This time I had to help a friend that needed to play some videos in a fancy interface.
The problem was that he didn't want the buttons that Flash provides for video playback, and wanted some flexibility towards mouse events, i.e., beeing able to hide or show the buttons with custom events or mouse events.
For now I will tell how I changed the controls.
First of all you need to make some custom MovieClips for the buttons. One MovieClip per button.
(this is valid for actionscripting the interface, or placing the components directly on stage)
Place the FLVplayback component in the stage and give it a name: myFlvplayback
Place the buttons where you want on the interface, and give them a name: playBt, pauseBt, stopBt,... and so on.
Now the script. You have to associate the buttons to the video component, stating what each button will do, like this:
myFlvplayback.playButton=playBt;
myFlvplayback.stopButton=stopBt;
myFlvplayback.seekBar=seekBt;
myFlvplayback.pauseButton=pauseBt;
That's it. If you run the movie, you'll see that this is enough to custom controls for this video component.
A further step is to make a custom interface with the all buttons inside a single MovieClip. Then you can make your custom autohide function with some MouseEvents.
Cheers
Personal blog were I will post as3 snippets that will help all AS3 programmers to achieve small tasks, not always simple or straightforward.
Tuesday, 12 October 2010
Thursday, 2 September 2010
Logical XOR
Flash doesn't have a logical XOR, only a bitwise XOR. That means that you can only do bitwise operations, or swap number and attribute the result to a variable.
Well I needed a Boolean XOR, like the one with Truth Tables that we know from logical programming. Well this little function takes care of this:
Well I needed a Boolean XOR, like the one with Truth Tables that we know from logical programming. Well this little function takes care of this:
public function xor(lhs:Boolean, rhs:Boolean):Boolean { }
return !( lhs && rhs ) && ( lhs || rhs );
Cheers,
Leonel
Etiquetas:
as3 logic xor
Wednesday, 1 September 2010
Fullscreen... and back
To get your stage into full screen you must do in two steps. The first is to set your stage display state in ActionScript. The other is to allow this scaling in the HTML page.
First of all, place a MovieClip in the stage, by code, or directly in the stage. Give it a instance name.
I will cal mine: fullScr
Associate with fullScr an event listener to catch a mouse event to execute the full screen:
fullScr.addEventListener(MouseEvent.CLICK, handleMouseClick);
Write the handleMouseClick function that will set the display state of the stage. This function will detect the current display state, and change it accordingly. If the display state is NORMAL, it will set it to FULLSCREEN. Otherwise it will be NORMAL again:
private function handleMouseClick(me:MouseEvent):void
{
if (stage.displayState == StageDisplayState.NORMAL) {
try{
stage.displayState=StageDisplayState.FULL_SCREEN;
}
catch (e:SecurityError){
//if you don't complete STEP TWO below, you will get this SecurityError
trace("an error has occured. please modify the html file to allow
fullscreen mode");
}
}else {
try{
stage.displayState=StageDisplayState.NORMAL;
}
catch (e:SecurityError){
//if you don't complete STEP TWO below, you will get this SecurityError
trace("an error has occured. please modify the html file to allow
fullscreen mode");
}
}
}
If you have a video component like FLVPlayback, when you hit fullscreen, this component will take over the screen because it is on top of everything else. To prevent this add this line:
myPlayer.fullScreenTakeOver=false;
Cheers,
Leonel
First of all, place a MovieClip in the stage, by code, or directly in the stage. Give it a instance name.
I will cal mine: fullScr
Associate with fullScr an event listener to catch a mouse event to execute the full screen:
fullScr.addEventListener(MouseEvent.CLICK, handleMouseClick);
Write the handleMouseClick function that will set the display state of the stage. This function will detect the current display state, and change it accordingly. If the display state is NORMAL, it will set it to FULLSCREEN. Otherwise it will be NORMAL again:
private function handleMouseClick(me:MouseEvent):void
{
if (stage.displayState == StageDisplayState.NORMAL) {
try{
stage.displayState=StageDisplayState.FULL_SCREEN;
}
catch (e:SecurityError){
//if you don't complete STEP TWO below, you will get this SecurityError
trace("an error has occured. please modify the html file to allow
fullscreen mode");
}
}else {
try{
stage.displayState=StageDisplayState.NORMAL;
}
catch (e:SecurityError){
//if you don't complete STEP TWO below, you will get this SecurityError
trace("an error has occured. please modify the html file to allow
fullscreen mode");
}
}
}
If you have a video component like FLVPlayback, when you hit fullscreen, this component will take over the screen because it is on top of everything else. To prevent this add this line:
myPlayer.fullScreenTakeOver=false;
Cheers,
Leonel
Etiquetas:
as3 fullscreen video
Friday, 13 August 2010
Function Call Back
This is very handy feature when programming in AS3.
