How to change the loading clock in Flex - apache-flex

How can I replace the loading clock in Flex at the cursor to something like loading wheel in the middle of page instead of cursor

I loathe that little clock. A clock on the mouse just tells the user that something is busy, but they don't know what. It is much better to display a progress indicator visually NEAR the thing that it is showing the progress of!
So, my solution is to enforce a ban on CursorManager, and instead supply your own progress indicator.
Example: A submit button in a form. You know that the submittal is asynchronous and it will take an indeterminate amount of time. So after the user clicks the button and the request is executed, display a little spinner to the direct right of the button. When the request is complete, hide the spinner. It's very sad to see a user who is worried that her actions did not accomplish anything--so give them a way of determining that your application is indeed functioning!

To go along with Jonathon Dumaine's answer, here's an example of the Spinner class I use as a busy indicator in my apps. Just remember to call the stop() method when you first load it since it will use memory in your app if it's playing even when visible is set to false. You can call the play() method when you want it to start spinning again.
Spinner.as
package {
import flash.events.TimerEvent;
import flash.utils.Timer;
import mx.core.FlexGlobals;
import mx.core.UIComponent;
import mx.events.FlexEvent;
import mx.styles.CSSStyleDeclaration;
import mx.styles.StyleManager;
[Style(name="tickColor",type="uint",format="Color",inherit="no")]
public class Spinner extends UIComponent {
private static var STYLE_TICK_COLOR:String = "tickColor";
private var tickColorChanged:Boolean;
private static var classConstructed:Boolean = classConstruct();
// Make sure we create the ticks the first time updateDisplayList is called
private var creation:Boolean = true;
private var fadeTimer:Timer;
private var _isPlaying:Boolean;
private var _numTicks:int = 12;
private var numTicksChanged:Boolean;
private var _size:Number = 30;
private var sizeChanged:Boolean;
private var _tickWidth:Number = 3;
private var tickWidthChanged:Boolean;
private var _speed:int = 1000;
[Bindable] public var fadeSpeed:int = 600;
public var autoPlay:Boolean = true;
public function Spinner() {
super();
addEventListener(FlexEvent.CREATION_COMPLETE, handleCreationComplete);
addEventListener(FlexEvent.REMOVE, handleUnloading)
}
private function handleCreationComplete(e:FlexEvent):void {
removeEventListener(FlexEvent.CREATION_COMPLETE, handleCreationComplete);
if (autoPlay) {
play();
}
}
/**
* Set the height and width based on the size of the spinner. This should be more robust, but oh well.
*/
override protected function measure():void {
super.measure();
width = _size;
height = _size;
}
/**
* Override the updateDisplayList method
*/
override protected function updateDisplayList(unscaledWidth:Number, unscaledHeight:Number):void {
if (tickColorChanged || numTicksChanged || sizeChanged || tickWidthChanged || creation) {
creation = false;
// Find out whether it's playing so we can restart it later if we need to
var wasPlaying:Boolean = _isPlaying;
// stop the spinning
stop();
// Remove all children
for (var i:int = numChildren - 1; i >= 0; i--) {
removeChildAt(i);
}
// Re-create the children
var radius:Number = size / 2;
var angle:Number = 2 * Math.PI / _numTicks; // The angle between each tick
var tickWidth:Number = (_tickWidth != -1) ? _tickWidth : size / 10;
var tickColor:uint = getStyle(STYLE_TICK_COLOR);
var currentAngle:Number = 0;
for (var j:int = 0; j < _numTicks; j++) {
var xStart:Number = radius + Math.sin(currentAngle) * ((_numTicks + 2) * tickWidth / 2 / Math.PI);
var yStart:Number = radius - Math.cos(currentAngle) * ((_numTicks + 2) * tickWidth / 2 / Math.PI);
var xEnd:Number = radius + Math.sin(currentAngle) * (radius - tickWidth);
var yEnd:Number = radius - Math.cos(currentAngle) * (radius - tickWidth);
var t:Tick = new Tick(xStart, yStart, xEnd, yEnd, tickWidth, tickColor);
t.alpha = 0.1;
this.addChild(t);
currentAngle += angle;
}
// Start the spinning again if it was playing when this function was called.
if (wasPlaying) {
play();
}
tickColorChanged = false;
numTicksChanged = false;
sizeChanged = false;
tickWidthChanged = false;
}
}
private static function classConstruct():Boolean {
if (!FlexGlobals.topLevelApplication.styleManager.getStyleDeclaration("Spinner")) {
// If there is no CSS definition for StyledRectangle,
// then create one and set the default value.
var newStyleDeclaration:CSSStyleDeclaration = new CSSStyleDeclaration();
newStyleDeclaration.setStyle(STYLE_TICK_COLOR, 0x000000);
FlexGlobals.topLevelApplication.styleManager.setStyleDeclaration("Spinner", newStyleDeclaration, true);
}
return true;
}
override public function styleChanged(styleProp:String):void {
if (styleProp == STYLE_TICK_COLOR) {
tickColorChanged = true;
invalidateDisplayList();
}
}
/**
* Begin the circular fading of the ticks.
*/
public function play():void {
if (! _isPlaying) {
fadeTimer = new Timer(speed / _numTicks, 0);
// addEventListener for the ticking going forward
fadeTimer.addEventListener(TimerEvent.TIMER, handleTicking);
fadeTimer.start();
_isPlaying = true;
}
}
/**
* Start the Tick at each Timer.
*/
public function handleTicking(e:TimerEvent):void {
var tickNum:int = int(fadeTimer.currentCount % _numTicks);
if (numChildren > tickNum) {
var tick:Tick = getChildAt(tickNum) as Tick;
tick.fade(fadeSpeed != 1 ? fadeSpeed : speed * 6 / 10);
}
}
/**
* Start the Tick at each Timer.
*/
public function handleUnloading(e:FlexEvent):void {
stop();
removeEventListener(FlexEvent.REMOVE, handleUnloading);
trace("Removing "+this.uid.toString());
}
/**
* Stop the spinning.
*/
public function stop():void {
if (fadeTimer != null && fadeTimer.running) {
_isPlaying = false;
fadeTimer.removeEventListener(TimerEvent.TIMER, handleTicking);
fadeTimer.stop();
}
}
/**
* The overall diameter of the spinner; also the height and width.
*/
[Bindable]
public function set size(value:Number):void {
if (value != _size) {
_size = value;
sizeChanged = true;
invalidateDisplayList();
invalidateSize();
}
}
public function get size():Number {
return _size;
}
/**
* The number of 'spokes' on the spinner.
*/
[Bindable]
public function set numTicks(value:int):void {
if (value != _numTicks) {
_numTicks = value;
numTicksChanged = true;
invalidateDisplayList();
}
}
public function get numTicks():int {
return _numTicks;
}
/**
* The width of the 'spokes' on the spinner.
*/
[Bindable]
public function set tickWidth(value:int):void {
if (value != _tickWidth) {
_tickWidth = value;
tickWidthChanged = true;
invalidateDisplayList();
}
}
public function get tickWidth():int {
return _tickWidth;
}
/**
* The duration (in milliseconds) that it takes for the spinner to make one revolution.
*/
[Bindable]
public function set speed(value:int):void {
if (value != _speed) {
_speed = value;
fadeTimer.stop();
fadeTimer.delay = value / _numTicks;
fadeTimer.start();
}
}
public function get speed():int {
return _speed;
}
public function get isPlaying():Boolean {
return _isPlaying;
}
}
}
Tick.as
package {
import flash.display.Sprite;
import mx.effects.Fade;
public class Tick extends Sprite {
private var tickFade:Fade = new Fade(this);
public function Tick(fromX:Number, fromY:Number, toX:Number, toY:Number, tickWidth:int, tickColor:uint) {
this.graphics.lineStyle(tickWidth, tickColor, 1.0, false, "normal", "rounded");
this.graphics.moveTo(fromX, fromY);
this.graphics.lineTo(toX, toY);
}
public function fade(duration:Number):void {
tickFade.alphaFrom = 1.0;
tickFade.alphaTo = 0.1;
tickFade.duration = duration;
tickFade.play();
}
}
}

