How can I import opening component at default package? - actionscript-3

There is a button in opening component(welcome page) and it is invisible at the beginning. When user pass to another component, the button is supposed to be visible. However I cannot reach the property.
What is the way of importing opening component at (default package)?
this is the button:
<s:SWFLoader id="btnRepr" x="1790" y="1008.45" source="#Embed('Components/Starter/Assets/Buttons/ButtonReport.swf')" click="ShowReportPage" visible="false"/>
and this is the part I change visible to true:
btnRepr.visible = true;//Access of undefined property 'btnRepr'

Supposed that in your SWFComponent you have your SWFLoader :
<s:SWFLoader id="btnRepr" source="#Embed('ButtonReport.swf')" visible="false"/>
and you have another component called BTNComponent where you have a simple button which will show the SWF loaded in the SWFComponent's instance called swf_component, so you can do like this :
<s:Button click="button_clickHandler(event)"/>
and
protected function button_clickHandler(event:MouseEvent):void
{
mx.core.FlexGlobals.topLevelApplication.swf_component.btnRepr.visible = true;
}
Of course this is just a very simple and limited example if how you can do what you are looking for, you should improve it according to your specific needs ...
Edit :
Supposed that my two components are in MyComponents package, then to create their instances I did :
import MyComponents.*;
public var swf_component:SWFComponent;
public var btn_component:BTNComponent;
then inside the application's creation complete event handler, for example, I added :
swf_component = new SWFComponent();
addElement(swf_component);
btn_component = new BTNComponent();
addElement(btn_component);
then when the button inside the btn_component is clicked, the SWF inside the swf_component` is set visible.
Hope that can help.

Related

How stop click event on CHtmlView drived class?

In SDI application on right pain view on a FormView I am showing HTML preview using ChtmlView Navigate function. When I open doc/docx file in HTML preview then it was editable. I want to prevent click event so no one can edit this.
How can I stop click event on CHtmlView drived class ?
I try
BOOL CHtmlPreview::PreTranslateMessage(MSG* pMsg)
{
if(pMsg->message == WM_LBUTTONDOWN || pMsg->message == WM_LBUTTONUP || pMsg->message == WM_LBUTTONDBLCLK)
{pMsg->message = 0;pMsg->wParam = 0; pMsg->lParam = 0;}
}
But when I click on previewed file (doc/docx ) in Chtmlview container then it is not handle by CHtmlPreview::PreTranslateMessage(MSG* pMsg) and not its parent CFormView drived class PreTranslateMessage(MSG* pMsg). Control not goes to these function.
My problem is like:
CHtmlView class and focus
I also try to overrides CHtmlView::OnTranslateAccelerator but this is not available in my CHtmlPreview class whose base class is ChtmlView.
Thanks

How to disable the default context menu on a text area in Actionscript 3?

