when i use the following tree renderer class the the informtions in the tree gets chopped. Is there any solution to fix this bug. please help me.
The PLTree class is as follows:
import flash.events.Event;
import mx.events.ScrollEvent;
import mx.controls.Tree;
import mx.core.ScrollPolicy;
import mx.core.mx_internal;
import mx.events.TreeEvent;
public class PLTree extends Tree
{
private var _lastWidth:Number = 0;
private var _lastHeight:Number = 0;
public function PLTree() {
super();
horizontalScrollPolicy = ScrollPolicy.AUTO;
}
override public function get maxHorizontalScrollPosition():Number
{
return mx_internal::_maxHorizontalScrollPosition;
}
override public function set maxHorizontalScrollPosition(value:Number):void
{
mx_internal::_maxHorizontalScrollPosition = value;
dispatchEvent(new Event("maxHorizontalScrollPositionChanged"));
scrollAreaChanged = true;
invalidateDisplayList();
}
override protected function updateDisplayList(unscaledWidth:Number, unscaledHeight:Number):void
{
var diffWidth:Number = measureWidthOfItems(0,0) - (unscaledWidth - viewMetrics.left - viewMetrics.right);
if (diffWidth <= 0) {
maxHorizontalScrollPosition = 0;
horizontalScrollPolicy = ScrollPolicy.OFF;
} else {
maxHorizontalScrollPosition = diffWidth;
horizontalScrollPolicy = ScrollPolicy.ON;
}
super.updateDisplayList(unscaledWidth, unscaledHeight);
}
override protected function scrollHandler(event:Event):void
{
if (mx_internal::isOpening)
return;
// TextField.scroll bubbles so you might see it here
if (event is ScrollEvent){
super.scrollHandler(event);
invalidateDisplayList();
}
}
}
i am attaching the image file of how it looks when executed.
When surfing using google i found a suggesion to fix this bug is it the right way ?
(
Issue: Text getting chopped of at end.
Fix: change
maxHorizontalScrollPosition = diffWidth;
to
maxHorizontalScrollPosition = diffWidth + 10;
or what ever correction factor you need.
)
Kindly help me .Thanks a lot in advance.
Looking at your picture, I'd suspect the issue has nothing to do with the specific tree, and is only slightly related to the renderer. Instead, I think that when the container holding the Tree is created, it doesn't have a size, and when the Tree sizes its renderers, it gives them the wrong size. Since List-based controls don't set the actual width on renderers, choosing to set explicitWidth instead, the renderers aren't triggered into changing their size.
Check out http://www.developria.com/2009/12/handling-delayed-instantiation-1.html for more explicit details and fixes.
similar to the scroll handler in the above mentioned program. Use a mouse wheel scroll handler to handle that event as follows:
override protected function mouseWheelHandler(eventMouse:MouseEvent):void
{ if (mx_internal::isOpening)
return;
if (eventMouse is MouseEvent){
super.mouseWheelHandler(eventMouse);
invalidateDisplayList();
}
}
Related
I have a button which I use for sending a message. When the message text is empty, it should not be possible to click the button.
This is all fine and not an issue. The only thing that is bugging me is the fact that I can disable the send button but the image does not get disabled (like I would expect).
Is there a way to do this elegantly because I don't want to provide a sendicon_disabled.png and change it myself (I don't think this should be my job).
You can use the following button for that:
package
{
import mx.controls.Button;
import mx.core.mx_internal;
use namespace mx_internal;
public class IconButton extends Button
{
private var enabledChanged:Boolean = false;
override public function set enabled(value:Boolean):void
{
if (super.enabled == value)
{
return;
}
super.enabled = value;
enabledChanged = true;
invalidateDisplayList();
}
override protected function updateDisplayList(unscaledWidth:Number,
unscaledHeight:Number):void
{
super.updateDisplayList(unscaledWidth, unscaledHeight);
if (enabledChanged)
{
if (!enabled && currentIcon)
{
currentIcon.alpha = 0.5;
}
enabledChanged = false;
}
}
}
}
You can use your custom alpha value or move it to separate style.
I was wondering if anyone had any luck with the following senario in flex.