You can hide the cursor rather than calling setBusyCursor on the CursorManager use http://www.igorcosta.com/flex3/doc/mx/managers/CursorManager.html#hideCursor() then just toggle the visibility of an overlay with your loading graphic.

You can use CursorManager.showCursor(); and CursorManager.removeBusyCursor(); to show and remove busy cursor.

Related

How should I set up my touch controls in starling?

I am developing a game in starling that has two controls. One will be the users left thumb touching anywhere on the left side of the screen, which drags the character up and down the y axis. The other control that I am having trouble implementing is a single button in the bottom right of the screen that will make the character fire a bullet.
My question is how do I set this up without having the character jump down to the bottom of the screen whenever the button is pressed.
Will I need to mess with multi-touch in order to get this running?
A more specific question I have is how do I define a rectangle for a sprite in starling? Since starling has no drawing API, I can't just do this...
touchLayer.graphics.beginFill(0x000000, 0);
touchLayer.graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight);
touchLayer.graphics.endFill();
Currently my character drag is working, but the touch registers everywhere on the screen (im not sure how to make it just the left side of the screen...)
Any advise would be appreciated, thank you.
Here is the complete code for my InGame class as requested.
package screens
{
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.utils.getTimer;
import objects.Enemy;
import objects.GameBackground;
import objects.Laser;
import objects.Scarlet;
import objects.SnowBall;
import starling.display.Button;
import starling.display.Sprite;
import starling.events.Event;
import starling.events.Touch;
import starling.events.TouchEvent;
import starling.utils.RectangleUtil;
import starling.utils.deg2rad;
public class InGame extends Sprite
{
private var startBtn:Button;
private var fireBtn:Button;
private var bg:GameBackground;
private var scarlet:Scarlet;
private var enemies:Array;
private var lasers:Array;
private var scarletLocation:Point;
private var lasersLayer:Sprite;
private var enemiesLayer:Sprite;
private var touchLayer:Sprite;
private var enemySpawnDelay:Number;
private var enemySpawnCounter:Number;
private var difficulty:Number;
private var difficultyRate:Number;
private var timePrevious:Number;
private var timeCurrent:Number;
private var elapsed:Number;
private var gameState:String;
private var playerSpeed:Number;
private const MIN_SPEED:Number = 650;
//private var scoreDistance:int;
private var gameArea:Rectangle;
private var touchArea:Rectangle;
private var shape:starling.display.Sprite = new starling.display.Sprite();
private var target:Point = new Point(100, 100);
private var touch:Touch;
private var touchX:Number;
private var touchY:Number;
public function InGame()
{
super();
this.addEventListener(starling.events.Event.ADDED_TO_STAGE, onAddedToStage);
}
private function onAddedToStage(event:Event):void
{
this.removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
drawGame();
}
private function drawGame():void
{
bg = new GameBackground();
this.addChild(bg);
scarlet = new Scarlet;
scarlet.x = stage.stageWidth/2;
scarlet.y = stage.stageHeight/2;
this.addChild(scarlet);
startBtn = new Button(Assets.getTexture("PlayBtn"));
startBtn.x = stage.stageWidth * 0.5 - startBtn.width * 0.5;
startBtn.y = stage.stageHeight * 0.5 - startBtn.height * 0.5 + 35;
this.addChild(startBtn);
fireBtn = new Button(Assets.getTexture("FireBtn"));
fireBtn.x = 675;
fireBtn.y = 435;
this.addChild(fireBtn);
//defines area scarlet can fly in
gameArea = new Rectangle(0, 15, stage.stageWidth, stage.stageHeight - 150);
}
public function disposeTemporarily():void
{
this.visible = false;
}
public function initialize():void
{
this.visible = true;
this.addEventListener(Event.ENTER_FRAME, checkElapsed);
scarlet.x = -stage.stageWidth;
scarlet.y = stage.stageHeight * 0.5;
gameState = "idle";
playerSpeed = 0;
difficultyRate = 0.3;
difficulty = 1;
enemySpawnDelay = enemySpawnCounter = 100;
enemies = new Array();
lasers = new Array();
scarletLocation = new Point(200, 400);
addEventListener(Event.ENTER_FRAME, update);
lasersLayer = new Sprite();
enemiesLayer = new Sprite();
touchLayer = new Sprite();
addChild(lasersLayer);
addChild(enemiesLayer);
addChild(touchLayer);
addEventListener(Event.ADDED_TO_STAGE, setupTouchLayer);
touchLayer.addEventListener(Event.TRIGGERED, shootLaser);
//scoreDistance = 0;
startBtn.addEventListener(Event.TRIGGERED, onStartBtnClick);
this.addEventListener(TouchEvent.TOUCH, onTouch);
}
private function onStartBtnClick(event:Event):void
{
startBtn.visible = false;
