Thanks Bjorn, I think I'm headed in the right direction now, but I 
still have one hurdle.

I'm successfully copying the source image to the preview control, but 
I can't figure out how to only copy a portion of the source image 
instead of the whole thing.  How do I get just a certain rectangle of 
the source image to pass into the BitmapData.draw() function?

Any ideas?

Thanks again,
shaun


--- In flexcoders@yahoogroups.com, Bjorn Schultheiss 
<[EMAIL PROTECTED]> wrote:
>
> On the click handler for my image i've got something like
> 
>               var dragInitiator:Canvas = event.currentTarget as 
Canvas;
>               var dragInit:AssetPreviewPanelView = 
dragInitiator.parent as  
> AssetPreviewPanelView;
>       
>               var dragSource:DragSource = new DragSource();
>                       dragSource.addData( 
dragInit.dataProvider, "dataProvider" );
>       
>                       var proxyBitmapData:BitmapData =  
> BitmapDataHelper.getUIComponentBitmapData( dragInit );
>                       var dragProxy:Image = new Image();
>                       var lc:LoaderContext = new LoaderContext();
>                       lc.checkPolicyFile = true;
>                       dragProxy.loaderContext = lc;
>                       dragProxy.source = new Bitmap( 
proxyBitmapData );
>       
>                       DragManager.doDrag(dragInit, dragSource, 
event, dragProxy, 0, 0,  
> 0.5, true);   
> 
> 
> 
>       public static function getUIComponentBitmapData 
> ( target:DisplayObject ):BitmapData
>       {
>            var bd : BitmapData = new BitmapData( target.width,  
> target.height );
>            var m : Matrix = new Matrix();
>            bd.draw( target, m );
>            return bd;
>       }
> 
> 
> Does this help?
> 
> Bjorn
> 
> On 20/04/2007, at 8:16 AM, Shaun wrote:
> 
> > I am working on a project where I need to create an image based 
on a
> > user selected portion of a source image.
> >
> > The selected area of the source image needs to be
> > scaled/stretched/shrunk to fit the specific dimensions of the 
new  
> > image.
> >
> > I'm basically looking for advice on how to accomplish this.
> >
> > Currently I have an image control in a canvas. The user clicks and
> > drags to select the portion of the image they want to use. This 
works
> > fine - I have the coordinates and size of the rectangle I need to 
copy
> > from the source canvas.
> >
> > What I can't figure out is the best way to use those coordinates 
to  
> > get
> > the underlying image from the canvas and put it into another 
control.
> > I've tried creating a sprite containing a bitmap and using the
> > BitmapData.draw function passing in the source canvas and what I
> > believe is a correct matrix, but have not succeeded.
> >
> > Any pointers, examples to look at, etc. would be greatly 
appreciated.
> >
> > Thanks,
> > Shaun
> >
> >
> > 
> 
> Regards,
> 
> Bjorn Schultheiss
> Senior Developer
> 
> Personalised Communication Power
> 
> Level 2, 31 Coventry St.
> South Melbourne 3205,
> VIC Australia
> 
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> 
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