I have a problem with formatting the text field. I have buttons + and - to size of text. TextField class has property defaultTextField for new text formatting. And when I change defaultTextFormat size property - whole text's size changes. I have searched for solution everywhere and I haven't found it yet. Text editor WISWYG (I am not sure if name is right) is working well with just changing defaultTextFormat property while I have issue. Maybe it happens because of difference between flash and AIR (editor on flash and my app on AIR). Please help.
Here code to set/get TextFormat:
public function set selectionTextFormat(value:TextFormat):void {
var begin:int = _textField.selectionBeginIndex;
var end:int = _textField.selectionEndIndex;
if (begin == end)
{
_textField.defaultTextFormat = value;
}
else
{
_textField.setTextFormat(value, begin, end);
}
}
public function get selectionTextFormat():TextFormat
{
var begin:int = _textField.selectionBeginIndex;
var end:int = _textField.selectionEndIndex;
if (begin == end)
{
return _textField.defaultTextFormat;
}
return _textField.getTextFormat(begin, end);
}
And code to change format:
private function setFormat(property:String, value:*):void
{
var tf:TextFormat = TextFormatter.TF.selectionTextFormat;
tf[property] = value;
TextFormatter.TF.selectionTextFormat = tf;
}
EDIT : IMAGE ON DROPBOX FOR EXPLANATION:
https://dl.dropboxusercontent.com/u/237572639/Capture.PNG
EDIT 2: IMAGE OF WHAT I NEED (CODE IS ABSOLUTELY SAME!) (WYSIWYG editor)
https://dl.dropboxusercontent.com/u/237572639/WYSIWYG.PNG
To change all future typed text, you can try this code ( the result is visible here ):
var text_input:TextField = new TextField();
text_input.border = true;
text_input.type = 'input';
text_input.text = 'hello world!';
addChild(text_input);
var new_fmt:TextFormat = new TextFormat();
btn_color.addEventListener(
MouseEvent.CLICK,
function(e:MouseEvent):void {
// set the new text color
new_fmt.color = 0xFF0000;
}
)
btn_size.addEventListener(
MouseEvent.CLICK,
function(e:MouseEvent):void {
// set the new text size
new_fmt.size = int(txt_size.text)
}
)
text_input.addEventListener(Event.CHANGE, function(e:Event):void {
text_input.setTextFormat(new_fmt, text_input.caretIndex-1);
})
Of course, this is just a manner to do what you want, you have to adapt it to your need and improve it.
Related
I make a textfield named 'nama' and button 'ayo'. I want to make the button disable when the textfield is empty. But when I try this code my button not disable and still working. I want the button disable before the textfield filling.
stop();
menumulaikuis();
var namasiswa:String;
var nama:TextField = new TextField();
namasiswa = nama.text;
nama.addEventListener(Event.CHANGE,handler);
function handler(event:Event){
if (nama.text) {
ayo.enabled = true;
ayo.visible = true;
} else {
ayo.enabled = false;
ayo.visible = false;
}
}
You have some little problems in your code :
You should add your text filed to the stage using addChild() :
var nama:TextField = new TextField();
addChild(nama);
If your text field is for user's input, so its type should be input :
nama.type = 'input';
To verify if a text field's text is empty, you can simply do :
if(nama.text == ''){ /* ... */ }
So your text field's change handler can be like this :
function changeHandler(event:Event): void
{
if (nama.text != '') {
ayo.enabled = true;
ayo.visible = true;
} else {
ayo.enabled = false;
ayo.visible = false;
}
}
Hope that can help.
If the Text Field isn't for user input, you cannot use the Event.CHANGE listener.
I suggest changing Event.CHANGE to Event.ENTER_FRAME; that should fix your problem.
