Javascript :: Mouseup Event Over Flash Object Not Firing?
Apr 8, 2011
I have got this script working from How to get mouseup to fire once mousemove complete working within the jQuery (document) scope.Later on I added a flash object inside the body.and when I click on the flash object the mousedown event fired, mousemove event fired, but not the mouseup event which where I want to unbind the mousemove. But when I click on non Flash area, mousedown works, mousemove works, and mouseup also works. It works like I wanted it to in Chrome, but not in Firefox.Here are the codes, and I called handleMouseDown in $(document).ready
handleMouseDown: function () {
jQuery(document).mouseup(function() {
Log("unbind.");
I then populate the page with some Flash controls (in my case, I'm using Uploadify). When I click on the Flash control, I see the alert in Firefox 4. However, I do not see the alert in IE8 or Chrome (I havent tested any other browsers).
I'm working on a Google Chrome extension that monitors mouse events. For some reason the following javascript code in the extension's content script is causing embedded Flash content to break:
[Code]...
If you mousedown inside a Flash element, it never registers the mouseup and it appears as though you're still holding your mouse button down even though you've let go. At first I thought it was some kind of event bubbling issue, that this method was swallowing the event, so I tried returning true (and false for that matter) but it didn't seem to have any effect.
I am a bit stuck here for the past few days. I have a SWF running in Security.LOCAL_TRUSTED sandbox. I can load my JPEGs and simple SWFs without any problems
I'm embedding a flash object in an html page and calling windows.onload to initialize the Flash movie. The problem is that the windows.onload does not wait for the Flash object to completely load. Is there way to make sure that the Flash object has fully loaded?
Here is the code I'm using: <head> <script> var falshObj = null; function pageInit() { thisMovie(); [Code] .....
I need to catch a hover event on top of a flash object, so I set the wmode and created an invisible div on top of it to attach the event listeners to. Thing is, I can't click the flash object. The cover is swallowing the clicks, and the things I've tried to go around this have made a mess of the hover events. This is the 30th problem I ran into in 2 days time and it's driving me crazy xD.
If you have a DateChooser control next to a text control and you left click your mouse to select the text then continue holding down the mouse button and letting the mouse button up while over the datechooser control, the selectedDate value changes to the date you are hovering over. I have users that are having issues with this and it happens unintentionally because of the proximity of the two controls. I cannot find a way to stop this effect. Basically I would want the selectedDate to only change if the user actually clicks the calendar control ie. mouseDown or click. Calling functions in those events do not change this behavior. I need a way to disable the control from changing the date on the mouseUpEvent (I think).
In my Flash project I have a movieclip that has 2 keyframes. Both frames contain 1 movieclip each.
frame 1 - Landing frame 2 - Game
The flow of the application is simple:
User arrives on landing page (frame 1) User clicks "start game" button User is brought to the game page (frame 2) When the game is over, the user can press a "play again" button which brings them back to step 1
Both Landing and Game movieclips are linked to separate classes that define event listeners. The problem is that when I end up back at step 1 after playing the game, the Game event listeners fire twice for their respective event. And if I go through the process a third time, the event listeners fire three times for every event. This keeps happening, so if I loop through the application flow 7 times, the event listeners fire seven times. I don't understand why this is happening because on frame 1, the Game movieclip (and I would assume its related class instance) does not exist - but I'm clearly missing something here.
I've run into this problem in other projects too, and tried fixing it by first checking if the event listeners existed and only defining them if they didn't, but I ended up with unexpected results that didn't really solve the problem.
I am designing a physics container. Don't worry, my question is not about the physics. Here is part of my code. Noticed that I have a SetStyle statement there. I realized that if I don't have that line, the MOUSE_DOWN, MOUSE_UP events won't work. If I do have that line, then those events works fine.
Code: package components { import flash.events.MouseEvent; import spark.components.SkinnableContainer; public class Test extends SkinnableContainer { private var mouseDown:Boolean; [Code] .....
Im trying to get my head round what is needed to catch event "Beep2", using dispatchEvent. The function "DoNext" is not firing, even though Im able to produce a trace result of the dispatchEvent "Beep2 true".
This code uses a CustomEvent Class to Extend the Event Class. Its right on my limit of knowledge so far,
I'm trying to make a vieport in which you can pan by dragging the background image around. Here is what I've done: [URL] Note that I've hidden the mouse cursor and replaced it with 2 custom ones. The problem is, the event attached to the background, which is a touch event, fires even when the mouse is over a sprite/movieclip (the monkey or the stats) that's in front of that background. And the stats isn't even in the gameLayer (where the monkey and the bg and the mouse cursors are). Try to drag the stats around, and see that the background and everything else pans with it (this is unwanted). Also, I need to remove the custom cursor and show the regular cursor whenever the mouse is NOT on the background (i.e. when it's on the monkey or stats or any new sprites I may/will have in the future).
I just inherited some code that produces an embedded rdio music player into a swf. It works great in firefox and safari, except the embedded player does not appear in Firefox... :(
Is this a common issue with the Loader class or contentLoaderInfo events?
