For instance the mx.controls.Image objects are only displayed when i add them directly to the main application object. If i add a "subimage" to the previously created Image object it simply doesnt show. Why ? What concept did i miss ?
What I want to do:
var img : Image = new Image;
var subimg : Image = new Image;
img.source = "images/panel.png";
subimg.source = "images/panel.png";
subimg.x = 10;
subimg.y = 10;
addChild (img);
img.addChild(subimg); // img is displayed, but not the overlapping subimg
OK, and here the code how it by directly adding the subimg to the Application just like img - this one works ofcourse:
var img : Image = new Image;
var subimg : Image = new Image;
img.source = "images/panel.png";
subimg.source = "images/panel.png";
subimg.x = 10;
subimg.y = 10;
addChild (img);
addChild(subimg); // img & subimg is displayed correctly
What exactly is it that you want to do, that the second example isn't doing for you? Generally speaking UIComponents are things with complicated internals, being that they're skinnable and styleable and so on, and they manage their own contents (as with Image, which populates itself with loaded assets).
I'm not familiar enough with Image to say precisely what the problem is - whether the subimg object is being hidden or whether the load is failing, or what. But what you should probably do is to make your own Sprite and add both Images inside it, or make two sprites, add an image to each, and parent them the way you like, so you can have a similar parent-child relationship without mucking around in the internals of a component.
For example:
// ... make img and subimg
var imgContainer:Sprite = new Sprite();
imgContainer.addChild(img);
var subimgContainer:Sprite = new Sprite();
subimgContainer.addChild(subimg);
imgContainer.addChild(subimgContainer);
addChild(imgContainer);
Related
It should probably go without saying, but I'm fairly new to swing.
I'm trying to make a simple little thing which will display two images side by side, as large as the window will allow.
In theory what happening is:
We get an imageIcon, in this case 001.jpg.
We figure out the ratio of width/height of the imageIcon.
We turn the imageIcon into an image.
We turn that image into a new correctly sized image.
We turn that image back into an image icon.
This all breaks down because the only way I've found to get the window size is size, but that keeps returning 0s.
This is the code I have right now:
class UI extends MainFrame {
title = "Matt's window header"
preferredSize = new Dimension(1920, 1080)
var imageIcon = new ImageIcon("001.jpg")
val imgRatio = imageIcon.getIconWidth.toDouble / imageIcon.getIconHeight.toDouble
println(size)
pack()
println(imgRatio)
val image = imageIcon.getImage()
val newimg = image.getScaledInstance(size.width, (size.width * imgRatio.toInt), java.awt.Image.SCALE_SMOOTH)
imageIcon = new ImageIcon(newimg)
contents = new Label {
icon = imageIcon
}
}
As an aside, it would be great if someone could give me info about how to load a different image, instead of just 001.jpg.
sizeis not determined at the point you are accessing it.
However, preferredSizeis. If you add println(preferredSize) you will get the Dimensions you just set.
I am just wondering, if it is possible to load an image via URLRequest once, and display that image twice? Or do i have to load the image 2 times?
Edit:
Also want to ask if it is possible to duplicate the bitmaps when they are loaded in a loop(array).
For example:
var duplicate:Array = new Array(loadedArray.push(e.target.content));
When i am trying the code :
loadedArray.push(e.target.content);
var duplicate:Array = new Array(loadedArray.push(e.target.content));
It doesnt give me any errors, but from before it adds the bitmap with no problem, but now, it doesnt add anything.
And when i tried
var duplicate:Array = new Array(loadedArray as Bitmap);
addChild(duplicate[0]);
I have an error Error #2007: Parameter child must be non-null.
Duplicating Bitmap or BitmapData is easy. There are a lot of options, these are few of them:
// in your case, but can be any Bitmap
var original:Bitmap = Bitmap(loader.content);
// we actually need the bitmapData; separate for easy reading
var originalBitmapData:BitmapData = original.bitmapData;
var duplicate:Bitmap = new Bitmap(originalBitmapData);
// this one returns brand new copy of the BitmapData (sometimes needed)
var duplicate:Bitmap = new Bitmap(originalBitmapData.clone());
copyPixels() on BitmapData is also super fast and can be used for duplication, depending if there is already Bitmap(Data) instantiated.
I made this class, which is an ItemRenderer class, used in a DataGroup ( mobile application ),
and I am not entirely sure if I did the right thing or not, my issues are :
Is there a better way to show the image, which is 80x80 and directly loaded from the server;
How to make the height of the row dynamic, I mean, depending on the height of the 3 StyleableTextFeild
Is this the right way to add the listener on the image, that will trigger a simple HTTPService,
Here is the functions from the class, Any help would be much appreciated !!
Image
Declared it as a simple image :
var logo:Image;
On override createChildren
logo = new Image();
addChild(logo);
And I added on set Data
logo.source = "http://192.168.0.15:3000/"+value.logo_thumb_url;
Size
override protected function measure():void {
measuredWidth = measuredMinWidth = stage.fullScreenWidth;
measuredHeight = measuredMinHeight = 100;
}
Listener
override public function set data(value:Object):void {
tel.text = String(value.Tel);
description.text = String(value.Descricao);
nome.text = String(value.Nome);
logo.addEventListener(MouseEvent.CLICK, function():void{
var service:HTTPService = new HTTPService();
service.url = value.targer;
service.method = "GET";
// setting headers and other variables ...
service.send();
});
}
You can use URLLoader or Loader for loading the image if you are planning to cache the image on the client side, if you cache the image, it wil help you not load the image again when the users scrolls through the list. (What you have done is Ok, but you will hit performance issues)
For variable row height, if Datagroup does not work, use List. find it here Flex 4: Setting Spark List height to its content height
There should be a buttonMode property for some items, make it buttonMode for the logo, for variable row height, find something related to wordWrap and variableRowHeight properties on the datagroup.