Hello I have a problem with validating identical values in input boxes. Event called must be "on change" value of input box, but I have a problem with numbers.I want to write for example "17", but before there was value "1" already inputted in previous input box and it will report error because before we write 17 there is "1"- 7. So there is my question: is there a option to check identical values with this event type while dodging this error?
var textInput:Array = new Array();
for(var a:Number = 0;a < 2; a++){
textInput[a] = new TextField();
textInput[a].type = "input";
textInput[a].y = 10+20*a;
this.addChild(textInput[a]);
textInput[a].addEventListener(Event.CHANGE, changeListener);
}
function changeListener (e:Event):void {
if(Number(e.target.text)>22){
e.target.text = "0";
}
//problem area
else{
if(Number(textInput[1].text) == Number(textInput[0].text)){
e.target.text = "0";
}
}
}
There is simple code with just 2 input boxes but in my project it more complex. How do define problem area to have possibility write "17" when we have "1" already in 1st input box.
You can't both allow and disallow the same thing at the same time, obviously.
What you can do is validate the field on CHANGE and only mark it as valid or invalid (perhaps with some error styling) and on FOCUS_OUT you reset the text if it's not valid.
Something like this:
var valid:Boolean = true;
input.addEventListener(Event.CHANGE, validate);
input.addEventListener(FocusEvent.FOCUS_OUT, commit);
function validate(e:Event):void {
var input:TextField = e.currentTarget as TextField;
var value:Number = Number(input.text);
if(value > 22){
valid = true;
input.backgroundColor = 0xff0000; // error style
}else{
valid = false;
input.backgroundColor = 0xffffff; // normal style
}
}
function commit(e:FocusEvent):void {
if(!valid){
var input:TextField = e.currentTarget as TextField;
input.text = "0";
input.backgroundColor = 0xffffff; // normal style
}
}
Also I would recommend that you encapsulate this stuff in a class that extends TextField.
I am making a game for my class where different chemical elements are generated as sprites at the top of the screen and then fall down. Different types are made and I want students to mouse over specific types depending on where they are in the game.
My question is how to write the function to remove them when they are correctly selected? I've tried a lot of different ways but am having a lot of trouble. An example of the code that I wrote to make each element is below and then I have a separate function to move down all of the sprites created.
var spriteArray:Array = new Array();
var halogenArray:Array = new Array("F", "Cl", "Br", "I");
var rndnum:Number = Math.random();
//Halogens
if (rndnum < 0.05)
{
var halo:Sprite = new Sprite();
halo.graphics.beginFill(0x00FF00, 1);
halo.graphics.drawCircle(7.5, 7.5, 15);
halo.graphics.endFill();
halo.addEventListener(MouseEvent.MOUSE_OVER, removeElement);
halo.x = Math.random()*500 + 50;
halo.y = -18;
var textField = new TextField();
textField.text = halogenArray[int(Math.random()*4)];
textField.width = 30;
textField.height = 30;
textField.x = (15 - textField.textWidth)/2; // center it horizontally
textField.y = (15 - textField.textHeight)/2; // center it vertically
halo.addChild(textField);
spriteArray.push(halo);
addChild(halo);
}
At what point are you struggling?
I am assuming it is in determining the types of the halogens.
In your remove function I assume you have the desired type already figured out, you would then compare it to
element.getChildAt(0).text
and you would get the element by either looping across every element in the spriteArray, or using the mouseEvent's target
My suggestion is to use a halogen Class to contain the grapics & textfield, and a vector to hold the objects. It would then be easier to get the type rather than searching the anonymous children of the sprite.
I believe you are looking for something like this:
//give your textfields a name, it isn't totally necessary as we can do getChildAt(0)
//but it's more readable, and if you decide to add more children before you
//add the text field, then this will still work
var textField = new TextField();
textField.text = halogenArray[int(Math.random()*4)];
textField.width = 30;
...
