Flex 3 - Using custom tooltips - apache-flex

I'm using the tooltipManager as described HERE.
I want to display a custom tooltip for the buttons of a buttonbar.
The buttonbar's declaration is as follow:
<mx:ButtonBar id="topToolbar" height="30" dataProvider="{topToolbarProvider}"
iconField="icon" itemClick="topToolbarHandler(event)"
buttonStyleName="topButtonBarButtonStyle"
toolTipField="tooltip"/>
Until here, everything works fine. I do see the proper text displaying in a tooltip.
Then, I created a custom tooltip manager using the tutorial quoted previously:
public class TooltipsManager
{
private var _customToolTip:ToolTip;
public function TooltipsManager()
{
}
public function showToolTipRight(evt:MouseEvent, text:String):void
{
var pt:Point = new Point(evt.currentTarget.x, evt.currentTarget.y);
// Convert the targets 'local' coordinates to 'global' -- this fixes the
// tooltips positioning within containers.
pt = evt.currentTarget.parent.contentToGlobal(pt);
customToolTip = ToolTipManager.createToolTip(text, pt.x, pt.y, "errorTipRight") as ToolTip;
customToolTip.setStyle("borderColor", "0xababab");
// Move the tooltip to the right of the target
var xOffset:int = evt.currentTarget.width + 5;//(customToolTip.width - evt.currentTarget.width) / 2;
customToolTip.x += xOffset;
}
public function showToolTipAbove(evt:MouseEvent, text:String):void
{
var pt:Point = new Point(evt.currentTarget.x, evt.currentTarget.y);
// Convert the targets 'local' coordinates to 'global' -- this fixes the
// tooltips positioning within containers.
pt = evt.currentTarget.parent.contentToGlobal(pt);
customToolTip = ToolTipManager.createToolTip(text, pt.x, pt.y, "errorTipAbove") as ToolTip;
customToolTip.setStyle("borderColor", "#ababab");
// Move tooltip below target and add some padding
var yOffset:int = customToolTip.height + 5;
customToolTip.y -= yOffset;
}
public function showToolTipBelow(evt:MouseEvent, text:String):void
{
var pt:Point = new Point(evt.currentTarget.x, evt.currentTarget.y);
// Convert the targets 'local' coordinates to 'global' -- this fixes the
// tooltips positioning within containers.
pt = evt.currentTarget.parent.contentToGlobal(pt);
customToolTip = ToolTipManager.createToolTip(text, pt.x, pt.y, "errorTipBelow") as ToolTip;
customToolTip.setStyle("borderColor", "ababab");
// Move tooltip below the target
var yOffset:int = evt.currentTarget.height + 5;
customToolTip.y += yOffset;
}
// Remove the tooltip
public function killToolTip():void
{
ToolTipManager.destroyToolTip(customToolTip);
}
[Bindable]
public function get customTooltip():ToolTip { return _customToolTip; }
public function set customTooltip(t:ToolTip):void { _customToolTip = t; }
}
Now, this is where I start having issues...
I'm trying to get to use this custom tooltip, but I don't know how to get the buttonbar to take it into account.
I created a function to see when could I call the functions in my TooltipsManager:
public function showTopToolbarTooltip(e:ToolTipEvent):void{
trace('blabla');
}
But it would seem that it's never taken into account. I've put this function in different buttonbar's events: tooltipcreate, tooltipstart, tooltipend but nothing happens. Not a single trace...
Could anyone tell me where to call the function of my tooltipManager?
Thanks a lot for your help.
Kind regards,
BS_C3

Actually, skipped a part of the tutorial =_= Attaching the functions to the mouseover/out events... Sorry for that.

Related

Flex 4.5 mobile Resize textarea with animation on soft keyboard activate event?