Imagine that you make a AlertBox class, that when called, it makes a custom Alert message. Imagine then, that you can put 1, 2 or 3 buttons, according to the message type.
If you want to reuse this class in several projects, it's a good idea to tell the different buttons what or where to return when it's pressed.
That's were the Function Call Back enters. After a couple of hours and some search in the web, I came up with a solution, which I want to share.
It's very simple.
First declare in your class a variable that will keep the function reference later on, like this:
private var callBack:Function;
Then when you instantiate the Class, one of the arguments, of the constructor or function, will keep the function name, like this:
createAlert(..., callback){
...
}
Finally inside the constructor or function, you have to attribute the argument to the variable you defined earlier, like this:
callBack=callback;
Then place this variable as a call of some event, like this:
button1.addEventListener(MouseEvent.CLICK, callBack);
... and that's it.
If you want to call the call back function with arguments, instead of a event, just call this way:
typeOfMessage=1;
callback(typeOfMessage);
Imagine that you make a AlertBox class, that when called, it makes a custom Alert message. Imagine then, that you can put 1, 2 or 3 buttons, according to the message type.
If you want to reuse this class in several projects, it's a good idea to tell the different buttons what or where to return when it's pressed.
That's were the Function Call Back enters. After a couple of hours and some search in the web, I came up with a solution, which I want to share.
It's very simple.
First declare in your class a variable that will keep the function reference later on, like this:
private var callBack:Function;
Then when you instantiate the Class, one of the arguments, of the constructor or function, will keep the function name, like this:
createAlert(..., callback){
...
}
Finally inside the constructor or function, you have to attribute the argument to the variable you defined earlier, like this:
callBack=callback;
Then place this variable as a call of some event, like this:
button1.addEventListener(MouseEvent.CLICK, callBack);
... and that's it.
If you want to call the call back function with arguments, instead of a event, just call this way:
typeOfMessage=1;
callback(typeOfMessage);
Etiquetas:
callback function as3
Sunday, 30 May 2010
Cloning arrays
On the other day I had the need to copy an Array. It was not the first time, but this time I had to make a temporary copy of another array, and put some new data in it and make some calculations.
In this process my need to change the original Array, was none.
The problem is that if you make something like this:
var myArray:Array=new Array("Blue", "Yellow");
var myCopyArray:Array=new Array();
myCopyArray=myArray;
... it works to some extent. You can also do this with concat or slice commands.
This method makes a shallow copy, which means that the copy only stores the reference to the original values, that is, it only stores the memory reference where the values are stored. This means that if you change one of the arrays, the other will change also... This was not what I meant.
I needed to make a hard copy of the array, change it, without changing the original. During the research, I found this generic solution presented in a webpage by Adobe at the following link:
https://www.adobe.com/livedocs/flash/9.0/main/wwhelp/wwhimpl/common/html/wwhelp.htm?context=LiveDocs_Parts&file=00000092.html
As always I transcript the code to here and make a brief explanation.
So the function looks like this:
In this process my need to change the original Array, was none.
The problem is that if you make something like this:
var myArray:Array=new Array("Blue", "Yellow");
var myCopyArray:Array=new Array();
myCopyArray=myArray;
... it works to some extent. You can also do this with concat or slice commands.
This method makes a shallow copy, which means that the copy only stores the reference to the original values, that is, it only stores the memory reference where the values are stored. This means that if you change one of the arrays, the other will change also... This was not what I meant.
I needed to make a hard copy of the array, change it, without changing the original. During the research, I found this generic solution presented in a webpage by Adobe at the following link:
https://www.adobe.com/livedocs/flash/9.0/main/wwhelp/wwhimpl/common/html/wwhelp.htm?context=LiveDocs_Parts&file=00000092.html
As always I transcript the code to here and make a brief explanation.