startBtn.removeEventListener(Event.TRIGGERED, onStartBtnClick);
launchScarlet();
}
private function launchScarlet():void
{
this.addEventListener(TouchEvent.TOUCH, onTouch);
this.addEventListener(Event.ENTER_FRAME, onGameTick);
}
private function onTouch(event:TouchEvent):void
{
touch = event.getTouch(stage);
touchX = touch.globalX;
touchY = touch.globalY;
target.x = event.touches[0].globalX;
target.y = event.touches[0].globalY;
}
private function onGameTick(event:Event):void
{
switch(gameState)
{
case"idle":
//Take off
if (scarlet.x < stage.stageWidth * 0.5 * 0.5)
{
scarlet.x += ((stage.stageWidth * 0.5 * 0.5 + 10) - scarlet.x) * 0.5;
scarlet.y = stage.stageHeight * 0.5;
playerSpeed += (MIN_SPEED - playerSpeed) * 0.05;
}
else
{
gameState = "flying";
}
break;
case"flying":
playerSpeed -= (playerSpeed - MIN_SPEED) * 0.01;
scarlet.y -= (scarlet.y - touchY) * 0.1;
if (-(scarlet.y - touchY) < 150 && -(scarlet.y - touchY) > -150)
{
scarlet.rotation = deg2rad(-(scarlet.y - touchY) * 0.075);
}
if (scarlet.y > gameArea.bottom - scarlet.height * 0.5)
{
scarlet.y = gameArea.bottom - scarlet.height * 0.5;
scarlet.rotation = deg2rad(0);
}
if (scarlet.y < gameArea.top + scarlet.height * 0.5)
{
scarlet.y = gameArea.top + scarlet.height * 0.5;
scarlet.rotation = deg2rad(0);
}
//scoreDistance += (playerSpeed * elapsed) * 0.1;
//trace(scoreDistance);
break;
case"over":
break;
}
}
//addapted from "Shoot"
private function setupTouchLayer(event:Event):void
{
touchLayer.graphics.beginFill(0x000000, 0);
touchLayer.graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight);
touchLayer.graphics.endFill();
touchArea = new Rectangle(0, 0, stage.stageWidth, stage.stageHeight);
}
private function shootLaser(event:TouchEvent):void
{
makeLaser(scarletLocation);
}
private function makeLaser(scarletLocation:Point):void
{
var newLaser:Laser = new Laser();
newLaser.x = scarletLocation.x;
newLaser.y = scarletLocation.y;
newLaser.xVel = 5;
newLaser.yVel = 5;
newLaser.addEventListener(Laser.PURGE_EVENT, purgeLaserHandler);
lasersLayer.addChild(newLaser);
lasers.push(newLaser);
}
private function purgeLaserHandler(event:Event):void
{
var targetLaser:Laser = Laser(event.target);
purgeLaser(targetLaser);
}
private function purgeLaser(targetLaser:Laser):void
{
targetLaser.removeEventListener(Laser.PURGE_EVENT, purgeLaserHandler);
try
{
var i:int;
for (i = 0; i < lasers.length; i++)
{
if (lasers[i].name == targetLaser.name)
{
lasers.splice(i, 1);
lasersLayer.removeChild(targetLaser);
i = lasers.length;
}
}
}
catch(e:Error)
{
trace("Failed to delete laser!", e);
}
}
private function makeEnemies():void
{
enemySpawnCounter++;
if (enemySpawnCounter > enemySpawnDelay)
{
enemySpawnCounter = 0;
enemySpawnDelay -= difficultyRate;
difficulty += difficultyRate;
makeEnemy();
}
}
private function makeEnemy():void
{
var i:int;
for (i = 0; i < Math.floor(difficulty); i++)
{
var newEnemy:Enemy = new SnowBall();
newEnemy.x = 925;
newEnemy.y = Math.random() * 375 + 50;
//trace(newEnemy.x); trace(newEnemy.y);
newEnemy.xVel = (-Math.random() * difficulty) - 5;
newEnemy.sinMeter = Math.random() * 10;
newEnemy.bobValue = Math.random() * difficulty;
newEnemy.addEventListener(Enemy.PURGE_EVENT, purgeEnemyHandler);
enemiesLayer.addChild(newEnemy);
enemies.push(newEnemy);
}
}
private function purgeEnemyHandler(event:Event):void
{
var targetEnemy:Enemy = Enemy(event.target);
purgeEnemy(targetEnemy);
}
private function purgeEnemy(targetEnemy:Enemy):void
{
targetEnemy.removeEventListener(Enemy.PURGE_EVENT, purgeLaserHandler);
try
{
var i:int;
for (i = 0; i < enemies.length; i++)
{
if (enemies[i].name == targetEnemy.name)
{
enemies.splice(i, 1);
enemiesLayer.removeChild(targetEnemy);
i = enemies.length;
}
}
}
catch(e:Error)
{
trace("Failed to delete enemy!", e);
}
}
private function newHitTest(laser:Laser):void
{
for each (var enemy:Enemy in enemies)
{
if (enemy.status != "Dead" && enemy.hitTest(new Point(laser.x, laser.y)))
{
enemy.destroy();
purgeLaser(laser);
}
}
}
private function checkElapsed(event:Event):void
{
timePrevious = timeCurrent;
timeCurrent = getTimer();
elapsed = (timeCurrent - timePrevious) * 0.001;
}
private function update():void
{
//trace(enemies.length, lasers.length);
for each (var enemy:Enemy in enemies)
{
enemy.update();
}
for each (var laser:Laser in lasers)
{
laser.update();
newHitTest(laser);
}
makeEnemies();
}
//addapted from "Shoot"
}
}
Oh wow, well a very simple way to solve this problem is to simply enable multi-touch.
Starling.multitouchEnabled = true;
However this still leaves the problem of my character jumping to the bottom of the screen when I press the button in the bottom right IF I am not touching the screen already to control the character... not really a big deal but it would look better if this didn't happen.