By default the spark TextArea has a built in ContextMenu with 'Cut', 'Copy', 'Paste', 'Delete' etc. options.
I want to replace this ContextMenu with a custom one but I'm having a problem with disabling the default one.
After adding a custom one also in first time I am getting the default ContextMenu then from second time I am getting the custom ContextMenu.
I am using the following codes for textarea :
<s:TextArea id="txtArea" width="100%" height="100%" borderVisible="false" focusAlpha="0.01"
verticalScrollPolicy="off" selectionHighlighting="always" styleName="TextBox"
needsSoftKeyboard="true" focusRect="false" buttonMode="true" useHandCursor="true" mouseChildren="true"/>
And using the following codes for adding custom ContextMenu to text area at right mouse down :
eventMap.mapListener( view.txtArea , MouseEvent.RIGHT_MOUSE_DOWN ,onRightMouseDown);
private function onRightMouseDown(e:MouseEvent):void
{
var item1:ContextMenuItem = new ContextMenuItem("Cancel", true);
var item2:ContextMenuItem = new ContextMenuItem("Select", true);
var contextMenu:ContextMenu = new ContextMenu();
contextMenu.hideBuiltInItems();
contextMenu.customItems.push(item1);
contextMenu.customItems.push(item2);
view.txtArea.contextMenu = contextMenu;
}
But I don't know why default ContextMenu is coming at first time.
So anybody have an idea why it is happening or where I am doing wrong ?
The reason you're getting the original context menu the first time is because you're not turning it off until after the first right click has happened. You're also needlessly rebuilding the context menu every time there is a right click.
To fix this, you need to take the code you have in your onRightMouseDown function, and put it into your class constructor or, if you don't have one, anywhere it will be run as soon as the swf is run. This only needs to happen once.
The Following codes resolved my problem:
var contextMenu = new ContextMenu();
contextMenu.hideBuiltInItems();
contextMenu.clipboardMenu = false;
contextMenu.addItem(new ContextMenuItem("Start Select"));
contextMenu.addItem(new ContextMenuItem("Start Copy"));
(txtArea.textDisplay as RichEditableText).contextMenu = contextMenu;
Instead of putting custom context menu directly into textArea control, if we will put on richEditableText as above then that will solve this problem.
I've added on whole application
addEventListener(MouseEvent.RIGHT_CLICK, function (... rest):void
{
})
and defaultContextMenu was disabled.

How can I give flash stage instances unique properties in Flash Professional to pass to AS3 script?

