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 > > T: +61 3 9674 7400 > F: +61 3 9645 9160 > W: http://www.qdc.net.au > > ((------------This transmission is confidential and intended solely > for the person or organization to whom it is addressed. It may > contain privileged and confidential information. If you are not the > intended recipient, you should not copy, distribute or take any > action in reliance on it. If you believe you received this > transmission in error, please notify the sender.---------------)) >