recently I got a jagged image problem when scaling. I set my image components smoothBitmapContent true, and it works properly the first time, but if I reset the source, the images return jagged. It seems like the smoothBitmapContent property has been changed to false, but it doesn't work even if I set it to true in run time. Anyone knows how to fix this? Thanks.
Here's is my code:
<custom1:SmoothImage id="MJCard_3_36" x="286.5" y="56.65" scaleX="0.66" scaleY="0.83" smoothBitmapContent="true"/>
MJCard_3_36.source = seabedPicArr[index1-1][index2-1][index3-1];
I simply use a custom Image-extended class and switch smoothBitmapContent on, and I set the image's source in run time.
To enable smoothing with dynamically loaded images, you need to listen to Event.COMPLETE on Image. Then get content (it should be Bitmap) and set smoothing to true:
var image:Image = new Image();
image.addEventListener(Event.COMPLETE, onLoaded);
image.source = ...
function onLoaded(event:Event):void
{
event.target.content.smoothing = true;
}
Related
I am trying to use Jcrop with preview pane in the page of changing avatar. However, after uploading new image file, when I call setImage to set the new image(with different width/height) and also set the attr of the preview image, the preview pane show up incorrectly. I use firebug the trace, it seems the img is still using the height, width of previous image. I modify the tutorial3 in the download package, simply adding a botton to change the image to see if the preview pane is correct or not. I seem to be the same error. Here below is the code for button click function.
Any solutions?
$('#img1').click(function(e) {
$('#preview').attr('src','demo_files/img50d5753eb067c.jpg');
jcrop_api.setImage('demo_files/img50d5753eb067c.jpg');
$('#target').Jcrop({
onChange: updatePreview,
onSelect: updatePreview,
aspectRatio: 1,
boxWidth: 450
},function(){
// Use the API to get the real image size
var bounds = this.getBounds();
boundx = bounds[0];
boundy = bounds[1];
// Store the API in the jcrop_api variable
jcrop_api = this;
});
});
I see the same problem with yours in this topic Change an Image while using JCrop and the answer of AdmSteck in which is the best one.
Hope this help!
within the unminified version of the plugin "boundx and boundy" are declared as local variables that do not get updated outside of the setImage function. All you need to do is remove the 'var' for these two variables and make them global.
from line 328,
var boundx = $img.width(),
boundy = $img.height(),
$div = $('<div />').width(boundx).height(boundy).addClass(cssClass('holder')).css({
position: 'relative',
backgroundColor: options.bgColor
}).insertAfter($origimg).append($img);
change to
boundx = $img.width();
boundy = $img.height();
var $div = $('<div />').width(boundx).height(boundy).addClass(cssClass('holder')).css({
position: 'relative',
backgroundColor: options.bgColor
}).insertAfter($origimg).append($img);
I need to find a way to "upsample" text from 72dpi (screen) to 300dpi (print) for rendered client generated text. This is a true WYSIWYG application and we're expecting a ton of traffic so client side rendering is a requirement. Our application has several fonts, font sizes, colors, alignments the user can modify in a textarea. The question is how to convert 72dpi to 300dpi. We have the editior complete, we just need to make 300dpi versions of the textarea.
MY IDEA
1) Get textarea and increase the height, width, and font size by 300/72. (if ints are needed on font size I may need to increase the font then down-sample to the height/width)
2) use BitmapUtil.getSnapshot on the textarea to get a rendered version of the text
THE QUESTION
How can I render text inside of a textarea without the component lifecycle? Imagine:
var textArea:TextArea = new TextArea();
textArea.text = "This is a test";
var bmd:BitmapData = textArea.render();
Like Flextras said, width/height has nothing to do with DPI, unless you actually zoom into the application by 4.16X. If your application all has vector based graphics, it shouldn't be a problem. Plus, the concept of DPI is lost in any web application until you're trying to save/print a bitmap.
It's definitely possible, but you'll have to figure it on your own.
To ask a question another way, it is possible to create a TextArea in
memory which I can use the BitmapUtil.getSnapshot() function to
generate a BitmapData object
Technically, all components are in memory. What you want to do, I believe, is render a component without adding it to a container.
We do exactly this for the watermark on Flextras components. Conceptually we created a method to render the instance; like this:
public function render(argInheritingStyles : Object):void{
this.createChildren();
this.childrenCreated();
this.initializationComplete();
this.inheritingStyles = argInheritingStyles;
this.commitProperties();
this.measure();
this.height = this.measuredHeight;
this.width = this.measuredWidth;
this.updateDisplayList(this.unscaledWidth,this.unscaledHeight);
}
The method must be explicitly called. Then you can use the 'standard' procedure for turning the component into a bitmap. I think we use a Label; but the same approach should work on any given component.