textField.name = "haloTx"; //for tracking later
//assuming you have some variable set to the correct answer
var correctAnswer:String = "F";
function removeElement( e:MouseEvent ):void {
var element:TextField = ( e.target as Sprite ).getChildByName( "haloTx" );
//if we have the correct element, remove from parent and list
if ( element && element.text == correctAnswer ) {
var index:int = spriteArray.indexOf( e.target as Sprite );
removeChild( spriteArray.splice( index, 1 )[0] );
}
}
Although #VBCPP is right, doing that in a separate class is definitely the best way organizationally. Which might look something like:
class ElementSprite extends Sprite {
public var textField:TextField;
//pass shapeArgs as string, so say a circle at x=7.5, y=7.5, and radius=15 -- shapeArgs = "7.5, 7.5, 15"
public function ElementSprite( element:String, drawShape:String="Circle", shapeArgs:String="7.5, 7.5, 15", fillColor:uint=0x00FF00 ) {
//set textfield properties etc. or textFormat
textField = new TextField();
textField.text = element;
addChild( textField );
//if you passed some arguments to draw our shape
if ( shapeArgs != "" ) {
graphics.beginFill( fillColor );
graphics[ "draw" + drawShape ].apply( this, shapeArgs.split( "," ) );
}
}
public function get currentElement():String { return textField.text }
}
Then you would use it like so in your if statement if (rndnum < 0.05):
var elementSprite:ElementSprite = new ElementSprite( "A" );
//elementSprite.x = set your x;
//elementSprite.y = set your y;
addChild(elementSprite);
That would be replacing all your current code in that if statement. This is all a working example, if you have an questions feel free to comment.
Imagine a tablet app that displays two content areas side by side. They completely fill the display, so are 100% in height and 50% in width.
Lets assume we add a list to one container. Naturally this list will consume half the space of the whole display.
Now to my problem, is it possible that high framerate scrolling is kind of impossible with lists of this size? I've got the most basic AS3 ItemRenderer and still can't get anything higher than 30fps during scrolling. Now the odd part, if I add stuff the other container, lets say another list or other components, the list scrolling performance drops to the low 20s.
So nowhere near the 40+ fps you see Adobe advertising in their MAX shows.
I'm testing on a iPad2 and 3 and even with static values, scrolling isn't really good. Now if I enable streaming values so that the ItemRenderer's set data method is called, the framerate drops another 2 to 3 frames.
My (almost) complete renderer looks like this, but even if I strip it to just display a single textfield, disable the stuff going on in the set data and also set only the size of the single textfield in the layoutContents, performance is as described, about 30 if the list is displayed alone, low 20s if other stuff is displayed as well.
//FCStyleableTextField is just a StyleableTextField with an additional ID
private var _textFields:Vector.<FCStyleableTextField>;
private var _oldValues:Dictionary;
private var _sym:Symbol;
public function GridRenderer() {
super();
_textFields = new Vector.<FCStyleableTextField>();
_oldValues = new Dictionary();
}
override protected function createChildren():void {
var _symLabel:FCStyleableTextField = new FCStyleableTextField();
_symLabel.editable = false;
_symLabel.selectable = false;
_symLabel.multiline = false;
_symLabel.id="sym";
_symLabel.setStyle("fontSize", fontSize);
_symLabel.textColor = 0xc0c0c0;
_textFields.push(_symLabel);
addChild(_symLabel);
var fidLen:int = fids.length;
for (var i:int = 0; i<fidLen; i++) {
var _fid_lbl:FCStyleableTextField = new FCStyleableTextField();
_fid_lbl.selectable = false;
_fid_lbl.editable = false;
_fid_lbl.multiline = false;
_fid_lbl.id = String(fids[i]);
_fid_lbl.textColor = 0xc0c0c0;
_fid_lbl.setStyle("textAlign", "right");
_fid_lbl.setStyle("fontSize", fontSize);
_fid_lbl.text = " ";
_textFields.push(_fid_lbl);
