I need to make an auto complete component in flex that fetches the auto complete results from a remote database using a webservice. I have the webservice and querying part worked out. I've already made custom components in action script by extending VBoxes. However I cannot figure out how to generate the popup window that is supposed to show under the text input in my auto complete text box.
Currently I am using something like
PopUpManager.addPopUp(popup, parentComponent);
My popup class extends VBox and it extends the createChildren method as follows
protected override function createChildren():void
{
for (var i:int = 0; i < results.length; i++) {
var itemC:UIComponent =
factory.getComponent(results[i]);
addChild(itemC);
itemC.addEventListener(MouseEvent.CLICK,
getClickFunction(i));
}
private function getClickFunction(index:int):Function {
return function (event:MouseEvent):void
{
selectedIndex = index;
};
}
Unfortunately when the webservice retrieves its results and addPopUp is called, nothing shows up.
Currently the factory.getComponent method is executing this code
public function getComponent(user:Object):UIComponent
{
var email:Label = new Label();
email.text = user.email;
var name:Label = new Label();
name.text = user.displayName;
var vbox:VBox = new VBox();
vbox.addChild(name);
vbox.addChild(email);
return vbox;
}
I think you ought to look for someone who has already implemented this. While your issue is probably related to not positioning and sizing the component before calling addPopup() even if we helped you solve that you still have a lot more work todo. (BTW call super.createChildren in your override or else bad things will happen). Anyway, check this out:
http://www.adobe.com/cfusion/exchange/index.cfm?event=extensionDetail&extid=1047291
Finally I figured out how to use the List control and I stopped using a factory to generate components, instead I use the itemRenderer feature in the list control. I also used that to replace the custom popup class, and I added a positioning function to be called later. By combining these things I was able to get the drop down to display as expected. It appears that some components do not work well as pop ups.
Regardless, the working pop up code is
Inside my autocomplete component which extends HBox
dropDownList = new List();
dropDownList.itemRenderer = itemRenderer;
dropDownList.dataProvider = results;
dropDownList.labelFunction = labelFunction;
dropDownList.rowCount = results.length;
dropDownList.labelFunction = labelFunction==null ?
defaultLabelFunction : labelFunction;
dropDownList.tabFocusEnabled = false;
dropDownList.owner = this;
PopUpManager.addPopUp(IFlexDisplayObject(dropDownList), DisplayObject(this));
callLater(positionDropDownList);
Method in the autocomplete component (textInput is my text field)
public function positionDropDownList():void {
var localPoint:Point = new Point(0, textInput.y);
var globalPoint:Point = localToGlobal(localPoint);
dropDownList.x = globalPoint.x;
var fitsBelow:Boolean = parentApplication.height - globalPoint.y - textInput.height > dropDownList.height;
var fitsAbove:Boolean = globalPoint.y > dropDownList.height;
if (fitsBelow || !fitsAbove) {
dropDownList.y = globalPoint.y + textInput.measuredHeight;
} else {
dropDownList.y = globalPoint.y - dropDownList.height;
}
}
The position function was code that I borrowed from http://hillelcoren.com/flex-autocomplete/
Related
I have the below AS3 code, and I want to translate it to Haxe. But I don't know how to deal with the keyword prototype. Who can help me? Thanks.
var style = new CSSStyleDeclaration();
style.defaultFactory = function():void
{
this.disabledOverlayAlpha = 0;
this.borderStyle = "controlBar";
this.paddingTop = 10;
this.verticalAlign = "middle";
this.paddingLeft = 10;
this.paddingBottom = 10;
this.paddingRight = 10;
};
if(chain == null) chain = {};
style.defaultFactory.prototype = chain;
chain = new style.defaultFactory();
style.defaultFactory = function():void
{
this.fontWeight = "bold";
};
style.defaultFactory.prototype = chain;
chain = new style.defaultFactory();
style.defaultFactory = function():void
{
this.backgroundSize = "100%";
this.paddingTop = 24;
this.backgroundColor = 8821927;
this.backgroundImage = ApplicationBackground;
this.horizontalAlign = "center";
this.backgroundGradientAlphas = [1,1];
this.paddingLeft = 24;
this.paddingBottom = 24;
this.paddingRight = 24;
};
style.defaultFactory.prototype = chain;
chain = new style.defaultFactory();
Ok, I poked this a bit, and now I kind of figured out, what that piece of code does. This knowledge won't help you to port your code to HAXE, but it will help you understand what it is about and to compose a decent HAXE-style alternative.
