I've got a custom component (quite complex so I can't post any code here, although that shouldn't matter), that I can add to a view. When the component is deleted from the view or the view is switched I call my own dispose method which removes remaining eventListeners and kills some references so that the component can eventually be nulled and collected by the GC.
All that works perfectly fine until I add a Spark TextInput to the MXML part of the component (it took me hours to find out what is preventing the component to be collected!), so I recon that the TextInput somehow automatically adds some eventListeners.
My question is what are these listeners, or is there anything else I haven't thought of?
Any help would be greatly appreciated!
I'll summarize our discussion for the pleasure of future readers.
Find the culprit
You could can have a look at the code of SkinnableTextBase to see what event listeners are attached internally. Now that you know that, you can use hasEventListener() to test which ones weren't removed. Using this technique we found that these listeners were still lingering:
MouseEvent.MOUSE_DOWN
TouchInteractionEvent.TOUCH_INTERACTION_START
Removing them (preferably without subclassing TextInput)
Have a look at the code of SkinnableTextBase where these listeners are registered:
override public function styleChanged(styleProp:String):void
{
super.styleChanged(styleProp);
if (!styleProp ||
styleProp == "styleName" || styleProp == "interactionMode")
{
if (getStyle("interactionMode") == InteractionMode.TOUCH && !touchHandlersAdded)
{
addEventListener(MouseEvent.MOUSE_DOWN, touchMouseDownHandler);
addEventListener(TouchInteractionEvent.TOUCH_INTERACTION_START,
touchInteractionStartHandler);
touchHandlersAdded = true;
}
else if (getStyle("interactionMode") == InteractionMode.MOUSE && touchHandlersAdded)
{
removeEventListener(MouseEvent.MOUSE_DOWN, touchMouseDownHandler);
removeEventListener(TouchInteractionEvent.TOUCH_INTERACTION_START,
touchInteractionStartHandler);
touchHandlersAdded = false;
}
}
}
This means that if you set the TextInput's interactionMode style to InteractionMode.MOUSE, that should remove the listeners.
Note: you might want to take a look at the JIRA bug base and file a bug if noone already has. Though I must say I'm not sure if this JIRA is still maintained now that Flex is moving to Apache.
Related
Let me set the stage because it's too much code to post everything:
I have a Main.as that is setting up my SoundController.as so I can trigger sounds from any other class (SoundController.as has all the functions needed to call all my sounds as needed)
I have a ControlPanel.as that can access these sounds by using docRef.soundControl.laserFire or whatever other function name I want, and in this case the laserFire sound would trigger once.
So here is my question. I want to let this laser sound effect finish playing before you can fire another laser. So in SoundController.as I've set up the following pieces of code:
private var _laserPlaying:Boolean = false;
internal function laserFire():void {
_sfxChannel = _laser.play(25);
_laserPlaying=true;
_sfxChannel.addEventListener(Event.SOUND_COMPLETE, laserFinished);
}
internal function laserFinished(event:Event):void {
_sfxChannel.removeEventListener(Event.SOUND_COMPLETE, laserFinished);
_laserPlaying=false;
}
public function get laserPlaying():Boolean {
return _laserPlaying;
}
public function set laserPlaying(value:Boolean):void {
_laserPlaying = value;
}
Now in my ControlPanel class in the enterFrameHandler function I want to do an
if (docRef.soundControl.laserPlaying()==false)
or something to that effect so I can check when the sound is done and allow the player to once again press the trigger to fire the laser. So far any variant I've tried on this either gives me an error (in this case 1195; Attempted access of inaccessible method laserPlaying through a reference with static type SoundController) or it actually compiles but after firing the first laser shot it never allows the trigger to be pressed again. So I'm obviously doing something wrong and am hoping someone can help.
Let me just state that the laser sound is playing just fine that first time, so don't worry about all the code I'm not bothering to show to make that portion of the code work. However, if more info is needed to understand how I'm making anything work just let me know. And Thanks in advance!