I'd like to be able to have a custom item renderer which delegates to another renderer inside.
The reason for this would be in a datagrid for instance displaying a checkbox if the dataprovider for the row had a boolean value. Using the default item renderer when the value was a non boolean.
Basically I was hoping to use a proxy object (though not necessarily the proxy class) so that I could a renderer which delegated all of its responsibilties to a sub renderer.
Hard to explain.
Edit 1
I think the following gives a clearer idea of what I had in mind. This is only knocked up quickly for the purpose of showing the idea.
SwitchingRenderer.as
package com.example
{
import mx.controls.CheckBox;
import mx.controls.dataGridClasses.DataGridItemRenderer;
import mx.controls.listClasses.BaseListData;
import mx.controls.listClasses.IDropInListItemRenderer;
import mx.core.IDataRenderer;
import mx.core.UIComponent;
public class SwitchingRenderer extends UIComponent implements IDataRenderer, IDropInListItemRenderer
{
private var checkboxRenderer:CheckBox;
private var defaultRenderer:DataGridItemRenderer;
private var currentRenderer:IDataRenderer;
public function SwitchingRenderer()
{
this.checkboxRenderer = new CheckBox();
this.defaultRenderer = new DataGridItemRenderer();
this.currentRenderer = defaultRenderer();
super();
}
public function get data():Object
{
//If the data for this cell is a boolean
// currentRender = checkBoxRenderer
// otherwise
// currentRenderer = defaultRenderer
}
public function set data(value:Object):void
{
currentRenderer.data = value;
}
public function get listData():BaseListData
{
return currentRenderer.listData;
}
public function set listData(value:BaseListData):void
{
currentRenderer.listData = value;
}
}
}
If you're using Flex 4 spark components look into the itemRendererFunction,
Here is a good sample from the interwebs.
Unfortunately, Flex 3 components, such as the DataGrid do not support that.
You're a bit vague on what you'd be displaying if the data sent into the itemRenderer was not a Boolean value. But, you can easily modify the visual appearance of a component based on the data change event, including swapping visible properties of a component's children, changing states or change the selectedIndex of a ViewStack. All these things can be done within an itemRenderer w/o issues.
Edit:
Based on the user's additional posting, I'd add that what he is after can be done like this:
public function get data():Object
{
if(this.data is Boolean){
checkBoxRenderer.visible = true;
defaultRenderer.visible = false;
} else {
checkBoxRenderer.visible = false;
defaultRenderer.visible = true;
}
}
I'm trying to set the height of a vertical bar (activityBar) but it does not appear to do anything. i have tried something similar with the whole component, but setting the dimensions does nothing (even in the mxml used to instantiate the class). Indeed, I've added transparent graphics just to give the component some dimensions
I'm not sure what I'm doing wrong. It's something bad though; my approach seems dire.
FYI: I'm trying to create a mic activity bar that will respond to the mic by simply setting the height of the activityBar child (which seems to me to be more efficient than redrawing the graphics each time).
Thanks for your help!
package components {
import mx.core.UIComponent;
public class MicActivityBar extends UIComponent {
public var activityBar:UIComponent;
// Constructor
public function MicActivityBar() {
super();
this.opaqueBackground = 0xcc4444;
graphics.beginFill(0xcccccc, 0);
graphics.drawRect(0,-15,5,30);
graphics.endFill();// background for bar
activityBar = new UIComponent();
activityBar.graphics.beginFill(0xcccccc, 0.8);
activityBar.graphics.drawRect(0,-15,5,20);
activityBar.graphics.endFill();
activityBar.height=10;
addChild(activityBar);
}
}
}
package components {
import mx.core.UIComponent;
public class MicActivityBar extends UIComponent {
public var activityBar:UIComponent;
private var _w:Number;
// Constructor
public function MicActivityBar() {
super();
this.opaqueBackground = 0xcc4444;
graphics.beginFill(0xcccccc, 0);
graphics.drawRect(0,-15,5,30);
graphics.endFill();// background for bar
activityBar = new UIComponent();
activityBar.graphics.beginFill(0xcccccc, 0.8);
activityBar.graphics.drawRect(0,-15,5,20);
activityBar.graphics.endFill();
activityBar.height=10;
addChild(activityBar);
}
public function get w():Number {
return _w;
}
public function set w(value:Number):void {
_w = value;
}
override protected function updateDisplayList(unscaledWidth:Number,unscaledHeight:Number):void {
super.updateDisplayList(unscaledWidth, unscaledHeight);
this.height=w;
this.weight=w;
}
}
}
See my updated code above.
