I'm using the VideoPlayer component in flex 4 to display a clip. I have about 3 or 4 notes that I want to appear at specific points of the video, sort of like caption but not quite. I'm trying to figure out how to use VideoPlayer time to cause another element to appear (text area with the note in it), but can't seem to get it. I'm a bit of a beginner so an answer for the stupid is much appreciated.
I assume you're using spark.components.VideoPlayer. Add an event listener to respond to the playheadUpdate event (spark.events.VideoEvent.PLAYHEAD_UPDATE) and check the value of playheadTime (playhead position, measured in seconds, since the video starting playing) to determine whether it is time to display your text.
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I can share the code if needed but it felt like a lot to share to start, so I'll try to explain narratively. I am creating an interface to display network data (as you might have guessed from the title). My first issue has been going on for a few days where visIgraphLayout is not laying out my visual correctly. Regardless of using "full" or "square" as the "type", the network map extends beyond the edge of the display space. When I resize the interface window, then the map will snap to full. Why won't it simply resize automatically? If it matters, I do have the output space in a box element. Also, I have the layout styles working off radiobuttons, and when I switch between styles the map goes beyond the edges again.
Part 2 begins. While the above problem is annoying, it was livable. However, a new wrinkle popped up. I added some font size control to my visNodes code - i.e., radiobuttons set to switch between off (0), small (5), standard (14), and large (40) font size options. Once I implemented this code, when I resize the interface window, now the network map disappears completely after initial load. If I select a new label option, it will redraw but beyond the edges of the space.
All the issues resolve themselves if I ditch the visIgraphLayout, but then I lose the layout functionality which I really like.
I hope this is clear enough. I really appreciate any insights the community might provide. Be well.
I think I have figured out an answer. Long story short, certain pieces didn't work and play well with others. Went through and build it again, and all it good.
Cheers.
I have an mx:VideoDisplay object in Flex, and I wanted to change the initial image which is displayed for the VideoDisplay for the source video. The reason being, the frame that is initially being shown simply looks too funny to be taken seriously? An alternative is to layer an image on top of the videodisplay and then just remove it from the stage once I have set the video to play, but I would like to avoid having to do that.
You can use states and show the image before playing the video and use timer to remove it after n seconds and play video.
I am not sure it its the correct way, but I implemented the same way, when I got the same requirement.
Let m
Sort of a complicated scenario - just curious if anyone else could come up with something:
I have a Text control and when I scroll it and stop the scroll with the cursor over some text that has a url, the cursor doesn't revert to a hand, and also flash player starts acting as if a selection is being made from the last cursor position. So IOW a bonafide bug in flash as far as I can determine.
The above probably wasn't completely clear so let me elaborate. If you grab a scrollbar thumb and start moving it up and down, you don't actually have to keep the mouse pointer on the thumb while doing so. When you stop the scroll, the mouse pointer could be outside the browser window, inside your flash application, but not currently on the scroll bar thumb, or wherever. The previously mentioned bug occurs when you stop the scroll with the mouse pointer positioned over text with an html anchor (a hyperlink). At that point the cursor enters into some state of limbo, and doesn't show the url hand pointer, and furthermore acts as if some text selection is taking place from the last cursor position prior to the scroll.
So the question would be, what sort of event could I simulate in code to jolt flash out of this erroneous state it is in. And furthermore in what event could I perform this simulated event (given that for example there is no AS3 event to signal the end of a scroll.)
To be clear, the Text control in question is on a canvas, and that canvas (call it A) is on another canvas which actually owns the scrollbar, and scrolling takes place by changing the scrollRect of canvas A.
I have run into this exact same problem with the TextArea in Flex 4: Scroll (textarea content is large than it's container) and release the mouse when over a link, and the cursor doesn't act right.
I think it's a bug, try submitting it to the Adobe Bug and Issue Management System. I will vote for it :).
Are you using Flex 3 or 4? If you're in Flex 4, I can make some suggestions. As a base, I would examine the TextArea and related source code in the Flex 3 SDK and figure out what events are being dispatched from links and whatnot. If you can eliminate the possibility that it's a Flash TextField (which TextArea uses), then it's a Flex bug. Try dispatching events that they're dispatching within the TextArea, from the things that are dispatching it (Event.CHANGE is all I can see taking a quick glance).
Good luck!
This is really in response to viatropos.
I was just able to duplicate the bug using the code example from the end of the Text documentation page in Flex 3.5 reference.
Just replace their htmlText in that example with a huge block of htmlText containing anchors tags (<a>...</a>). Then make the browser window small. Then click some arbitrary area of the htmlText with the mouse (That step is important.) Then scroll using the thumb. Stop the scroll with the cursor directly over one of the hyperlinks you created and release the mouse. The entire block of htmlText is selected and highlighted and the mouse pointer will not revert to a hand. (Well it will after you click somewhere else.)
As far as reporting this to adobe through their bug tracking system, I guess if I want to wait several months for it to be fixed. I reported another genuine bug over a year ago that was never fixed.
But examining their source code as you suggested - probably my best bet.
