ActionScript 3.0 :: Handling Text Input Not In A Textfield
Jun 24, 2011
I am writing a class that will handle text input using a keyboard event attached to the stage (or it could be attached to a movieclip or something else). It will have many applications, but to give you a picture of something it might do, it could be used to input "cheat codes" where you type something and it updates a string variable. Then when the string matches some code it calls some function (and in this instance it may be annoying or impossible to use a textfield for this).It is pretty easy to take all the keycodes and convert them into text (or program whatever function they serve, like backspace), but it is also relatively time consuming. Is there an easier way, or does anyone know of someone elses class out there that does something similar?
The problem I'm having with my simple flash program is, the array doesn't seem to care what I put in my text field it just generate one item. The idea is that you will get the number of oranges on the screen that you put in the text field. Once you click them all you will goto the win frame.
how to tell the cursor(vertical text flasher) to jump to the end of the text in a input textfield - so that you can continue typing from the end of existing text?
What I'm trying to do is pretty simple, I'm just getting lost in the syntax of it..I have a piece of code that loads a textfield to the stage and sets it to "Testing Adding Text To Stage Dynamically"on the stage I have a text input box named t1input And a button next_btn
What I am wanting to happen is to have the text automatically load into the text field that is set in the code ("Testing Adding Text To Stage Dynamically") And then have it where the user can type into the text box, press the "next" button and then the text in the text field is changed to be whatever the user has typed in the text box.[code]...
I'm trying to refer to the text in an input text field. The name of the fields are attr1, attr2, attr3...... This works fine when I type; my_mc.var1.text, my_mc.var2.text......
In order not to type the name of all the fields, I want to do it in a loop, and put the results into an array; [AS] for(i; i<(number_of_attr+1); i++) { var nr = new LoadVars(); var attr_nr = new LoadVars(); var suggestion = new LoadVars(); attr_nr = i.toString(); [Code] ..... It only works when I type attr1, attr2 .....
I am creating a text input control on top of the native TextField class. I am trying to make the input text field itself behave in such a way that hitting Enter when focused and typing, instead of adding a line feed, produces a kind of "submit" event from my control, clearing the "submitted" text input. The described above works quite well. My problem is that I currently rob the users of my control the simple line-feeding ability - instead of a line-feed, a "submit" event is dispatched.
Obviously my control is designed for sending text rapidly, but it is also multiline so I want people to also be able to insert newlines. Think of this as a chat text input control. What I thought about is, somehow capture Shift+Enter and make it behave as Enter usually does. This has proven to be absolutely impossible, and I know a thing or two about Flash Player.
Part of the problem is, Shift+Enter by default does not itself produce a newline (even though pretty much everything else that types in any OS, does) and I cannot patch the event - f.e. by setting 'shiftKey' property to false at capture phase so that the event moves on as if Enter was pressed instead. How to do this, sort of replicating a TextField entirely down to a caret and all?
I have a dynamic textfield which receive the text the user input. And I want to make it like no matter how many words the user type, it always have the same area of the box, say if the user type hello, the texfield box is
------------ - - - - ------------
this large and if the user type hello, the world, the textfield change to
I have a dynamic textfield which receive the text the user input. And I want to make it like no matter how many words the user type, it always have the same area of the box[code]...
I'm building a sidescrolling world where you can move around.The idea is that you should be able to move to any point in the world, as well as travelling really fast.I'm pregenerating a long list of data about objects to place, their positions etc.
Now. When moving to a point far away from current position I don't want to loop through the whole list of objects to find what objects should be seen and not, so I'm thinking I should divide the position list into sections, each covering an area equal to the visible area. That way I would only have to roll through the lists closets to the new position.This would however result in an array of thousands of elements each consisting of about 20 objects and I'm figuring that might not be very healthy.One solution would be to split everything up further so that in the end I would have a handable nr of arrays containing a handable nr of elements.
You're probably thinking I should generate positions on the fly, but since one place in the world can be revisited I need to store all positions.
How can I cause numbers with no value to show up blank instead of NaN on forms?Let's say I have a User class with an optional weight (kgs) value, of type Number. If I edit a User in Flex I get the user object from the server and bind weightInput.text to user.weight. If weight is null on the server it will be translated to NaN in Flex, and then the value of weight in the edit form showes up as NaN. That is really inconvenient, as I would like it to just be blank if it has no value.
Have an Input textfield and write e.g. 123 in it (This is on frame 1).Then later in frame 3 I want that number to be shown in a Dynamic textfield.How do I do that?
I have an issue with font scaling of a dynamic text box.
Currently i have one input box named input_1 with a variable attached to it named "choc_1".
