I create a custom component to override the linkButton to make it behave that if an exist value is found, it would shown as "Added".
By default the button label is "Add to cart", I could not make the button become "Added" after trying many trial and error on uHandler which I suppose, COMPLETE, ENTER_FRAME, CREATION_COMPLETE could not even update the label.
public class Btn extends LinkButton{
public function Btn(){
super();
i have a swf with several processor intensive subroutines within a main init() routine at start up (about a 5 secs startup wait). it needs a preloader not due to asset loads but to the processor intensive routines.i'm trying to create a preloader that will display progress as the routines complete but when i try to write text to text field as each subroutine completes either the textField.text is not updated or the text field display is not updated after each subroutine finishes.this prevents me from tracking the progress of the start up.
is there a way to force an update to the display list in the middle of a processor intensive routine? i believe flash is supposed to update after each frame but i'm not seeing this.also, the text field i'm displaying *before* this processor intensive routine *does* display when running locally but *does not* display before the routine when running online.not sure why.
Here's some code I created as an answer to another question. It pulls a library item out of the library and puts it on stage programmatically. No big deal, except that in order to get the image displayed on the screen to actually update, I had to removeChild() and then addChild() it back. Is there another way to force the screen to redraw?
[Code]....
Note that in this example, this code is on frame 1 of the timeline. It _feels_ like imageClip is not a direct reference to the thing that's actually on the display list. However, when I modified my code to replace the reference to the AS variable imageClip with a more direct reference to the element on the stage (imageClip = getChildAt(1)), that made no difference either.
It pulls a library item out of the library and puts it on stage programmatically. No big deal, except that in order to get the image displayed on the screen to actually update, I had to removeChild() and then addChild() it back. Is there another way to force the screen to redraw?
I trying here to avoid having to bind resources to all my components labels ( ie a button) and find a way to have this automated.
Problem: It corrupts the layout in design mode to bind directly in the mxml label="{resourceManager.getString('myResources', 'submit')}" and makes the design view useless. but when declaring bindings elsewhere, in actionScript or via a bind tag, it is counter productive and prone to many errors and miss.
Proposition: I would like to create my own button that automatically invoke resources to localize a button label. So the author puts "Submit" in the mxml description of my button, and when running it would take the value of the label ie "submit" and use resourceManager.getString('myResources', 'submit').
but I can't find the way to override the set label function, Is it possible if yes how? else how can I go about it?
Maybe I am missing an essential process here that would make the use of resources more elegant, as well as how to override such thing as a button's label.
The standard Flex button does not allow the Label Text to word wrap. I read in the internet that there are some undocumented ways to handle this but I did not get them to work.
Is there a way, for a Button's "label" field, to display text over several lines? Or else to automatically "wrap" the text in several lines instead of cutting part of it?
I want to build a flex FormItem extension that adds a button into the item label section, such that there is both a text label and, to the right of it, a button that uses an image icon: Basically, I want to create that 'i' icon, such that I can click on it to display a help overlay for the item in question.Is there an existing component that does this? If not, how do I do it?
I have a button in my application and I want it to respond a bit in a special way. Initially the label color of the button is White, I want the color of the text to change to 50% white on the Over State and to 25% on the Down state. Is this possible?
I tried an alternative way using css which does not do the percentage stuff but only changes the color (see css code below), but this does not seem to work. I more specifically want the color to change in terms of percentage like I mentioned above.
Note that I am using the Skin file only to loads images for each state on the button.
for (i=0; i<answerArray.length; i++) { var myOptionButton1:spark.components.RadioButton = new spark.components.RadioButton(); myOptionButton1.label = answerArray.getItemAt(i).Answer_Choice;
I have created a linkbar with two labels. Now, I need to keep a track of the label clicks.i.e. If in the beginning "First" is clicked, the details will be displayed. After that, if without submitting the details, "Second" is clicked then an alert message should come to inform the user that "First is still in progress, do you want to cancel and begin Second operation". Vice-versa for Second to First transition. I need to know how to write events to keep track of which button clicked.
