I would like to animate a sequence of background images within a uicomponent but also dynamically add and remove components to this component.
My first question would be:
1.) What's the best way to animate a sequence of images using Flex 3?
2.) What's the best way to handle adding and removing components on top of the background dynamically?
Any help/information would greatly be appreciated!
Thank you!
In the mxml for your ui component declare an mx:Image and give it an id. Set up a timer loop that changes the "source" attribute (id.source = ) on your mx:Image at an interval you like. To add and remove components dynamically just use addChild/removeChild or addElement/removeElement depending on the type of display object you're working with. The mx:Image should always be behind the dynamically added components as it was created and added before them.
Related
In the Angular 11 project I need to change ng-circle-progress library CircleProgressComponent element size dynamically.
I have found out, that size of the element can be changed by putting width/height CSS properties on the child DOM element - svg. Problem is that svg doesn't have any id or class values, so even if I could somehow query the element, this would be not that easy and flexible as it should be.
Would be extremely nice to have a parameter in the CircleProgressComponent, that listens to outer variable changes and re-renders the element with a new size.
I had never used this library, so I've read their doc and thier demo page.
If I understand, they have the parameter that you want called radius
<circle-progress
[percent]="85"
[radius]="200" // the size you want
[outerStrokeWidth]="16"
[innerStrokeWidth]="8"
[outerStrokeColor]="'#78C000'"
[innerStrokeColor]="'#C7E596'"
[animation]="true"
[animationDuration]="300"
></circle-progress>
If I skin a button and use the AS3 graphice.clear() and graphics.lineTo and beginFill to create a shape, the button overlaps other items in the container.
When I use the and mxml to create the same shape, the button is neatly positioned inside the container.
Why is that?
This is probably happening because Flex is unable to calculate the size of your dynamically drawn button, while the MXML version allows the size to be calculated prior to being displayed. You may need to override the measure method to calculate the width/height. If that's not the issue, then post some code so we can take a closer look. Hope that helps.
Because the Line Object is doing a bunch of checks and extra work you aren't doing when you use the Graphics object. Look at the code for spark.primitives.Line to see what its doing that you aren't.
How can I display one component on the top of another one in flex without explicitly mentioning x-axis & y-axis?
Use canvas and inside canvas you can add controls that will be displayed one above another, the last one added will be the top most one and first added will stay in behind.
Something else to consider, depending on your UI:
This is still a bit 'hacky' (any solution for doing this will be), but given a container (VBox etc) with two or more components, set the includeInLayout property in the first component to false. When the container renders the second component will ignore the first and draw on top.
This also would allow you to add additional components in that same container, but obviously it depends on your UI a great deal.
I want to create an MXML container component that has some of its own chrome -- a standard query display, et al -- and that supports the addition of child components to it. Something a lot like the existing mx:Panel class, which includes a title label, but acts like a plain mx:Box with regards to adding children.
What's the easiest way to do this?
Edit:
To be clear, I want to be able to extend the container using MXML, so the "Multiple visual children" problem is relevant.
Extend a container and add a title label. Probably the <mx:Canvas/> will work here. Make the title a public var and include a var for the styleName of the label.
Then override the addChild() method so that any child that is added is added instead to the that is your container.
Leave enough space for your title when you position your Box element (i.e., give its y property enough space. If there is no title you may want to reclaim that space.
That's the basics. Customize to your heart's content.
EDITED TO ADD: I do this creating an ActionScript class first, extending the container I am targeting, and I add the "furniture" — items the class will always use, like title in your case — by overriding createChildren and calling super.addChild(item) for those items. Calling addChild from then on, even in MXML markup, adds items to the inner container.
We do this with states.
We put the chrome for the base container in a state (in mx:AddChild elements) and then use the initialize event to switch to that state when the control is created. All the chrome is then added to the container.
That gets round the multiple sets of visual children problem.
The downsides to this approach are:
You don't see the chrome when editing descendents of the base.
You can't directly access the parent chrome controls from descendent components as they are not there at compile time (instead, you need to define properties, methods or events on the base that the descendents can access)
However, it works well for us.
What is the best way to change/set a registration point on a Flex 3 display object? I know this isn't really built in to easily change, but does anyone have any suggestions on how I could extend UIComponent to achieve this?
For some reason, the Flash Player API doesn't expose the registration point of DisplayObjects (and the Flash IDE makes them a pain to modify once an object is created). The best solution, as David pointed out, is to add your component as a child of another component (UIComponent would be fine). So, for example, if I had a Button and I wanted its registration point at its center, I'd add it as a child of a UIComponent (not Canvas) and offset the child by setting its position to (-button.width/2, -button.height/2).
Put your DisplayObject inside a sprite and set the DisplayObject's x & y positions to the negitive of your target registration point. Apply all transforms to the Sprite container.
Put it inside a Canvas container, with its clipContent attribute set to false. Within the canvas, you can put your object wherever you like.