Here is the final method I used to solve the problem of creating a printable version of the text and style of a Spark TextArea component. I ended up placing the custom component TextAreaRenderer (see below) in the MXML and setting the visibility to false. Then using the reference to this component to process any text field (renderObject) and get back a BitmapData object.
public class TextAreaRenderer extends TextArea implements IAssetRenderer
{
public function render(renderObject:Object, dpi:int = 300):BitmapData{
// CAST THE OBJECT
//.................
var userTextArea:TextArea = TextArea(renderObject);
// SCALE IS THE DIVISION OF THE NEW DPI OVER THE SCREEN DPI 72
//............................................................
var scale:Number = dpi / 72;
// COPY THE USER'S TEXT AREA INTO THE OFFSCREEN TEXT AREA
//.......................................................
this.text = userTextArea.text; // the actual text
this.height = Math.floor(userTextArea.height * scale); // scaled height
this.width = Math.floor(userTextArea.width * scale); // scaled width
// GET THE LAYOUT FORMATS AND COPY TO OFFSCREEN
// - the user's format = userTextAreaLayoutFormat
// - the hidden format = thisLayoutFormat
//...............................................
var editableLayoutProperties:Array = ['fontSize', 'fontFamily', 'fontWeight', 'fontStyle', 'textAlign', 'textDecoration', 'color']
userTextArea.selectAll();
var userTextAreaLayoutFormat:TextLayoutFormat = userTextArea.getFormatOfRange();
this.selectAll();
var thisLayoutFormat:TextLayoutFormat = this.getFormatOfRange();
for each(var prop:String in editableLayoutProperties){
thisLayoutFormat[prop] = userTextAreaLayoutFormat[prop];
}
// SCALE THE FONT SIZE
//....................
thisLayoutFormat.fontSize = thisLayoutFormat.fontSize * scale;
// SET THE FORMAT BACK IN THE TEXT BOX
//...................................
this.setFormatOfRange(thisLayoutFormat);
// REDRAW THE OFFSCREEN
// RETURN THE BITMAP DATA
//.......................
this.validateNow();
return BitmapUtil.getSnapshot(this);
}
}
Then calling the TextAreaRenderer after the text area is changed to get a scaled up bitmap.
// COPY THE DATA INTO THE OFFSCREEN COMPONENT
//............................................
var renderableComponent:IAssetRenderer = view.offScreenTextArea;
return renderableComponent.render(userTextArea, 300);
Thanks to the advice from www.Flextras.com for working through the issue with me.
I have a weird problem with verticalScrollPosition in Flex.
I have a content Canvas and a wrapper Canvas. The content is large (5000px X 5000px), the wrapper is 800px X 800px.
public var wrapper:Canvas = new Canvas();
public var content:Canvas = new Canvas();
wrapper.addChild(content);
application.addChild(wrapper);
I would like to set the wrapper's scrollbar position dynamically anytime. I can do it by calling its properties:
wrapper.verticalScrollPosition = A;
wrapper.horizontalScrollPosition = B;
This is working fine. But! If I set a default scrollbar position when the Canvas is complete:
wrapper.addEventListener(FlexEvent.CREATION_COMPLETE, function(e:FlexEvent):void{
wrapper.verticalScrollPosition = DEFAULT_A;
wrapper.horizontalScrollPosition = DEFAULT_B;
});
I can't set the verticalScrollPosition anymore:
wrapper.verticalScrollPosition = C;
trace(wrapper.verticalScrollPosition); // Outputs: DEFAULT_A
So the problem only exist if I set a default position using 'FlexEvent.CREATION_COMPLETE'.
What am I doing wrong here?
Thanks in advance.
I've found a horrible workaround - I wait 1 microsecond to set the default state:
wrapper.addEventListener(FlexEvent.CREATION_COMPLETE, function(e:FlexEvent):void{
setTimeout(
function():void{wrapper.verticalScrollPosition = DEFAULT_A;},
1
);
});
I think we can agree it's really ugly. How can I make it better?
I've found the problem. I attached the event listener to the child of the wrapper. When I added the listener to the wrapper itself it works.
So lesson I've learnt: always track the topmost ui element's events you have to work with.
