I am trying to define an AngularJS rootscope variable in a .ASPX file to use in a TypeScript file, but I am unsure of how to do this. I am open to any way to be able to define a value in an .ASPX file and use it in TypeScript, so any other suggestion will work for me.
If you simply need to tell TypeScript that the property is there, you can extend the rootScope interface:
interface extendedRootScope extends ng.IRootScopeService {
myProp: number;
}
Then when you inject $rootScope in your controller, type it as your new interface:
export class MyController {
constructor(private $rootScope: extendedRootScope) { }
someMethod() {
// Access this.$rootScope.myProp
}
}
If you need to access $rootScope from outside the Angular world (like in your ASPX page) to add the property, you can do something like this:
<script>
var injector = angular.element('[ng-app]').injector();
var $rootScope = injector.get('$rootScope');
$rootScope.myProp = 1;
</script>
This assumes you are using ng-app to initialize your Angular app.
Similarly, you could create an Angular service on the fly in a script tag, inject $rootScope into that service, and add properties to it.
I'm trying to rename a property in a class and I get this error:
element and references in SDK and external package will not be renamed
Now the code is a bit complex, but the property is just an SvgElement in my own class and it's not referenced outside it.
It's something like
class Abc {
svg.ImageElement abcdef;
Abc() {
abcdef.setAttribute('x','0');
//etc
}
}
I tried to override styles for GWT DataGrid component like described here :
DataGrid / CellTable styling frustration -- overriding row styles
My interface
public interface DataGridResources extends DataGrid.Resources {
#Source({ DataGrid.Style.DEFAULT_CSS, "myDataGrid.css" })
DataGrid.Style dataGrid();
}
public static final DataGridResources dataGridResources =
Datagrid instance using Inteface
GWT.create(DataGridResources.class);
static {
dataGridResources.dataGrid().ensureInjected();
}
...
dataGrid = new DataGrid<User>(10, dataGridResources);
But I get the following error :
Rebinding xxx.DataGridResources
-Invoking generator com.google.gwt.resources.rebind.context.InlineClientBundleGenerator
--Creating assignment for dataGrid()
---Creating image sprite classes
----Unable to find ImageResource method value("cellTableLoading") in xxx.DataGridResources : Could not find no-arg method named cellTableLoading in type xxx.DataGridResources
--Generator 'com.google.gwt.resources.rebind.context.InlineClientBundleGenerator' threw an exception while rebinding 'xxx.DataGridResources'
-Deferred binding failed for 'xxx.DataGridResources'; expect subsequent failures
The following works. Really.
public interface Resources extends DataGrid.Resources {
interface Style extends DataGrid.Style { }
#Source(value = {DataGrid.Style.DEFAULT_CSS, "myDataGrid.css"})
public Style dataGridStyle();
}
Also you don't need to call ensureInjected() since DataGrid will call it for you.
Anyway there is something wrong in the error log: it looks for cellTableLoading style which is not part of the DataGrid.Resources interface (is part of CellTable.Resources). Have you left some spurious CSS classes in myDataGrid.css that are not defined in the original interface?
Maybe you have moved from CellTable to DataGrid by simply renaming the css, but without changing the inner class names.
I have this simple class:
import spark.effects.GlowFilter;
public class Letter extends Sprite {
private var glowFilter:GlowFilter = new GlowFilter();
public function Letter() {
filters = [glowFilter];
}
}
And in gaves "Error #2005: Parameter 0 - incorrect type. Should be type Filter" in runtime. If I change parent class to UIComponent everything works great. But I do not need all UIComponent functionality, I need just that damn filter works. =)
So, the question is what is the problem? Why it is not working with "Sprite" as parent class?
Using Flex 4.1.
You are trying to apply a flex specific filter to a non flex based object.
Try changing the import to
import flash.filters.GlowFilter;
This will use the standard flash filter instead.
I'm building a video player using Flash CS4 (hereby referred to as "Flash") to create the graphic symbols and compiling and debugging with Flash Builder 4 ("FB4"). Here are the steps I take in my current workflow:
--Create the graphic symbols in Flash. I've created a few different symbols for the player, but I'll focus on just the play/pause button ("ppbutton") here.
