Editing A Library Symbol From ActionScript - apache-flex

In the Flash authoring environment I can edit a library symbol and all on-stage instances based upon it reflect the changes. How can I do the same thing in ActionScript? There seems to be no way to address a library symbol.
For example:
Inside Flash CS3, I have created a Square.swf file that has 100 instances of the library symbol Square.
Now, Square.swf is loaded into another file BlueSquare.swf and I want to change the Square symbol into a blue square so that all instances of Square become blue.
How do I do this using Actionscript?
Thanks for the help.

What's in a clip's library symbol is the author-time definition of that object - you can't change it at runtime. Instead the normal approach would be to dynamically change the contents (not definitions) of the clips you want to change, which can be done in various ways, but all the good ways of doing that involve making the dynamically-changing clip understand how to update its appearance. So you need to be able to re-author the changing clips to suit your needs.
If you're loading in an animation that somebody else made, and trying to go through and replace all instances of object A with object B, the only way to achieve that is to traverse through the content's display list looking for A, and when you find one, remove its children and replace them with the the contents of a B. Mind you, for animations that may not really solve your problem, since animations normally add and remove clips frequently, so at any given point you could replace all the "hand" clips with "hand2", but then a frame later new "hand" clips might come into existence. But short of opening up the SWF and changing the binary data inside, there's no other way to dynamically change all of a given object to something else unless the object knows how to change its contents.

If it is only about making sure that the square you are attaching is blue you could use the colorTransform to change its appearance:
var someSquare:Square = new Square();
someSquare.transform.colorTransform = new ColorTransform(0,0,0,1,0x00,0x00,0xff,0x00 );
addChild( someSquare );
Of course this does not change the color of all instances that you have already attached.
If you really wanted to change the actual SWF symbol in Actionscript the only way I see is to parse the swf with as3swf ( https://github.com/claus/as3swf/wiki ), find the shape tag of the symbol, change it and then load the ByteArray that contains the swf via loader.loadBytes() - but that's admittedly quite a complicated way and you can achieve the same result by simply putting some colorizing code into the shape symbol itself and then trigger the color change via an Event that is broadcasted by your main app.

Of course, if you make custom component, when you change it changes will appear on all instances of that component/class. Here's the example: http://livedocs.adobe.com/flex/3/html/intro_3.html
On the other hand, if you use modules whey pretty much do the same as swf-s you used in Flash, when you rebuild-recompile them changes will reflect on your main application which uses them. Here's th eexample for modules: http://blog.flexexamples.com/2007/08/06/building-a-simple-flex-module/
So MXML/AS component/class are your "symbols" which you can create or drop on stage on fly.
Modules are "movies" you can load and they run on their own with possibility to communicate to main movie.

The closest way of achieving this is to use Bitmaps. If you update the bitmapData they display, they will all update automatically.
However this approach is not good at all. You should maintain application state separately in an object model, and have the visualisation update, if the state changes.
What you want to do, is to misuse a feature for changing graphic appearence at design time, to change application state at runtime. In generally, ideas like these can be thought off as bad.
For example if you take the time to separate the state model and the visualisation layer, it will become fairly easy to save the game state on a server or to synchronize it with other clients to achieve multiuser features.
greetz
back2dos

If you are trying to build an Avatar and user can customize your Avatar parts e.g. hands, legs, face etc. and you want all these assets to be kept in separate swf file, that is pretty straightforward. You keep all the assets, in separate swf or one large swf file and load them at runtime. Now, maintain your Avatar object instance and place the child objects, which are chosen by the user.

You can create inside your class a static List with references all the created instances and then apply a change with static methods. For example:
package
{
import flash.display.MovieClip;
import flash.geom.ColorTransform;
public class Square extends MovieClip
{
public static var instances:Array = new Array();
public function Square():void
{
Square.instances.push(this); // This is the trick. Every time a square is created, it's inserted in the static list.
}
// This property gets the color of the current object (that will be the same of all others because the setter defined below).
public function get color():ColorTransform
{
return this.transform.colorTransform;
}
public function set color(arg:ColorTransform):void
{
// Sets the color transform of all Square instances created.
for each(var sqr:Square in Square.instances)
{
sqr.transform.colorTransform = arg;
}
}
}
}

Related

how to make sprites stick together in game maker?

I don't know how to get sprites to stick to each other so they become one big object instead of tiny little pieces, for example:
attaching a thruster to a box, then the thruster stays in that spot while pushing the box, and also is there a certain term for what I'm talking about?
You could also attach all parts to one of the objects, it would sort of look like:
//Main object
x = 5;
y = 20;
//other object step event
x = obj_main.x + <any value to put it where you want>;
y = obj_main.y + <any value to put it where you want>;
//This will force the parts to follow the main object.
`
`
You can use an array, defined in the 'main' object to use a sort of grid to define where each piece is and then either draw each individual sprite, based on its position in the array, originating from the 'main' object's coordinates. Or just create an individual instance of an object if you would like to have additional functionality by trading off some performance.
For more information on arrays and how to position sprites and objects based on set coordinates, check out the GML documentation provided below:
Arrays:
https://docs.yoyogames.com/source/dadiospice/002_reference/001_gml%20language%20overview/401_06_arrays.html
lengthdir:
https://docs.yoyogames.com/source/dadiospice/002_reference/maths/real%20valued%20functions/lengthdir_x.html
what I did was make the object disabled, so when I press left and right it doesn't go anywhere, only the other piece would move, but when it came into contact it allowed the other piece to move along with it, and set its speed to the corresponding objects speed, in simpler term, when I collide with it, it turns the movement on and goes in the same direction as the current object in the same speed, making it look like its sticking