First, the part about instantiating, functions and working with prototypes. As it turned out, if you invoke the new operator on an unbound function (does not work on class methods):
The new empty class-less generic Object is created.
Its reference is passed to the said function as this.
The function can add and modify the object's fields and methods.
Ultimately, the reference to that Object is returned.
Then, it works (as I mentioned in my comments above) very much the way classes worked back then in AS1 and Flash 6.
If that function has a prototype and it is too a generic Object, then it is added to the newly created one as a... how to put it... a bottom layer Object which adds its fields to the top layer Object.
I understand that it sounds difficult, so there's an explanatory example that somehow sheds some light on it all:
public class Proton extends Sprite
{
public function Proton()
{
super();
var P:Function;
// Empty.
P = new Function;
create("First:", P);
// Empty with prototype.
P.prototype = {c:3, d:4};
create("Second:", P);
// Non-empty.
P = function():void
{
this.a = 1;
this.b = 2;
};
create("Third:", P);
// Non-empty with prototype.
P.prototype = {a:5, f:6};
create("Fourth:", P);
}
// Instantiates the F and outputs the result.
private function create(prefix:String, F:Function):void
{
var A:Object = new F;
trace(prefix + "\nJSON:" + JSON.stringify(A) + "\nREAL:" + explore(A) + "\n");
}
// Same as JSON.stringify, but also looks into the prototype.
private function explore(O:Object):String
{
var result:Array = new Array;
for (var akey:String in O)
{
result.push('"' + akey + '":' + O[akey]);
}
return "{" + result.join(",") + "}";
}
}
So, the output is:
First:
JSON:{}
REAL:{}
Second:
JSON:{}
REAL:{"d":4,"c":3}
Third:
JSON:{"b":2,"a":1}
REAL:{"b":2,"a":1}
Fourth:
JSON:{"b":2,"a":1}
REAL:{"b":2,"a":1,"f":6,"a":1}
As you can see, JSON.stringify exports only the top layer object, while direct for iteration goes through all the layers, top to bottom, and even processes the duplicate keys (but the top layer value shadows what's below).
Second, how it all is related to your code. These factory and defaultFactory functions are used in some CSS-related class to form an Object representation of the style: https://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/mx/styles/CSSStyleDeclaration.html
So, you can use that prototype hack to form a generic Object with a chain of layers upon layers of CSS declarations... probably. You saw that JSON doesn't perceive anything but the top layer, I have no idea if CSS classes act differently or not.
I think, working with CSS should be less hack-y and more straightforward.
Good luck figuring it out.
I am trying to develop an application in AS3. What I am really trying to achieve is to have only one datagrid and having it show, you say, three different set of datas. (the real count will be changing dynamically, and it does not matter as the problem is not relevant with this) Yes, it has to be only one datagrid because of you know, I need a compact interface.
The class "Sonuc" has three properties which are string versions of inputs from constructor. A typical "Sonuc" object is something like this.
var sonuc1:Sonuc = new Sonuc(1,1,false);
//sonuc1.num = "1"
//sonuc1.type = "1"
//sonuc1.isTrue = "No"
The reason that I have informed you about "Sonuc" class is that I wanted you to know that class was not something too complicated. And x.mxml is the test mxml where I only load the class for testing purposes.