I'm using Flex 4.5.1 with AIR 2.7 (and Flash Builder 4.5.1) to build an app for the Blackberry Playbook.
The app has a large textarea that needs to be resized when the soft keyboard shows up. I am able to hook into the soft keyboard events and do things there.
Now, I want to resize the textarea to fit the remaining part of the screen when the keyboard shows up. I know the current and destination size and want to use a smooth animation to show the textarea resizing. (I can't already set the height and can see the textarea being correctly resized in the keyboard_activating event - but I want to do it through an animation). I've tried using the Animate class, the spark.effects.Move class and none of them seem to work in this case. They seem to run the animation but the screen does not get refreshed!
I don't want to use the built-in resizeAppForKeyboard property on the ViewNavigatorApplication. I have set to 'none' in the app descriptor so that part of it is fine.
Any ideas / thoughts? Is my approach correct at all? How would one go about resizing the textarea using an animation in the keyboard activating event? My code looks like:
In the main view (onCreationComplete event): (txNote is the textarea in question)
txNote.addEventListener(SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE, function(e:SoftKeyboardEvent):void {
toggleEditMode(true);
});
txNote.addEventListener(SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE, function(e:SoftKeyboardEvent):void {
toggleEditMode(false);
});
private function toggleEditMode(keyboardActivated:Boolean):void {
trace("toggle edit: " + editMode + ", kb activating: " + keyboardActivated + ", txNote height = " + txNote.height);
editMode = keyboardActivated;
//we handle resize manually, because we want a nice animation happening and we want to resize only the text area - nothing else.
var y:Number = editMode ? -38 : 0;
var height:Number = editMode ? 218 : 455;
txNote.moveAndSize(y, height);
}
The code in txNote.moveAndSize:
public function moveAndSize(newY:Number, newHeight:Number):void {
//parent group uses BasicLayout
//(this.parent as Group).autoLayout = false;
//resizePath.valueFrom = this.height;
//resizePath.valueTo = newHeight;
//movePath.valueFrom = this.y;
//movePath.valueTo = newY;
//resizeEffect.heightFrom = this.height;
//resizeEffect.heightTo = height;
this.top = newY;
moveEffect.xFrom = this.x;
moveEffect.xTo = this.x;
moveEffect.yFrom = this.y;
moveEffect.yTo = newY;
moveEffect.end();
moveEffect.play([ this ]);
//this.move(x, newY);
//animate.play([ this ]);
//this.height = height;
//this.y = y;
//setLayoutBoundsSize(width, height);
//setLayoutBoundsPosition(x, y);
}
The moveEffect / movePath / animate various things I tried are set up in the txNote constructor as follows:
public class NotesArea extends TextArea {
// private var animate:Animate;
// private var movePath:SimpleMotionPath;
// private var resizePath:SimpleMotionPath;
private var moveEffect:Move;
// private var resizeEffect:Resize;
public function NotesArea() {
super();
// animate = new Animate();
// var paths:Vector.<MotionPath> = new Vector.<MotionPath>();
// movePath = new SimpleMotionPath("top");
// resizePath = new SimpleMotionPath("height");
// paths.push(movePath);
//paths.push(resizePath);
// animate.duration = 300;
// animate.motionPaths = paths;
// animate.addEventListener(EffectEvent.EFFECT_UPDATE, function(e:EffectEvent):void {
// trace("y = " + y);
// invalidateDisplayList();
// });
// animate.addEventListener(EffectEvent.EFFECT_END, function(e:EffectEvent):void {
// trace("EFFECT ended: y = " + y);
// });
moveEffect = new Move();
moveEffect.duration = 250;
moveEffect.repeatCount = 1;
moveEffect.addEventListener(EffectEvent.EFFECT_END, function (e:EffectEvent):void {
//(this.parent as Group).autoLayout = true;
trace("move effect ran. y = " + y + ", top = " + top);
});
//this.setStyle("moveEffect", moveEffect);
//
// resizeEffect = new Resize();
// resizeEffect.duration = 250;
// this.setStyle("resizeEffect", resizeEffect);
}
}
yourTextField.addEventListener(SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE, onActivating);
yourTextField.addEventListener(SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING, onActivating);
yourTextField.addEventListener(SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE, onActivating);
// in the event listener to the textField IE :
private function onActivating(event:SoftKeyboardEvent):void
{
//listen to the event; make your move here.
}