I have created one button component using one Bitmap and one Label in it. Thing is that when user Clicks on on the button I want to changes button's Icon/Image and Label Text. I want to do this using FlashCS5 and ActionScript-3. I have tried following but it gives me runtime Error
I'm just getting started switching from flash to flex for the better components. I am trying the simple experiment of adding a button and then changing the label. This code does not work. It does not recognize myButton. In flash I could access a button instance after adding it using the instance name. Can't you do this in flex?
I've made a nav bar using buttons, and have them working just fine for Up, Over, Down, and Hit. (okay, so hit isn't a state, but I'll count it is as the fourth one)Problem is, once clicked on and produces a change in the flash, I want the button to not return to the Up state, but to visually be different so you can tell you are in that section.First problem is I can't for the life of me think of what that state is called. (Makes it hard to search for, and my poor little brain is fried right now.)Second problem is, can I force a button to not go back to up state? (either the over or down state would work fine).Or do I have to detect the click and then make a call to swap out the button file for the relevant section?
Anyway what I need to do is have a movie clip finish playing when a button is clicked and then go to the frame label associated with the button. I hope I'm explaining myself ok. So if I had say 4 buttons Home Gallery About Contact If Contact is clicked then I want the Home page to play (Which is a fade out) and then go to Contact Page (which will fade in). Then If Gallery is clicked then I want Contact to fade out and then go to Gallery page and fade in.
I am using the following script in Flash CS4 for a URL link[code]...
and I would like the link to open the new page in the same tab. In Safari it opens the link in a new window (when the default is to open links in the same tab). In IE it opens in a new tab, and also in Firefox (though in Firefox this is the default behaviour for me). Is there a way to override default settings and get the link to open in the same tab for all browsers?
I have an invisible movieclip over some buttons/images. I have it so that on mouse over that invisible button the images start panning from one to the next. The thing is that these images/buttons are supposed to be clickable, but with the invisible movieclip on top I just can't do that. Is there a way to force mouse activity on the buttons/images?
I've tried simply adding a movieclip to the back of the buttons/images and make the MOUSE_OVER listener on the whole movieclip that holds all the images but for some reason whenever the mouse goes from one image to the next it pauses the movement and then continues it, which looks like it identifies different movieclips (images/buttons AND the mc in the back) and re-does the MOUSE_OVER listener for each of them instead of the whole movieclip that holds all of them.
Pretend a button is selected - when that button is selected it goes to the active frame which shows that the button is selected. When you click another button it currently resets itself - BUT - I want it to go to and play frame "mouse_out" and than reset itself. Below is the code I am currently working wtih:
I have an invisible movieclip over some buttons/images. I have it so that on mouse over that invisible button the images start panning from one to the next. The thing is that these images/buttons are supposed to be clickable, but with the invisible movieclip on top I just can't do that. Is there a way to force mouse activity on the buttons/images?
I've tried simply adding a movieclip to the back of the buttons/images and make the MOUSE_OVER listener on the whole movieclip that holds all the images but for some reason whenever the mouse goes from one image to the next it pauses the movement and then continues it, which looks like it identifies different movieclips (images/buttons AND the mc in the back) and re-does the MOUSE_OVER listener for each of them instead of the whole movieclip that holds all of them..
I have an invisible movieclip over some buttons/images. I have it so that on mouse over that invisible button the images start panning from one to the next. The thing is that these images/buttons are supposed to be clickable, but with the invisible movieclip on top I just can't do that. Is there a way to force mouse activity on the buttons/images?I've tried simply adding a movieclip to the back of the buttons/images and make the MOUSE_OVER listener on the whole movieclip that holds all the images but for some reason whenever the mouse goes from one image to the next it pauses the movement and then continues it, which looks like it identifies different movieclips (images/buttons AND the mc in the back) and re-does the MOUSE_OVER listener for each of them instead of the whole movieclip that holds all of them.
I have 8 movie clips. They are set up to disappear when clicked.on (release) {this._visible = false;}The problem I am facing is that I want the movie clips to be clicked in a certain order, so mc1 has to be clicked (and disappear) before mc2 can be active and click-able. That way the user has to click on them in order for them to disappear.
I have 8 movie clips. They are set up to disappear when clicked.
on (release) { this._visible = false; }
I want the movie clips to be clicked in a certain order, so mc1 has to be clicked (and disappear) before mc2 can be active and click-able. That way the user has to click on them in order for them to disappear.