ActionScript 2.0 :: Focus Doesn't Go To Proper Place?
May 28, 2010
i have created a dialpad kind of application which has a bach button at top which takes u to previous screen, a display text box and buttons. all of them are movieclips.
Now the issue is when i press down button, focus is expected to go from prevBtn->display->oneBtn, but the focus goes like prevBtn->oneBtn. Other thing is that if i press up key after going on the screen, the focus goes like callBtn->zeroBtn->eightBtn->fiveBtn->twoBtn->display->prevBtn.
one more observation is if i take the display down after all the buttons, the behavior is normal and focus goes to display.
I am writing an ActionScript class and I don't know where the standard place to put it is.In other words, where should I put the package in regards to the hierarchy? In flash.myname.mypackage? What is the standard naming convention? As you can probably tell, I haven't had a lot of experience writing ActionScript classes :)
I am apparently having problem loading a swf onto the proper level. Anyways, the short of it is that I now need to create all my movieclips on their proper layers and when they are needed call them to the screen.My main screen is on the first level/layer. I then created a movieclip on layer two. I then try to load the swf into that MC on layer 2 and it doesn't display.
I found a papervision class on the net. When I instantiate it and load xml into the contructor parameters of the class it works fine except that the flipping images doesn't display properly- its masks the middle and cuts off the sides. But when I load images from library into the contructor parameters it displays a different size, almost the size of the original, but not quite -weird.
Is it "better" to initialize AS3 class variables in the class constructor? Or can I just initialize them to their default value when I declare them at the top of my class? I ask because when there's a lot of class variables, it appears inefficient to declare them in one place and then initialize them in another when I could easily do both in the same place. It one option is better than the other,
im using as3 and components. here i make a combobox.editable=true; i type something inside.. then click outside, the combobox doesn't loose focus. i tried to write stage.focus=null;. but i got d following error
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller. at flash.display:isplayObjectContainer/removeChild() at fl.controls::ComboBox/close() at fl.controls::ComboBox/fl.controls:ComboBox::onStageClick()
I have two flash movies, on different tabs of a user's browser.They use LocalConnection to talk to each other, but the one on the tab which isn't active doesn't do anything until you switch back to that tab, can you change this? Maybe in the embed tag?
I wanted this focus off, a class mate gave me a good javascript file to fix this. as you can see it is fixed at [url]...html you can see my problem now, the page doesn't load at the right place anymore.
It successfully gives the TextField "txt" focus because when I type, the characters appear in the input textfield, however the familiar blinking text cursor/beam does not appear in the textfield. This makes you think it does not have focus, so you click the textfield to give it focus -- completely defeating the purpose.
I want to be notified when a FLex Panel gets or loses focus. I've overridden thefocusInHandler() and the focusOutHandler(), but they don't get called when I click on the panel.The panels style changes indicating that it has the focus, but the handler doesn't get called.
I have a web page which has a SWF file embeded. I have an issue with the focus.
Steps to reproduce:
1)Click on a HTML Text Field which is inside a Iframe
2)Click on a Flex Field.
3)Begin to type some text.
Expected Result is the entered text should go in the Flex TextInput field but the actual Result is it goes into HTML text field.
This is the bug which was filed but closed without any resolution. The workaround suggested there doesnt work. ( bugs.adobe.com/jira/browse/SDK-12377 )
This is happening only in IE 6.0 and IE 7.0. Below is the live example. [URL]
when i have this line active(the red one) it gives me automatic focus, so no clicking to be able to detect key input so i got that going for me which is nice BUT when i have it active(not commented out) i get this big yellow line which goes away when i click it(seeBelow)
How to make this smoke effect work without mouse input. I am trying to have it spill from the end of a cannon, & my attempts to modify the position have resulted in all my bitmaps shifting. I changed this doTrail(_root, _xmouse, _ymouse, currentBitmap); To this doTrail(_root, _x=80, _y=100, currentBitmap); [Code] .....
I'm having difficulties doing an animation here, all I'd like to do is create 30sec animation for a big screen (without sound). It needs to have an aspect ratio of 16:9 and be exported in the file format of either mov or wmv. Any recommends for settings to do this the best way?
So far I've made my flash document as large as possible at that ratio (36" x 20" ), created the timeline to 30 seconds and started importing my graphics and such. My biggest problem I've had is when I export to mov, the animations are slow and the video time is longer than what I've set. (whereas exported as avi, the animation is normal) Any ideas on how to counter this problem?
s there a possible issue in the way the button is made not coded?I am using Flash CS4. My buttons seem not to work. I do not think issue is in the action script (I am scripting in 3.0).Here is the way I make the button. I add a movie clip on the stage on the over state ( so if you were to double click on that movie clip a new time line would open), at the end of that movie clip there is a simple stop(); code on its own line. I do not add extra frame on the over state.Then I assign the code to the button and of course cross reference its name in the properties and everything is matching up. Just in case here is my code:
floralyte_btn.addEventListener(MouseEvent.CLICK, onClickFloraLytePopUp); function onClickFloraLytePopUp(event:MouseEvent) :void { gotoAndStop("61"); }
All of my buttons work fine through the Up, Over, Down, HIt stages without the problem. The functionality works fussy, some of them I have to click twice to go to the specified frame with the UILoader, some do not work at all and some work.I double checked and all of them seem to be done identical.
I am making a flash game. The game starts off running fast and smooth, however 15 minutes into the game it's noticibly slower. I worry that I am causing memory leaks by not removing objects from my game properly. I understand the whole garbage collection idea, but I still need confirmation.
I have a scroll file, taken from a tutorial, which is linked to a class. After having customized my file I did try it and it works fine. The problem is starting when I try to import this file to an empty MCL in my website. When I have imported all the elements they do not respond and act like single pieces (es. the scroll bar is detached from the scroller). What can I do? I am attaching all the codes and I think it is the reason I cannot import a proper classed swf. The function is Event.ADDED_TO_STAGE. the only major thing is that I do not know how to change my loader class to contain this missing bit.
As I understand it if I set the weak reference param to true in my event listeners I don't need to worry about removing the listeners. I'm not really clear what would cause the listener to be set for garbage collection. I would hate to have a situation where the listener was removed before I wanted it to.