ActionScript 1/2 :: Get Image Dimensions Before OnLoadInit?
Jul 24, 2010
I need to get the width and height of the image before it finishes loading with a moviecliploader instance. This is for placement of another clip, which will always load before the image. Is there any way of doing this??? onLoadStart does not give dimensions of the image.
how do I access a button within the emptymcholder, and place it at a specific position?? Is this possible??
I tried doing emptymcholder.buttonname._x, but it does not work.
i have a flash site im working on, with an image gallery. the way the site is designed, when you enter into a gallery, while it's loading the images (lets say 5-10 images), it draws 5-10 gray boxes in the exact spots the images will load into.
the trick is i need to know in advance how big the gray boxes should be (width/height) before the image is fully downloaded.
i found this site: [URL]
but the way he wrote this, as soon as the class determines the images dimensions, it cancels the download.
i'd rather have a fully complete image class that downloads images, dispatches events with the image dimensions as SOON as theyre detected, and fully downloads the images as well.
I'm making an application that gets images from a web site and displays them on a screen for the user.How do I call getSize() on that data? I've been told I can use XML functionality in AS3 to achieve this as well, any idea how someone might accomplish the task?
I want to load an external jpg,Is it possible to get the dimensions of the file loaded after? It seems straight forward enough and easy to do - but I don't ever remember seeing such a functionality in Flash before.
I'm using the following code to load images into a gallery through xml. The native resolution of the files is relatively high (though fits well on my 1920 x 1200 pixel display). Since I can't determine the resolution of other users' displays I would like to be able to resize the images loaded so that they fit proportionally on any screen.
I am trying to get the image dimensions to center in the dynamic sprite object but I am getting 0 in the height and widh property. get the image dimensions? I tried by using various properties of image control but I am getting the dimensions. Please see code below and the values in the inline comments
I have been searching in forums and I couldn't find an answer so I thought maybe I should ask.
I wrote a script that allows user to select a local file, which gets resized if it exceeds the width/height limits I specified, and finally this file gets uploaded to the server.
In documentation it writes the same max sizes for BitmapData and Loader:
Quote:
In AIR 1.5 and Flash Player 10, the maximum size for a loaded image is 8,191 pixels in width or height, and the total number of pixels cannot exceed 16,777,215 pixels. (So, if a loaded image is 8,191 pixels wide, it can only be 2,048 pixels high.) In Flash Player 9 and earlier and AIR 1.1 and earlier, the limitation is 2,880 pixels in height and 2,880 pixels in width.
So what I need is to check the file size (width and height) before I attempt to load the bytes of the file into a loader. I'm limited to the ByteArray that I get by the load of the file via a FileReference instance.
Has anybody seen a source where you can get that data out of a ByteArray prior to loading it into a DisplayObject?
I'm loading an image into a movie clip dynamically, but I need to know its width. I can get it during the call back function for the complete event but how to I access this variable later on? If I trace its host mc's width outside of that function it returns '0' for the width.
I'm loading images from an XML file and I know what the image name is, however this is in a string variable. How can I get the dimensions of the image from this?
How do I set the width and height of a loaded image in Flash? Setting the dimensions immediately after requesting it does not work. The width and height remain zero.[code]If I wait a short moment and then set the dimensions, it will work.I tried listening for the Event.INIT event and Event.COMPLETE events before resizing as suggested by some tutorials. Neither of the events were triggered.[code]
I have a site that allows a user to upload an image, modify the image, and then save the image to their computer. This works fine, or at least it suits me so far. This is done by uploading an image to an empty movie clip, failcont_mc, and then exporting it as a jpeg once the user is done editing the image. The empty movie clip seems to be dimensionless, which isn't a problem.
The problem lies when the user uploads a photo that has very high dimensions. I'd like to be able to upload the image, then scale it down and keep it's aspect ratio if it's too large. I only want to be able to do this if the image is too large. For example, load an image sized at 800x600 and scale it down to fit into an area that is 500x400 while keeping it's proportions in tact.
Here is an idea of what I want in steps: 1. Upload the image into empty movieclip 2. Check dimensions of the occupied movieclip (previously empty) 3. if the dimensions are above 500x400 4. then scale the movieclip down while keeping proportions in tact 5. display movieclip
The code is made up of snippets from here and there on the internet, so don't be surprised if you see something that looks familiar. On a side note, I'd like to give credit to those who have allowed their code to be used openly. All of the code works fine, I would just like to add steps 2, 3, and 4. Imageholder: failcont_mc In the code, I have a big white space to give an idea of where I'd like to place the code. I assume the code is executed as it is read by the flashplayer. What I have tried so far was grabbing the width and height of the "occupied" movieclip and setting them as variables. I used these variables to determine if the width or height was the larger number. Then I used the variables to make a proportion to make sure the end dimensions of the movieclip stayed within the area.
