ActionScript 3.0 :: Text Input Control On Top Of Native TextField Class
May 18, 2010
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 some AS2 code for responding to keyboard input - it was great because it added friction, thrust, gravity etc... ie: it made the movements very real and added playability which is key in engaging players. On passing it into classes for OOP I don't seem to have got it right. maybe somebody knows a nice tutorial for the same.It was Emanuel Feronato's tut in AS2
RocketMainDocClass package import flash.display.MovieClip; import flash.events.*; import flash.ui.Keyboard; public class RocketMainDocClass extends MovieClip{
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 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?
I've been trying to contol a movie clip by inputting certain text. I've tried different bits that I've found online, but I can't seem to get it right.I want it so that it only if the text is (for the purpose of this) "Test" and you press enter does it call the function "doSomething" else it doesn't allow you to enter it, or it calls a different function.This is the code I have:Quote:
myText.addEventListener(KeyboardEvent.KEY_DOWN,han dler); function handler(event:KeyboardEvent){ if(event.charCode == 13)
<fx:Script> <![CDATA[ import mx.controls.*; import mx.controls.TextInput; import mx.events.ListEvent; public function init():void { [Code] .....
I have implemented this one. I am getting 5 textboxes with empty value, if I entered some value in each textbox then, I want to get specific 3rd textbox value wen some event trigger.
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]...
This link will show you what I'm trying to do, but in AS3 and with additional features I've described below[url]...
Need to be able to modify the text in the dynamic box, which also manipulates the slider. For instance, I'd like to be able to drag the slider to, say, 12 and then type in 25 on the box and the slider moves to 25. Control Flash slider bar with input text and vice versa in it?
I would think this would be pretty simple, but I don't really know anything about actionscript 3.0. Please put this into terms I can understand. Basically, I want to be able to input text in a text box and have the movie jump to another frame based on what is typed into the box after the "enter" key is pressed. For example, If you type "Frame 2" and press enter, It could go to frame 2 and stop.
Additionally, I want to beable to have it control movie clips within the frame. For example, if you type "MovieClip1 Frame 3" it could seemingly transform an individual element in the frame by making the movie clip go to and stop at it's third frame.Finally, in the case that something is typed that doesn't match up (that the movie "doesn't understand,") I would like a movie clip to switch from being invisible (frame 1 of the movie clip) to showing an error message (frame 2 of the movie clip).The idea is, I want to make a visual text-based adventure game. Like, you could type "go north" and it would go to frame 3 where there's the northern part of the village.
However, I want to recall this entered name and display it in a dynamic text field in my MainMenu page, which uses a separate class. I don't know how to pass the string into a different class.
I have another question for the masses out there regarding trying to input values from a text input box to a custom class. I currently have a custom class named Company with properties that correspond to values in a MySQL database.
So I created an input UI on the client application that calls out for Address, Name, Zip, Phone, etc. - Then there is a button to submit to values to the database for creation. Here's my question:
How do I take each individual textinput.text property and 'mesh' them all together to a Company object to send to the server? The PHP that is written takes in an argument like this:
public function createNewCompany (Company $item) { .......
So is that even the right way to send them in? Or???
There are a total of 11 things (properties) that need to be submitted.
So I am making a small course in Flash CS5 that will take the users input from the course using Text Input boxes on the stage and create a PDF document with the information using PurePDF. I have the PDF documents all working the course all set and I can access the Text Input field text from the main timeline and store it in a variable but I can't access that variable from my document class in order to plug it into the PDF document. I did some searching and I found people saying to use MovieClip(root).myVar but it just comes up null when I trace it.
I'm not so confident in OOP, and I don't know if "overload" it's the right term.I want to add a method to the MovieClip Class, for example, how can I do that?
Is there a way to add text programmatically in as3 to a Sprite or a MovieClip without using the class TextField
TextField inherits from InteractiveObject which is kind of heavy for what I want to do: just display text (i.e. I don't want to interact with the text).
Note: I'm aware that there is a property selectable to make the textfield not selectable. This is not the point.
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 a dynamic textfield that displays different text. What I want is the ability to control both the text color and the background color of the textfield.
I am having trouble referencing dynamically generated textfield in a document class. I gives me the assigned name when traced, but generates an error when I refer to the name. Here are the documents:
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:
Is there an easy way to code something, using the tween class, to go back to its native size after being scaled down using the tween class? I checked the tutorial on the site and couldn't find any information on this.