So the function looks like this:
import flash.utils.ByteArray; function clone(source:Object):* { var myBA:ByteArray = new ByteArray(); myBA.writeObject(source); myBA.position = 0; return(myBA.readObject()); }
Basically what this does is it goes to the memory and gets what is stored in the place where the original Array is referenced. To get the original data and not the reference, it uses the ByteArray class and stores the data in the myBA:ByteArray object. The ByteArray class insures that it copies whatever is stored in the original Array, i.e, Numbers, String, DisplayObjects, whatever...
Pretty handy...
Etiquetas:
as3 flash Array
Friday, 21 May 2010
How to erase a element in a Array
I came across this problem recently.
The Array has some methods, and the most common are PUSH, that lets you put an element in a Array. This element will go to the end.
And then you have the POP method, but this only gets the last element in a Array.
Now the question is "How do I delete an element giving the position for that element"?
It's a bit trickier, and it's done using another method called SPLICE.
The syntax is:
splice(startIndex:int, deleteCount:uint, ... values)
This means:
- startIndex -> Initial position were you want to delete. It's the index position of the Array;
- deleteCount ->This is how many elements you want to delete, that includes the index position you specified in startIndex. If you say 1, then it will delete the index position that you've specified. If you say 2, then it's the index position, and the next element... and so on.
As an example:
var myList:Array=new Array("Blue", "Red", "Green", "Black,"White");
myList.splice(2,2);
trace(myList); //Blue, Red, White
//Green is Index number 2, and then deletes two elements including Green, which are Green and Black
The Array has some methods, and the most common are PUSH, that lets you put an element in a Array. This element will go to the end.
And then you have the POP method, but this only gets the last element in a Array.
Now the question is "How do I delete an element giving the position for that element"?
It's a bit trickier, and it's done using another method called SPLICE.
The syntax is:
splice(startIndex:int, deleteCount:uint, ... values)
This means:
- startIndex -> Initial position were you want to delete. It's the index position of the Array;
- deleteCount ->This is how many elements you want to delete, that includes the index position you specified in startIndex. If you say 1, then it will delete the index position that you've specified. If you say 2, then it's the index position, and the next element... and so on.
As an example:
var myList:Array=new Array("Blue", "Red", "Green", "Black,"White");
myList.splice(2,2);
trace(myList); //Blue, Red, White
//Green is Index number 2, and then deletes two elements including Green, which are Green and Black
Etiquetas:
as3 Array erase
Tuesday, 4 May 2010
Instantiate an SWF as a Class
At the company where I work we add the need to make several SWF that needed to come up, in different timings and according to user navigation. But since we wanted to keep the final application as light as possible, we had the need not to instantiate all the external swf at once.
After some research we found and implemented the following solution: instantiate external swf's as separate classes:
package{
import flash.display.MovieClip;
import flash.events.Event;
import flash.net.URLRequest;
import flash.display.Loader;
public class Load extends MovieClip
{
var storeLoadedObject:Class; //Self explained ;)
var loader:Loader;
public function Load():void{
loader=new Loader();
loader.load(new URLRequest("example.swf"));
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, completeObjForEdit);
}
public function completeObjForEdit(evt:Event):void{
var className:String="com.gameRoot"; //Document class of loaded file
storeLoadedObject=loader.contentLoaderInfo.applicationDomain.getDefinition(className) as Class;
makeLotsOfCopies();
}
public function makeLotsOfCopies():void{
for(var i:uint=0; i<20;i++){
var copy:MovieClip=new storeLoadedObject();
addChild(copy);
copy.x=i*5;
copy.y=i*5;
}
}
}
}
And that's it.
After some research we found and implemented the following solution: instantiate external swf's as separate classes:
package{
import flash.display.MovieClip;
import flash.events.Event;
import flash.net.URLRequest;
import flash.display.Loader;
public class Load extends MovieClip
{
var storeLoadedObject:Class; //Self explained ;)
var loader:Loader;
public function Load():void{
loader=new Loader();
loader.load(new URLRequest("example.swf"));
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, completeObjForEdit);
}
public function completeObjForEdit(evt:Event):void{
var className:String="com.gameRoot"; //Document class of loaded file
storeLoadedObject=loader.contentLoaderInfo.applicationDomain.getDefinition(className) as Class;
makeLotsOfCopies();
}
public function makeLotsOfCopies():void{
for(var i:uint=0; i<20;i++){
var copy:MovieClip=new storeLoadedObject();
addChild(copy);
copy.x=i*5;
copy.y=i*5;
}
}
}
}
And that's it.
Etiquetas:
instantiation swf external as3
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