--In the Library panel, I go to the ppbutton symbol's Linkage properties and link to a class named assets.PlayPauseButtonAsset that extends MovieClip. I do not actually have an assets package nor do I have a class file for PlayPauseButtonAsset as Flash will create them for me when I publish.
--In Flash's Publish settings, I set the project to export a SWC that will be used in FB4, called VideoPlayerAssets.swc.
--After the SWC is created, I create my FB4 project called "VideoPlayer" and add the SWC to my path. FB4 creates the class VideoPlayer in the default package automatically.
--In VideoPlayer.as, I import assets.*, which imports all of the symbol classes I created in Flash and are available via VideoPlayerAssets.swc. I can now instantiate the ppbutton and add to the stage, like this:
var ppbutton:PlayPauseButtonAsset = new PlayPauseButtonAsset();
addChild(ppbutton);
At this point ppbutton doesn't have any functionality because I didn't create any code for it. So I create a new class called video.controls.PlayPauseButtonLogic which extends assets.PlayPauseButtonAsset. I add some logic, and now I can use that new class to put a working ppbutton on the stage:
var ppbutton:PlayPauseButtonLogic = new PlayPauseButtonLogic();
addChild(ppbutton);
This works fine, but you may be asking why I didn't just link the ppbutton symbol in Flash to the video.controls.PlayPauseButtonLogic class in the first place. The reason is that I have a designer creating the UI in Flash and I don't want to have to re-publish the SWC from Flash every time I make a change in the logic. Basically, I want my designer to be able to make a symbol in Flash, link that symbol to a logically named class in Linkage properties, and export the SWC. I do not want to have to touch that .fla file again unless the designer makes changes to the symbols or layout. I'm using a versioning system for the project as well and it's cleaner to make sure only the designer is touching the .fla file.
So, finally, here's the issue I'm running into:
--As the design gets more complex, the designer is nesting symbols to position the video controls on the control bar. He creates a controlbar symbol and links it to assets.ControlBarAsset. The controlbar symbol contains the ppbutton symbol.
--The designer publishes the SWC and ControlBarAsset is now available in FB4. I create new class called video.controls.ControlBarLogic that extends assets.ControlBarAsset so I can add some logic to the controlbar, and I add the controlbar to the stage:
var controlbar:ControlBarLogic = new ControlBarLogic();
addChild(controlbar);
--This works, but the ppbutton doesn't do anything. That's because ppbutton, while inside controlbar, is still only linked to PlayPauseButtonAsset, which doesn't have any logic. I'm no longer instantiating a ppbutton object because it's part of controlbar.
That's where I'm stuck today. I can't seem to simply re-cast controlbar's ppbutton as PlayPauseButtonLogic as I get a Type error. And I don't want to have to make a class that has to instantiate each of the video player controls, the place them at their x and y values on the stage according to how the designer placed them, as that would require me to open the .fla and check the various properties of a symbol, then add those values to the code. If the designer made a change, I'd have to go into the code each time just to update those properties each time. Not good.
How do I re-cast nested symbols to use the logic classes that I create that extend the asset classes? Remember, the solution is not to link Flash symbols to actual classes so I don't have to keep recompiling the SWC, unless there's a way to do that without having to re-compile the SWC. I want the designer to do his thing, publish the SWC, and be done with it. Then I can take his SWC, apply my logic to his assets, and be able to debug and compile the final SWF.
Here is the solution that i use sometimes:
Instead of making PlayPauseButtonLogic extends PlayPauseButtonAsset, use this class as a warpper of PalyPauseButtonAsset, use composition instead of inheritance ! ; ).