Code: //Allow this domain System.security.allowDomain("http://localhost/"); import flash.net.FileReference; // The listener object listens for FileReference events. var listener:Object = new Object(); [Code] .....
I am loading images into a movieClip via XML file. I was wondering if there is a way to find out the height and width of the image I am loading. I tried grabbing the movieClip's dimensions but it's only the original size of the clip before i loaded the image.
I'm loading images from an XML file and I know what the image name is, however this is in a string variable. How can I get the dimensions of the image from this?
Is there a way to get the height and width of an image that was loaded via an xml file? I am making an Image Viewer and I want the display to resize to the dimensions of the image loaded.
Here is the pseudo-code to give you an idea what I want:
for (i == 0; i <= 100; i++) { tempImg = get url ("http://mysite.com/" + i + ".jpg"); while (tempImg != fully loaded) {
[Code]....
Basically, I want it to go through my site from 001.jpg to 100.jpg, and return all the pictures that are not 400 x 320, but I don't know exactly how to code it.
The application doesn't need to display the images on-screen or anything fancy. Simple tracing will do for now.
In AS3, I have a Sprite that has a Z axis rotation applied.How do I calculate that Sprite's dimensions (it's original size) from Sprite.rotationZ and Sprite.getRect(...)?
What do I have to write to keep the movieclip not to change dimensions if the user starts playing with the dimensions of his screen ? I remember it was a line of as3 written at the beginning.
I basically have a form asking for dimensions of an item and I would like to highlight the dimension in an image that corresponds to the TextInput that the cursor is currently in. What Event to use?
I want to display an image, and it should be transformed like this:If for example, my original image is 200x300 pixels in size, I want it to have a width of 150, and then scale the height accordingly. Then I want to crop the image, so that the result has a dimension of 150x150 pixels.
I have an upload form for an image. The user clicks browse and selects a file. How can I get the image dimensions the moment the user selects the file (before the file is even uploaded to the server). It obviously has to be something client-side with maybe javascript/jquery or flash/flex (prefer js//jquery though), but can either of them do this? This is the code I'm using to tie into zozo's getImgSize() function, but it gives me 0*0 as size.
how I could re-size my stage?As well as, I would like to know how I could pan my moving animation horizontally/vertically? And is it possible to make an image fade to the next scene without a whiteout or blackout? How can I do this?
I recently wrote a small script to display an endless scroll for 360 degree images. The image is loaded dinamically so I can use it as a viewer for all the 360 degree images in the site's gallery. It works fine, but I found one image that appears truncated even though everything else works as expected. I found this [URL] that says: The maximum image size of a Flash 2 movie is 2880 x 2880 pixels The image that is giving me this problem is larger than that and it seems to be cut at 2880px widht. Can anyone confirm this? And if so, is there any way to override it since I'm using pure as? Despite the years working with flash, I keep finding these nasty surprises. Last time I learned about the 16,000 frame limit when working on a cd presentation... I wonder what's next.
I am loading a few thumbnails from XML.When they load in, I want them to perform a few simple functions.However, when I load them in, Only the LAST thumbnail takes the onLoadInit() function.
Code: function AttachThumbs(xmlData) { xmlNode = xmlData.firstChild.childNodes; var total:Number = xmlNode.length;
[code]....
It's as if I need to create multiple loadListener objects.. one for each thumbnail, but I dont know how to do that when declaring a variable .. ie: one cant say:
I am using a moviecliploader object to load a clip into the timeline. I have a loader movieclip for the graphic placed on the stage. The idea is to gotoAndplay a certain frame as per the percent loaded so far.But the percent value is always 100. Is this because I am testing it on my local machine? But even so, shouldn't every trace fire, as percent value will fall in these categories sometime. The code within onloadInit is:
I am working on a full screen background with multiple images fading into each other. I already have something working with images that are loaded from inside the library. you can see it here: linkNow I am working on a script to dynamically load the images via FlashVars.I have the folowing function, witch gets called the moment I want to load the second image and replace it with the first. The idea is to start the putImage function the moment the image is loaded, but i cant get the loader.onLoadInit to triger.
ActionScript Code: // load second image switchImage = function() {