I have an image loaded from an url and added to canvas as child. Then I am drag and dropping another image on it which also uses the senocular transform so the image can be transformed on the canvas. I have coded in such way that the transform handles shows up only after it's dropped on canvas. The image shows up correctly. But I am trying to save the result image (that is the main image and the dropped image on top of it), I only end up with the main image that was loaded earlier. The dropped image doesn't show up.
Below is the code for handleDrop() that is fired on dragDrop event and prepares the final image.
I am trying to make a flash application that can save (to the user's local hard drive) a screen shot of the canvas (or more accurately part of it).I've dabbled with Quasimondo's Bitmap Exporter which did some funky stuff to render an image, ship it to a php script on the server, and bounce it back to the client. But not only is that inefficient it also has two other major flaws:
1) it's written in actionscript 2 so I can't use any actionscript 3 abilities.
2) it breaks as soon as one of the images on the stage is defined as a variable brought in through $_GET rather than hard coded. (the image comes in fine but then the rendered finished product is a blank white image)
I made a program in Flex that uses the actionscript 3 drawing api. I am drawing on a Canvas and on every mouseUp event I save the bitmapData in an Image component and clear the the Canvas. That works great, but the problem appears if I want to add a background to the paint that was drawn.
Here are the mxml components: Code: <mx:Canvas id="_backgroundColor" width="100%" height="100%" x="0" y="0" /> <mx:Image id="_image" x="0" y="0" mouseEnabled="false" /> <mx:Canvas id="_paper" x="0" y="0" />
And here it is the function I have on the Canvas (_paper) mouseUp Code: private function onSaveModifications(evt:PaperEvents):void{ var bmpData:BitmapData = new BitmapData(this._paper.width,this._paper.height,true,0x00FFFFFF); bmpData.draw(this._paper); this._image.source = new Bitmap(bmpData); this._paper.graphics.clear() }
I want when I set the _background Canvas background color to see it, but I cannot because the Image component(_image) where I save the bitmap is masking it.
This is how I set the background Code: this._background.setStyle("backgroundColor",0xff0000) Do you know how can I make the pixels of the bitmap that weren't drawn to be transparent?
I'm trying to skin a canvas with an image (which is essentially a custom border for the canvas). I've been trying the backgroundImage style as well as the borderSkin style. I can't get the image to scale to the full size of the canvas though. I was wondering what the best way to go about this is.[code]...
I'm currently developing a website in ASP .NET MVC and I require functionality for a user to be able to draw a picture on a canvas which can be saved in a database.
I have made a flash game for facebook. All happened right expect when I am saving score in my Db. I had sended vars from flash to php , which I think is not working://Here is how i am sending vars from flash
I had check it on my localhost its working perfectly. But when I upload same on facebook it doesnot work out.I had used Php SDK 3 and havenot used fbml. embeded flash with Object and Embed tags
I'd like the Image not to overflow the bounds of Canvas. But when I set width and height on the Canvas, my Image disappears. Canvas also doesn't seem to respect horizontalScrollPolicy.
Seems easy enough, but as the official Flex documentation is down at the moment, I thought I'd turn to SO.
I am new to flex, and do not know how to add an image (or other ui component) to canvas, so user can select it (and see that it's selected), also I want to add a possibility for example to click backspace and remove selected image from scene. How to do that?
I know that the question may seem very easy. I am trying to display an image on canvas.I need to do it in AS, and also I need to locate image in specific coordinates.
I want to dynamically add different items to thumbContent canvas and use scroller canvas to scroll. I see than the height of thumbContent bigger than 7977 it truncate from scrolling. So - I see the scroller canvas with empty space on top. Then I scroll to bottom - I see the content of thumbContent and at bottom scrolling I see empty space too.
Im currently trying to work the imageSnapshot function in flex. Ive been looking hard but I cant seem to find a solution to my problem. I wish to take a screenshot of one of my components, to capture the final output of my program, since a plain "printscreen" cuts off some of the output due to it scrolling. My current code looks like -
<mx:ApplicationControlBar dock="true"> <mx:Button label="Take snapshot of Profile" click="takeSnapshot();" />
[Code]....
Now i think this is taking the image of the viewstack which I want... But Im stumped on what to do from here! Is it not possible to now just copy the image to the clipboard, or produce a new window in my browser with the entire image inside?
I am working on this image scroller, where thumbnails of images are displayed. I get each image by
function urlLoaded(event:Event):void { urlLoader.removeEventListener(Event.COMPLETE,urlLoaded); xml=XML(event.target.data);
[Code]....
So is there anyway I could use any of the above code to load the big image associated with the small image? If event.target points to the current thumbnail being picked up, could i do something like event.target.url to point to its name or something?
I load image to control than I applie some effects, and when I save image it's saving without effects. What should i do?
Here is the code:
private var byteArr2:ByteArray; private var fileRef:FileReference = new FileReference(); public function process():void
[Code].....
UPDATE Appears new problem as I am using var data:BitmapData = new BitmapData(currImg.width, currImg.width); saved image is small(size like image control) but I need to save image with original size. With var data:BitmapData = Bitmap(currImg.content).bitmapData; it worked
I'm currently working on a chat with uploading an image and sharing it. The problem is I can upload and display the image but I can't share it to the other side. Here is some code:
I need to be able to save and load images into an SQLite database using Flex 4.5 for a mobile application. The use case is this:
Inside the view there is a spark Image object with a URL as a source
When user clicks button, the Image is saved to an SQLite db inside a BLOB field.
In a separate Image, the source is set to the ByteArray stored in the db.