You will get something like this in your ControlBarLogic class:
//constructor exemple
public function ControlBarLogic(){
//all logic of PPButton is inside PlayPauseButtonLogic
//you just pass a reference to the PlayPauseButtonAsset button contained inside ControlBarAsset
var ppButtonLogic: PlayPauseButtonLogic=new PlayPauseButtonLogic(refToButtonAsset)
//the warper class can extends EventDispatcher so you will be able to listen to custom or redisatched events
ppButtonLogic.addEventListener("ppPause",onPause)
}
hope it will help you
You can have two classes, one holding functionality and the other providing its graphical implementation (asset/skin)
Have PlayPauseButtonLogic extend AssetWrapper.
A simple way to solve your issue regarding event listeners, you can do the following:
package {
import flash.display.DisplayObjectContainer;
import flash.events.Event;
import flash.events.IEventDispatcher;
public class AssetWrapper implements IEventDispatcher {
private var _skin:DisplayObjectContainer;
public function AssetWrapper( skin:DisplayObjectContainer = null ) {
if ( skin ) setSkin(skin);
}
public function setSkin(skin:DisplayObjectContainer):void{
_skin = skin;
}
public function dispatchEvent(event:Event):Boolean{
_skin.dispatchEvent(event);
}
public function hasEventListener(type:String):Boolean{
return _skin.hasEventListener(type);
}
public function willTrigger(type:String):Boolean{
return _skin.willTrigger(type);
}
public function removeEventListener(type:String, listener:Function, useCapture:Boolean = false):void{
_skin.removeEventListener(type, listener, useCapture);
}
public function addEventListener(type:String, listener:Function, useCapture:Boolean = false, priority:int = 0, useWeakReference:Boolean = false):void{
_skin.addEventListener(type, listener, useCapture, priority, useWeakReference);
}
}
}
EDIT:
You can then, of course, just add as many properties/methods to AssetWrapper that delegate to the DisplayObject (skin) as you need. It also gives you more control onto those properties/methods.
i.e:
public function get x( ):Number {
return _skin.x;
}
public function set x( v:Number ):void {
if ( _skin.x = v ) return;
if ( _useWholePixels ) _skin.x = Math.round(v);
else _skin.x = v;
}
That way, for instance, you can tween your AssetWrapper instance directly. Also, you can control if you want it to be placed in round numbers (x=100) or not (x=100.5)
For methods, just the same idea:
public function addChild( child:DisplayObject ):DisplayObject {
return _skin.addChild( child );
}
Then to use it, you would extend AssetWrapper and implement a concrete behavior:
package {
import flash.display.DisplayObjectContainer;
import flash.events.MouseEvent;
public class SimpleButton extends AssetWrapper {
public function SimpleButton( skin:DisplayObjectContainer = null ) {
super(skin)
}
override public function setSkin( skin:DisplayObjectContainer):void {
super.setSkin( skin );
addEventListener(MouseEvent.ROLL_OVER, _onRollOver );
addEventListener(MouseEvent.ROLL_OUT, _onRollOut );
}
protected function _onRollOver(e:MouseEvent):void {
_skin.alpha = .5;
}
...
}
And you would use it as follows:
//you can get your graphical assets in many different ways
var buttonSkin:Sprite = new LibraryButtonSkin
//or
var ButtonSkinClass:Class = this.loaderInfo.applicationDomain.getDefinition("SimpleButtonSkin") as Class;
buttonSkin = new ButtonSkinClass;
var button:SimpleButton = new SimpleButton(buttonSkin);
button.addEventListener(MouseEvent.CLICK, _handleButton);
It is just a guide, in the real implementation you want to make sure you check for things like if a skin already exists, then remove all added listeners. You would probably could listen for an ADDED_TO_STAGE event and trigger a initialize method...
Also is a great to clean up after your instance by implement a destroy() method where you make sure all added listeners are removed and null/stop things like timers, sounds, etc.
Wow all the flow and we sunk in the finish line....
well, what about something like this
AbstractButtonBehavior
PlayButtonBehavior extends...
The trick, the graphic components should all implement some interface that allow them to pass a behavior at instantiation time, or even better, at runtime. The you just plug the login in, the logic will always remain outside and the poor assets will keep asking or answering to the same interface call, allowing you to work outside them.
could be?.