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- property pSprite, pButton
- global gWindowAlertResult
-
- on getPropertyDescriptionList
- description = [:]
- addProp(description, #pButton, [#default: "Yes", #format: #string, #comment: "nome bottone"])
- return description
- end
-
- on beginSprite me
- pSprite = me.spriteNum
- case pButton of
- "yes":
- pDisabled = "No_disabled"
- "no":
- pDisabled = "Yes_disabled"
- end case
- end
-
- on mouseDown me
- vPressed = pButton & "_pressed"
- vEnabled = pButton & "_enabled"
- sprite(pSprite).member = vPressed
- case pButton of
- "yes":
- sprite(3).member = "No_disabled"
- "no":
- sprite(2).member = "Yes_disabled"
- end case
- updateStage()
- repeat while the stillDown
- if rollOver() = pSprite then
- sprite(pSprite).member = vPressed
- updateStage()
- next repeat
- end if
- sprite(pSprite).member = vEnabled
- updateStage()
- end repeat
- if rollOver() = pSprite then
- case pButton of
- "yes":
- gWindowAlertResult = 1
- "no":
- gWindowAlertResult = 0
- end case
- close()
- else
- end if
- end
-