Hey, I've been assigned to design a flex 3 volume control component similar to the one Youtube players have. I mean, you move the mouse over the volume icon and a vertical slider appears.
My only doubt is about how making this vertical slider to appear and to hide properly.
Should I extend a PopUpButton somehow? Maybe another kind of PopUp component? Or do I really need to program the whole thing in actionscript(that would be just sad and sounds like reinventing the wheel)?
Is anyone able to simply point me in the right direction?
OBS: No need to teach me about skinning, designing.. or any of the rest. :)
No! Don't use a popup. Put a canvas somewhere hidden behind your bar of controls and just set it's visible to true when you mouse over the control.
I don't remember if the youtube slider covers the volume button or appears above it, but either way you can put it in there with a canvas.
If you want it to be one single component, the problem you run in to is that the size will be wrong if you hide the slider in the button component (It will be measured to be the size of the slider, instead of the button). But don't worry! Just override measure() and measure the button instead of both. Then if you set clipContent to false, it can display the slider outside of its bounds
What I suggest is to create a flex control that contains a graphic for displaying the volume meter and a hidden slider.
When you roll over the graphic volume meter you show the slider.
When you roll out the slider or the volume meter then you hide the slider.
I believe that's all
I'm developing a Flex 2 application, and I noticed that part of the library which is responsible for moving GUI windows (TitleWindows) around when you drag them with the mouse gets confused if there is a clickable (buttonMode = true) sprite beneath them. When I say confused, I mean that the window is moved around normally for a while, but then at some point "jumps" into the upper left corner of the flash app, and makes very minor movement there. Then at some other point it jumps back. It is more difficult to explain than to experience, so please go and see for yourself. Here's how to reproduce the problem:
Go to http://www.panocast.com
In the left sidebar, choose "Real Estate"
Just below the bottom right corner of the flash window, choose "high res" by clicking on the rightmost icon.
When (part of) the video loads, click on the staircase. A TitleWindow will pop up.
Try dragging it around the screen. When the mouse cursor is moved above one of the clickable areas (like the staircase), the window is misplaced.
(Sorry, but can't give you a direct link, part of the page is generated dynamically.)
(What's makes the problem even more interesting is that for me, in "low res" mode, the problem does not occur! There is very little difference between the various modes.) I would really appreciate if someone told me what was going on here and how it can be fixed.
I'm not sure if it matters, but the underlying sprite is actually not just plain sprite, rather it is a Papervision3D renderer object with some 3D elements in it. I'm telling this because it is possible that the incorrect mouse coordinates somehow come from the texture UV mapped on the clickable objects.
I've managed to replicate this on the low res mode as well, so I don't think it's related to the resolution.
This looks to be because the MouseEvent is being handled by the TitleWindow AND the Papervision3D window. Perhaps you need to force stopImmediatePropagation() on one or the other? Or maybe switch off the MouseEvent handling for the Pv3D window when the TitleWindow pops up?
That's a tough one to debug without some source; something's apparently calling either move() or setting x and y properties on that TitleWindow and scheduling it be moved.
When I first read the post, it "smelled" like maybe a rotation miscalculation somewhere (using Math.atan vs. Math.atan2 can sometimes have that kind of effect), so you're right, it could have something to do with PaperVision, assuming you're not using Math.atan or setting rotation properties yourself anywhere. Just thought I'd mention it, though it's probably not happening in your case. You never know, though. ;)
More likely the LayoutManager is moving the component in response to a property change on the component. The Flex docs explain that in addition to setting its x and y properties, and explicit calls to move(), a UIComponent's move event can also be triggered when any of the following other properties change:
minWidth
minHeight
maxWidth
maxHeight
explicitWidth
explicitHeight
PaperVision or no, maybe that info might help you isolate the source of the move. Good luck.
I got this figured out. Apparently, this is a Papervision3D problem. There is a class deep inside Papervision3D called VirtualMouse, which is supposed to generate MouseEvents programmatically. This happens, for example, when the user interacts with any of the interactive objects on stage, e.g., a Plane with an interactive material on it (as in my case).
The problem is that the x and y coordinates of the generated event represent texture UV coordinates (just as I suspected) and not real world screen coordinates. When a TitleWindow (or any Panel object) is dragged, a "mouseMove" handler (among others) is added to the SystemManager, which then uses the stageX and stageY properties of the event object to determine the new position of the window. Unfortunately for VirtualMouse's mouse events, these are invalid, since the original x,y coordinates, which are probably used to determine the global stage coordinates are, as I said, not screen coordinates.
Honestly, I'm still unsure whether the events dispatched by VirtualMouse are used anywhere within Papervision3D itself, or they are just offered for convenience, but they sure make it difficult to integrate a viewport into a Flex program. Assuming that such events aren't necessary for PV3D itself, there is a one-liner fix for my problem, which must be added right after the creation of the viewport:
viewport.interactiveSceneManager.virtualMouse.
disableEvent(MouseEvent.MOUSE_MOVE);
BTW., there was a very similar (or rather, as it turns out, the same) bug with dragging sliders, also fixed by this line.