or you could setup a CustomEvent.RESIZED thing that you throw when your resize
code has been executed ... but you could also be ok by just calling a method
/after/ the resize code/loop
private function resizeHandler (e:Event):void {
// resize code here (could be long)
// resize code here
// end of resize code/loop, now we dispatch a RESIZED event
var ce:CustomEvent = new CustomEvent(CustomEvent.RESIZED);
dispatchEvent(ce);
}
(your class needs to somewhat extend flash.events.EventDispatcher)
> Or, if you really need to, you can do something like this:
>
> import flash.utils.setTimeout;
> import flash.utils.clearTimeout;
>
> var timeOutID : uint;
> stage.addEventListener(Event.RESIZE, resizeHandler, false, 0, true)
>
> function resizeHandler( e : Event = null ) : void {
>
> clearTimeout( timeOutID ) ;
> timeOutID = setTimeout( resizeIsComplete , 250 );
>
> }
>
> function resizeIsComplete() : void {
> trace('resizeIsComplete');
> }
>
>
>
> On 3 Jan 2012, at 08:05, Cédric Muller wrote:
>
>> Yes, I know, but I interpreted what was needed, and I /think/ RESIZE does
>> the job:
>>
>> RESIZE occurs
>> your 'resize' code is executed
>> when your code has been executed, it is RESIZEd.
>>
>> :) Ok, ok, I know
>>
>>> Cédric Muller skriver:
>>>> stage.addEventListener(Event.RESIZE, resizeHandler, false, 0, true)
>>>>
>>>>
>>>>
>>>>> Is it possible to get information in swf from a browser that resizing
>>>>> process is finished?
>>>>>
>>>
>>> Sorry, but that event is not for when the resizing has finished. It is
>>> when it is happening.
>>>
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>>
>>
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>
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