If your soundController AND ControlPanel are instantiated in Main:
handle the firing event, in ControlPanel, like this:
if(MovieClip(parent).soundController.soundChannel.position==0)
{
MovieClip(parent).soundController.laserfire();
}else{do nothing;}
Of course use proper instance names.
If this doesn't work you'll have to make your code a little easier to understand.
Sorry for wasting everyone's time. I ended up figuring out what I needed to do to make this work. This probably won't be of much use to anyone else since my setup was probably unique to my layout and not something that anyone else will try, but here is what I did anyway.
In my ControlPanel.as I added the following code:
private var _soundController:SoundController;
And then I have a function that waits for the ControlPanel to be added to the stage and once that occurs I fired:
_soundController = new SoundController(docRef);
Now by adding those I was able to simply call:
if(!_soundController.laserPlaying) { do stuff; }
It now seems to wait for laserPlaying to be false and then moves on as intended.
I'm surprised I don't know how to do this, but as it turns out I really don't; simply put, I'm trying to make a side-scrolling shooter game, a basic one and in it, I have 50 stars spawned on-screen through a "for" loop upon the game starting. There is a function which does this and a listener is at the beginning. Problem is, when you lose the game and go back to main menu, 50 more stars would be spawned, which isn't what I want. So, I'm trying to make an "if" statement check at the beginning, so that the game checks whether there is an instance/movie clip of the star object/symbol before determining whether the function that spawns stars should be called out with a listener. So, how do I do this? I looked through some other checks and they didn't help as the codes presented were vastly different there and so I'm just getting errors.
Let me know if a better explanation is needed or if you would like to see some of the code. Note that the game overall already has a lot of code, so just giving all of it would probably not be helpful.
I suggest you rethink your approach. You're focusing on whether stars have been instantiated. That's ok but not the most basic way to think about it.
I would do this instead
private function setup():void{
loadLevel(1);
addListeners();
loadMusic();
// etc...
// call all functions that are needed to just get the app up and running
}
private function loadLevel(lev:int):void{
addStars();
// call all functions that are needed each time a new level is loaded
}
private function restartLevel():void{
// logic for restarting level,
// but this *won't* include adding star
// because they are already added
}
There are other ways to do this but this makes more sense to me than your approach. I always break my game functions into smaller bits of logic so they can be reused more easily. Your main workhorse functions should (IMHO) primarily (if not exclusively) just call other functions. Then those functions do the work. By doing it this way, you can make a function like resetLevel by assembling all the smaller functions that apply, while excluding the part about adding stars.
Here's what I did to solve my problem... Here's what I had before:
function startGame():void
{
starsSpawn();
//other code here
}
This is what I changed it to:
starsSpawn();
function startGame():void
{
//other code here
}
when you said existance, so there is a container, i named this container, (which contain stars , and stars was added to it) as starsRoot, which absolutely is a DisplayObject (right?)
now, to checking whole childrens of a DisplayObject, we have to do this :
for (var i:int=0; i<starsRoot.numChildren; i++) {
var child = starsRoot.getChildAt[i];
}
then, how to check if that child is really star!?
as you said
whether there is an instance/movie clip of the star
so your stars's type is MovieClip, and they don't have any identifier (name), so how to find them and make them clear from other existing movieclips. my suggestion :
define a Linkage name for stars from library, thats a Class name and should be started with a capital letter, for example Stars
now, back to the code, this time we can check if child is an instance of Stars
for (var i:int=0; i<starsRoot.numChildren; i++) {
var child = starsRoot.getChildAt[i];
if (child is Stars) {
// test passed, star exist
break;
}
}
I'm creating a game that uses the starling-layer (the game itself) and the classic display list which contains several Popups and Stuff like that.
I have one thing that troubles me:
If MouseEvents are generated on displayList-elements they always go through to the starling layer and produce TouchEvents etc. which is quite annoying.