addChild(_fid_lbl);
if(i>visibleColumns) {
_fid_lbl.includeInLayout = false;
_fid_lbl.visible = false;
}
}
}
override public function set data(value:Object):void {
if(!value) return;
if(data) {
// check if the value's symbolName is different than the current
// data's symbolName, if so, the itemRenderer has been
// recycled, thus we need to reset the old fid values
if((value as Symbol).symbolName != (data as Symbol).symbolName)
_oldValues = new Dictionary();
}
super.data = value;
_sym = data as Symbol;
try {
var textLen:int = _textFields.length;
for (var i:int = 0; i<textLen;i++) {
var lbl:FCStyleableTextField = _textFields[i];
if(lbl.id == "sym") {
lbl.text = _sym.symbolName;
lbl.truncateToFit();
} else {
if(lbl.id == _sym.fidList.fidMap[lbl.id].fidId && lbl.text != _sym.fidList.fidMap[lbl.id].fieldValue) {
var time:int = new Date().time;
var timerName:String = _sym.symbolName+","+lbl.id+","+grid;
globalTimer.addTimer(timerName, time, "reset", lbl, null, null);
var _oldVal:* = _oldValues[lbl.id];
var _newVal:* = _sym.fidList.fidMap[lbl.id].fieldValue;
// basic color formatting
if(Number(_newVal) > Number(_oldVal))
lbl.textColor = 0x40c040;
else if(Number(_newVal) < Number(_oldVal))
lbl.textColor = 0xf05050;
// add + to change and changePercent fids if value is positive
if(lbl.id == "56") {
if(_newVal >0)
lbl.text = "+" + _newVal;
else
lbl.text = String(_newVal);
} else if(lbl.id == "11") {
if(_newVal >0)
lbl.text = "+" + _newVal;
else
lbl.text = String(_newVal);
} else
lbl.text = String(_newVal);
if(!_sym.fidList.fidMap[lbl.id].fieldValue)
lbl.text =" ";
_oldValues[lbl.id] = _newVal;
}
}
lbl.truncateToFit();
}
} catch (e:Error) { /* nothing to do here -> try/catch required due to async symbolassembly */ }
}
override protected function layoutContents(unscaledWidth:Number, unscaledHeight:Number):void {
var viewWidth:Number = unscaledWidth - paddingLeft - paddingRight;
var viewHeight:Number = unscaledHeight - paddingTop - paddingBottom;
var _previousLabel:FCStyleableTextField;
var textLen:int = _textFields.length;
for(var i:int =0; i<textLen;i++) {
var lbl:FCStyleableTextField = _textFields[i];
graphics.beginFill(0x808080, .3);
lbl.height = viewHeight;
lbl.y = paddingTop;
if(lbl.id=="sym") {
lbl.width = 95;
} else if (lbl.id == "35000") {
lbl.width = 24;
} else {
lbl.width = optimalColWidth;
}
_previousLabel ? lbl.x = (_previousLabel.x + _previousLabel.width): lbl.x = paddingLeft;
graphics.drawRect(lbl.x+lbl.width, 1, 1, unscaledHeight-1);
lbl.commitStyles();
_previousLabel = lbl;
graphics.endFill();
}
}
Still, I'm pretty sure that it is not the item renderer that causes the slowdown, cause as I said, it costs 2, maybe 3 frames compared to a renderer that displays just a single textfield.
I rather think that Flex somehow can't handle the amount of vectors being displayed at once, is something like that possible? And is there any way to boost performance?
I already disabled live streaming values as soon as the user scrolls the list, so that flex basically just has to scroll bitmaps (since LabelItemRenderer automatically enables cacheasbitmap), but that gained maybe 4 frames.
What are your guys tricks to make scrolling a little smoother?
Figured out that using setElementSize() and setElementPosition() instead of using width/height and x/y makes quite a difference. Gained 3fps in initial scrolling performance and 8fps once every item has been rendered.
So I'm pretty close to 30fps now, still not close to what you can do with a native app, but I figure that's as good as it gets with Flex and such a massive renderer.
Also disabled live updates so that the renderer doesn't need to be cached as a bitmap again when updates come in.
I'm having a really weird problem with the MOUSE_OVER event. I'm building dynamic tabs representing mp3 songs containing textfields with info and a dynamic image for the cover art. I am trying to get a simple MOUSE_OVER working over the whole tab, such that you can select the next song to play.
