BitmapData.copyPixels().  For future reference, it allows you to copy 
a portion of a bitmap specified by a rectangle - exactly what I 
need.  Thanks for the help, Bjorn.


--- In flexcoders@yahoogroups.com, "Shaun" <[EMAIL PROTECTED]> wrote:
>
> 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 
> <bjorn.schultheiss@> 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.---------------))
> >
>


Reply via email to