This is what I have coded so far
public class ResultInterface extends UIComponent
{
private const desiredWidth:int = 250;
private const desiredHeight:int = 150;
private const sonuc1:Sonuc = new Sonuc(1,1,false);
public var tablo:DataGrid = new DataGrid();
public var kolonArray:Array = new Array ();
public var sonucArray:Array = new Array ();
public var currentIndex:int = new int ();
public var prevButon:Button = new Button();
public var nextButon:Button = new Button();
public function ResultInterface():void
{
currentIndex = 0;
super();
tablo = new DataGrid();
width=desiredWidth+40;
height=desiredHeight+60;
this.tablo.width = desiredWidth;
this.tablo.height = desiredHeight;
this.tablo.x = 20;
this.tablo.y = 40;
prevButon.x = 10;
prevButon.y = genislik/2 - 10;
prevButon.width =
prevButon.height = 10;
nextButon.x = genislik +20;
nextButon.y = genislik/2 -10;
nextButon.width =
nextButon.height = 10;
var referansColl:ArrayCollection = new ArrayCollection();
sonucArray.push(referansColl);
tablo.dataProvider = sonucArray[currentIndex];
var sampleCol:DataGridColumn = new DataGridColumn();
sampleCol.dataField = "num";
sampleCol.headerText = "Number";
var sampleCol2:DataGridColumn = new DataGridColumn();
sampleCol2.dataField = "type";
sampleCol2.headerText = "Type";
var sampleCol3:DataGridColumn = new DataGridColumn();
sampleCol3.dataField = "isTrue";
sampleCol3.headerText = "Is it true?";
kolonArray.push(sampleCol,sampleCol2,sampleCol3);
tablo.columns = kolonArray;
this.addElement(tablo); //**** this is the problematic line
this.addChild(oncekiButon);
this.addChild(sonrakiButon);
}
public function getNewSonuc(incoming:Sonuc):void
{
sonucArray[currentIndex].addItem(incoming);
}
public function newTablo():void
{
var newTablo:ArrayCollection = new ArrayCollection();
currentIndex = sonucArray.push(newTablo);
}
public function prev(evt:Event):void //I haven't written event listeners yet
{
if(currentIndex > 0)
currentIndex--;
nextButon.enabled = true;
if(currentIndex == 0)
prevButon.enabled = false;
}
public function birSonrakine(evt:Event):void
{
if(currentIndex < sonucArray.length)
currentIndex++;
prevButon.enabled = true;
if(currentIndex == sonucArray.length)
nextButon.enabled = false;
}
in this version, I get a syntax error "call to a possibly undefined method addElement"
I also tried having the base class as "Sprite" and "Canvas"
when I used addChild instead of addElement, then I get runtime error "addChild is not available to this class"
when I just commented the problematic line out, everything was loaded perfectly but the datagrid itself.
Note that error occurs before sending in some data (Sonuc) to datagrid.
and when I tried with canvas and with addelement, I get "Cannot access a property or method of a null object reference" with some weird functions and classes and packages.
1009: Cannot access a property or method of a null object reference.
at mx.styles::StyleProtoChain$/initProtoChainForUIComponentStyleName()[E:\dev\4.y\frameworks\projects\framework\src\mx\styles\StyleProtoChain.as:358]
at mx.styles::StyleProtoChain$/initProtoChain()[E:\dev\4.y\frameworks\projects\framework\src\mx\styles\StyleProtoChain.as:171]
at mx.core::UIComponent/http://www.adobe.com/2006/flex/mx/internal::initProtoChain()[E:\dev\4.y\frameworks\projects\framework\src\mx\core\UIComponent.as:10926]
at mx.core::UIComponent/regenerateStyleCache()[E:\dev\4.y\frameworks\projects\framework\src\mx\core\UIComponent.as:10989]
at mx.core::UIComponent/http://www.adobe.com/2006/flex/mx/internal::addingChild()[E:\dev\4.y\frameworks\projects\framework\src\mx\core\UIComponent.as:7465]
at mx.core::UIComponent/addChild()[E:\dev\4.y\frameworks\projects\framework\src\mx\core\UIComponent.as:7162]
at mx.controls.listClasses::ListBase/createChildren()[E:\dev\4.y\frameworks\projects\mx\src\mx\controls\listClasses\ListBase.as:3772]
at mx.controls::DataGrid/createChildren()[E:\dev\4.y\frameworks\projects\mx\src\mx\controls\DataGrid.as:1143]
at mx.core::UIComponent/initialize()[E:\dev\4.y\frameworks\projects\framework\src\mx\core\UIComponent.as:7634]
at mx.core::UIComponent/http://www.adobe.com/2006/flex/mx/internal::childAdded()[E:\dev\4.y\frameworks\projects\framework\src\mx\core\UIComponent.as:7495]
at mx.core::Container/http://www.adobe.com/2006/flex/mx/internal::childAdded()[E:\dev\4.y\frameworks\projects\mx\src\mx\core\Container.as:3974]
at mx.core::Container/addChildAt()[E:\dev\4.y\frameworks\projects\mx\src\mx\core\Container.as:2618]
