ActionScript 3.0 :: Measure The Size Of The Container?
Aug 9, 2011
how to measure the actual size of the container just like the Flex components. I wanna create some containers with my own layout arithmatic, so I must know the size of every child, but sometimes I don't know what's the size which DisplayObject or DisplayObjectContainer that I will add to the container actually is, how can I do?
I have a textarea where I measure the textWidth and textHeight to make sure the user cannot enter more text than can fit in the text area. I also extended the textArea with a textHeightNow and textWidthNow that measure the textField's dimensions since they update w/out requiring validation. Now this works great for 90% of the embedded fonts I'm using but any fonts that have giant serifs are not measured properly, for instance look at the 'f's in this text area:You can see they get cut off on both sides because textWidth and textWidthNow both return an incorrect size not taking into account the massive serifs.
I wanna know if exist a class in AS3 that allow to intercept the window size of the program in wich sfw is executed. For example the browser window size
Is there a way to have the full stroke size (height/width) fully included or excluded in the movieclip symbol?If I'm making a rectangle with size 100, adding dynamically lines of size 20 when certain criteria are reached in game. But I also want to have stroke of size 5-6, problem is that they half their size in included in the rectangle 100 of height, and half are outside.It makes it more tricky to make the formulas to take in consideration the 2.5 for the size and also the effect on x positionning etc. Much easier to just have to do the like of "x += 20" without the assle of calculating the half stroke height.So how to have those stroke included/excluded when converting to symbol?
I am going to have a situation where i have all sorts of different sizes of graphical data coming at me from XML. The only thing that all of these assets have in common is that they will be sharing a 100px by 100px thumbnail and they are SWFs.My question is, how can i make an object fit into the thumbnail so that:1) Theres no cropping of the item2) Items smaller than 100x100 must be enlarged3) Items larger than 100x100 must be shrunk
Really not enjoying myself with AS3 - it's about as userfriendly as an airplane cockpit. I'm sure Flash the program is quite happy with it, but spending hours into weeks trying to implement pretty ordinary functionality is getting really tiring.
I have a textfield loading in html/CSS file. The textfield is in a container mc. I'm trying to use a scrollbar on the textfield, and I need to set the textfield to newsText.autoSize = "left";. When I do this, the textfield displays the entire contents of the html file in the swf, ignoring the textfield size AND the mc size, displaying all the lines in the file in howover many lines are in the html file.
I'm autocenting my swf in the browser, so this of course throws the whole thing off center.
I'm trying to create a Flex application that can automatically shrink based on the size of the components that it contains, so that a user can shrink it to a minimal view to see more of the HTML page it's embedded in.
I know how to change the size of the whole application using ExternalInterface, but I'm having trouble automatically figuring out how much the size changed when something is hidden or shown.
How can I hide one of the text fields and cause the VBox to shrink? I'm currently setting it to visible = false, but that doesn't seem to affect the parent VBox.
Once the VBox shrinks, how can I detect that the Application no longer needs so much space, and then go about figuring out how much less space it needs?
I've tried using ResizeEvent, but I haven't been able to get them to work, but I could be doing something wrong.
How do I get the size of the content area of Container objects? One non generic solution is checking for styles I suppose but I am looking for some code that works generic for all standard flex Container objects. The controls are Flex 3
I have a video object that dynamically changes. I want to put that inside of a movieclip that is always 320,240 no matter what the video object size is. I want the video object to increase or decrease but I always want to display it at 320,240. How would I write this? I tried:
But the video object still is large (my video object is 480,360 in this case). It seems like it is not nested inside of the the videoDisplay sprite which should only be 320,240.
How can I limit the size of a child container with percentage width/height of 100%?
Example:
<mx:HBox id="container" width="100%" height="100%"> <mx:HBox id="scrollContainer" width="100%" height="100%"> <!-- keep this content limited to the size of "container" -->
[Code]....
Apparently I can get the desired behavior if I change HBox to Canvas but I would still like to know how to accomplish this with a HBox and why it differs from Canvas.
