Unable to add tooltip, onmouseover, etc events to components created on RunTime - apache-flex

I am facing a weird situation here. I am unable to add tooltips, mouse (click,mouseover,mouseout) events to a runtime created button inside a container(HBox).
This init() function executes under creationComplete event.
private function init():void
{
for(var i:int=0;i<5;i++)
{
myButton = new Button();
myButton.id="mBtn"+i;
myButton.label="Test";
myButton.addEventListener(MouseEvent.CLICK,onDblClick);
camCont.addChildAt(myButton,i); //camCont is the HBox control
}
}
protected function onDblClick(event:MouseEvent):void
{
Alert.show("Click event works !!!");
}
When this application is executed, the 5 buttons are created, but click event is not fired. Can someone guide me where am i going wrong ?
Thanks.

you can try this code (this works!):
//Code
public function init():void{
var btn:Button = new Button();
btn.addEventListener(MouseEvent.CLICK, showAlert);
container.addChild(btn);
}
private function showAlert(event:Event):void{
Alert.show("CLICK!!!");
}
//MXML
<mx:HBox id="container"/>
You can try here. The source code is here.
I hope it will be helpful.

Related

Detecting which UI button was pressed within canvas?

I have like 10 buttons on my UI and I gotta check which one was touched. I was using the following logic and it was working fine, but now I am getting this error for some reason:
NullReferenceException: Object reference not set to an instance of an object
DetectButton.Start () (at Assets/Scripts/DetectButton.cs:14)
Any ideas what could be going on? Here is my code (attached to the canvas), and I am using Unity version 5.1.0f3. If you need any other info I will gladly provide, thanks in advance
void Start()
{
this.GetComponent<Button>().onClick.AddListener(() =>
{
if (this.name == "btnJogadores2")
{
print ("2 jogadores");
jogadores = 2;
}
//QuantidadeJogadores(this.name);
//QuantidadePartidas(this.name);
});
}
You don't have to all this the way you are doing.
An Easier and good practice would be to create 10 separate GameObjects for each button inside your canvas. and then create a single script with 10 separate functions for all those buttons in it. Attach that script to you canvas. and then on the button GameObject select the script on the desired function. Sample below
void Start() { }
void Update() { }
public void button1()
{
Debug.Log("Button3");
}
public void button2()
{
Debug.Log("Button1");
}
public void button3()
{
Debug.Log("Button3");
}
NOTE: button1, button2 and button3 are the functions for 3 separate buttons
Then inside your unity Inspector:
Select your script with you button functions.
Assign you desired method to you button.
After this run your scene and your button will call the assigned methods properly.
Code is not tested, but it should get you started to get all the Buttons.
void Start() {
var buttons = this.GetComponents<Button> ();
foreach(var button in buttons) {
button.onClick.AddListener(() = > {
if (this.name == "btnJogadores2") {
print("2 jogadores");
jogadores = 2;
}
//QuantidadeJogadores(this.name);
//QuantidadePartidas(this.name);
});
}
}
Actually it will be hard to distinguish between the buttons.
The more practical aproach would be to make 10 GameObjects (Child of the Canvas) and attach your Script to everyone of them.

How to add a button to a dialog and create a method for the click event

In Axapta, How to add a button to a dialog and intercept the click event?
Thanks
Option 1;
This line is needed in dialog run()
element.controlMethodOverload(true);
The you can overload the click event;
public void MyButton_clicked()
{
//bla
}
Option 2;
Put your button action code in a separate class, and create a menu option, the add a menu item button to execute your code;
dialog.addMenuItemButton(MenuItemType::Action,"YourNewMenuItem");
Which you use depends upon what you are trying to achieve really.
If you are outside the RunBaseBatch Framework, you can do it the following way:
Note this way doesn't require a dummy menu item button either.
Dialog creation:
private void dialog()
{
Dialog dlg = new Dialog();
DialogGroup dlgGroup;
FormBuildGroupControl buttonGroup;
FormBuildButtonControl buttonControl;
dlgGroup = dlg.addGroup('ButtonGroup');
buttonGroup = dlg.formBuildDesign().control(dlgGroup.formBuildGroup().id());
buttonControl = buttonGroup.addControl(FormControlType::Button, 'A Button');
buttonControl.registerOverrideMethod(methodStr(FormButtonControl, clicked),
methodStr(MyClass, myClickedMethod),
this);
dlg.run();
}
Method for override click:
private void myClickedMethod(FormButtonControl _formButtonControl)
{
info('hello world');
}