at mx.core::Container/addChild()[E:\dev\4.y\frameworks\projects\mx\src\mx\core\Container.as:2534]
at mx.core::Container/addElement()[E:\dev\4.y\frameworks\projects\mx\src\mx\core\Container.as:2981]
at genel.siniflar::ResultInterfaceArayuz()[C:\Users\Ege\Adobe Flash Builder\brainswift2\src\genel\siniflar\ResultInterface.as:95]
at x()[C:\Users\Ege\Adobe Flash Builder\brainswift2\src\x.mxml:27]
at _x_mx_managers_SystemManager/create()[_x_mx_managers_SystemManager.as:54]
at mx.managers.systemClasses::ChildManager/initializeTopLevelWindow()[E:\dev\4.y\frameworks\projects\framework\src\mx\managers\systemClasses\ChildManager.as:311]
at mx.managers::SystemManager/initializeTopLevelWindow()[E:\dev\4.y\frameworks\projects\framework\src\mx\managers\SystemManager.as:3057]
at mx.managers::SystemManager/http://www.adobe.com/2006/flex/mx/internal::kickOff()[E:\dev\4.y\frameworks\projects\framework\src\mx\managers\SystemManager.as:2843]
at mx.managers::SystemManager/http://www.adobe.com/2006/flex/mx/internal::preloader_completeHandler()[E:\dev\4.y\frameworks\projects\framework\src\mx\managers\SystemManager.as:2723]
at flash.events::EventDispatcher/dispatchEventFunction()
at flash.events::EventDispatcher/dispatchEvent()
at mx.preloaders::Preloader/timerHandler()[E:\dev\4.y\frameworks\projects\framework\src\mx\preloaders\Preloader.as:542]
at flash.utils::Timer/_timerDispatch()
at flash.utils::Timer/tick()
I really need your help folks, please answer as soon as possible.
Well, I tried calling "addElement" from outside of the constructor, and it worked. However I don't know what did exactly cause this error and I know that my solution is not a legitimate one. And I would like to learn proper solution to this problem.
changes to resultInterface.as
// this.addElement(tablo); **** this is the problematic line, we have commented it out
this.addChild(oncekiButon);
this.addChild(sonrakiButon);
changes to x.mxml
public function onCreationComplete(evt:Event):void
{
showResult.addElement(showResult.tablo);
addElement(showResult);
}
Hello and thank you very much for looking at this. I've spent too many hours struggling.
The code below loads a slideshow of four images, along with thumbnails for those images. It works fine.
I've added a button called "invis_button", that when pressed is supposed to remove the 3 loaders that make up the slideshow, using the removeChild command for each loader.
But this is the problem, there are 3 loaders involved in the slide-show. The removeChild command successfully removes one of the loaders (named "loader3"), but not the other two ("container3", and "thumbLoader3"). It returns an error stating "access of undefined property thumbLoader3" or "Container3".
Can someone tell me why this is ? Or better still, how to make that button (invis_button) unload the entire slide-show.
var images3:Array = ["ad_bona1.jpg", "ad_bona2.jpg", "ad_darkhawk1.jpg", "ad_darkhawk2.jpg"];
var thumbX3:Number = -375;
var thumbY3:Number = 220;
var loader3:Loader = new Loader();
loader3.load(new URLRequest("assets/ad_bona1.jpg"));
addChild(loader3);
loader3.alpha = 0;
loadThumbs3();
function loadThumbs3():void
{
var thumbLoader3:Loader;
var container3:Sprite = new Sprite();
addChild(container3);
container3.buttonMode = true;
for(var i3:uint = 0; i3 < images3.length; i3++)
{
thumbLoader3 = new Loader();
thumbLoader3.load(new URLRequest("assets/thumbs/" + images3[i3]));
thumbLoader3.x = thumbX3;
thumbLoader3.y = thumbY3;
thumbX3 += 85;
container3.addChild(thumbLoader3);
thumbLoader3.addEventListener(MouseEvent.CLICK, thumbClicked3);
}
}
function thumbClicked3(event:MouseEvent):void
{
var path3:String = event.currentTarget.contentLoaderInfo.url;
path3 = path3.substr(path3.lastIndexOf("/") + 1);
loader3.load(new URLRequest("assets/" + path3));
}
///PROBLEM BELOW, button removes only "loader3" and not the other two for some reason
invis_button.addEventListener(MouseEvent.CLICK, unload_loaders);
function unload_loaders(event:MouseEvent):void{
removeChild(loader3);
removeChild(thumbLoader3);
removeChild(container3);
}
Not sure if this is the entire reason behind what you're observing... but for starters, "thumbloader3" and "container3" are scoped locally to the loadThumbs3() method, which means once you finish executing the function, Flash's handles to those objects are lost (not to mention being in an entirely different scope)... try creating class-level properties for those two. Once that's done you should be able to successfully remove them from the stage later on.
