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> Since you need the text box to behave in a completely different way than
> it was designed to do, I wouldn't consider it to be a 'hack-job'. I would
> call it 'creative coding'. ;-)
It's weird when you think about it - starting text at the bottom used to be
the standard back in DOS days (Well, maybe Apple DOS - Just pulled up an MS
DOS Prompt and it starts at the top, though maybe it was different before
Windows? I forget.) And most chat programs I've seen preserve that
arrangement. Since I want this to not just BE a chat window but very
specifically LOOK like a chat window (fits the style of the project in
general, kind of a retro/futuristic Enter The Matrix type world), I think I
should work to make that behavior reflect properly in the game.
> You could set the member's boxtype to #fixed (which won't show scrollbars)
> then switch it to #scroll when there are twenty one or more real lines of
> text.
Could work, though counting lines can be tricky if somebody enters enough
text to wrap onto a second (or third+) line. Director seems to count the
number of RETURNs in a text field rather than the number of actual lines
when you ask for a member(X).line.count. I'll probably end up replacing the
default scrollbar with my own custom graphics for scrolling, so that might
not be an issue ultimately.
> I have a similar 'chat' text member, I just never was concerned with the
> text starting at the top, or having the disabled scroll bars before the it
> was full. I do employ a fairly simple way of keeping the most recent text
> at the bottom once it fills up:
>
> member("SomeMemberName").scrollTop = member("SomeMemberName").height -
> sprite(someSpriteNum).height
I think if I have the scrolling controlled by my own custom graphics,
something like that might do the trick.
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