Thanks for the advice Rob!

What you said makes sense although the part about "flex components are
tricky to integrate into a 3d scene" has me a little confused. Let me
try and rephrase the ideas mentioned in my initial post.

At the moment my application is structured like this:

Application ->
-------------> CoverFlowAnimator ->
-------------> CoverFlowLayout ->
-------------> CoverFlow ->
--------------------------> Cover (Item Renderer)

Here is a brief explanation of what does what.
The CoverFlow component extends UIComponent and contains the VIEW,
CAMERA and SCENE. The CoverFlowAnimator and CoverFlowLayout are
attached to the CoverFlow component by reference. The
CoverFlowAnimator controls the camera movements, position and add()
remove() effects. The CoverFlowLayout is used for measuring the
component, positioning items, angles and invoking animator methods.
The Cover is a custom class used as an item renderer for each item in
the CoverFlow components data provider.

What I thought maybe a good solution as far as performance and ease of
use is concerned, was to create a custom UIComponent (so it can
contain any other flex components, labels, combo's etc) and have it
outside of the CoverFlow component completely so the applications
structure would look something like.

Application ->
-------------> CoverFlowAnimator ->
-------------> CoverFlowLayout ->
-------------> CoverInformation ->
-------------> CoverFlow ->
--------------------------> Cover (Item Renderer)

The CoverFlow component dispatches the following mouse events for each
Cover: over, out and down. So I thought it maybe possible to setup a
function in the main application which positions and scale the
CoverInformation (UIComponent) in the exact position of the selected
Cover.

Another thing I tried a few days back, was using the using the
MovieClipSprite class to store the text etc and it came out really
clear but I had problems getting the correct scaling! the positioning
was OK though.

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