Connecting flex and weborb?

im a newbie in flex. Im have a question :)
I have
[Bindable]
private var model:AlgorithmModel = new AlgorithmModel();
private var serviceProxy:Algorithm = new Algorithm( model );
In MXML
private function Show():void
{
// now model.Solve_SendResult = null
while(i<model.Solve_SendResult.length) //
{
Draw(); //draw cube
}
}
private function Solve_Click():void
{
//request is a array
Request[0] = 2;
Request[1] = 2;
Request[2] = 3;
serviceProxy.Solve_Send(request);
Show();
}
<s:Button x="386" y="477" label="Solve" click="Solve_Click();"/>
And when i call serviceProxy.Solve_Send(request); with request is array and i want use model.Solve_SendResult in my code flex to draw many cubes use papervison3d but in the first time i received model.Solve_SendResult = null . But when I click again then everything OK.
Anyone help me? Thanks?
The model.Solve_SendResult object contains a result of the executed serviceProxy.Solve_Send(request) method. The Solve_Send will be executed asynchronously and as a result, at the moment when you fire the show method the Solve_SendResult object may be still null.
As a solution, you can use the following:
Create a custom event
package foo
{
import flash.events.Event;
public class DrawEvent extends Event
{
public static const DATA_CHANGED:String = "dataChanged";
public function DrawEvent(type:String, bubbles:Boolean=false, cancelable:Boolean=false)
{
super(type, bubbles, cancelable);
}
}
}
In your Algorithm class define the following:
[Event(name=DrawEvent.DATA_CHANGED, type="foo.DrawEvent")]
public class Algorithm extends EventDispatcher{
//your code
In the Solve_SendHandler method of the Algorithm class add the following
public virtual function Solve_SendHandler(event:ResultEvent):void
{
dispatchEvent(new DrawEvent(DrawEvent.DATA_CHANGED));
//your code
}
In your MXML class create onLoad method and add an event listener to an instance of the Algorithm class as it shown below:
<mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute" initialize="onLoad()">
public function onLoad():void
{
serviceProxy.addEventListener(DrawEvent.DATA_CHANGED, onDataChanged);
}
private function onDataChanged(event:DrawEvent):void{
while(i<model.Solve_SendResult.length) //
{
Draw(); //draw cube
}
}
make the following changes in the Solve_Click() method:
private function Solve_Click():void
{
//request is a array
Request[0] = 2;
Request[1] = 2;
Request[2] = 3;
serviceProxy.Solve_Send(request);
}
That is it! So, basically the code above do the following: you added a listener to your service (algorithm class), and the listener is listening for the DrawEvent.DATA_CHANGED event. The DrawEvent.DATA_CHANGED will be dispatched when your client receive a result of the Solve_Send invocation. Thus, the onDataChanged will draw your cube or do whatever you want :)
The approach above is basic and you have to know how events work in flex and how you can deal with it. Additional information is available here:
http://livedocs.adobe.com/flex/3/html/help.html?content=createevents_3.html
http://livedocs.adobe.com/flex/3/html/help.html?content=events_07.html
Regards,
Cyril

