Can I create LinkButtons that wrap like textfields? - apache-flex

I basically want to make things easier by just looping LinkButtons instead of making textfields because the linkbuttons have the rollovers already programmed.
But I have a lot of text and it just keeps going. I want it to wrap like I can do with textfields.
Thanks
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 = 700;
lineMetrics.height = textField.textHeight;
return lineMetrics;
}
}
}
This is the component, but like I said everything is automatically centered.
I've tried paddingLEFT =0; and trying to setStyle("paddingLEFT", 0); but those methods don't work.
var test:multiLineLinkButton = new multiLineLinkButton();
test.label = "sdfdsfdsfdsfsdfsdfsdfdsfsdfdsfdsdsfdsfdsfdffsdfdsfdfdsfdsfdsfdsfdsfdsfsdfdsfdfdsfdfdsfdsfsdfsdfsdf";
test.setStyle("textAlign","left");
var metrics:TextLineMetrics = measureText(test.label);
trace(metrics.height);
myCanvas.addChild(test);
so metrics.height is giving me a height of 14, which i believe is a single line even though it wraps.

This guy did it:
http://ooine.com/index.php/2009/10/12/flex-linkbutton-word-wrap/
FYI, this was the first hit on Google for the search term "flex linkButton word wrap"

Related

flex tree gets chopped even after using scroll bar

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();
}
}

How do I get list item selection working when using a png mask in an item renderer in a Flex 4.5 mobile app?

I'm creating a mobile app in which I need to show a calendar with months at the top. The months are part of a component that extends from SkinnableDataContainer (and has some custom scrolling/behaviour - which is why I did'nt use a spark list). I need the months to be shown as a 'trapezium' shaped tab and so I'm using a png image as a mask in the item renderer for the component.
When the mask is not applied, it all works well - the months render, the list/data container selection works when I click on a month and so on.
When the mask is applied, it renders well, scrolling and everything else seems to work well - but when I click on a month, nothing happens visually. And from the trace statements in my code, it appears list item selection is not changing. Looks like mouse clicks are not working.
Any ideas on how to fix this?
I've looked for similar sounding questions (but ask the opposite thing) here on SO. (http://stackoverflow.com/questions/1741172/restrict-mouseevents-to-mask-in-flex-skin)
Regards,
Krishna
Code:
public class TopCalendarMonthRenderer extends LabelItemRenderer {
[Embed(source="/assets/trapezium_alpha.png")]
private static var TrapeziumMask:Class;
private static var trapeziumMaskInstance:BitmapAsset;
override protected function createChildren():void {
super.createChildren();
setLabelProperties();
createMask();
}
private function createMask():void {
if (!this.maskShape){
if (!trapeziumMaskInstance){
trapeziumMaskInstance = (new TrapeziumMask()) as BitmapAsset;
}
maskShape = new Sprite();
//maskShape.visible = false;
//maskShape.mouseEnabled = false;
maskShape.cacheAsBitmap = true;
this.cacheAsBitmap = true;
this.addChild(maskShape);
//this.hitArea = maskShape;
}
}
override protected function drawBackground(unscaledWidth:Number, unscaledHeight:Number):void {
//don't call the parent's draw: because we draw our own background
var bgColor:uint = 0x555555;
if (this.selected)
bgColor = backgroundColor;
var g:Graphics = this.graphics;
g.beginFill(bgColor);
g.drawRoundRectComplex(0, 0, unscaledWidth, unscaledHeight, 3, 3, 0, 0);
g.endFill();
//TODO: make the mask a hitArea - so the user can interact with it - HOW?
drawMask();
}
private function drawMask():void {
var g:Graphics = maskShape.graphics;
var img:BitmapData = trapeziumMaskInstance.bitmapData;
g.beginBitmapFill(img, null, false, true);
//g.beginGradientFill(GradientType.RADIAL, [0xffffff, 0xff0000], [1, 0], [0, 255]);
//g.beginFill(0xff0000);
g.drawRect(0, 0, img.width, img.height);
g.endFill();
this.mask = maskShape;
//this.hitArea = maskShape;
}
}
I finally found this:
http://aaronhardy.com/flex/displayobject-quirks-and-tips/
This explains how setting a PNG image as an alpha mask on a DisplayObject breaks mouse events.
A work around is also provided in that article - which worked for me :)