Flex 4 - Need help with a custom legend using legendItemClass

I'm creating a custom legend using legendItemClass to highlight each item when the user rolls over, remove it when they roll off and highlight it a little differently when they click. That all works just fine but I also want the pie wedge to explode out when the user click. I have the piece of code but it requires a LegendMouseEvent. I'm also thinking I may be able to re-write the code if I could get the displayName but I'm a loss with that as well. Here's what I have:
Legend:
<mx:Legend id="legend" width="100%" direction="vertical"
labelPlacement="right" markerHeight="10" markerWidth="10"
legendItemClass="CustomPieLegendItem"
itemClick="explode(event)"
color="{_color}" />
Explode:
public function explode(event:LegendMouseEvent) : void {
var len : Number = PieSeries(event.item.source).legendData.length;
var index : Number = 0;
var arr:Array = new Array(len);
if(over){
event.item.alpha = 0.70;
} else {
event.item.alpha = 0.70;
for(var i : Number = 0; i < len ; i++){
if(event.item.label == event.item.source.legendData[i].label){
index = i;
arr[i] = 0.1;
}else {
arr[i] = 0;
}
}
PieSeries(event.item.element).perWedgeExplodeRadius = arr;
}
}
Class:
package
{
import custom.charts;
import flash.display.Sprite;
import flash.events.MouseEvent;
import ilog.core.ilog_internal;
import mx.charts.LegendItem;
import mx.charts.events.LegendMouseEvent;
import mx.charts.series.PieSeries;
import mx.charts.series.items.PieSeriesItem;
public class CustomPieLegendItem extends LegendItem {
public function CustomPieLegendItem(){
super();
}
private var mouseSprite:Sprite;
private var state:int=0;
private static var IDLE_STATE:int=0;
private static var OVER_STATE:int=1;
private static var SELECTED_STATE:int=2;
public function get selected():Boolean{
return (state == OVER_STATE || state == SELECTED_STATE);
}
public function set selected(value:Boolean):void {
if (value)
state=SELECTED_STATE;
else
state=IDLE_STATE;
invalidateDisplayList();
}
private function clickHandler(e:MouseEvent):void {
charts(document).resetSeries();
state=SELECTED_STATE;
// returns the item USED for the displayName, not the actual name
trace((element as PieSeries).displayName);
// does not work because I need to pass a LegendMouseEvent
charts(document).explode("NEEDS LegendMouseEvent HERE");
invalidateDisplayList();
}
private function overHandler(e:MouseEvent):void {
if (state != SELECTED_STATE){
state=OVER_STATE;
invalidateDisplayList();
}
}
private function outHandler(e:MouseEvent):void {
if (state != SELECTED_STATE){
state=IDLE_STATE;
invalidateDisplayList();
}
}
override protected function createChildren():void {
super.createChildren();
mouseSprite=new Sprite();
addChild(mouseSprite);
mouseSprite.addEventListener(MouseEvent.MOUSE_OVER, overHandler);
mouseSprite.addEventListener(MouseEvent.MOUSE_OUT, outHandler);
mouseSprite.addEventListener(MouseEvent.MOUSE_DOWN, clickHandler);
}
override protected function updateDisplayList(unscaledWidth:Number, unscaledHeight:Number):void{
super.updateDisplayList(unscaledWidth, unscaledHeight);
mouseSprite.graphics.clear();
mouseSprite.graphics.beginFill(0, 0);
mouseSprite.graphics.drawRect(0, 0, unscaledWidth, unscaledHeight);
graphics.clear();
if (state == OVER_STATE || state == SELECTED_STATE)
{
graphics.beginFill(0xCCCCCC, 0.2);
if (state == SELECTED_STATE)
graphics.lineStyle(1, 0xCCCCCC);
graphics.drawRect(-2, 0, width+2, height);
}
}
}
}
Why don't you just create a new LegendMouseEvent using below code new LegendMouseEvent(LegendMouseEvent.ITEM_CLICK, e, this) and pass it to explode.
you can use nay types from LegendMouseEvent class , e - MouseEvent passed to clickhandler