I create an HBox, fill it with a grid of buttons, and set the scroll policy. When I resize the window, the stage changes size, and so does the HBox ... to a point. Once it reaches the height of the Grid it contains, it stops shrinking, like it has a "min-height". This ruins the scrollbar that I'm trying to establish in this case.
I've set the height to 100%, shouldn't it always take the height of the stage, it's parent?[code]....
I was woundering is it possible to measure the length of lines that are drawn with scripts such as these? The ones where you can draw with the mouse? [URL]
I have two artworks on stage which have a common shape within the artwork. I need to make the one I have just added to stage fit the prior one by getting that common shape the same size for both. In Freehand I would drag the junction of the two rulers out onto stage to the left edge of the item, to create a zero point from which to take a measurement. I would drag a guide out to the right edge and read from the info panel an x value, thats my width, or double click the guide to get a reading from the guides palette. Repeat that for the other artwork then get a calculator and divide one measurement by the other to work out the scaling factor I need.
How in CS5 Flash does one place a ruler zero point on stage ? I can drag guides out, but how do I make the left hand guide to be zero ?
I have a function that is made up of two main parts (I'll call them A and B). Part B needs to run when part A is fully done with its layout changes. However, there is no "part A is done" signal, and thus I've been calling a validateNow() before part B runs. This works but seems awfully inefficient - was wondering if there are any other tricks to force an immediate measure or something along those lines or if I'm stuck.
Is there a way to measure the average time it takes my code to run and each frame to render for my Flex app? More specifically, I know how to use getTimer() but I'm not sure about which events I should listen to in order to do this. I was reading this post and am not sure how you'd figure out how long the actual rendering took (it would seem like it may be the time between the RENDER event fires and the next ENTER_FRAME event fires, but I'm not sure). Also, not exactly sure where the user code happens, or whether I should care about EXIT_FRAME and FRAME_CONSTRUCTED. [code]...
I am trying to compare the performance of several different algorithms. So created several functions each of them implementing different approach of solving the same task.What was thinking to do is to create 2 Date objects before and after the function runs, and to compare them afterwords.
As I understand, getTimer() is very inaccurate - on my own machine it always returns a value which is a product of ~16. (16, 33, 50, etc.) Is there a simple and efficient way to more accurately measure the time difference (delta) between two separate calls in my program?
The program croaks when measureContentArea (in package mx.containers.utilityClasses, file CanvasLayout.as ) loops through the target's children from 0 to target.numChildren. When the program errors: n == 1, i == 0, and target.numChildren is now 0, when it was 1 before the loop. target.numChildren has changed while the loop is running. It's as if a child was removed by some side effect of calls in the loop.
This happens even when I have many IOComponents on the screen: Here This baffles me because I don't see how I can debug it. I do add and remove and insert children in my game code, but unless ActionScript is threaded I don't see how my code can reach into a loop in CanvasLayout.as .
Any simple way of measuring how long a button has been pressed for - had a look at gettimer but this seems to be an odd way of doing things - basically I want to say onclick start timing - offclick end timing var time = time button was pressed!
I have a sound clip running in flash and I want to jump to the next frame after a certain amount of time. Unfortunately it is not always the same time span. How can I measure the elapsed time and call a function accordingly? For example: after 17 second go to frame x, then after 25 seconds go to frame y, etc. until the end of the sound clip (2 min 50 sec.) Each frame holds an individual animation that is related to the current sound.
I'm using a List control. In the renderer of the List control I've got a Repeater. Each Repeater can have a different number of items. Adding to the complexity, one of the components being repeated in the repeater is a Text control that has long text that will wrap, increasing it's height. I need to expand the height of the List completely so that there's no vertical scrollbar. How can I do this?
I tried an extremely dirty attempt at calculating the Lists height based on the data source. From the data source I can figure out the number of repeater items and the number of items in each repeater in the List's renderer. But there's no way to compensate for the wrapping of the text in the Text control.