the same message. Do not use spaces. Use the ButtonName as an argument for the Message Sprite or Message All Sprites behaviors." & RETURN & ¼
"MESSAGES:" & RETURN & ¼
"ò SwitchStates [ID] - Switches the sprite's cast member. ID is the Item ButtonName or Group ButtonName of the sprite. Returns the current state of the sprite, 0 (normal) or 1 (alternate)."& RETURN & ¼
"ò SetState {0 or 1}, [ID] - Sets the sprite to state 0 (normal) or 1 (alternate). ID is the Item ButtonName or Group ButtonName of the sprite. If the ID is omitted any sprite receiving the message will SetState."