> A dipswitch is an input port. It already was(still is) possible to change an artwork > element state based on the value of an input port. > > You'll need to add a dummy mask if you don't want the element to act as a clickable > 'button'. And if the dipswitch is more than 1bit, you need to use inputraw="1". > > See ccmk5 for example, where I use a language selection input port that also changes > the the labels in the artwork.
Cool! Think I got it... hit one more snag, though.
See attached sample for Guided Missile.
inputmask is set based on values in lines 1522-1525 of mw8080bw.cpp
Except that as currently setup, artwork displays 1300 when expecting 1000, and vice versa. If I flip the inputmask on those two, the artwork displays 1300 for both settings.
I'm guessing this is because two DIPLOCATIONS are involved in this one? What extra step do I need to take here?
RELAX and just have fun. Remember, it's all about the games.
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