I've started building a rough game engine framework in Flash Professional and I'm curious how I can create objects in the Flash library that I'm able to drag onto the stage and assign properties that are accessible from AS3.
Example:
I want to create a switch object (e.g. a light switch), so that when the player interactes with it, it triggers something specific in code such as a light in the room turns on.
I understand that Flash has built in UI components that you can define properties within the Flash Professional environment (see image below), and I'm wondering if there's a way to create my own custom style components so that I can essentially have my level file open in flash (.fla) and then drag a switch component from my library, and type in some information such as what light it is controlling, and any other information I want.
(above is an example of the type of parameter control I'm looking for)
I've read a bit about extending the flash UIComponent class but I feel that that's not the right approach because it's overkill for what I want. All I want is to pass some basic parameters from a library stage instance into AS3. I do not want to pass data via the instance name because this seems very messy if I want to have more complex interaction.
Thanks!
I would create a "switch" movie clip and export it to actionscrip, same with a "light" movie clip. The in the main class .as file I would inset them into the stage, using addChild (clips) and then add a click listener to the "switch" movie clip to control the "light".
This can be easily done.
Component(s) are wrong approach in my opinion.
Firstly you would want to setup Actionscript linkage / label your Library item.
In Library Panel.
- Right Click on "yourMC" >> click "Properties".
- In Properties dialog Tick "Export for Action Script"
- Then Name your Class eg "yourMC_Class"
now MC is ready to be referenced in your code.
next you would want to Dynamically add your "yourMC" from library to stage.
which can be done like such.
// first reference library item
var yourMC_ref:yourMC_Class = new yourMC_Class();
// Then load dynamic mc item into var
var your_MC_OBJ = yourMC_ref;
// then add your MC to stage.
this.addChild(your_MC_OBJ);
your_MC_OBJ.x = 200;
your_MC_OBJ.y = 100;
in a nutshell that's how I add library items to stage.
Obviously thats the basic function / code.
In a project I would have all code in an external class, in which case you would just set vars as public vars
public var yourMC_ref:yourMC_Class = new yourMC_Class();
public var your_MC_OBJ = yourMC_ref;
and the last 3 lines of code into a public function
public function ADD_First_MC()
{
this.addChild(your_MC_OBJ);
your_MC_OBJ.x = 200;
your_MC_OBJ.y = 100;
}
Now 'your_MC_OBJ' can be used in more complex ways.
eg. to create a light switch there are many options depending on how you need to approch functionality.
eg. Apply a different MC library item to "your_MC_OBJ"
play specific frame within MCs.
However If it was me I would just use mouse function to switch light on or off using addChild removeChild.
eg.
public var LightON = 0;
public var yourMC_ref:yourMC_Class = new yourMC_Class();
public var your_MC_OBJ = yourMC_ref;
then create a public function that handles on / off events
public function LightON_OFF()
{
if(LightON == 1)
{
this.addChild(your_MC_OBJ);
your_MC_OBJ.x = 200;
your_MC_OBJ.y = 100;
}
if(LightON == 0)
{
this.removeChild(your_MC_OBJ);
}
}
Hope this helps.
So, for what you want, while it may not be the best way to do what you want, I understand it's your experience you are constructing.
Use components, yes...in the following way (the most simple one):
Create a Movie Clip
Right-click it in library
Click on "Component Definitions"
Add a property, set a name, a variable name (var test, for this matter) and a default value
Click OK
Open your movie clip
Open code for the first frame and declare the variable without an initial value (var test:String;)
Trace it's value ( trace( test ); )
Go back to the stage root
Drag and drop the item from library to stage
Test it (Cmd/Ctrl + Enter) (maybe it will print null, dunno why, it ignores the default value sometimes)
Select your component on stage
Open the properties panel (Windows > Properties)
Go to Component Parameters on this panel and change the property value
You should see the value traced on console
And, I think, like this you can use properties from components for what you want, like using a String and getting the controlled mc by its name.
Good luck
I think what people are trying to say is that you can have the whole thing is data driven, and so you can combine the IDE with the data to come up with your final game.
But consider this ... it might be what you want.
If you have, for instance, a BaseSwitch Class:
public Class BaseSwitch extends MovieClip {
private var _lightName:String;
private var _light:Light;
public function get lightName():String {
return lightName;
}
public function set lightName(value:String):void {
if (value != _lightName) {
_lightnName = value;
//Note I don't advocate having children reach into their parents like this,
//but you sound like you don't want the parent involved in the process, so
//this is one way you could do it.
if (parent.hasOwnProperty(lightName) && parent[lightName] is Light) {
_light = parent[lightName];
} else {
trace('Could not find light', _lightName);
}
}
}
//other code to listen for gestures and operate the light
}
Now, when you want a switch to operate a specific light name, create a library instance and set its base class to BaseSwitch. When you close the dialog where you set the base Class, you'll notice that it gives you a dialogue that it couldn't find the Class in the Class path and one will be generated. You're going to replace it with a Class that sets the lightName. Create a new AS3 Class in the root directory with the same name as your library instance. It should look something like this:
public class SpecificSwitch {
public function SpecificSwitch() {
super();
lightName = 'theSwitch';
}
}
Other possible choices involve having the parent Class match up instances of switch with instances of light based on name, so if it finds a light1 and a light1Switch, it either gives a reference to the light to the switch or it simply sets up a mapping in its own event listening system.

How can I edit the objects within custom AS3 components using MXML?