I hope that you're also properly destroying your objects, and for the sake of brevity you just chose to omit that code above.
I've edited the code you had above & put the properties into the proper scope. (the multiple copies of thumbLoader3 are now collected inside of a vector (specialized array) so that they can be properly addressed when it comes time to destroy them)
I also wrote you a proper destroy method. ;)
I haven't tried it on my own machine, but give it a spin & see how it goes.
var images3:Array = ["ad_bona1.jpg", "ad_bona2.jpg", "ad_darkhawk1.jpg", "ad_darkhawk2.jpg"];
var thumbX3:Number = -375;
var thumbY3:Number = 220;
// begin new instance properties..
// created a new property, allowing you to group (and hold on to) the multiple thumbLoaders
var thumbLoader3Vector:Vector.<Loader> = new Vector.<Loader>();
var container3:Sprite;
// end new instance properties
var loader3:Loader = new Loader();
loader3.load(new URLRequest("assets/ad_bona1.jpg"));
addChild(loader3);
loader3.alpha = 0;
loadThumbs3();
function loadThumbs3():void
{
// this is where container3 used to be declared
container3 = new Sprite();
addChild(container3);
container3.buttonMode = true;
for(var i3:uint = 0; i3 < images3.length; i3++)
{
var tPtr:int = thumbLoader3Vector.length;
thumbLoader3Vector.push(new Loader());
// this is where thumbLoader3 used to be declared & instantiated
thumbLoader3Vector[tPtr].load(new URLRequest("assets/thumbs/" + images3[i3]));
thumbLoader3Vector[tPtr].x = thumbX3;
thumbLoader3Vector[tPtr].y = thumbY3;
thumbX3 += 85;
container3.addChild(thumbLoader3Vector[tPtr]);
thumbLoader3Vector[tPtr].addEventListener(MouseEvent.CLICK, thumbClicked3);
}
}
function thumbClicked3(event:MouseEvent):void
{
var path3:String = event.currentTarget.contentLoaderInfo.url;
path3 = path3.substr(path3.lastIndexOf("/") + 1);
loader3.load(new URLRequest("assets/" + path3));
}
///PROBLEM BELOW, button removes only "loader3" and not the other two for some reason
invis_button.addEventListener(MouseEvent.CLICK, unload_loaders);
function unload_loaders(event:MouseEvent):void{
// since the thumbLoader3 Loaders are children of container3 in the display list, we need to remove them first
for(var $i:uint = 0;$i<thumbLoader3Vector.length;$i++)
{
removeChild(thumbLoader3Vector[$i]);
// also make sure you remove the listener, so that the object will be picked up by garbage collection
thumbLoader3Vector[$i].removeEventListener(MouseEvent.CLICK, thumbClicked3);
}
// and then just set the entire vector to null
thumbLoader3Vector = null;
// remove the loader3 object & set it to null
removeChild(loader3);
loader3 = null;
// remove the container3 object & set it to null
removeChild(container3);
container3 = null;
}
I use accordion list in as3 to display marker cluster info on google map. For some reason, the current selected child container (a vbox) is overlaid partly by the next container's label. And it seems the longer the accordion list, the bigger the area of the container will be covered. I tried to set the resizeToContent property to true/false but neither seem to work. Here is the custom accordion class (list is an array of marker infowindow objects which also extends UIComponent):
package{
import mx.containers.Accordion;
...
public class AccordionWindow extends UIComponent{
public function AccordionWindow(list:Array){
var panel:Box = new Box();
panel.width = 300;
panel.height = 200;
addChild(panel);
var acc:Accordion = new Accordion();
acc.percentWidth = 100;
acc.percentHeight = 100;
for (var i:int = 0; i < list.length; i++)
{
var vbox:VBox = new VBox();
vbox.label = "Item" + String(i);
vbox.addChild(list[i]);
acc.addChild(vbox);
}
panel.addChild(acc);
}
}
Any ideas?
I'm not sure what exactly the cause of your problem is, but here are a couple of thoughts that should help.
You need to start your constructor with a super() statement.
public function AccordionWindow(list:Array)
{
super();
// any other code you might have in your constructor.
// generally, you'll want to store arguments in instance properties.
// maybe something like this:
this.list = list;
}
Sorry - don't know why I'm having so much trouble with the code formatting...
