ActionScript 2.0 :: Tooltips And Dynamically Placed Objects...
Jul 26, 2006
I have a set of dots I am placing on a map dynamically (using attachMovie) with an XML file giving the coordinates. I also am using the "hover caption" tutorial (great) to assign a tooltip for each dot. When I rollover the dots, the tooltip appears fine, but it is under the dots, not at the highest level. I have the level set to getNextHighestDepth():[code]Any ideas as to how to have the tooltip site on top of everything?
I am trying to adapt Ruben Sweringa's Flex-based interactive mindmap [URL] and I've got most of it sussed out. I'm just having a little difficulty with the tooltips and I was hoping someone/some people might be willing to help me out or offer some guidance on these three things:
1) How and where do I set hideDelay to Infinity so the tooltips don't disappear? I think that because Ruben's model uses FXCToolTip and FXCHTMLToolTip to extend ToolTip and ToolTipManager, if I try to modify ToolTipManager.hideDelay in the mxml, the value is ignored.
2) Is there a way to enable HTML formatting in the tool tips? FXCHTMLToolTip looks like it's supposed to read this code, but whenever I add such coding, Flex says "Error: XML is invalid" and the whole mindmap fails.
I'm trying to prevent a custom tooltip from disappearing. I've tried three runs at this, borrowing from the usual suspects: Peter Dehann, MonkeyPatch and others. As you can see from the code below I'd like to stay within the tool tip paradigm and not go to popups.
way to persist a tooltip? The intent here is to have a component which can be cut and paste from.
when I try to make text or a button into a hyperlink within that tooltip, it doesn't seem to be usable in the preview. I click on the text/button, and it just doesn't do anything. I've tried coding it several different ways, and looked for an appropriate tutorial, but I haven't been able to find any luck. Is there something I'm missing? Can I even make hyperlinks in a tooltip that's made with that simplified code, or will I have to find another way to make them?
I have a flash file that I am scaling. There are buttons in the file that have tooltips that pop up when you roll over them.Problem is, the tooltips scale with the .swf file so they get huge and are not in the right spot over the button anymore.the tooltips will maintain a size without being scaled?
ForEVER I've been annoyed with tooltips in Flash. Yeah, I've turned them off in preferences, but that doesn't effect the ones in the ActionScript area. I've gone so far as to globally and specifically set tooltips to a delay of 60 seconds in my Mac terminal, effecting every application in my system, but this f^%king program over rides even that.
I'm developing with Flex 4 and have a problem with tooltips in skins. I want to define the tooltip behavior of a textinput in the skin (or other components). I create a new skin and try to add a tooltip attriute to the <s:sparkskin> directly and to the <s:RichEditableText> but the tooltips don't show up. First: Is it possible to define tooltip in skins? If not, why? Second: If it's possible, why doesn't it works
I'm using the tooltipManager as described [URL]. I want to display a custom tooltip for the buttons of a buttonbar. The buttonbar's declaration is as follow: <mx:ButtonBar id="topToolbar" height="30" dataProvider="{topToolbarProvider}" iconField="icon" itemClick="topToolbarHandler(event)" buttonStyleName="topButtonBarButtonStyle" toolTipField="tooltip"/>
Until here, everything works fine. I do see the proper text displaying in a tooltip. Then, I created a custom tooltip manager using the tutorial quoted previously: public class TooltipsManager { private var _customToolTip:ToolTip; public function TooltipsManager() { } public function showToolTipRight(evt:MouseEvent, text:String):void { var pt:Point = new Point(evt.currentTarget.x, evt.currentTarget.y); [Code] .....
Now, this is where I start having issues... I'm trying to get to use this custom tooltip, but I don't know how to get the buttonbar to take it into account. I created a function to see when could I call the functions in my TooltipsManager: public function showTopToolbarTooltip(e:ToolTipEvent):void{ trace('blabla'); } But it would seem that it's never taken into account. I've put this function in different buttonbar's events: tooltipcreate, tooltipstart, tooltipend but nothing happens. Not a single trace. Where to call the function of my tooltipManager?
I've built a simple file to demonstrate what I'm trying to do (it's all dynamic, with AS3, no physical assets). Basically I've created 3 groups of objects via AS3: squares, circles, and triangles. I've placed 3 menu buttons on the side of the stage. I added all objects to the stage just so you can see them. Ideally I'd like to have each button call one of the groups to the stage and begin the tween that is assigned to the object. In this case I've made all the tweens 'alpha' for simplicity. So for example if the '1' button is clicked, it will add the group of squares to the stage and initiate their alpha tweens so that they fade in. Then when the '2' button is clicked, the squares will be removed and the circles will be added and their tweens initiated. I've never seen a tutorial on this so I'm not quite sure how to proceed. What I'd imagined is to group the objects into arrays then add the arrays to the stage with addChild?
I'm using this as a simple model to build a website where I'm going to be calling the content of each section of the site dynamically with menu buttons, instead of using the timeline at all. This is the next step in my actionscript evolution.
I have a list of objects containing an icon, a label, and a tooltip. I want to show only the icon and the label. The tooltips should be visible on mouse over an item.
Is there a way i can achieve this without writing my own mouse-over/out functions?