I have a several chart components that I have created in Flex. Basically I have set up a special UI that allows the user to select which of these charts they want to print. When they press the print button each of the selected charts is created dynamically then added to a container. Then I send this container off to FlexPrintJob.
i.e.
private function prePrint():void
{
var printSelection:Box = new Box();
printSelection.percentHeight = 100;
printSelection.percentWidth = 100;
printSelection.visible = true;
if (this.chkMyChart1.selected)
{
var rptMyChart1:Chart1Panel = new Chart1Panel();
rptMyChart1.percentHeight = 100;
rptMyChart1.percentWidth = 100;
rptMyChart1.visible = true;
printSelection.addChild(rptMyChart1);
}
print(printSelection);
}
private function print(container:Box):void
{
var job:FlexPrintJob;
job = new FlexPrintJob();
if (job.start()) {
job.addObject(container, FlexPrintJobScaleType.MATCH_WIDTH);
job.send();
}
}
This code works fine if the chart is actually displayed somewhere on the page but adding it dynamically as shown above does not. The print dialog will appear but nothing happens when I press OK.
So I really have two questions:
Is it possible to print flex components/charts when they are not visible on the screen?
If so, how do I do it / what am I doing wrong?
UPDATE:
Well, at least one thing wrong is my use of the percentages in the width and height. Using percentages doesn't really make sense when the Box is not contained in another object. Changing the height and width to fixed values actually allows the printing to progress and solves my initial problem.
printSelection.height = 100;
printSelection.width = 100;
But a new problem arises in that instead of seeing my chart, I see a black box instead. I have previously resolved this issue by setting the background colour of the chart to #FFFFFF but this doesn't seem to be working this time.
UPDATE 2:
I have seen some examples on the adobe site that add the container to the application but don't include it in the layout. This looks like the way to go.
i.e.
printSelection.includeInLayout = false;
addChild(printSelection);
Your component has to be on the stage in order to draw its contents, so you should try something like this:
printSelection.visible = false;
application.addChild(printSelection);
printSelection.width = ..;
printSelection.height = ...;
...
then do the printing
i'm not completely sure, but in one of my application I have to print out a complete Tab Navigator and the only method i have found to print it is to automatically scroll the tabnavigator tab in order to show the component on screen when i add them to the printjob.
In this way they are all printed. Before i created the tabnaviagotr scrolling the print (to PDF) result was a file with all the pages of the tab but only the one visible on screen really printed.
I have a game with a big raster map
Now we are using jpeg (4900x4200)
And durring the game we need to scroll through this map.
We use the following:
Class Map extends mx.containers.Canvas
and mx.controls.Image on it
In constructor we have:
public function Map() {
super();
image.source = ResourceManager.interactiveManager.map;//big image
addChild(image);
......
}
for scrolling we are use:
if(parentAsCanvas==null){
parentAsCanvas = (parent as Canvas);
}
parentAsCanvas.verticalScrollPosition = newX;
parentAsCanvas.horizontalScrollPosition = newY;
In windows, we have very good performance.
In Linux and Mac in flashplayer we have a good performance too.
But in browsers performance is quite slow!
What can we do to resolve it?
It's slow because you're rendering a large image all the time.
Here are a few things that cross my mind:
Try using the scrollRect property in a Bimtap object holding your image BitmapData to display just the visible area then use the scrollRect x and y to move to a new region
Try using a BitmapData the size of the viewable area and use copyPixels() to get the right area to display, again using a rectangle
Try using BitmapData.scroll()
Here are a few snippets:
scrollRect:
//assuming map is BitmapData containing your large image
//100x100 is a test scroll area
var scroll:Rectangle = new Rectangle(0,0,100,100);
var bitmap:Bitmap = new Bitmap(map);
bitmap.scrollRect = scroll;
addChild(bitmap);
this.addEventListener(Event.ENTER_FRAME, update);
function update(event:Event):void{
scroll.x = mouseX;
scroll.y = mouseY;
bitmap.scrollRect = scroll;
}
copyPixels:
var scroll:Rectangle = new Rectangle(0,0,100,100);
var scrollPoint:Point = new Point();
var map:BitmapData = new Map(0,0);
var bitmap:Bitmap = new Bitmap(new BitmapData(100,100,false));
bitmap.bitmapData.copyPixels(map,scroll,scrollPoint);
addChild(bitmap);
this.addEventListener(Event.ENTER_FRAME, update);
function update(event:Event):void{
scroll.x = mouseX;
scroll.y = mouseY;
bitmap.bitmapData.fillRect(scroll,0xFFFFFF);
bitmap.bitmapData.copyPixels(map,scroll,scrollPoint);
}
Not perfect, but it should give you an idea
HTH,
George
I've read the following acrticle http://www.insideria.com/2008/04/flex-ria-performance-considera.html
I and i found the resolve of my problem.
If i open my SWF in browser as "http://host/myswf.swf" I have huge performance lose in browser as the reason work LaoyoutManager, that recalculates positions and sizes of all canvases in the application. And it process eats more than 60% of performance capacity.(Yep, we have a lot of Canvases in our application).
And when i putted my application in contant-size html block in html page, all problems were go away! I've got 80% performance increase!