I write directly on the time line on the scene and, well... the code looks fine to me, but my list of slideshows (which is what the xml contains) keeps on repeating itselfe... here is the code:
var uloader:URLLoader = new URLLoader(); //var slide:Slideshow = new Slideshow(); uloader.addEventListener(Event.COMPLETE, loaderCompleteHandler);
I am working on a portal which is built in flex. I wanted to perform some action based on my applications is in focus or out of focus. So I tried to use two Events for this purpose Event.Activate and Event.Deactivate inside my flex code.
These events fire perfectly in FF 3.0 and above, Safari, Chrome and these events get triggered till IE 7.
But when I switch to IE 8 and above versions with latest flash player plugin 10,2,152,26 the Event.deactivate is not firing, and I am not able to detect whether my Flex application is out of focus.
I tried doing some research around this issue both using Flex Events and Javascript approach using window.onfocusin and window.onfocusout, but still no luck in IE 8 and higher versions with latest Flash plugin 10,2,152,26.
As we have a large number of users viewing this portal in IE 8 with latest flash plugin.
This is the first time i am working in action script. I have seen a flash programmer working with it. since i know javascript i was able to work in action script. I am creating a file upload component for my php projects. Until now i have advanced to show the file dialog box using the FileReference api. The select event is not firing for me. and i did not get any error.
I have a Flash movie embeded with swfobject in a html container. Through ExternalInterface I have registered a javascript function to fire callback to my flash app.
Here's the challenge: I have a Flash movie which will be embedded in a page using an unknown DOM ID that I want to be able to identify/store for callback in a JS function. My ideal user flow would be: User clicks button in Flash. Flash pauses any animations / video / sounds / etc. Flash calls an injected JS function to display a page-covering overlay experience. When user closes overlay experience, a callback method on the Flash object is called. Flash resumes playback.
The problem is, when AS3 uses the ExternalInterface.call("functionName", args...) method, there doesn't seem to be a DOM event triggered, and thus it is impossible to tell which object called a JS function, so having a "registerMe()" function doesn't seem to work. Basically, the injected JS function has no way to determine which DOM object to call, because the ID of the Flash object is unknown.
I know there have been other questions on getting JavaScript / Flex ExternalInterface to play nicely, but I've what I think is a weird one. It works perfectly in every browser except Safari (on a Mac). Chrome, IE, Firefox - all ok, but Safari, nope it just wont fire.I've copied my code below, can anyone see why it doesn't work in Safari pls ?(the 'are you sure' dialog window appears in Safari but the method in the Flex app just doesn't get called)
I have some code where an event handler listening to Event.ID3 fires twice for an MP3 file. From searching the web, I found a few others asking a similar question, but I haven't seen any response.
Does anybody know what would cause the ID3 Event to fire twice for a single file? My only guess is that the MP3 file contains two versions of ID3 format.
I have a little flash app that I have running constantly on my server (I made it an exe). It runs great for a few days, but then eventually it just stops.
Code: trace("test1"); var myTimer:Timer = new Timer(5000, 1); myTimer.addEventListener(TimerEvent.TIMER, getData,false,0,true);
[Code].....
The code above should call the function getData once after 5 seconds have passed. This works 99.99% of the time, but for some reason (usually after a few days of it running) it doesn't call the getData function.
I have verified this through trace statements. When it eventually fails, it traces out test1, test2..... then nothing else. No test3.
I'm assuming I need to add an event listener for the timer object to check if it fails for whatever reason. How do I do this?
I'm sure some users on this forum will be aware that AddThis are dropping the Clearspring Launchpad, so I'm writing a new API to get ready for the changeover. Part of that is a base UI that will create buttons for social network sharing destinations. At the moment, AddThis contain all the icons in a single long strip that is 16x3520 pixels in size [URL]...
What I'm trying to do is load this into a utility class, but the Event.COMPLETE event never fires, and if the Loader class that loads it is added to the stage, the bitmap is never shown. I thought it was maybe a dimensions issue, but what is curious is that if I place the PNG on a Flash stage and export as a SWF, it loads no problem. If I dump it out as a JPEG, no problem. Its ONLY when the file is a PNG that there are problems trying to load it. I even tried dropping it out as a 24-bit PNG (the original is 8) but that had no effect.
I'm dynamically creating instances of a loader in a loop, adding a complete listener to it, and loading it. For some reason the complete function is not called. Is this syntax wrong?
I have a simple ComboBox onstage, with 5 options in it. Each one has a textual label, and is assigned a numeral "data" in the Component Inspector (1,2,3,4,5). I'm trying to get the playhead to move to a specific frame, according to which option is selected, and can't make it work. The trace turns out fine, but the playhead stays in place. (The ComboBox is called my_cb).
PHP Code: var cbListener:Object = new Object(); cbListener.change = function(evt_obj:Object) { trace("Value changed to: "+evt_obj.target.selectedItem.label);}; my_cb.addEventListener("change", cbListener.change); cbListener.change = function(evt_obj:Object) { var itemName:Number = new Number(); itemName = evt_obj.target.selectedItem.data; if(itemName == 1) { gotoAndStop(10);}
If I have a movie clip that resides and plays in one frame, and I want an second (visible=false) movie clip to play on the same single frame as soon as the first is finished... what kind of event to I use? Do I have a frame action inside and at the end of the first movie clip that throws out some kind of event to tell the second to play?Basically, I have a menu (first movie clip) that alpha tweens up, then the buttons (second movie clip) to appear when the first is 100% alpha.