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- property pButtonObj, pHilitedFlag
-
- on new me, myButtonObject
- set pButtonObj to myButtonObject
- set pHilitedFlag to 0
- return me
- end
-
- on stepFrame me
- mCheckButtonRollover(me)
- end
-
- on mCheckButtonRollover me
- if the memberNum of sprite the pSpriteNum of pButtonObj = (the pFirstMemberNum of pButtonObj + 2) then
- exit
- end if
- if rollOver(the pSpriteNum of pButtonObj) then
- if not pHilitedFlag then
- mHiliteButton(me)
- end if
- else
- if pHilitedFlag then
- mResetButton(me)
- end if
- end if
- end
-
- on mHiliteButton me
- set the memberNum of sprite the pSpriteNum of pButtonObj to the pFirstMemberNum of pButtonObj + 1
- set pHilitedFlag to 1
- end
-
- on mResetButton me
- set the memberNum of sprite the pSpriteNum of pButtonObj to the pFirstMemberNum of pButtonObj
- set pHilitedFlag to 0
- end
-
- on cursorReset me, mySpriteNum
- set the cursor of sprite mySpriteNum to 0
- end
-
- on handCursorSet me, mySpriteNum
- set the cursor of sprite mySpriteNum to [the number of member "hand1", the number of member "hand2"]
- end
-
- on playCursorSet me, mySpriteNum
- set the cursor of sprite mySpriteNum to [the number of member "play1", the number of member "play2"]
- end
-
- on pauseCursorSet me, mySpriteNum
- set the cursor of sprite mySpriteNum to [the number of member "pause1", the number of member "pause2"]
- end
-