Also, i have a dynamic text box named dynamic_1 with variable "choc_1".
When the user types something on the input box then the dynamic box changes instantly and displays what the user has written.
auto scale-size the fonts to a smaller size if the user types many letters.
The input_1 box has a 13 character limit. My initial font size is 200, i want to scale down so when the user types 10 letters they fit the box and they don't go out of screen. I want to use one line, so wrap or multiline is not possible.
here's a code that i'm trying to fix but i can't get the dynamic box to change:
I have an issue with font scaling of a dynamic text box.
Currently i have one input box named input_1 with a variable attached to it named "choc_1".
Also, i have a dynamic text box named dynamic_1 with variable "choc_1".
When the user types something on the input box then the dynamic box changes instantly and displays what the user has written.
I've googled a lot, but i can't find a solution to auto scale-size the fonts to a smaller size if the user types many letters.
The input_1 box has a 13 character limit. My initial font size is 200, i want to scale down so when the user types 10 letters they fit the box and they don't go out of screen. I want to use one line, so wrap or multiline is not possible.
here's a code that i'm trying to fix but i can't get the dynamic box to change:
I am going nuts here. I've searched exhaustively, and cannot seem to find anyone else experiencing my issue, so it must be something elementary I am not grasping. I'm creating TextFields dynamically, for use as input boxes:
Code: function makeText(whatParent, whatText, whatFormat, input){ var thisTextField:TextField = new TextField();
I'm trying to extend the text input that comes in flex to support an icon, just like mac os x search text input has a grey circle aligned to the right, the text input has a addChild method, but it didn't work for me.
the last of many problems, is that at the very end of the test, you're shown your score, and you have the option to type your name in a text box and click "save". Doing so will apply you score data (time elapsed, date, correct answers and percentage) along with the name you typed in, and output in a form, that you can save or print off, or whatever. The problem is, the input text box will not let you type in it. If you mouse over it, the mouse stays a pointer, you don't get the text tool. If you click on it, the cursor appears for a split second after you release the mouse button, but you cannot type anything in it.This is the actionscript for the output form:
Code: // function saveRecord(record:String, field:String, now:Object, score:Object):Void {
I have 2 keyframes on my timeline.The first keyframe has an input text field (instance name: inputTxt) and a button (instance name: btnTester).When the user clicks the button it takes them to the second keyframe where their text should be displayed in a dynamic text box (instance name: txtBox).I get a null value in keyframe 2.
i created an input text box that puts the users input into a global variable, but when i test it it gives me not only what i have typed in but all the html formatting for the font that my input text box has on it.I only want the text that i have typed in to go into the variable but the wackload of html is going in there too. ive tried a few different things, rewriting my code, recreating the text box, changing settings, dont know what im missing.
I'm trying to build a fahrenheit to celsius convertor in AS3. How can I test to see whether what is input into a text input box (flash component) is not a number? This isn't correct but you can get an idea of what i'm trying to do:
if (celsius_txt.text == NaN || fahrenheit_txt.text == NaN) { //do something; }
I am trying to something very simple but I can't find an option to do that. I have a button that updates the ElementFormat, it can take care of bold and italic but the problem is underline. I can't find an option to set it as "underlined" or "not underlined".
i have an one input text box, first i type text into it and press space bar at this it will become empty and ready to accept next input from starting position, i make the text box empty by
textbox.text = "";
but the cursor not set to initial position in text box it consider "" as "space" and cursor will display after one space only, i need that cursor again move to starting position..
Using AS3 to create a basic number guessing game but for some reason the input text field won't accept text input. I can't figure out which piece of code is causing the problem and it's driving me nuts considering it's from a tutorial.
I am trying to something very simple but I can't find an option to do that. I have a button that updates the ElementFormat, it can take care of bold and italic but the problem is underline. I can't find an option to set it as "underlined" or "not underlined".
This code corresponds to a quiz question where the correct answer is either blue or green. I get the #1009 error if I input "blue". The answer "green" seems to work ok. What's wrong with my code? Is there a better way to make is so more than one answer works? Something like "blue" or "green" or "otheranswer", etc..?
I try to get input from a textfield of type INPUT and save its numerical value on a couple of variables, but when i enter for example 1 or any digit i get Nan in the trace debug, after i put another digit i get the first after i put another one i get the first two and so on so forth. What i am doing wrong? Here some snippets from my code.
xSpeedField.addEventListener(TextEvent.TEXT_INPUT, inputXCapture); private function initField(field:TextField, label:String, x:uint, y:uint):void { var format:TextFormat = new TextFormat();