Based on the code you posted, it looks like the AccordionWindow class is intended to create an Accordion and put it in a Box. Maybe you have a specific need to do things the way you are trying to do them, but in my experience it would make better sense to extend Box, rather than UIComponent.
You'll tend to run into issues creating children and adding them to the stage in the constructor. Instead, override the protected createChildren method and move all of the code you currently have in your constructor to that method.
createChildren is called automatically, so you don't have to do anything more than override it and move your code into it.
override protected function createChildren():void
{
super.createChildren(); // very important. do not leave this out.
// paste the code that is currently in the constructor here
}
There is a very helpful post about the UIComponent lifecycle at http://danorlando.com/?p=122.
I have a class which exposes literally dozens of events(before you get of on a tangent about whether that's good/bad design, just know that I didn't make that class). The event object of each event(eventParam in the below code) always has a toDebugString function, that basically creates a string containing all of the event object's property values:
propertyName1: propertyValue1
propertyName2: propertyValue2
propertyName3: propertyValue3
It works so far as creating all of the panels, with the title of each panel being the name of the event. However, the big problem is that all of events end up in the TextArea of the last panel. So there is something I don't understand about the anonymous method. It's as if each iteration of the loop uses the same function, and on the last iteration of the loop it decides that the debugPanel that was just created will be the one that all instances of that function will reference. In other words, a new unique debugSubPanel and TextArea is created in each iteration of the loop, but there is only one debugResponseListener event handler shared by all iterations of the loop. So my question is, how can I dynamically create the event handler function dynamically so that it stays associated with the debugSubPanel that I want it to?
public function debugPanelCreated(event:FlexEvent)
{
//iterate through all of the events exposed by mClient.ResponsesDispatcher
//where key is the name of the event
for (var key:String in mClient.ResponsesDispatcher.respMap)
{
//for each event, create a panel containing a text box
var debugSubPanel:Panel = new Panel();
debugSubPanel.title = debugSubPanel.label = key;
var debugSubPanelTextArea:TextArea = new TextArea();
debugSubPanel.addChild(debugSubPanelTextArea);
var debugResponseListener:Function =
function (eventParam :Object) : void
{
//use debugString function to write the properties
//of eventParam to the text box
debugSubPanelTextArea.text = eventParam .toDebugString();
};
//listen to this event:
mClient.ResponsesDispatcher.addEventListener(key,debugResponseListener);
//add the panel for this event
debugPanel.addChild(debugSubPanel);
}
}
Actionscript includes a feature called closures, which means that when you create an inner function and call it, the variables of its parent function are still available. (This is how debugResponseListener = function() ... works at all.) The issue is that a closure is only created when that function is called, and it uses the variable values from their last setting.
You can get around this by making a function that returns the listener function you want.
function makePanelListener(debugSubPanelTextArea:TextArea) : Function
{
return function(eventParam :Object) : void {
//use debugString function to write the properties
//of eventParam to the text box
debugSubPanelTextArea.text = eventParam .toDebugString();
}
}
and in your original code:
var debugResponseListener:Function = makePanelListener(debugSubPanelTextArea);
(There's a little explanation of what's going on in Explaining JavaScript scope and closures, look for the section called "The Infamous Loop Problem". More on closures at jibbering.)
This is the hack I came up with. I really don't like it, but it'll work for now. Open to suggestions still.
public class ResponseDispatcherToDebugStringHelper
{
public var textArea:TextArea;
public function responseToDebugStringHandler(eventParam:Object) : void
{
//use debugString function to write the properties
//of eventParam to the text box
textArea.text = eventParam.toDebugString();
}
}
public function debugPanelCreated(event:FlexEvent)
{
//iterate through all of the events exposed by mClient.ResponsesDispatcher
//where key is the name of the event
for (var key:String in mClient.ResponsesDispatcher.respMap)
{
//for each event, create a panel containing a text box
var debugSubPanel:Panel = new Panel();
debugSubPanel.title = debugSubPanel.label = key;
var debugSubPanelTextArea:TextArea = new TextArea();
debugSubPanel.addChild(debugSubPanelTextArea);
var helper:ResponseDispatcherToDebugStringHelper =
new ResponseDispatcherToDebugStringHelper();
helper.textArea = debugSubPanelTextArea;
//listen to this event:
mClient.ResponsesDispatcher.addEventListener(key,helper.responseToDebugStringHandler);
//add the panel for this event
debugPanel.addChild(debugSubPanel);
}
}