From: "Chris La Mantia" Newsgroups: comp.os.msdos.djgpp Subject: Re: Allegro GUI Problem Date: 29 Jul 1997 21:04:55 GMT Organization: gte.net Lines: 36 Message-ID: <5rlltn$ots$1@gte1.gte.net> References: <3 DOT 0 DOT 32 DOT 19970729144506 DOT 00693058 AT m1 DOT 261 DOT telia DOT com> NNTP-Posting-Host: 1cust110.tnt1.columbia.mo.da.uu.net To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk Daniel Mattsson wrote in article <3 DOT 0 DOT 32 DOT 19970729144506 DOT 00693058 AT m1 DOT 261 DOT telia DOT com>... > When i run this the button behaves kinda like a checkbox, when the mouse is > clicked over it it changes to the pushed_button bitmap. How do i make work > like a normal button, so that the pushed_button bmp is displayed when the > button is clicked and then when the button is released it will be > overwritten with the normal_button bmp? > > /Daniel Mattsson Here's the problem: according to your code, you want the pushed button bitmap to appear when the object's D_SELECTED flag is set. To get the result you want, you would have to clear the D_SELECTED flag after the mouse button is released, meaning you would have to write your own handler for MSG_CLICK. However, there is a more fundamental problem here: if you _do_ de-select the button after clicking it, what effect is it going to have? What is this button meant to do? Perhaps a better solution is to set the D_EXIT flag on the object, causing the dialog to exit when the button is pushed. Then, process the button and re-enter the dialog. When the dialog reappears, the button will be deselected again, and you will get the effect you are looking for. --Chris --------------------------------------------------------------------------- Chris La Mantia / lamantia AT gte DOT net Current Project: Infinite Worlds, an RPG with a dynamic world http://home1.gte.net/lamantia/infinite NO UNSOLICITED COMMERCIAL E-MAIL ACCEPTED