Luca Olivetti wrote: > Klaus Schmidinger wrote: > >> Luca Olivetti wrote: >> >>> As the subject says. ST:TNG is the only skin where this happens, >>> since it shares the same line for both things. And you can see the >>> "remains" of the message in the space between each button. >>> Maybe I'm wrong, but I shouldn't be forced to stop calling SetButtons >>> if there's a message active (at least if I repeatedly[*] call >>> SetButtons after calling SetMessage it works fine with every other >>> skin). >>> >>> [*] I change the help at each screen refresh based on the menu >>> selection, while I only need to show a message from time to time. >> >> >> >> Well, I can check 'message' in cSkinSTTNGDisplayMenu::SetButtons(), >> and not set the buttons if it is true, but that will result in the >> buttons having their _old_ values after the message disappears. > > > And restoring the buttons in SetMessage would completely solve the > problem, thanks ;-) > >> >> Generally the buttons are not supposed to be changed while a message >> is being displayed. Ok, I haven't written that anywhere explicitly, >> but that's how it's meant, so I can add that remark if you like. > > > Well, of 7 skins I tried (5 of them text2skin), the only one that didn't > work was ST:TNG, so I suppose that's the one that is not working > according to the specs. Well, since it's me who writes the specs <g> I'll specify it so that "a skin shall not call SetButtons() while a message is being displayed". That's because while there is a message on the screen, the user shall not be distracted by anything else wobbling around on the screen. Klaus