Manually dispatch a collection change event

I have a standard combobox that dispatches a collection event when the dataprovider finishes initializing:
my_cb.addEventListener( CollectionEvent.COLLECTION_CHANGE, getMyStuff );
Then I have a custom component that also has a dataProvider. How do I get it to dispatch a collection change event when its dataprovider finishes loading?
From what I've read, I can't do it. Will dispatching a propertychangeevent work?
Thanks for any helpful tips!
UPDATE:
I have a custom component that I call 'SortingComboBox' but it is not a ComboBox at all; it extends Button and I set is dataProvider property to my arraycollection, model.product (which is an arraycollection).
And here is how I use the dataProvider in that component:
code
[Bindable]
private var _dataProvider : Object;
public function get dataProvider() : Object
{
return _dataProvider;
}
public function set dataProvider(value : Object) : void
{
_dataProvider = value;
}
code
In the createChildren() method of this component, I use this:
BindingUtils.bindProperty(dropDown, "dataProvider", this, "dataProvider");
The dropDown is a custom VBox that I use to display labels.
When you call the setter, you have to make sure
1) that you actually are changing the value with the setter. So even if you are inside the class, call this.dataProvider = foo instead of _dataProvider = foo
2) The binding will not trigger unless you actually change the value. If you trace you'll see that the setter actually calls the getter, if the values of what you pass into the setter and the getter are the same, the binding will not occur.
Your other option is to put an event on the getter, then just call it to trigger the binding.
[Bindable( "somethingChanged" )]
public function get dataProvider() : Object
{
return _dataProvider;
}
dispatchEvent( new Event( "somethingChanged" ) );
Make your dataprovider bindable
[Bindable]
protected var _dataProvider:ArrayCollection ;
Data binding is something unique to ActionScript/Flex.
Among other things it will dispatch change events.
Maybe if you post your code for the custom component I can be more specific.
Actually can you explain what your goal is you are trying to achieve?
All I can tell is you are trying to make a button have a drop down.
Why?
this is the custom component just to give you a better idea.
code
package com.fidelity.primeservices.act.components.sortingcombobox
{
import com.fidelity.primeservices.act.events.component.ResetSortEvent;
import com.fidelity.primeservices.act.events.component.SortEvent;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.Point;
import flash.geom.Rectangle;
import mx.binding.utils.BindingUtils;
import mx.controls.Button;
import mx.core.UIComponent;
import mx.effects.Tween;
import mx.events.FlexMouseEvent;
import mx.managers.PopUpManager;
import mx.events.PropertyChangeEvent;
import mx.events.PropertyChangeEventKind;
public class SortingComboBox extends Button
{
private const MAX_LABEL_LENGTH : int = 400;
private const ELIPSES : String = "...";
[Bindable]
private var _dataProvider : Object;
private var dropDown : SortingDropDown;
private var inTween : Boolean;
private var showingDropdown : Boolean;
private var openCloseTween : Tween;
public var noSelectionLabel : String = "No Filter";
public var noSelectionData : String = "ALL";
public function get dataProvider() : Object
{
return _dataProvider;
}
public function set dataProvider(value : Object) : void
{
_dataProvider = value;
}
private function collectionEvent(e : Event):void
{
trace(new Date(), e);
}
public function SortingComboBox()
{
super();
this.buttonMode = true;
this.useHandCursor = true;
inTween = false;
showingDropdown = false;
addEventListener(Event.REMOVED_FROM_STAGE, removedFromStage);
}
override protected function createChildren() : void
{
super.createChildren();
dropDown = new SortingDropDown();
dropDown.width = 240;
dropDown.maxHeight = 300;
dropDown.visible = false;
BindingUtils.bindProperty(dropDown, "dataProvider", this, "dataProvider");
dropDown.styleName = "sortingDropDown";
dropDown.addEventListener(SortEvent.CLOSE_SORT, closeDropDown);
dropDown.addEventListener(FlexMouseEvent.MOUSE_DOWN_OUTSIDE, dropdownCheckForClose);
dropDown.addEventListener(FlexMouseEvent.MOUSE_WHEEL_OUTSIDE, dropdownCheckForClose);
dropDown.addEventListener(SortEvent.UPDATE_SORT, onSortUpdate); //this event bubbles
dropDown.addEventListener(ResetSortEvent.RESET_SORT_EVENT, onSortUpdate);
PopUpManager.addPopUp(dropDown, this);
this.addEventListener(MouseEvent.CLICK, toggleDropDown);
