It is interesting that I would get 4 replies, 4 completely different answers. My entire week is going this way. As is my Flex project. So my choices were:
1. Try the Grant Skinner blog and his DisplayObjectWrapper. Not exactly sure how this works or how to use it within my code. 2. Add .clone to my existing syntax, which I tried without luck 3. Have an image load an image and then copy that - interesting, yet I have a canvas loaded with many bitmaps and need to make a bitmap of the canvas ?? 4. And finally, from Ely, and extension of the UIComponent class. I'm sure this is something, but I'm not sure how to use it. I really appreciate the helpful spirit on this message board. My own green-ness with Flex is part of the problem, but I thought for sure my original direction would work since I pulled it almost directly from the Flex docs. Here's the code from Flex Docs: import flash.display.Bitmap; import flash.display.BitmapData; import flash.text.TextField; var tf:TextField = new TextField(); tf.text = "bitmap text"; var myBitmapData:BitmapData = new BitmapData(80, 20); myBitmapData.draw(tf); var bmp:Bitmap = new Bitmap(myBitmapData); this.addChild(bmp); They are copying a TextField rather than a canvas. Is that the issue? OK to turn a TextField into a bitmap, but not a canvas? Dave --- In [email protected], "Ely Greenfield" <[EMAIL PROTECTED]> wrote: > > > > > [DefaultProperty("content")] > class RawContainer extends UIComponent > { > private var _content:Array = []; > public function set content(value:Array):void > { > _content = value; > for(var i:int = 0;i<_content.length;i++) > { > addChildAt(_content[i],i); > } > while(numChildren > _content.length) > removeChildAt(_content.length); > } > public function get content():Array { return _content } > } > > Ely. > > > ________________________________ > > From: [email protected] [mailto:[EMAIL PROTECTED] On > Behalf Of Troy Gilbert > Sent: Wednesday, March 21, 2007 9:42 AM > To: [email protected] > Subject: Re: [flexcoders] copying bitmap data > > > > Yeah, the problem is that the Canvas container only allows children that > implement IUIComponent. It would have been real nice if Adobe had > provided a "raw" container that did no layout of its children (but > implemented IUIComponent itself), but they didn't. > > Fortunately, Grant Skinner has provided just such a container... > DisplayObjectWrapper. Check out his blog or Google for it. > > If you wrap your Bitmap with the DisplayObjectWrapper first you'll then > be able to add it (or rather, the DisplayObjectWrapper) to the canvas. > > Troy. > > > > On 21 Mar 2007 08:18:46 -0700, tosadavemgr <[EMAIL PROTECTED] > <mailto:[EMAIL PROTECTED]> > wrote: > > I have a canvas in my layout and the application allows dragging > and > dropping items into the canvas. I need to be able to grab a > bitmap of > the canvas when the user is finished, so I can display the > drawing on > another panel, and in the FlexPrintJob function. > > I've tried using this code, initiated from a button: > > private function myDrawing():void{ > var myBitmapData:BitmapData = new BitmapData(530, 445); > myBitmapData.draw(myWorkspace1); > var bmp:Bitmap = new Bitmap(myBitmapData); > showDrawing.addChild(bmp); //this isn't working > > } > > myWorkspace1 is the ID of the canvas where everything is > dropped. > I have a canvas with the ID=showDrawing that I'd like the bitmap > to > appear in. > Anyone know what I need to add to the above function to get that > done? > > Dave >