ItemClick Event in a flex Combobox

Does anyone know, is there any way to catch ItemClick Event in a Flex ComboBox (or anything similar). Maybe there's any trick .. :) I do realize, that I can customize it, but this not suits my case.
Thanks for your time :)
As you can see in mx:ComboBox sources, the function, creating the dropdown list, is private, the listener to ITEM_CLICK is private and the list itself is also private:
private var _dropdown:ListBase;
private function getDropdown():ListBase
{
// ...
_dropdown = dropdownFactory.newInstance();
// ...
_dropdown.addEventListener(ListEvent.ITEM_CLICK, dropdown_itemClickHandler);
// ....
}
private function dropdown_itemClickHandler(event:ListEvent):void
{
if (_showingDropdown)
{
close();
}
}
So you can not even extend ComboBox.
The only public thing is dropdownFactory, which theoretically can be overriden to somehow register the created dropdown list or create extended list. But the problem I see is that ComboBox is not the parent of dropdown list - PopupManager is. This can make dispatching (bubble) events quite difficult.
I think the following document will be helpful
ItemClick event in flex List
I found this solution. I just want a spark dropdownlist with itemClick event and without itemselect option (don't show selected item label on button)
[Event(name="itemClick", type="mx.events.ItemClickEvent")]
public class ItemClickDropDownList extends DropDownList
{
public function ItemClickDropDownList()
{
super();
}
override public function closeDropDown(commit:Boolean):void
{
super.closeDropDown(commit);
var e:ItemClickEvent = new ItemClickEvent(ItemClickEvent.ITEM_CLICK, true);
e.item = this.selectedItem;
e.index = this.selectedIndex;
dispatchEvent(e);
//Deselect item
this.selectedIndex = -1;
}

TextField in AS3 - programming a click listener

I want to add a simple piece of text to the stage and add a listener to do something when the user clicks it.
Here's my TextLink class:
package some.package
{
import flash.display.Sprite;
import flash.external.ExternalInterface;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
public class TextLink extends Sprite
{
public var tf:TextField = new TextField();
public var bspr:Sprite = new Sprite();
public function TextLink(tx:int, ty:int, tft:String):void
{
tf.text = tft;
tf.x = tx;
tf.y = ty;
tf.autoSize = TextFieldAutoSize.LEFT;
bspr.addChild(tf);
this.addChild(tf);
}
}
}
And here is the way I am calling it, along with the listener:
public function test_array_of_objects():void
{
var tmp:TextLink = new TextLink(30, 30, "some text");
tmp.addEventListener(MouseEvent.CLICK, roverNotify);
addChild(tmp);
}
protected function roverNotify(e:Event):void
{
ExternalInterface.call("console.log", "got a click");
}
...But I don't get a message for some reason.
I've imported everything successfully. Any thoughts on what else I can try?
Is your TextLink class an event dispatcher? You're trying to add a listener to the TextLink object, but the click listener needs to be attached to the text field that you're using inside TextLink. TextLink needs to be a DisplayObject of some kind to inherit the dispatching capabilities.
Also, constructors should not specify a return type (since they're just returning themselves) -- the :void should not be there where your TextLink constructor is.
Does function TextLink require something like this at the beginning:
var tf:Text = new Text();
Is the problem with clicking the Sprite or getting the event to fire? If it's the former you could try adding the code below.
tmp.mouseChildren = false;
tmp.buttonMode = true;
ExternalInterface.call("console.log", "got a click");
You have a JavaScript function defined like this??:
function console.log(inputString) {
//do something
}
Edit: Nevermind the above, forgot about Firebug.
Also, TextLink doesn't need to be an event dispatcher, though you may want to have TextLink set its mouseChildren property to false (unless you need to be able to select that text), so that you don't inadvertently trigger events on the TextField, and buttonMode to true.
Edit: Also, what's the point of?:
var bspr:Sprite = new Sprite();
bspr.addChild(tf);
Final edit
How about this? http://code.google.com/p/fbug/issues/detail?id=1494
Yes, you are correct, in FF3 the console is injected only when the page has
javascript and uses window.console.
If you put any js that accesses the console before the Flash loads it should work, eg
<script>
var triggerFirebugConsole = window.console;
</script>
Let us know if this works. It's unlikely that we can fix this soon.

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