[flexcoders] Cairngorm Event Question
Where can I ask a Cairngorm/Flex Event Question? I posted in the Adobe forum, but as usual have not received any replies. The question is how to get something to happen. When the user clicks an item renderer in one grid I want to populate a second grid with data. Here are the relevant parts= UserAA_NmLk_Renderer.mxml: public static const CLICK:String = 'USER_AA_RETRIEVE_EVENT'; override public function set data(value:Object):void { removeAllChildren(); if (value == null || value == ) { return; } super.data = value; var lb2:LinkButton = new LinkButton(); lb2.label = value.individualName + : + value.rspVer; lb2.addEventListener(MouseEvent.CLICK, retrieveList); addChild(lb2); } public function retrieveList(event:Event):void { dispatchEvent(new Event(UserAA_NmLk_Renderer.CLICK, true, false)); } Event.as: public static const USER_AA_RETRIEVE_EVENT:String = UserAARetrieveEvent; Controller.as: addCommand( Events.USER_AA_RETRIEVE_EVENT, UserAARetrieveCommand ); When I step through it I get to the dispatch and the proper label appears in the top grid. But I never get to UserAARetrieveCommand. I am getting very desperate on this and have been fighting it for days. Any help including the problem or where to go with the problem will be greatly appreciated! Jerry
Re: [flexcoders] windows 8 store app onscreen keyboard invoking
ah ok. I set up a test where I added accessibility properties to the sprite. Doesn't invoke the keyboard in metro :( I've also traced out Accessibility.active onto a textfield in metro and it returns false. Here's the added code: private function init():void { drawSprite(); // Does not invoke Metro soft Keyboard drawSpriteWithEventHandler(); // Does not invoke Metro soft Keyboard drawTextField(); // Does not invoke Metro soft Keyboard drawInputTextField(); // successfully invokes Metro soft Keyboard setTimeout(updateAccessibility, 2000); } private function updateAccessibility():void { console.text += Accessibility.active: + Accessibility.active+'\n'; if(Accessibility.active) { Accessibility.updateProperties(); } } private function drawSpriteWithEventHandler():void { textInputEH = new Sprite(); textInputEH.x = 100; textInputEH.y = 200; var g:Graphics = textInputEH.graphics; g.beginFill(0x22ff00, 1); g.drawRect(0,0,200,80); g.endFill(); addChild(textInputEH); textInputEH.buttonMode = true; textInputEH.addEventListener(MouseEvent.CLICK, function (event:MouseEvent):void { console.text += event.currentTarget+'\n'; } ); addEventListener(Event.ADDED, addedHandler); var accessProps:AccessibilityProperties = new AccessibilityProperties(); accessibilityProperties = accessProps; } private function addedHandler(event:Event):void { console.text += addedHandler: + name+'\n'; var accessProps:AccessibilityProperties = new AccessibilityProperties(); accessProps.name = 'spriteWithAccessability'; accessProps.description = 'textbox'; textInputEH.accessibilityProperties = accessProps; removeEventListener(Event.ADDED, addedHandler); } On 20 September 2012 23:26, Alex Harui aha...@adobe.com wrote: ** I was more interested if you could get the Sprite to display the keyboard by adding accessibility properties to it. On 9/20/12 2:45 AM, Wouter Schreuders wschreud...@gmail.com wrote: Hi Alex Yep, focus definitely does go to the sprite and the stage's focus is set. I also outputted all the events that the textinput received (I've excluded some overly chatty ones like enterframe) Accessibly is enabled for the project and I've added the following to the MXML textInput which seem to no difference: accessibilityEnabled=true accessibilityName=textbox accessibilityDescription=textbox when I have a universal event listerner I get these events in both displayAsPassword enabled and disabled textInputs: preinitialize initialize resize creationComplete activate touchBegin touchRollOver touchOver removed focusIn touchMove removed touchMove touchEnd touchTap touchOut touchRollOut click On 19 September 2012 19:44, Alex Harui aha...@adobe.com wrote: stage.focus -- Alex Harui Flex SDK Team Adobe Systems, Inc. http://blogs.adobe.com/aharui
[flexcoders] RE: Cairngorm Event Question
I think I found the solutions. As always, it brings up a new question. The problem was I was trying to follow the pattern of prior code and I decided to dump that and go with the same kind of code that populated the first grid. If anyone is interested, I'd be happy to copy some code here to share. Jerry From: flexcoders@yahoogroups.com [mailto:flexcoders@yahoogroups.com] On Behalf Of Davidson, Jerry Sent: Friday, September 21, 2012 8:46 AM To: flexcoders@yahoogroups.com Subject: [flexcoders] Cairngorm Event Question Where can I ask a Cairngorm/Flex Event Question? I posted in the Adobe forum, but as usual have not received any replies. The question is how to get something to happen. When the user clicks an item renderer in one grid I want to populate a second grid with data. Here are the relevant parts= UserAA_NmLk_Renderer.mxml: public static const CLICK:String = 'USER_AA_RETRIEVE_EVENT'; override public function set data(value:Object):void { removeAllChildren(); if (value == null || value == ) { return; } super.data = value; var lb2:LinkButton = new LinkButton(); lb2.label = value.individualName + : + value.rspVer; lb2.addEventListener(MouseEvent.CLICK, retrieveList); addChild(lb2); } public function retrieveList(event:Event):void { dispatchEvent(new Event(UserAA_NmLk_Renderer.CLICK, true, false)); } Event.as: public static const USER_AA_RETRIEVE_EVENT:String = UserAARetrieveEvent; Controller.as: addCommand( Events.USER_AA_RETRIEVE_EVENT, UserAARetrieveCommand ); When I step through it I get to the dispatch and the proper label appears in the top grid. But I never get to UserAARetrieveCommand. I am getting very desperate on this and have been fighting it for days. Any help including the problem or where to go with the problem will be greatly appreciated! Jerry
[flexcoders] Passing Data
I have an item renderer that is a linkbutton. It is in an advancedatagrid of a few columns. When it is clicked, a procedure is fired up and that procedure needs to know the values of the datasource for that row. How do I communicate that? Here is the renderer: override public function set data(value:Object):void { removeAllChildren(); if (value == null || value == ) { return; } super.data = value; var lb2:LinkButton = new LinkButton(); lb2.label = value.individualName + : + value.rspVer; lb2.addEventListener(MouseEvent.CLICK, retrieveList); addChild(lb2); } public function retrieveList(event:Event):void { var retrieve:UserAARetrieveVO = new UserAARetrieveVO(); retrieve.type = Const.USER_AA_RETRIEVE; retrieve.indvID = // selected row of datasource id; retrieve.parmStartDate = // selected row of datasource start; retrieve.parmEndDate =// selected row of datasource end; (new UserAARetrieveEvent(retrieve)).dispatch(); } TIA, Jerry
Re: [flexcoders] windows 8 store app onscreen keyboard invoking
If you turn off accessibility in the MXML app does displayAsPassword still make a difference? I’m not really sure how to help here, just throwing out ideas. On 9/21/12 3:11 AM, Wouter Schreuders wschreud...@gmail.com wrote: ah ok. I set up a test where I added accessibility properties to the sprite. Doesn't invoke the keyboard in metro :( I've also traced out Accessibility.active onto a textfield in metro and it returns false. Here's the added code: private function init():void { drawSprite(); // Does not invoke Metro soft Keyboard drawSpriteWithEventHandler(); // Does not invoke Metro soft Keyboard drawTextField(); // Does not invoke Metro soft Keyboard drawInputTextField(); // successfully invokes Metro soft Keyboard setTimeout(updateAccessibility, 2000); } private function updateAccessibility():void { console.text += Accessibility.active: + Accessibility.active+'\n'; if(Accessibility.active) { Accessibility.updateProperties(); } } private function drawSpriteWithEventHandler():void { textInputEH = new Sprite(); textInputEH.x = 100; textInputEH.y = 200; var g:Graphics = textInputEH.graphics; g.beginFill(0x22ff00, 1); g.drawRect(0,0,200,80); g.endFill(); addChild(textInputEH); textInputEH.buttonMode = true; textInputEH.addEventListener(MouseEvent.CLICK, function (event:MouseEvent):void { console.text += event.currentTarget+'\n'; } ); addEventListener(Event.ADDED, addedHandler); var accessProps:AccessibilityProperties = new AccessibilityProperties(); accessibilityProperties = accessProps; } private function addedHandler(event:Event):void { console.text += addedHandler: + name+'\n'; var accessProps:AccessibilityProperties = new AccessibilityProperties(); accessProps.name = 'spriteWithAccessability'; accessProps.description = 'textbox'; textInputEH.accessibilityProperties = accessProps; removeEventListener(Event.ADDED, addedHandler); } On 20 September 2012 23:26, Alex Harui aha...@adobe.com wrote: I was more interested if you could get the Sprite to display the keyboard by adding accessibility properties to it. On 9/20/12 2:45 AM, Wouter Schreuders wschreud...@gmail.com http://wschreud...@gmail.com wrote: Hi Alex Yep, focus definitely does go to the sprite and the stage's focus is set. I also outputted all the events that the textinput received (I've excluded some overly chatty ones like enterframe) Accessibly is enabled for the project and I've added the following to the MXML textInput which seem to no difference: accessibilityEnabled=true accessibilityName=textbox accessibilityDescription=textbox when I have a universal event listerner I get these events in both displayAsPassword enabled and disabled textInputs: preinitialize initialize resize creationComplete activate touchBegin touchRollOver touchOver removed focusIn touchMove removed touchMove touchEnd touchTap touchOut touchRollOut click On 19 September 2012 19:44, Alex Harui aha...@adobe.com http://aha...@adobe.com wrote: stage.focus -- Alex Harui Flex SDK Team Adobe Systems, Inc. http://blogs.adobe.com/aharui