package {
import mx.controls.LinkButton;
import flash.text.TextLineMetrics;
public class multiLineLinkButton extends LinkButton {
override protected function createChildren():void {
super.createChildren();
if (textField){
textField.wordWrap = true;
textField.multiline = true;
}
}
override public function measureText(s:String):TextLineMetrics {
textField.text = s;
var lineMetrics:TextLineMetrics = textField.getLineMetrics(0);
lineMetrics.width = textField.textWidth;
lineMetrics.height = textField.textHeight;
return lineMetrics;
}
}
my issue here is if you use this component you will see that the text is bunched up into a very small area. It does not fill the entire width of the linkButton. Anyone know why this is happening?
The container is probably not wide enough. Set the container percentWidth to 100 and see if it fixes your problem. You can also set the LinkButton to a fixed width and see if that helps.
I have an arrayCollection of objects that extend Sprite, and have bitmaps within them.
I want to display these in a list (or some other component that would allow a user to scroll through them, and see their associated data.)
When I do: myList.dataProvider = myArrayCollection
the list just shows a bunch of lines of [Object, Item] instead of the visual sprites.
Here is a simplified version of my Object:
public class myUIC extends UIComponent
{
public var mySprite:Sprite = new Sprite;
[Embed(source="assets/BGimage.png")]
public var BGimage:Class;
public var myBitmap:Bitmap;
public var wordText:TextField = new TextField;
public function myUIC(myWord:String)
{
this.wordText.text = myWord;
this.myBitmap = new BGimage;
this.mySprite.addChild(this.myBitmap);
this.mySprite.addChild(this.wordText);
this.addChild(this.mySprite);
}
}
Tried many different ways to get it to show up in a List, but can't do it.
See this tutorial: Flex Examples - displaying icons in a flex list control
Sounds like you may want to try writing a simple item renderer (perhaps based off UIComponent) that adds the associated sprite the display list of the render using addChild().
try rawChildren.addChild for adding the Sprite
Here, try using an itemRenderer something like this. It ought to work with any generic DisplayObject. It's grabbing the width and height from the assigned data property, so you might need to set variableRowHeight to true in your actual list for it to work as expected.
package
{
import flash.display.DisplayObject;
import mx.controls.listClasses.IListItemRenderer;
import mx.core.UIComponent;
import mx.events.FlexEvent;
/*
Extending UIComponent means we can add Sprites (or any DisplayObject)
with addChild() directly, instead of going through the rawChildren property.
Plus, in this case, we don't need the extra overhead of Canvas's layout code.
IListItemRenderer lets us use it as a List's itemRenderer. UIComponent already
implements all of IListItemRenderer except for the data property
*/
public class SpriteRenderer extends UIComponent implements IListItemRenderer
{
// Implementing the data property for IListItemRenderer is really easy,
// you can find example code in the LiveDocs for IDataRenderer
private var _data:Object;
[Bindable("dataChange")]
public function get data():Object
{
return _data;
}
public function set data(value:Object):void
{
if (value !== _data) {
// We need to make sure to remove any previous data object from the child list
// since itemRenderers are recycled
if (_data is DisplayObject && contains(_data as DisplayObject)) {
removeChild(_data as DisplayObject);
}
_data = value;
// Now we just make sure that the new data object is something we can add
// and add it
if (_data is DisplayObject) {
this.width = (_data as DisplayObject).width;
this.height = (_data as DisplayObject).height;
addChild(_data as DisplayObject);
}
dispatchEvent(new FlexEvent(FlexEvent.DATA_CHANGE));
}
}
public function SpriteRenderer()
{
super();
}
}
}