Datagrid selects the wrong custom cell in my datagrid

I am working on a problem since a week soon, but I still couldn't make it work as expected. I have a DataGrid which has HBox with a CheckBox an a Label as itemRenderer (see Code below). When I tap in to the Cell the standard itemEditor pops up and lets you enter the content of the label. Thats the standard behavior. I works fine except for 2 problems:
If I enter to much text, the horizontal srollbar pops up, and the cell is filled with that scrollbar. As you see I tried to set the horizontalScrollPolicy to off, but that doesnt work at all... I tried to do that for all the different elements, but the failure is still existent.
When I have filled more than one row, there is an other mistake happening. If I tap on a row, the datagrid selects the one below that row. That's only if one line is already selected. If I tap outside the datagrid and then, tap at any row the itemEditor of the right row will show up... Is there anything now wright in the setup of my set data method?
__
package components
{
import mx.containers.HBox;
import mx.controls.CheckBox;
import mx.controls.Label;
public class ChoiceRenderer extends HBox
{
private var correctAnswer:CheckBox;
private var choiceLabel:Label;
public function ChoiceRenderer()
{
super();
paint();
}
private function paint():void{
percentHeight = 100;
percentWidth = 100;
setStyle("horizontalScrollPolicy", "off");
super.setStyle("horizontalScrollPolicy", "off");
correctAnswer = new CheckBox;
correctAnswer.setStyle("horizontalScrollPolicy", "off");
addChild(correctAnswer);
choiceLabel = new Label;
choiceLabel.setStyle("horizontalScrollPolicy", "off");
addChild(choiceLabel);
}
override public function set data(xmldata:Object):void{
if(xmldata.name() == "BackSide"){
var xmlText:Object = xmldata.TextElements.TextElement.(#position == position)[0];
super.data = xmlText;
choiceLabel.text = xmlText.toString();
correctAnswer.selected = xmlText.#correct_answer;
}
}
}
Thanks in advance!
Markus
I am not sure if this is the reason behind your issues, but the standard way of creating children is to override the createChildren method.
Also, you are missing an else statement - you are not calling super.data when if condition fails. That doesn't look good either.
Try:
package components
{
public class ChoiceRenderer extends HBox {
private var correctAnswer:CheckBox;
private var choiceLabel:Label;
public function ChoiceRenderer() {
super();
percentHeight = 100;
percentWidth = 100;
setStyle("horizontalScrollPolicy", "off");
}
override protected function createChildren():void {
super.createChildren();
correctAnswer = new CheckBox();
addChild(correctAnswer);
choiceLabel = new Label();
choiceLabel.setStyle("horizontalScrollPolicy", "off");
addChild(choiceLabel);
}
override public function set data(xmldata:Object):void {
if(xmldata.name() == "BackSide") {
var xmlText:Object = xmldata.TextElements.TextElement.(#position == position)[0];
super.data = xmlText;
choiceLabel.text = xmlText.toString();
correctAnswer.selected = xmlText.#correct_answer;
}
else {
//what if xmldata.name() is not "BackSide"?
//you are not calling super.data in that case
}
}
}
in order to avoid scroll bar you have to let datagrid have variable height
<mx:DataGrid id="dg"
dataProvider="{dp}"
variableRowHeight="true"
creationComplete="dg.height=dg.measureHeightOfItems(0,dp.length)+dg.headerHeight+2"/>

How do I make this linkButton custom component work?

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.

TextField in AS3 - programming a click listener

I want to add a simple piece of text to the stage and add a listener to do something when the user clicks it.
Here's my TextLink class:
package some.package
{
import flash.display.Sprite;
import flash.external.ExternalInterface;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
public class TextLink extends Sprite
{
public var tf:TextField = new TextField();
public var bspr:Sprite = new Sprite();
public function TextLink(tx:int, ty:int, tft:String):void
{
tf.text = tft;
tf.x = tx;
tf.y = ty;
tf.autoSize = TextFieldAutoSize.LEFT;
bspr.addChild(tf);
this.addChild(tf);
}
}
}
And here is the way I am calling it, along with the listener:
public function test_array_of_objects():void
{
var tmp:TextLink = new TextLink(30, 30, "some text");
tmp.addEventListener(MouseEvent.CLICK, roverNotify);
addChild(tmp);
}
protected function roverNotify(e:Event):void
{
ExternalInterface.call("console.log", "got a click");
}
...But I don't get a message for some reason.
I've imported everything successfully. Any thoughts on what else I can try?
Is your TextLink class an event dispatcher? You're trying to add a listener to the TextLink object, but the click listener needs to be attached to the text field that you're using inside TextLink. TextLink needs to be a DisplayObject of some kind to inherit the dispatching capabilities.
Also, constructors should not specify a return type (since they're just returning themselves) -- the :void should not be there where your TextLink constructor is.
Does function TextLink require something like this at the beginning:
var tf:Text = new Text();
Is the problem with clicking the Sprite or getting the event to fire? If it's the former you could try adding the code below.
tmp.mouseChildren = false;
tmp.buttonMode = true;
ExternalInterface.call("console.log", "got a click");
You have a JavaScript function defined like this??:
function console.log(inputString) {
//do something
}
Edit: Nevermind the above, forgot about Firebug.
Also, TextLink doesn't need to be an event dispatcher, though you may want to have TextLink set its mouseChildren property to false (unless you need to be able to select that text), so that you don't inadvertently trigger events on the TextField, and buttonMode to true.
Edit: Also, what's the point of?:
var bspr:Sprite = new Sprite();
bspr.addChild(tf);
Final edit
How about this? http://code.google.com/p/fbug/issues/detail?id=1494
Yes, you are correct, in FF3 the console is injected only when the page has
javascript and uses window.console.
If you put any js that accesses the console before the Flash loads it should work, eg
<script>
var triggerFirebugConsole = window.console;
</script>
Let us know if this works. It's unlikely that we can fix this soon.

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