I'm writing a Flex application using Flash Builder 4 and I'm having a bit of trouble with an AS3 object. Essentially, it is a BorderContainer, with a few buttons and images, and programming logic that determines how these interact with eachother and a database.
What I want to be able to do is configure the layout/style of the inner components using MXML and CSS. I can configure the inherited objects, but not ones that I have defined...
For example, in my MXML. I can modify the (inherited) borderstroke variable of myContainer like so;
<IE:MyContainer>
<IE:borderStroke>
<s:LinearGradientStroke weight="10" rotation="270">
<s:GradientEntry color="0xF655E5"/>
<s:GradientEntry color="0x6600CC"/>
</s:LinearGradientStroke>
</IE:borderStroke>
</IE:MyContainer>
However, I can't edit the nextButton variable (which is of type Button) like this;
<IE:MyContainer>
<IE:nextButton width="100" height="30" left="10%" bottom="10%"/>
</IE:MyContainer>
If I try, I get the compile error "Could not resolve to a component implementation".
What do I need to do to make this work?!
Thanks in advance,
Aidan
EDIT:
Here's the main method of MyContainer (actually named InvestigativeEnvironment).
The call to defineTestInvestigativeEnvironment() is what takes care of setting up the objects and action listeners and such. What I want to do is change the layout and appearance of these visual components in MXML (nextButton, prevButton, toolbox, displayArea). I want to be able to set their height, width, background, x, y, horizontalCenter, etc like I can to a button that I add to a container via MXML.
public class InvestigativeEnvironment extends BorderContainer
{
private var toolbox:Toolbox;
private var bodySystem:BodySystem;
public var nextButton:Button;
public var prevButton:Button;
private var displayArea:Group;
private var image:Image;
private var toolDisplayArea:Group;
public function InvestigativeEnvironment()
{
super();
//create 'Next' button and event listener
nextButton = new Button();
nextButton.addEventListener(MouseEvent.CLICK, nextViewAngle);
nextButton.label = "Next";
this.addElement(nextButton);
//create 'Prev' button and event listener
prevButton = new Button();
prevButton.addEventListener(MouseEvent.CLICK, prevViewAngle);
prevButton.label = "Prev";
this.addElement(prevButton);
//define investigative environment by creating models.
defineTestInvestigativeEnvironment();
//Instantiate the Group that contains the model image and tool overlays
displayArea=new Group();
//Instantiate the image that is used to display the model
image = new Image();
image.source=bodySystem.getImage();
image.horizontalCenter=0;
image.verticalCenter=0;
displayArea.addElement(image);
//add toolOverlayContainer to the display area ABOVE the model image
toolDisplayArea = new Group();
toolDisplayArea.verticalCenter=0;
toolDisplayArea.horizontalCenter=0;
displayArea.addElement(toolDisplayArea);
this.addElement(displayArea);
//add toolbox to display
toolbox = new Toolbox(toolDisplayArea);
toolbox.replaceTools(bodySystem.getToolGroup());
this.addElement(toolbox);
}
I can't understand what is your problem with editing button in particular, sorry for that. But I have a lot of notices about your InvestigativeEnvironment which code you've attached.
First, you haven't follow Flex components livecycle (see here or here). So in your code you should add and configure children in createChildren() method.
But anyway you can't use your container to add children both with MXML and from code. If your adding custom components code will be executed first MXML (in your implementation with adding them in constructor it is so) all the MXML tags just remove all your added content (anyway result will be unpredictable). In other case it will be very hard to control instance's order.
I can suggest you to declare your nextButton etc as skin parts and perform their positioning in skin. This way these internal controls will be a part of border and you can add MXML children without any problem. And you can configure them within partAdded() method.
It turns out that I wasn't quite asking the right question. I wanted to edit the components, but specifically the layout and color type attributes of them.
What I need to do is set the id of the components, and then target them using CSS.
For my nextButton, I add the ID like this;
nextButton.id="nextButton";
Then I can lay it out in the MXML file (or external stylesheet) like this;
<fx:Style>
#namespace s "library://ns.adobe.com/flex/spark";
#namespace IE "InvestigativeEnvironment.*";
IE|InvestigativeEnvironment s|Button {
chromeColor: #336666;
}
#nextButton {
bottom: 100;
right: 5;
}
</fx:Style>