The biggest question so far is this: where do I get the ByteArray for a loaded Image? I've tried debugging and inspecting Image, BitmapImage, and BitMapData but there's no sign of the byte array.... perhaps it's inside the ContentLoader? But that's null unless I enable caching.
I've done some research and there are no complete examples for how to handle this. I've written a simple View that anyone can copy and paste into a new project. It will compile without errors and can be used for testing. I will update this code as I get the answers I need so that anyone can have a fully working example of this workflow.The only caveat: I used a synchronous connection to the DB to avoid complicating the code with event handlers, I wanted to keep it as simple as possible.I will only mark this question as answered once it is fully functioning both ways.
UPDATE SEPT. 09 2011: The code below is now fully functioning in both directions (save and load). Here are some of the things I've learned: It turns out that the ByteArray of a spark Image can be found inside the LoaderInfo of the image itself. Like this:
image.loaderInfo.bytes
However, trying to set this ByteArray as the source of another image ( image2.source = image1.loaderInfo.bytes) results in this security error: Error #3226: Cannot import a SWF file when LoaderContext.allowCodeImport is false.Which is too bad because it would save so much time and processing power.the workaround is to encode the ByteArray using either a JPEGEncoder or a PNGEncoder. I used the JPEGEncoder which produces much smaller files. Here's how:
var encoder:JPEGEncoder = new JPEGEncoder(75); var imageByteArray:ByteArray = encoder.encode(imageToSave.bitmapData);
Now the problem is saving these bytes to the DB. Saving them as they are now will not work once we read them out, I'm not sure why. So the solution is to encode them into a base64 string like this:
var baseEncoder:Base64Encoder = new Base64Encoder(); baseEncoder.encodeBytes(imageByteArray); var encodedBytes:String = baseEncoder.toString();
So now just save that string into the BLOB field and later read it out. However, you have to decode it from a base64 string to a ByteArray like this:
var encodedBytes:String = result.data[0].imagedata; var baseDecoder:Base64Decoder = new Base64Decoder(); baseDecoder.decode(encodedBytes); var byteArray:ByteArray = baseDecoder.toByteArray();
Now assign the bytearray as the source of your image and you're done. Simple right?if you find any optimizations or alternative ways to do this.I will respond and keep this code updated if need be.
I have an image loaded from BitmapData displayed in an Image control. This Image control has dragEnabled and user can drag and drop small images (from a bunch of images in a TileList) on top of it.
The image loaded from the Bitmapdata can be different every time with different resolution and the Image control scales it down to fit its fixed with/height. But while saving the image after editing I am saving it with its original width/height. For this purpose I am storing the original Bitmapdata in a temp object and applying any edits there before saving.
how to create an image combining the Large image and the small images dropped into it. May be I can use display object snapshot but then I want to save the image with its original with/height and preferably after converting it to Bitmapdata.
How can I show an image that I have just captured with the webcam?I am able to save that image using PHP but before I save it, I want to show a preview. How can I do this? Here is a snippet of the code that I think can be used to do this:
ActionScript Code: foo = new BitmapData(640,480); foo.draw(myvideoobject, scaleMatrix);
I'm creating a flash fun thing where you dress up a character by just dragging and dropping little images, everything is working fine.
I want to add an option to save the image you have created, I can do this but the problem is you have to set a movie clip to capture, the thing i want to capture is a few movie clips layered on top of each other(the finished character).[code]...
I am going nuts! I have a canvas which I am trying to add a background image to. I am not setting the Y position, but after I add it to the canvas it always starts about 40 px down. If I trace the Y position it still says 0, even after a timer. I have tried to move it to the parent canvas and got the same results.
im trying to create a online business card editor to learn flash again, one of the functionality im trying to achieve is being able to upload an image (jpg,png etc) and place said image onto a drawing canvas and then being able to scale the image and rotate the image and move the image around. can some one direct me to a decent tutorial for this kind of functionality.
I have an app wer i drag and drop images onto a canvas and then move them on the canvas to arrange them appropriately. After that i shud be able to click on those images and draw connectors between them as the user seems required. But after dragging and dropping the images on the canvas and arranging them, when i click on the image i am getting a typeerror 1009 error, i.e, "cannot access a property or method of a null object reference".
Actually after arranging the images, i add an event listener to the image(proxy) on the canvas:
I need the exact simple application but the ability to choose a background image from a file on the server as the canvas and I want to save the created image on a server file instead of on the client machine. The ability to change the pencil drawing size would be an additional plus. I work with php and mysql so I would like to use them to store the file parameters, even as a blob in mysql, along with some additional user (server) defined variables (I can do the php/mysql side if I can get the file there, I understand there is an swf to png ByteArray class that might be able to save on server. The project is for an opensource group so the final product would need to remain as such, I would be able to pay for the modifications mentioned above. The source files are available at the links below. [URL]
My artist drew a beautiful island but it's 5000 in width. We scroll it as it's for a Virtual World. - it's in layers and we scroll the different layers at different speeds. Flash documentation states that the limit is 2880 BUT it does work in the player i.e.: you can see the full island but it does run a little slow.
Should I a. Create a smaller island of 2880 which is a shame as I would have to get rid of a lot of good stuff b. Split it into two images and dynamically connect them with code.
Also, I have different layers scrolling at different speeds which would make things more difficult to look natural.
I'm using sephorith's excellent export jpg with flash and php set up which can be found here:
[URL]
I have this working, taking a simple grab in my flash movie and finally displaying the image in the broswer as a jpg. This is all fine, however, instead of displaying the image in the browser, I want to just save it into a folder. I know very little php, but in the file provided, he uses the line:
[CODE] // print out the correct header to the browser header("Content-type:image/jpeg"); // display the image imagejpeg($img, "", 90);