There are a few suggestions, what you have coded is good, but, instead of adding the listeners on set data, add it in creation complete, as it is more appropriate. Also, the event listeners has to be weak referenced, http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/events/EventDispatcher.html#addEventListener()
I want to make a screenshot of custom as3 ui element (which was extended from Canvas), and then upload the image on the server.
Could you help me with a small example of this?
I am trying to do the following:
// This is UI component extended from Canvas
var chessBoard:ChessBoard = new ChessBoard();
// I displayed pieces on the board, but didn't add it to the stage (I just need a
// a screenshot, not need them on the canvas)
chessBoard.displayPosition(DataStorage.getInstance().getStoredPosition(0));
var img:ImageSnapshot = ImageSnapshot.captureImage(chessBoard, 300, new PNGEncoder());
var obj:Object = new Object();
obj.complexity = complexity.value;
obj.img = img;
httpService.send(obj);
and getting this error:
ArgumentError: Error #2015: Invalid
BitmapData. at
flash.display::BitmapData() at
mx.graphics::ImageSnapshot$/captureBitmapData()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\graphics\ImageSnapshot.as:186]
at
mx.graphics::ImageSnapshot$/captureImage()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\graphics\ImageSnapshot.as:282]
at
ui::SendForm/send()[/Users/oleg/Documents/chess_problems/problemme/src/ui/SendForm.mxml:53]
at
> ui::SendForm/___SendForm_Button1_click()[/Users/oleg/Documents/chess_problems/problemme/src/ui/SendForm.mxml:16]
This error was caused by missing width and height of the Canvas. I set them and it helped to create bitmap data this way:
var bitmapData:BitmapData = new BitmapData(chessBoard.width,chessBoard.height);
var encoder:PNGEncoder = new PNGEncoder();
var data:ByteArray = encoder.encode(bitmapData);
I wonder how do I send the image to the server via httpService? Is there a way. Also is data = image file?
Here is a post on someone who has done this exact thing in AS3:
Dynamically Create an Image in Flash and Save it to the Desktop or Server
It is possible, and although I have never done it, this may be useful to you: http://www.flash-db.com/Tutorials/snapshot/
How to assign bytearray value to panel background image. If anybody have idea or experiance plz help me to overcome the problem. BRIEF EXP:
I have panel control and want to load image getting from webservice as a backgroundimage. So i used setstyle() but its not accepting that image. so how to add that image into my panel background image.Plz tel me your ideas here.
In Flex 3 or higher, you just need to do:
yourImage.source = yourByteArray;
regards!
uhm, well i presume, since it is an image, you have it in a BitmapData, let's say "myBmp" ...
then use the following to extract all the data from BitmapData:
var bytes:ByteArray = myBmp.getPixels(myBmp.rect);
and the following to write:
myBmp.setPixels(myBmp.rect, bytes);
note that only the raw 32 bit pixel data is stored in the ByteArray, without compression, nor the dimensions of the original image.
for compression, you should refer to the corelib, as ozke said ...
For AS3 you can use adobe corelib. Check this tutorial...
http://ntt.cc/2009/01/09/as3corelib-tutorialhow-to-use-jpegencoder-and-pngencoder-class-in-flex.html
I used a flash.display.Loader() to load an image in an array. It has a Complete event that is fired after the image has been loaded. I then draw the image on to a Bitmap which I set to the data of a Image that could be placed in a panel. Hope you can make since of this good luck.
public static function updateImage(img:Image, matrix:Matrix,
pageDTO:PageDTO, bitmapData:BitmapData):void {
var loader:flash.display.Loader = new flash.display.Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, function (e:Event) : void {
bitmapData.draw(loader.content, matrix);
pageViewer.data = new Bitmap(bitmapData);
});
loader.loadBytes(pageDTO.thumbnail);
}
<mx:Panel>
<mx:Image id="pageViewer"/>
</mx:Panel>
Using adobe's JPGEncoder (com.adobe.images.JPGEncoder) class and ByteArray is pretty much all you need. Converting image to byte array (assuming CAPS are variables you'd need to fill in):
// -- first draw (copy) the image's bitmap data
var image:DisplayObject = YOUR_IMAGE;
var src:BitmapData = new BitmapData(image.width, image.height);
src.draw(image);
// -- encode the jpg
var quality:int = 75;
var jpg:JPGEncoder = new JPGEncoder(quality);
var byteArray:ByteArray = jpg.encode(src);
I had the same problem. As a workaround I created sub Canvas nested inside a main Canvas and added an Image to the main Canvas behind the sub Canvas. Anything drawn on the sub Canvas will appear on top of the Image.
Just load it into a Loader instance using the loadBytes function.
var ldr:Loader = new Loader();
ldr.loadBytes(myByteArray);
addChild(ldr);