I am using a Sprite with alpha 0 that overlays my whole tab (incl. the textFields) as a Listener for MOUSE_OVER and _OUT... I've checked by setting the alpha to something visible and it indeed covers my tab and follows it around as I move it (just making sure I'm not moving the tab without moving the hotspot). Also, I only create it once my cover art is loaded, ensuring that it will cover that too.
Now, when the tab is in the top position, everything is dandy. As soon as I move the tab to make space for the next tab, the textFields break my roll behaviour... just like that noob mistake of overlaying a sprite over the one that you're listening for MouseEvents on. But... the roll area is still on top of the field, I've set selectable and mouseEnabled to false on the textFields... nothing.
It is as if the mere fact of moving the whole tab now puts the textField on top of everything in my tab (whereas visually, it's still in its expected layer).
I'm using pixel fonts but tried it with system fonts, same thing... at my wits end here.
public function Tab(tune:Tune) {
_tune = tune;
mainSprite = new Sprite();
addChild(mainSprite);
drawBorder();
createFormat();
placeArtist();
placeTitle();
placeAlbum();
coverArt();
}
private function placeButton():void {
_button = new Sprite();
_button.graphics.beginFill(0xFF000,0);
_button.graphics.drawRect(0,0,229,40);
_button.graphics.endFill();
_button.addEventListener(MouseEvent.MOUSE_OVER, mouseListener);
_button.addEventListener(MouseEvent.MOUSE_OUT, mouseListener);
_button.buttonMode = true;
mainSprite.addChild(_button);
}
private function mouseListener(event:MouseEvent):void {
switch(event.type){
case MouseEvent.MOUSE_OVER :
hilite(true);
break;
case MouseEvent.MOUSE_OUT :
hilite(false);
break;
}
}
private function createFormat():void {
_format = new TextFormat();
_format.font = "FFF Neostandard";
_format.size = 8;
_format.color = 0xFFFFFF;
}
private function placeArtist():void {
var artist : TextField = new TextField();
artist.selectable = false;
artist.defaultTextFormat = _format;
artist.x = 41;
artist.y = 3;
artist.width = 135;
artist.text = _tune.artist;
artist.mouseEnabled = false;
mainSprite.addChild(artist);
}
private function placeTitle():void {
var title : TextField = new TextField();
title.selectable = false;
title.defaultTextFormat = _format;
title.x = 41;
title.y = 14;
title.width = 135;
title.text = _tune.title;
title.mouseEnabled = false;
mainSprite.addChild(title);
}
private function placeAlbum():void {
var album : TextField = new TextField();
album.selectable = false;
album.defaultTextFormat = _format;
album.x = 41;
album.y = 25;
album.width = 135;
album.text = _tune.album;
album.mouseEnabled = false;
mainSprite.addChild(album);
}
private function drawBorder():void {
_border = new Sprite();
_border.graphics.lineStyle(1, 0x545454);
_border.graphics.drawRect (0,0,229,40);
mainSprite.addChild(_border);
}
private function coverArt():void {
_image = new Sprite();
var imageLoader : Loader = new Loader();
_loaderInfo = imageLoader.contentLoaderInfo;
_loaderInfo.addEventListener(Event.COMPLETE, coverLoaded)
var image:URLRequest = new URLRequest(_tune.coverArt);
imageLoader.load(image);
_image.x = 1.5;
_image.y = 2;
_image.addChild(imageLoader);
}
private function coverLoaded(event:Event):void {
_loaderInfo.removeEventListener(Event.COMPLETE, coverLoaded);
var scaling : Number = IMAGE_SIZE / _image.width;
_image.scaleX = scaling;
_image.scaleY = scaling;
mainSprite.addChild (_image);
placeButton();
}
public function hilite(state:Boolean):void{
var col : ColorTransform = new ColorTransform();
if(state){
col.color = 0xFFFFFF;
} else {
col.color = 0x545454;
}
_border.transform.colorTransform = col;
}
Fixed it. What was happening was that I didn't set the height of the textfield. That was overshooting the tab and hence lying over the previously instantiated tab, blocking MouseOver... don't even ask.