How to listen to visible changes to the JavaFX SceneGraph for specific node

We created a small painting application in JavaFX. A new requirement arose, where we have to warn the user, that he made changes, which are not yet persisted and asking him, if the user might like to save first before closing.
Sample Snapshot:
Unfortunately there are a lot of different Nodes, and Nodes can be changed in many ways, like for example a Polygon point can move. The Node itself can be dragged. They can be rotated and many more. So before firing a zillion events for every possible change of a Node object to the canvas I`d like to ask, if anyone might have an idea on how to simplify this approach. I am curious, if there are any listeners, that I can listen to any changes of the canvas object within the scene graph of JavaFX.
Especially since I just want to know if anything has changed and not really need to know the specific change.
Moreover, I also do not want to get every single event, like a simple select, which causes a border to be shown around the selected node (like shown on the image), which does not necessary mean, that the user has to save his application before leaving.
Anyone have an idea? Or do I really need to fire Events for every single change within a Node?
I think you are approaching this problem in the wrong way. The nodes displayed on screen should just be a visual representation of an underlying model. All you really need to know is that the underlying model has changed.
If, for example, you were writing a text editor, the text displayed on the screen would be backed by some sort of model. Let's assume the model is a String. You wouldn't need to check if any of the text nodes displayed on screen had changed you would just need to compare the original string data with the current string data to determine if you need to prompt the user to save.
Benjamin's answer is probably the best one here: you should use an underlying model, and that model can easily check if relevant state has changed. At some point in the development of your application, you will come to the point where you realize this is the correct way to do things. It seems like you have reached that point.
However, if you want to delay the inevitable redesign of your application a little further (and make it a bit more painful when you do get to that point ;) ), here's another approach you might consider.
Obviously, you have some kind of Pane that is holding the objects that are being painted. The user must be creating those objects and you're adding them to the pane at some point. Just create a method that handles that addition, and registers an invalidation listener with the properties of interest when you do. The structure will look something like this:
private final ReadOnlyBooleanWrapper unsavedChanges =
new ReadOnlyBooleanWrapper(this, "unsavedChanged", false);
private final ChangeListener<Object> unsavedChangeListener =
(obs, oldValue, newValue) -> unsavedChanges.set(true);
private Pane drawingPane ;
// ...
Button saveButton = new Button("Save");
saveButton.disableProperty().bind(unsavedChanges.not());
// ...
#SafeVarArgs
private final <T extends Node> void addNodeToDrawingPane(
T node, Function<T, ObservableValue<?>>... properties) {
Stream.of(properties).forEach(
property -> property.apply(node).addListener(unsavedChangeListener));
drawingPane.getChildren().add(node);
}
Now you can do things like
Rectangle rect = new Rectangle();
addNodeToDrawingPane(rect,
Rectangle::xProperty, Rectangle::yProperty,
Rectangle::widthProperty, Rectangle::heightProperty);
and
Text text = new Text();
addNodeToDrawingPane(text,
Text::xProperty, Text::yProperty, Text::textProperty);
I.e. you just specify the properties to observe when you add the new node. You can create a remove method which removes the listener too. The amount of extra code on top of what you already have is pretty minimal, as (probably, I haven't seen your code) is the refactoring.
Again, you should really have a separate view model, etc. I wanted to post this to show that #kleopatra's first comment on the question ("Listen for invalidation of relevant state") doesn't necessarily involve a lot of work if you approach it in the right way. At first, I thought this approach was incompatible with #Tomas Mikula's mention of undo/redo functionality, but you may even be able to use this approach as a basis for that too.

How to create a custom layer in google earth so I can set it's visibility

I am trying to render a whole heap of vectors in the google earth plugin. I use the parseKml method to create my Kml Feature object and store it in an array. The code looks something like below. I loop over a list of 10,000 kml objects that I return from a database and draw it in the plugin.
// 'currentKml' is a kml string returned from my DB.
// I iterate over 10,000 of these
currentKmlObject = ge.parseKml(currentKml);
currentKmlObject.setStyleSelector(gex.dom.buildStyle({
line: { width: 8, color: '7fff0000' }
}));
ge.getFeatures().appendChild(currentKmlObject);
// After this, I store teh currentKml object in an array so
// I can manipulate the individual features.
This seems to work fine. But when I want to turn the visibility of all these features on or off at once, I have to iterate over all of these kml objects in my array and set their individual visibilities on or off. This is a bit slow. If I am zoomed out, I can slowly see each of the lines disappearing and it takes about 5 - 10 seconds for all of them to disappear or come back.
I was wondering if I could speed up this process by adding a layer and adding all my objects as children of this layer. This way I set the visibility of the whole layer on or off.
I have been unable to find out how to create a new layer in code though. If someone can point the appropriate methods, it would be great. I am not sure if a layer is the right approach to speed up the process either. If you also have any other suggestions on how I can speed up the process of turning on/off all these objects in the map at once, that would be very helpful as well.
Thanks in advance for you help.
Ok, found out how to do this by myself.
In the google earth extensions libarary I use the 'buildFolder' method.
var folder = gex.dom.buildFolder({ name: folderName });
ge.getFeatures().appendChild(folder);
Now, when I iterate over my object array, I add them to the folder instead using the following
folder.getFeatures().appendChild(currentKmlObject);
This way, later on I can turn the visibility on and off at the folder level using
folder.setVisibility(false); // or true
And this works quite well as well. IThere is no delay, I can see all the objects turning on and off at once. It is quite quick and performant.

