I'm trying to override the default handling of the 'up' and 'down' keys for an editable list, such that when they are pressed a list entry that is being edited behaves as if the escape key has been pressed, but the 'selected item bar' moves up or down.
Here is my (simplified) component: <?xml version="1.0" encoding="utf-8"?> <mx:List xmlns:mx="[URL]" enabled="true" width="100%" height="100%" creationComplete="initialise()" editable="true" [Code] .....
For some reason this doesn't work: if a row is being edited, the first 'up' (or down) keypress ends the edit and moves the bar. Further up or down keypresses have no effect, but if you click somewhere near the list it does start working. This makes me think it is a focus issue. Weirdly, if you hit escape the edit finishes and you can move up and down correctly. If the 'callLater' line is uncommented to try and make the list retain focus, the bar initially moves in the direction of the keypress but then moves back again and re-edits the original line!
I have a videoplayer with a custom skin class. I want to override the functionality of the fullscreen button. When I add an click event, the player still goes into fullscreen mode. How can I prevent the fullscreen event from firing?
I always have a question about override custom event. I am not sure why or what do to inside override function. I searched google but didn't get too many feedbacks. EDIT: My projects seem work fine even though I use my custom event without override. Anyone could explain it?
whether using a String as the key in a Dictionary results in slower lookups than using an Object, Class or Custom Object (an instance of developer defined Type)?
When using a String as a key, does the literal String have to be parsed, or does the Dictionary key point to the String Object?
I'm using flash to draw objects, then I export them and use them from flex, and I'm a beginner in flash.
I'm trying to do the override a method from the MovieClip I created. The method I'm trying to override is stop() method. I didn't write a single line of code, my movie clip is created using entirely the flash interface. I figured out how to add actions to the movie clip when a frame is reached but I'm stucked now when I'm trying to override a MovieClip method.
Currently using the Scrollpane component, allows me to enter a 'source' via the properties.However as Im trying to use an MVC Model/View/Control approach .. I need to send the content some paramaters.
I have two child classes ClassA and ClassB both inherit the same base class.
I also have a function that has a parameter which could be an instance of either child classes.
function Test(instance):void //instance is either a ClassA or ClassB instance { instance.DoSomething(); }
However, when I run the test, it's always the BaseClass.DoSomething() get called. How can I use the same function (DoSomething()), but call child class function instead of the base class one?
Is it possible to override the default focus event on the in-built TextField class? So for example when a textfield gains focus a custom event is triggered rather than the default one? I know we can use the onSetFocus event, however we have over 1200 swfs that use TextFields so want to do it on a global scope rather than having to modify each individual swf.
The idea is that on an Android tablet selecting a TextField brings up the android keyboard that not only shrinks the flash content, but defaults to the alpha keyboard when all we want is numeric (it's a Maths app).
I have Main.fla and SkinA.fla. Both have MovieClip library item: MC_BrandLogo.I'm loading the SkinA.swf into Main.swf in the current application domain trying to replace the class inside Main.swf. If there is no library item in the Main.fla, I can instantiate MC_BrandLogo with the correct graphic. If the MC_BrandLogo already exist in the Main.fla then that graphic is used even though I loaded new one in the current application domain.Is there a way to replace existing linked movie clips with loaded dynamically?
var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onSkinLoaded); var context:LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain);
Is there any way to override static functions of Flash top level classes? Lets take Stage or Math for example. What if we want to change Stage.addListener functionality, is there any solution to this problem?
how to fixed this ERROR in flash (1023: Incompatible override. AND 1021: Duplicate function definition)? I'm new to flash and action script 3 so i really dont know how to fix this. I'm creating a game which goes like this: If i press the ENTER KEY, the 'pamato' should go where the 'mouse2' is. It should follow the direction of mouse2. It must also have a friction and speed. The source of the two errors is in the function speed.
I just made a new Flash project. It lets you move a Cube, with the arrow keys on the keyboard. Code: function hearKey(yourEvent:KeyboardEvent):void{ if (yourEvent.keyCode==Keyboard.RIGHT){ cube_mc.x+=5 }; if (yourEvent.keyCode==Keyboard.LEFT){ [Code] .....
It works perfectly fine, except for example: I press down the down key. It moves down (good so far). I keep pressing the down key down and also press the left key down. Now it moves left(not so good, I want it to move both left and down, how do I do that?) Now I release the left key but am still on the down key. Nothing happens....(I want it to then continue going down).
From time to time the letter keys in my flash player stop working. They work ONLY if I hold down CTRL at the same time. It's really annoying, because some flash content I like to use requires typing, and this weirdness doesn't change if I restart the browser or the computer altogether. It is some general setting too, because when this happens NONE of the flash windows will take any letters.
I'm developing a little game. I use the following code to detect the keys pressed by the player:
[Code]...
Basically the shootKey will be hold down by the player almost all the time. And the changeColorKey will be pressed very often but not hold down. While testing I noted that holding the shootKey and the right arrow down, the onKeyUp events for the changeColorKey don't get fired. Holding the up or down arrow key instead of the right arrow has the same effect. If I hold the left arrow key the events get fired. Why does it occour? Is there something wrong with my code?
I've a flash games site, and Im having a lot of difficulties to make it show in internet explorer 8.When you are playing any flash, the arrow keys that should belong to the flash scroll the page up and down (probably left and right too). This was happening in both ie7 and ie8.I placed the flash inside an iframe, that fixed to IE7, but the problem persists on IE8.If I change the flash wmode from transparent to window, the page stops scrolling, but this breaks all my menus and banners, that get hidden behind the flash when they expand.How can I place a flash, with wmode transparent, and make arrow keys work in the expeted way in IE8?
We're having a strange issue with the UP and DOWN keys on Chrome browsers. They're simply not being captured at all.Other browsers work fine (tested on Firefox and IE).I looked for the issue on Google and came up with some old threads from a couple of months ago describing the issue as a Chrome bug, however some of these threads say the problem has been fixed by Google. It hasn't been fixed for us
The following code (with a textField on the stage named "textTest") will trace and display on the stage the Key Code of the key pressed. When done within the IDE, and any other browser, it works fine. However, when tested in Firefox 4 (for Mac), everything works except the arrow keys.
package { import flash.display.MovieClip; import flash.events.KeyboardEvent; public class test extends MovieClip {
I have a flash embed code in my webpage. When playing the game, page is scrolling with Up and Down keys. How can i prevent this? Firefox is ok, but it's only scrolling in IE.
working with a AS3 flash movie button linking to an html form
I have a client that wants to keep the browser session going when it comes to a form being filled out and to pre-fill this data where necessary so basically for Flash to check the user URL and see if there are session keys attached to the URL..
I need Flash to look at the incoming URL which may already have keys attached such as 'uVB2GC1F/xGG3QX1F' and use them by adding them to a button link. These keys will be different every time for each session.
(Flash 5) I have 12 different buttons that are keyboard keys that play a sound when you click on them. I am wondering if, in addition to that, one could hit, for instance, the ` key for this first one, the 1 key for the second one, the 2 key for the third one, etc..etc.. Is there a script for that, in addition to the click?
I have an actionscript project which uses visual symbols from an SWC. I have a CheckoutButton which has the following class associated with it (compiled into the SWC in Flash CS3).
I have a simple flash project with a TV and a remote control. right now there are arrow buttons on the remote control that i have setup so that when you click on the button it goes to another frame. now my client wants it also setup so that when they hit the arrow buttons (up, down, etc) that it goes to a certain frame.