// weak reference to stage
systemManager.addEventListener(Event.RESIZE, stageResizeHandler, false, 0, true);
}
private function stageResizeHandler(evt : Event) : void
{
showingDropdown = false;
dropDown.visible = showingDropdown;
}
private function toggleDropDown(evt : MouseEvent) : void
{
if(!dropDown.visible)
{
openDropDown(evt);
}
else
{
closeDropDown(evt);
}
}
private function openDropDown(evt : MouseEvent) : void
{
if (dropDown.parent == null) // was popped up then closed
{
PopUpManager.addPopUp(dropDown, this);
}
else
{
PopUpManager.bringToFront(dropDown);
}
showingDropdown = true;
dropDown.visible = showingDropdown;
dropDown.enabled = false;
var point:Point = new Point(0, unscaledHeight);
point = localToGlobal(point);
point = dropDown.parent.globalToLocal(point);
//if the dropdown is larger than the button and its
//width would push it offscreen, align it to the left.
if (dropDown.width > unscaledWidth && point.x + dropDown.width > screen.width)
{
point.x -= dropDown.width - unscaledWidth;
}
dropDown.move(point.x, point.y);
//run opening tween
inTween = true;
// Block all layout, responses from web service, and other background
// processing until the tween finishes executing.
UIComponent.suspendBackgroundProcessing();
dropDown.scrollRect = new Rectangle(0, dropDown.height, dropDown.width, dropDown.height);
openCloseTween = new Tween(this, dropDown.height, 0, 250);
}
private function closeDropDown(evt : Event) : void
{
//dropDown.visible = false;
showingDropdown = false;
//run closing tween
inTween = true;
// Block all layout, responses from web service, and other background
// processing until the tween finishes executing.
UIComponent.suspendBackgroundProcessing();
openCloseTween = new Tween(this, 0, dropDown.height, 250);
}
private function dropdownCheckForClose(event : MouseEvent) : void
{
if (event.target != dropDown)
// the dropdown's items can dispatch a mouseDownOutside
// event which then bubbles up to us
return;
if (!hitTestPoint(event.stageX, event.stageY, true))
{
closeDropDown(event);
}
}
public function refresh():void
{
onSortUpdate(null);
}
private function onSortUpdate(evt1 : Event) : void
{
//update the label
var dpLength : int = this.dataProvider.length;
var nextLabel : String = "";
var nextData : String = "";
for (var i : int = 0; i < dpLength; i++)
{
if (this.dataProvider[i].selected == true)
{
nextLabel += this.dataProvider[i].label + ", ";
if (this.dataProvider[i].data != null)
{
nextData += this.dataProvider[i].data + ", ";
}
}
}
if (nextLabel.length > 0)
{
// remove extra comma at end
nextLabel = nextLabel.substr(0, nextLabel.length - 2);
}
if (nextData.length > 0)
{
nextData = nextData.substr(0, nextData.length - 2);
}
if (nextLabel.length > MAX_LABEL_LENGTH)
{
// limit label to MAX_LABEL_LENGTH + ... REASON: tooltips with lots of characters take a long time to render
nextLabel = nextLabel.substr(0, MAX_LABEL_LENGTH) + ELIPSES;
}
if (nextLabel.length == 0)
{
nextLabel = noSelectionLabel;
//nextLabel = "No Filter";
}
if (nextData.length == 0)
{
nextData = noSelectionData;
//nextData = "ALL";
}
label = nextLabel;
data = nextData;
toolTip = label;
if (evt1 is SortEvent)
{
trace("sort event");
var temp:Object = this.dataProvider;
this.dataProvider = null;
this.dataProvider = temp;
this.refresh();
}
else
{
trace("not dispatching");
}
}
public function onTweenUpdate(value:Number):void
{
dropDown.scrollRect = new Rectangle(0, value, dropDown.width, dropDown.height);
}
public function onTweenEnd(value:Number) : void
{
// Clear the scrollRect here. This way if drop shadows are
// assigned to the dropdown they show up correctly
dropDown.scrollRect = null;
inTween = false;
dropDown.enabled = true;
dropDown.visible = showingDropdown;
UIComponent.resumeBackgroundProcessing();
}
private function removedFromStage(event:Event):void
{
if(inTween)
{
openCloseTween.endTween();
}
// Ensure we've unregistered ourselves from PopupManager, else
// we'll be leaked.
PopUpManager.removePopUp(dropDown);
}
}
}
Ok this code here
[Bindable]
private var _dataProvider : Object;
public function get dataProvider() : Object
{
return _dataProvider;
}
public function set dataProvider(value : Object) : void
{
_dataProvider = value;
}
is no different then
[Bindable]
public var _dataProvider : Object;
Since objects are passed by reference you are not protecting it in anyway and the setter and getter are pointless.
On the other hand you made the source _dataProvider Bindable so anytime the data changes it will dispatch a CollectionEvent.COLLECTION_CHANGE