I was wondering there is some general (and easy to use) approach to handle that.
One possibility was to listen on all displayList-Elements for the following Events:
interfaceElement.addEventListener(MouseEvent.MOUSE_MOVE, stopPropagationHandler);
interfaceElement.addEventListener(MouseEvent.MOUSE_DOWN, stopPropagationHandler);
interfaceElement.addEventListener(MouseEvent.MOUSE_UP, stopPropagationHandler);
private function stopPropagationHandler(e:MouseEvent):void {
e.stopPropagation();
}
But this looks quite nasty to me.
And even if I did it like that, I have one more issue:
If a starling-element is below that display-list-element and if it has a TouchEvent.TOUCH for rollover-behavior >> the rollover-appearance will not be removed from the starling if you hover over the display-list-element.
I also thought about putting a dummy-starling element behind every display-list-element,... to stop the events.. but that all sounds a bit "over-complicated" for such a "simple" task.
Or am I missing something?
A hint would be much appreciated.
Thanks.
You could create 1 main container in the displaylist (not the stage) and listen for ROLL_OVER and ROLL_OUT, and set somekind of global flag there, that your mouse is over the display-list container. Then in your starling events, check for this flag. This isn't the nicest solution out there i guess, but it should work
var isOverDisplayList:Boolean = false;
container.addEventListener(MouseEvent.ROLL_OVER, onRollOver);
container.addEventListener(MouseEvent.ROLL_OUT, onRollOut);
function onRollOver(e:MouseEvent) {
isOverDisplayList = true;
}
function onRollOut(e:MouseEvent) {
isOverDisplayList = false;
}
I was having ID collision of tab IDs when trying to recreate the same TabSet.
My case is the following : I have 3 Tabs in general, then some action creates a 4th one, some action happens in this 4th tab which is then closed, and I need to relaunch my app and redraw again the 3 general Tabs fetching new info from the database. Everything was working well, except this warning of collision which was not a blocking one anyway.
In order to clean it, I followed Isomorphic's advice from this thread
and tried destroying the TabSet in order to recreate it.
I do:
if (myTabSet != null) {
myTabSet.destroy();
}
myTabSet = new TabSet();
// setting TabSet properties
// creating Tabs and adding them to the TabSet
I noticed, however, in debug, that the TabSet is not being desroyed completely, just some of its properties, and that a new ID is being given to it. As a result, there are no more warnings, the tabs are created, but they're not populated.
My question is : why the TabSet is not becoming null upon destruction, and how can I recreate it with no collision of IDs?
Thanks in advance
I used to have the same problem and fixed it with:
myTabSet.addCloseClickHandler(new CloseClickHandler() {
#Override
public void onCloseClick(TabCloseClickEvent event) {
event.getTab().getPane().destroy();
}
});
Apparently the tabset is not completely destroyed unless you destroy its pane.
Maybe it will work for you !
This is such a mindnumbingly simple question, but apparently all the forums where actionscript is discussed (or at least all the ones on google) aren't very well managed.
I have a textArea. It has a UIScrollbar. I want to be able to reference that scrollbar. I heard there's an update() function, and that may be able to save me from the inexplicable things this damnable UIScrollbar is doing on its own.
(btw, actionscript = joke language)
When scrollbar is added to TextArea, it dispatches event ADDED. You can catch its scrollbar like this:
textArea.addEventListener(Event.ADDED, onTextAreaChildAdded);
private function onTextAreaChildAdded(event:Event):void {
if (event.target is UIScrollBar) {
//you got it
var scrollBar:UIScrollBar = event.target as UIScrollBar;
}
}
Event with scrollbar will be fired once. There is also many other stuff that adds into TextArea, so type check is needed.
Know ya jokes and be cool ^_^
Edit: wrong... Real solution seems to be just textArea.verticalScrollBar.
In your class just write:
private var usb:UIScrollBar = new UIScrollBar();
and voilá, usb is your reference.