flex mobile project : memory management

I have developed my first flex mobile application which is of TabbedViewNavigatorApplication. Application is working fine but when I test the application in "profile handler", memory usage goes on increasing as I navigate through the application. When I came to know that, I have to remove all the added eventlisteners and I have to nullify the objects which are no longer needed. When I switch between tabs , tabs are initialising again and again.
I dont know where can I remove the eventlisteners. I mean, I have written functions for each eventlisteners . Do I need to remove eventlistener when control goes to the function definition.
I have written sample code
var more:Image = new Image();
more.width = 70;
more.height=29;
more.x=10;
more.y=276;
more.source = "Assets/more button.png";
more.addEventListener(MouseEvent.CLICK, MORE_clickHandler);
mainGroup.addElement(more);
private function MORE_clickHandler(e:MouseEvent):void {
// Do I need to remove the eventlistener here
}
Also , do I need to explicitly nullify the object of Image class which I created or garbage collector will handle it. If I need to explicitly nullify it, where to do this.
Thanks
Garbage collection is an important part of any language, especially on mobile. Since mobile devices are a lot more limited than say our desktop counterparts, you need to be very careful what is being created/stored to memory. My motto is, if you don't see it, you shouldn't keep it. You can destroy views but keep their state using a view model.
To remove a view, you need to first remove it from the display list (removeElement(yourObject)), remove all event listeners, and nullify any referencing variable. If any variable still has a reference to it, it won't get garbage collected.
I recommend you read up a bit more on garbage collection as well as some neat tricks like pooling and virtualization (item renderers in a list).
You can setup an event listerener with a weak reference.
This implies that when the only reference to your object is the listener, the object itself can still be garbage collected and the listener will not keep it in memory.
The following will do the trick :
more.addEventListener(MouseEvent.CLICK, MORE_clickHandler,false, 0, true);
Another option would be to subclass the image class and let it implement an IDisposable interface, which would force you to implement a dispose() method.
Some handy resources:
http://www.intriguemedia.net/2007/09/24/when-to-use-weak-references
http://gskinner.com/blog/archives/2006/07/as3_weakly_refe.html
cheers

Flex - Is there a way to specify what direction a ComboBox will open?

Maybe I should further qualify this - Is there a way to specify which direction a ComboBox will open without copying and pasting the entire ComboBox class and ripping out the code where it determines which direction it will open in...
I'm my specific case - I need it to open upwards - always.
UPDATE: You can't fix this by subclassing it because the function that handles the direction of the opening is:
private function displayDropdown(show:Boolean, trigger:Event = null):void
And that bad boy uses a fair amount of private variables which my subclass wouldn't have access to...
If you build up the Menu object yourself, you can place the menu anywhere you want by simply setting the x,y coordinates of the menu object. You'll need to calculate those coordinates, but you might be able to do this easily without subclassing ComboBox.
I am doing something similar with PopUpButton; you might find it easier to work with PopUpButton. This is based on real code from my current project:
private function initMenu(): void {
var m:Menu = new Menu();
m.dataProvider = theMenuData;
m.addEventListener(MenuEvent.ITEM_CLICK, menuClick);
m.showRoot = false;
// m.x = ... <-- probably don't need to tweak this.
// m.y = ... <-- this is really the interesting one :-)
theMenu.popUp = m;
}
<mx:PopUpButton id="theMenu" creationComplete="initMenu()" ... />
BTW, to get the PopUpButton to act more like I wanted it (always popup, no matter where the click), setting openAlways=true in the MXML works like a charm.
I doubt it - you'd need to subclass the control (which isn't that big a deal.)
Maybe you could mess with the real estate so it's placed in such a fashion (e.g. crowded into the lower right corner) that up is naturally coerced?
I would recommend checking out this post. Yes, you do have to grab the ComboBox code and modify it, but at least now you have an idea where the modifications need to go.
You could set the MaxDropDownHeight, if you set it big enough Windows will automatically set the direction upwards.
This irritated me no end. I have uploaded a solution, its a simple Class that extends the PopUpButton and removes the logic of stage bounds detection as it failed 50% of the time anyway. My code just allows you to simply specify whether you want to open the menu up or down:
http://gist.github.com/505255

Resources