as3: reloading an image

I have an image that I am attempting to load, and then reload. Here is my code for the loading of the image:
public function loadImage(url:String, _w:int, _h:int):void
{
this._stwidth = _w;
this._stheight = _h;
this._imageURL = url;
if(!_imageURL)
{
return;
}
this.alpha = 1.0; //need this because we might have just faded the image out
_ldr.alpha = 0.0;
_prog.alpha = 1.0;
_sqr.alpha = 0.0;
_sqr.graphics.clear();
if(_hasLoaded)
{
try
{
_ldr.close();
_ldr.unload();
}
catch(e:Error)
{
//trace("bmdisplay has loaded once, but there was an error: " + e.message);
}
}
_ldr.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgress);
_ldr.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete);
_ldr.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, onError);
_ldr.contentLoaderInfo.addEventListener(SecurityErrorEvent.SECURITY_ERROR, onError);
_ldr.contentLoaderInfo.addEventListener(Event.INIT, onOpen);
_ldr.load(new URLRequest(_imageURL));
}
For some reason, this code will not load the image without issuing an Error upon the 2nd load.
Can someone please help me figure this out?
I am totally lost on why my variable _asLoaded would do me wrong.
I have an onComplete() handler, which sets that var to true, and I never set it to false after that.
I don't know what else I should be trying...
Thanks
Sometimes back I wrote a helper class to achieve something similar. The helper class extends Loader and provides automatic scaling of image. Here is the code for that class:package {
import flash.display.Loader;
import flash.geom.Rectangle;
import flash.net.URLRequest;
import flash.events.Event;
import flash.events.IOErrorEvent;
import flash.events.SecurityErrorEvent;
public class ImageLoader extends Loader {
private var _imageURL:String; // URL of image
private var _imageBoundary:Rectangle; // boundary rectangle for the image
private var _loaded:Boolean; // flag which tells whether image is loaded or not.
private var _isLoading:Boolean; // flag which say if any loading is in progress
//Constructor function, which calls Loader's constructor
// and loads and resize the image
public function ImageLoader(url:String = null, rect:Rectangle = null):void {
super();
_imageURL = url;
_imageBoundary = rect;
_loaded = false;
_isLoading = false;
loadImage();
}
// sets the image for the loader and loads it
public function set imageURL(url:String):void {
_imageURL = url;
loadImage();
}
// sets the boundary of the image and resizes it
public function set boundary(rect:Rectangle):void {
_imageBoundary = rect;
resizeImage();
}
private function removeListeners():void {
this.contentLoaderInfo.removeEventListener(Event.COMPLETE, onComplete);
this.contentLoaderInfo.removeEventListener(IOErrorEvent.IO_ERROR, onError);
this.contentLoaderInfo.removeEventListener(SecurityErrorEvent.SECURITY_ERROR, onError);
}
private function onComplete(e:Event):void {
_loaded = true;
_isLoading = false;
removeListeners();
resizeImage();
}
//In case of error, we are not propogating the event
private function onError(e:Event):void {
e.stopImmediatePropagation();
removeListeners();
}
// real loading goes here
// it first closes and unloads the loader and
// then loads the image
private function loadImage():void {
if (_isLoading) {
trace("Some loading is in progess");
return;
}
try {
this.close();
this.unload();
}
catch(e:Error) {
//discarded
}
if (!_imageURL)
return;
_loaded = false;
_isLoading = true;
this.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete);
this.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, onError);
this.contentLoaderInfo.addEventListener(SecurityErrorEvent.SECURITY_ERROR, onError);
this.load(new URLRequest(_imageURL));
}
// standard resizing function for image so that it's
// aspect ratio is maintained.
private function resizeImage():void {
if (!_imageBoundary || !_loaded)
return;
var aspect:Number = width / height;
var cAspect:Number = _imageBoundary.width / _imageBoundary.height;
if (aspect <= cAspect) {
this.height = _imageBoundary.height;
this.width = aspect * this.height;
}
else {
this.width = _imageBoundary.width;
this.height = this.width / aspect;
}
this.x = (_imageBoundary.width-this.width)/2 + _imageBoundary.x;
this.y = (_imageBoundary.height-this.height)/2 + _imageBoundary.y;
}
}
} And you can use it like this:var _imageLoader:ImageLoader = new ImageLoader();
_imageLoader.imageURL = "http://some-image-url";
_imageLoader.boundary = new Rectangle(0, 0, stage.stageWidth, stage.stageHeight); // or whatever suits you
ImageLoader extends Loader class so you can listen to all the Events dispatches by Loader class. Hope it helps.
i would declare _ldr inside the function so its dead every time you start this function. and i also would not use this unload() and close() methods. its much simpler if make some thing like this (you need to have a empty movieclip called "ldrHelper"):
public function loadImage(url:String, _w:int, _h:int):void
{
// do your job and die bravely, no need to be global
var _ldr:Loader = new Loader();
this._stwidth = _w;
this._stheight = _h;
this._imageURL = url;
if(!_imageURL)
{
return;
}
this.alpha = 1.0; //need this because we might have just faded the image out
// now you will need to make alpha = 1 on ldrHolder since _ldr is dead after this function
ldrHolder.alpha = 0.0;
_prog.alpha = 1.0;
_sqr.alpha = 0.0;
_sqr.graphics.clear();
// remove the old image, doesn't matter whether its empty or not
while(ldrHolder.numChildren > 0){
ldrHolder.removeChildAt(0);
}
//add image
ldrHolder.addChild(_ldr);
_ldr.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgress);
_ldr.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete);
_ldr.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, onError);
_ldr.contentLoaderInfo.addEventListener(SecurityErrorEvent.SECURITY_ERROR, onError);
_ldr.contentLoaderInfo.addEventListener(Event.INIT, onOpen);
_ldr.load(new URLRequest(_imageURL));
}
Try instantiating new Loader, probably trying to recycle it is giving you the problem