as3 duplicating a text field without removing it from stage

I am trying to duplicate a text field. First I get the text with a mc.getChildAt(0) and then copy all the contents into a new textfield. The problem I am having is that getChildAt removes the textfield from the movieclip it is in. How to I get the properties of the textfield without moving it? Or maybe it is something else and what I am doing is fine. Any insight would be a huge help...
var dupeTField:MovieClip = duplicateTextField($value.sourceImg.getChildAt(0));
private function duplicateTextField($textField):MovieClip
{
var currTextField:TextField = $textField;
var dupeTextHolder:MovieClip = new MovieClip();
var dupeTextField:TextField = new TextField();
dupeTextField.text = currTextField.text;
dupeTextField.textColor = currTextField.textColor;
dupeTextField.width = $textField.width;
dupeTextField.height = $textField.height;
dupeTextHolder.addChild(dupeTextField);
return dupeTextHolder;
}
Use something like this:
package com.ad.common {
import flash.text.TextField;
import flash.utils.describeType;
public function cloneTextField(textField:TextField, replace:Boolean = false):TextField {
var clone:TextField = new TextField();
var description:XML = describeType(textField);
for each (var item:XML in description.accessor) {
if (item.#access != 'readonly') {
try {
clone[item.#name] = textField[item.#name];
} catch(error:Error) {
// N/A yet.
}
}
}
clone.defaultTextFormat = textField.getTextFormat();
if (textField.parent && replace) {
textField.parent.addChild(clone);
textField.parent.removeChild(textField);
}
return clone;
}
}
I think you'll find your problem is somewhere else. getChildAt does not remove its target from its parent, and the function you posted works as advertised for me, creating a duplicate clip without affecting the original.
private var dupeTField:MovieClip;
private function init():void
{
//getChildAt will return a DisplayObject so you
//should cast the return DisplayObject as a TextField
var tf:TextField = $value.sourceImg.getChildAt(0) as TextField;
dupeTField = duplicateTextField(tf);
//don't forget to add your duplicate to the Display List
//& make sure to change the x, y properties so that
//it doesn't sit on top of the original
addChild(dupeTField );
}
private function duplicateTextField(textField:TextField):MovieClip
{
var dupeTextHolder:MovieClip = new MovieClip();
var dupeTextField:TextField = new TextField();
//if you pass a TextField as a parameter, you don't need to
//replicate the instance inside the function, simply access the
//parameter directly.
//You may consider copying the TextFormat as well
dupeTextField.defaultTextFormat = textfield.defaultTextFormat;
dupeTextField.text = textField.text;
dupeTextField.textColor = textField.textColor;
dupeTextField.width = textField.width;
dupeTextField.height = textField.height;
dupeTextHolder.addChild(dupeTextField);
return dupeTextHolder;
}

Flash "visible" issue

I'm writing a tool in Flex that lets me design composite sprites using layered bitmaps and then "bake" them into a low overhead single bitmapData. I've discovered a strange behavior I can't explain: toggling the "visible" property of my layers works twice for each layer (i.e., I can turn it off, then on again) and then never again for that layer-- the layer stays visible from that point on.
If I override "set visible" on the layer as such:
override public function set visible(value:Boolean):void
{
if(value == false) this.alpha = 0;
else {this.alpha = 1;}
}
The problem goes away and I can toggle "visibility" as much as I want. Any ideas what might be causing this?
Edit:
Here is the code that makes the call:
private function onVisibleChange():void
{
_layer.visible = layerVisible.selected;
changed();
}
The changed() method "bakes" the bitmap:
public function getBaked():BitmapData
{
var w:int = _composite.width + (_atmosphereOuterBlur * 2);
var h:int = _composite.height + (_atmosphereOuterBlur * 2);
var bmpData:BitmapData = new BitmapData(w,h,true,0x00000000);
var matrix:Matrix = new Matrix();
var bounds:Rectangle = this.getBounds(this);
matrix.translate(w/2,h/2);
bmpData.draw(this,matrix,null,null,new Rectangle(0,0,w,h),true);
return bmpData;
}
Incidentally, while the layer is still visible, using the Flex debugger I can verify that the layer's visible value is "false".
Wait a frame between setting visible and calling changed(). Use the invalidateProperties()/commitProperties() model.
private bool _isChanged = false;
private function onVisibleChange():void
{
_layer.visible = layerVisible.selected;
_isChanged = true;
invalidateProperties();
}
protected override function commitProperties():void {
super.commitProperties();
if (_isChanged) {
_isChanged = false;
changed();
}
}

