So, you can mix <img> tags in the htmlText of a TextArea/RichTextEditor, but there are known issues with renderering accuracy.
Haven't really thought this through, but you could insert enough spaces in the text to make room for the images and float the visible images over those spaces. I think there is enough APIs on TextField to be able to pull that off. You might also making a custom scrolling container based on ScrollControlBase that won't try to apply layout to all of its children and just trust your mix of TextFields and Images. -Alex ________________________________ From: [email protected] [mailto:[EMAIL PROTECTED] On Behalf Of superstella_uk Sent: Sunday, January 21, 2007 6:30 AM To: [email protected] Subject: [flexcomponents] Re: Drawing Text, can it really be so difficult? Thanks to everyone for the responses. Reid: Im writing a chat application, which will allow the user to join several rooms at once. The chat area will show a mixture of text, images, and also some other controls such as buttons etc intermingled with the text. At the moment, I parse all chat text and create a label from it, which is added to the chat area. In cases where there are smileys etc, or places where buttons need to be embedded in the text, I split the text into two or more labels, and position them with Image or Button controls etc. This works ok for a few lines, but the resource requirements shoot up enormously once you have a hundred lines of mixed text. Also the container is very slow to scroll, presumably because its validating the layout on the list of child controls. Ideally what I would like is to store the chat text in custom structures in memory, rather than as visible components. Then when it comes to painting the *visible* portion of the chat area, I can simply render those myself, without the need to add them all as child Labels etc. Someone suggested using a bitmapped font which would allow me to do this, at the expense of easily producing different font sizes, anti-aliasing etc. Ive also thought about simply rendering an offscreen bitmap, by producing a label, capturing its 'image' to a bitmap, and then painting that on the offscreen. Once all the visible labels and controls are done, I can then paint the offscreen bitmap to the visible viewport. Ive tried richedit also, but it doesnt suit my needs, as its a bit limited in positioning of images which is very important for me Thanks for any more ideas. Looks like Ive got my work cut out.... --- In [email protected] <mailto:flexcomponents%40yahoogroups.com> , Reid Priedhorsky <[EMAIL PROTECTED]> wrote: > Can you elaborate on your "various reasons"? I think that our advice > would be much more effective if we knew why Label and TextField didn't > work for you. > > Thanks, > > Reid >