calling function in a runtime loaded swf

Using AS3 / Flash CS4
Alright thanks to everyone who is reading this. My problem specifically I am designing a user interface with controls on it. 5 buttons rotate left, rotate right, zoom in, zoom out, and auto rotate. The interface in itself works fine, I can trace out button clicks, toggle the auto rotate button etc...
My program reads an xml file. Loads some images, fills an array with links for each image, and when the image is clicked a loader loads a swf from a URL and displays it on screen. No problem.
Now I originally had the zoom controls user interface in the runtime_loaded.fla library, and the mouse listeners in the same linked document class. The interface works with the movieClip in runtime_loaded.swf when it is in the same code.
Now to practice good coding, I decided to remove the UI from the runtime_loaded.fla and add it to the Main.fla. This is essential because the main is going to handle possible 100's of images/objects that each have their own unique swf to link too. If I decide to change out the look of the interface but leave the function calls the same, I could essentially put in as many as I want into the main.fla instead of the runtime_loaded.fla which I would have to do for every single object.
THE FILE STRUCTURE
Main.fla <- interface in the library. 5 mouse event functions. Inside each function calls
a property of loaded_swf (loaded_swf.rotateLeft, loaded_swf.rotateRight) etc...
Runtime_loaded.fla <- links specificObject.as in properties (AS3/CS4)
specificObject.as <- has 5 public static functions{ rotateRight, rotateLeft, zoomIn, zoomOut, toggleAutoRotate }
THE CODE
//showFlashBox
function showFlashBox(temp_string:String):void {
if(!flash_box_on){
var temp_top:uint = numChildren;
addChildAt(FlashBoxContainer,temp_top);
newXButton.addEventListener(MouseEvent.CLICK, flashBoxXClick);
1. addChild(new_loader);
2. var url:URLRequest = new URLRequest(temp_string);
new_loader.x = 0;
new_loader.y = 0;
new_loader.load(url);
3. new_loader.contentLoaderInfo.addEventListener(Event.COMPLETE, gotSwf);
flash_box_on = true;
}
}
function gotSwf(e:Event){
4. //loaded_swf = e.target.content;
trace(e.target.content);
5. new_zoom_controls.button_minus.addEventListener(MouseEvent.CLICK, zoomOutFunction);
new_zoom_controls.button_plus.addEventListener(MouseEvent.CLICK, zoomInFunction);
new_zoom_controls.button_left.addEventListener(MouseEvent.CLICK, rotateLeftFunction);
new_zoom_controls.button_right.addEventListener(MouseEvent.CLICK, rotateRightFunction);
new_zoom_controls.button_rotate.addEventListener(MouseEvent.CLICK, toggleRotateFunction);
function rotateRightFunction(e:MouseEvent){
6. //loaded_swf.rotateRight();
}
function rotateLeftFunction(e:MouseEvent){
//loaded_swf.rotateLeft();
}
function zoomInFunction(e:MouseEvent){
//loaded_swf.zoomIn();
}
function zoomOutFunction(e:MouseEvent){
//loaded_swf.zoomOut();
}
function toggleRotateFunction(e:MouseEvent){
//loaded_swf.toggleAutoRotate();
if(new_zoom_controls.button_rotate.currentFrame == 1){
new_zoom_controls.button_rotate.gotoAndStop(2);
}
else new_zoom_controls.button_rotate.gotoAndStop(1);
}
new_loader.contentLoaderInfo.removeEventListener(Event.COMPLETE, gotSwf);
}
If you follow steps 1-6 you see my steps of loading the .swf, mouse event listeners and click handlers, then the object call of the var loaded_swf:Object;
public static function rotateLeft():void
{
object.yaw(animation_turning_speed);
}
public static function rotateRight():void
{
object.yaw(-animation_turning_speed);
}
if I run the main.fla and try to click the buttons. This happens.
ReferenceError: Error #1069: Property rotateRight not found on
ThreedsKU39web and there is no default value. at MethodInfo-82()
ReferenceError: Error #1069: Property rotateLeft not found on
ThreedsKU39web and there is no default value. at MethodInfo-83()
I actually stumbled upon the answer before I finished submitting this as I went through the code to copy it. But after spending a few hours of frustrating moments on this last night, I will post it to ensure the next guy doesn't meet the same demise.
The answer was in the function of the runtime-loaded swf class.
public static function rotateRight():void
{
object.yaw(-animation_turning_speed);
}
It turns out it only needs to be public function instead of public static.
Mainly human error as after the file was working, I attempted to copy the code over to all my other object files, and somehow static got back in there and messed it up. So for future reference when loading in the external swf, public function should do the trick. *Note that many of my variables were returning errors until being declared as public static though.