(notice that dataTips are a different thing as they are displayed only when the label is cut)
I have a flex app that used to be an internet based app. In it I have a function that creates tooltip error messages when I tell it to create an error message. I pulled this app out verbatim to a desktop app and restructured things a bit to get it to run, but I did not mess with the core fundamentals of the mxml file that utilizes this aside from changing the root tag from a type of 's:Group' to 's:Window'. Everything runs correctly, but the tooltips are not displaying.
Here's the tooltip code (inline mxml code in the fx:script cdata tag): import mx.controls.ToolTip; import mx.managers.ToolTipManager; public var errorTip:ToolTip; private function createErrorMsg(errorMsg:String, object:Object):void { if (errorTip){ToolTipManager.destroyToolTip(errorTip); [Code] .....
Basically, I pass the function a string and an object (text input, checkbox, button, etc...etc...) and it positions it and displays the error message. This fully works in my web version, but not in my desktop version.
Here's the code that instantiates the window: var window:LoginWindow = new LoginWindow(); Window.systemChrome = NativeWindowSystemChrome.NONE; Window.transparent = true; Window.open(true); Window.maximize()
On a side note, I check to see if the errorTip exists at the beginning of the function and then destroy it so that the higher scoped variable 'errorTip' always equals the reference to the currently displayed error. This allows me to just destroy that error tip on form validation and then error check again, but it only allows one tooltip to be displayed at a time. Is there a better way to query the tooltip manager for all of it's currently displayed tooltips and destroy them all?
I'd like to use tooltips with the same design as the error/validation tooltips (rounded box with a tip pointing to the mouse's position).Given the name "error/validation tooltips", it bothers me to use them as normal tooltips.I haven't found people having the same "principles" issue as myself..So, is it that bad to use the error/validation tooltips as normal tooltips? And, if yes, what would be the easiest way to re-use its design without rewriting much code?
If objects are created dynamically in AS3, using code like this:
for (var num:Number = 0; num<10; num++){ var txtFld:TextField = new TextField(); txtFld.text = 'This is the original text'; this.addChild(txtFld); }
then later, i want to changet the text of one of the TextFields, how can I do that? The only instance listed in the variables is a single instance of "txtFld" and it is the last one that is created. How can I access the others?
I was wondering where did go the for statement with attachMovie from library in AS 3.I mean i was having in AS 2:
for (i=0; i<5; i++) { attachMovie("sim", "sim"+i, i); }
Now in AS 3:
for (var i=0; i<5; i++) { addChild(new sim()); }
I can't figure out how to name every instance of the "sim" object from library that i add to the stage without using string.How do I dinamically name the added instances of the object from the library for future reference and usage throughout the code?
I'd like to be able to dynamically access objects from with in a function. In javascript I might say something like window[objectName] and assign it to a temp var or call a method from it. How can I do this in AS3?
Use case:I have a currentReport var that holds the name of the currently active report. When a new report is called I want to unload the current report then load the new one and finally set the currentReport var to the new value.
Having grown tired of dealing with uncollected objects mucking up my game level/performance management, I've decided to make a dedicated garbage class which will hold arrays populated by all the strong references I make. I can then just null out/removeChild/removeListener all the contents of these arrays whenever I need to ensure GC will pick up certain objects.What I'd like to know is the following: is there any way within AS3 (or community made AS3 libs) to detect all current references/listeners/etc. that might keep any given object from being collected? I know there are dependency-mapping utilities out there for debugging, but I'm looking for something that can be called dynamically from an object or its parent to find references to the given object and is suitable for regular runtime implementation.
I have a combination of movie clips, graphic and button objects that I want to appear in front of a movie clip that's being dynamically spawned through ActionScript.
Despite looking at various codes on how to go about doing this, problem is I'm using code somebody else made, so I don't know where to add the code to set the depth order for the spawned object. I'm not even sure which codes to use to achieve the effect I want.[code]...
I have a scroll pane with textboxes and buttons that are dynamically created in a function. The textboxes are a user list that can get very long.
I am having problems where once I get out of this frame I want everything to be removed. I have tried removing the scroll pane but all the dynamically created objects remain. Is there some command when you enter a new frame to clear all objects or something along that line?
I'm trying to create 49 total objects, each 50x50 px. And position them in 7 rows and 7 columns. I think I must use nested for loops but this is all Ive come up with.
Just have a Flash MX question. Is it possible to pipe in XML and dynamically create objects using actionscript? In the instance sense. Can I have a library object and create many instances of it dynamically using actionscript that reads incoming XML?Also, I know it is possible to drive animation with actionscript. Once the object is created, can I give it complex behavior? Does actionscript have classes or is it much simpler than that?
How do I snap/align objects dynamically? For instance, if I have an image loading dynamically and a text box directly below, I want the text box to always touch the edges of the image loaded (regardless of the image's size).
How I should get started to achieve two things. I am creating a map with places and routes between those places.
Objective 1: When a visitor hovers over a place name, I want a tooltip to show, which they can select to be taken to another html page to display information on that place.
Objective 2: When a visitor hovers over a line or path connecting two places, a tooltip shows to identify that route, and again when the tooltip is clicked, the visitor is taken to the route details html page for further information. I want the tooltip to show up anywhere along the path which is hovered over.
I want to know, how I should start to design this and what elements will be required to achieve this, especially the tool tips. And how easy is it to make a path highlight, like a button, when hovered over, can a path have different states? Here is a image done in Fireworks of my objectives.