So I was gonna get back to doing my file manager seeing how the icons are internal now.
The thing is I cant get it to work like the DrawTarget.xas. Instead of a single icon I get a column of icons even when I copy one of the icon lines form the DrawTarget.xas. And sometimes the image is a screwy.
Some goes for CreateBlankImage. It keeps drawing abstract garbage rather then a blank image.
(IMG:http://img.photobucket.com/albums/v157/flattspott/blank.png)
This is what made that image:
CODE |
MinimumBuild 1236 CreateBlankImage testimage 640 480 Set rot 45 :Loop SetFunc IsInput IQPeekMsgID If# %IsInput% != "" Gosub InputHandler Gosub Draw Goto Loop
:Draw BeginDraw Image testimage 0 0 640 480 Image testimage 300 220 100 100 %rot% -1 -1 -1 -1 50 50 EndDraw Return
:InputHandler IQWaitMsg Any If %MSG_ID% == "UI_BACK" Then Quit Else Add rot 2 EndIf Return |
flattspott, in your case you aren't initializing the picture with 'begindrawtarget', so I would say that is normal behaviour for MXM
However, I noticed similar behaviour with tetris for the new build, when using begindrawtarget:
I think the problem is that MXM doesn't clear pictures anymore when using begindrawtarget. I requested it to not clear the picture, but that was meant as another option.
There should be three options:
-Initialize to black (this was normal begindrawtarget)
-Initialize to transparent (this was 'usecurrent')
-Leave as is (this wasn't available before, you could call it 'continuedraw')
So it seems that MXM is doing #3 now, instead of #1, and since it doesn't clear the image, you see garbage. Try it out with tetris.
Hmmmm... the CreateBlankImage should create a blan (as in ZEROED) image, because you'd want to start with a transparent, empty image.
I'll scan that bit of code as soon as I can to figure out what is happening there.
Did you try using simply a blank BeginDrawTarget block to initialize the image?