AIR: component behaves wrong after switching window

Ok so I have a component, that has a function to remove itself as a popUp in its current Window, and add itself to a newly created Window.
It works, however, if the component has a child like a ComboBox, the drop down still pops up in the old window where it used to be, also scrollbars, and focus seems to behave incorrectly in the new window also.
It seems to me like Flex still thinks the component is a child of the original window, not the new window. I have no idea how to resolve this though.
Here is my code:
private var ownWindow:Window;
private var _inOwnWindow:Boolean;
private var _removedEffect:Move;
private var _openX:Number;
private var _openY:Number;
public function launchInNewWindow(e:Event):void
{
_openX = Application.application.nativeWindow.x + this.x + 5; //keep in same spot add 5 for systemChrom border
_openY = Application.application.nativeWindow.y + this.y + 30;//keep in same spot add 30 for systemChrom title
this.parent.removeChild(this);
ownWindow = new Window();
ownWindow.systemChrome = 'none';
ownWindow.type = NativeWindowType.LIGHTWEIGHT;
ownWindow.transparent = true;
ownWindow.setStyle('showFlexChrome', false);
ownWindow.width = this.width > 750 ? 750 : this.width;
ownWindow.height = this.height > 550 ? 550 : this.height;
edit.enabled = false;
_removedEffect = this.getStyle('removedEffect') as Move;
if(_removedEffect == null)
{
openNewWindow();
}
else
{
// Wait for removed effect to play before adding to new window
_removedEffect.addEventListener(EffectEvent.EFFECT_END,delayOpenInNewWindow);
}
}
private function delayOpenInNewWindow(e:Event = null):void
{
var t:Timer = new Timer(100,1);
t.addEventListener(TimerEvent.TIMER,openNewWindow);
t.start();
}
private function openNewWindow(e:Event = null):void
{
ownWindow.addChild(this);
ownWindow.width += 5; //add to show dropshadow
ownWindow.height += 10; //add to show dropshadow
ownWindow.open();
_inOwnWindow = true;
ownWindow.nativeWindow.x = _openX;
ownWindow.nativeWindow.y = _openY;
}
Any ideas?
Thanks!!
Before I give this a run, have you tried a callLater on the openNewWindow() line?
[ lame fix attempt, i know -- but given that there doesn't seem to be an event that you can listen for in the case that the removedEffect isn't null and it seems like a timer is your only option there, I think it's o.k. to give lame fix attempts :-) ]

embedding a Movieclip with flashDevelop

I am trying to embed a movieClip with flashDevelop but apparently its not working because its not recognizing the movieclips that are within it. here is my code
package com.objects{
import flash.display.MovieClip
import flash.text.TextField;
import flash.events.*;
import flash.text.TextFormat;
[Embed(source='../../../lib/fighter.swf', symbol='InfoBox')]
public class InfoBox extends gameObject {
protected var textf:TextField;
protected var s:String;
public var type:Boolean = false;
private var letter:Number = 0;
private var string:Array;
private var line:Number = 0;
private var portNum:Array;
public function InfoBox():void
{
portNum = new Array();
portrait.stop();
x = 400;
y = 550;
string = new Array();
var format = new TextFormat();
format.size = 18;
textf = new TextField();
textf.width = 550;
textf.height = 85;
textf.x = -220;
textf.y = -60;
textf.wordWrap = true;
textf.defaultTextFormat = format;
addChild(textf);
contButton.addEventListener(MouseEvent.MOUSE_DOWN, StoryNext);
}
private function StoryNext(e:MouseEvent):void
{
if(string.length > 1)
{
portNum.splice(0,1);
string.splice(0,1);
trace(string.length);
letter = 0;
}
else
{
contButton.removeEventListener(MouseEvent.MOUSE_DOWN, StoryNext);
dispatchEvent(new Event("StoryContinue"));
}
}
public function textInfo(msg:String,num:Number = 1):void
{
string.push(msg);
portNum.push(num);
}
override public function updateObject():void
{
TypeWords();
}// End UpdateObject
public function TypeWords():void
{
if(type)
{
portrait.gotoAndStop(portNum[0]);
var s:String = string[0];
if(letter <= s.length)
{
textf.text = s.substring(0,letter);
}
letter++
}
}
}
}
and I am getting this error
C:\Users\numerical25\Documents\RealGames\FighterPilot\beta1FlashDev\src\com\objects\InfoBox.as(23): col: 4 Error: Access of undefined property portrait.
portrait is a movie clip that I have inside of the info box movie clip. it is already on the stage and i gave it a instance name of portrait. It worked in flash, but now its not in flashDevelop
Try accessing the childs by name. It should work.
(getChildByName("portrait") as MovieClip).gotoAndStop(portNum[0]);
You need to define the corresponding properties on your class. In this case you can add:
public var portrait:MovieClip;
If it's some other type, for instance a Sprite you can change the definition to that.
EDIT: If you're having trouble setting up Flash Develop, I wrote some tutorials on that
[Embed(source='../../../lib/fighter.swf',
symbol='InfoBox')]
I'd say use SWCs not SWFs, it will make it a ****load easier.
SWCs keep all the stuff in place, whereas the swf can remove assets that are not used to save room.
Also in your flash develop panel you will see the swc (like the swf) and see all the classes that are included. Just right-click on it and add it to library. You won't have to use the [embed] code.
give that a try first, unless you absolutely need an swf.
To create an swc, use the flash tab under publish settings.
you can add linkage name for your MovieClip and export it as SWC, suppose named "mymc"
then copy SWC file to you FD project.
in your code, just addChild(new mymc());

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