Flex: Updating a Tree control

I've a tree control with checkboxes that uses the control from http://www.sephiroth.it/file_detail.php?id=151#
Somehow I can't get the control to update when I change the dataProvider (i.e. by clicking a checkbox) the only way I can get it to update is to use the scrollbar. How do I force the update? I've tried all possible methods I can figure out? (see update below)
Also how can I reset the Tree (collpasing all nodes, scroll to the top in a large tree)?
package offerta.monkeywrench.components
{
import offerta.monkeywrench.components.componentClasses.TreeCheckBoxItemRenderer;
import mx.collections.ArrayCollection;
import mx.events.TreeEvent;
public class WatchTree extends TreeCheckBox
{
public var idProperty:String;
public var watchFactory:Function;
private var _wSet:Boolean = false;
/* clientId: */
private var _clientId:String;
[Bindable]
public function get clientId():String
{
return _clientId;
}
public function set clientId(value:String):void
{
this._clientId = value;
}
/* //clientId */
/* watching: */
private var _watching:ArrayCollection;
[Bindable]
public function set watching(value:ArrayCollection):void
{
this._watching = value;
}
public function get watching():ArrayCollection
{
return this._watching;
}
/* //watching */
override public function initialize() :void
{
super.initialize();
addEventListener("itemCheck", onItemCheck, false, 0, true);
}
private function isWatching(id:String):Boolean
{
for each(var w:Object in this._watching)
{
if(w[this.idProperty]==id) return true;
}
return false;
}
private function onItemCheck(event:TreeEvent):void
{
var item:Object = event.item as Object;
var currentValue:uint = (event.itemRenderer as TreeCheckBoxItemRenderer).checkBox.checkState;
if(item.children==null)
{
currentValue==2 ? addWatch(item.Id) : removeWatch(item.Id);
}
else
{
for each(var x:Object in item.children)
{
currentValue==2 ? addWatch(x.Id) : removeWatch(x.Id);
}
}
updateParents(item, currentValue);
updateChilds(item, currentValue);
this.dataProvider.refresh();
super.invalidateProperties();
super.invalidateDisplayList();
super.updateDisplayList(this.unscaledWidth, this.unscaledHeight);
}
private function updateParents(item:Object, value:uint):void
{
var checkValue:String = (value == ( 1 << 1 | 2 << 1 ) ? "2" : value == ( 1 << 1 ) ? "1" : "0");
var parentNode:Object = item.parent;
if(parentNode)
{
for each(var x:Object in parentNode.children)
{
if(x.checked != checkValue)
{
checkValue = "2"
}
}
parentNode.checked = checkValue;
updateParents(parentNode, value);
}
}
private function updateChilds(item:Object, value:uint):void
{
var middle:Boolean = (value&2<<1)==(2<<1);
if(item.children!=null && item.children.length>0&&!middle)
{
for each(var x:Object in item.children)
{
x.checked = value == (1<<1|2<<1) ? "2" : value==(1<<1) ? "1" : "0";
updateChilds(x, value);
}
}
}
private function addWatch(id:String):void
{
if(isWatching(id)) return;
this._watching.addItem(this.watchFactory(id, this.clientId));
}
private function removeWatch(id:String):void
{
for(var i:int=0, n:int=this._watching.length; i<n; ++i)
{
if(this._watching[i][this.idProperty]==id)
{
this._watching.removeItemAt(i);
return;
}
}
}
public function update(__watching:ArrayCollection, __clientId:String):void
{
clientId = __clientId;
watching = __watching;
if(this.dataProvider!=null)
{
var ws:ArrayCollection = ArrayCollection(this.dataProvider);
for each(var group:Object in ws)
{
var count:int = 0;
for each(var child:Object in group.children)
{
if(isWatching(child.Id))
{
child.checked = "1";
count++;
}
}
group.checked = (count==0 ? "0" : (count==group.children.length ? "1" : "2"));
}
this._wSet = false;
var dp:ArrayCollection = ArrayCollection(this.dataProvider);
dp.refresh();
super.invalidateProperties();
super.invalidateDisplayList();
super.updateDisplayList(this.unscaledWidth, this.unscaledHeight);
//scroll up the list???
//collapse? (doesn't work)
this.expandItem(null, false);
}
}
}
}
I've found the Tree control a little touchy in Flex. The way I ended up forcing a redraw was to disconnect the dataProvider and reconnect it, then force validation, something a bit like this :
private function forceRedraw(tree:Tree, dataProvider:Object):void
{
var scrollPosition:Number = tree.verticalScrollPosition;
var openItems:Object = tree.openItems;
tree.dataProvider = dataProvider;
tree.openItems = openItems;
tree.validateNow();
tree.verticalScrollPosition = scrollPosition;
}
I guess this incidentally answers the second part of your question since all you'd have to do is null out the openItems collection and set the verticalScrollPosition to 0.
You might have another problem: whenever you check an item the tree scrolls to the top and this is just annoying. To solve this problem you should update the TreeCheckBox.as file this way:
in function checkHandler:
private function checkHandler( event: TreeEvent ): void;
comment the commitProperties(); call.
Now it should work well.
Cheers.
I've had some minor problem with this solution, var scrollPosition:Number = tree.verticalScrollPosition; is constantly 0??

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