Re: [Flashcoders] as3 + non english input charCode ?

2007-12-16 Thread Dani Bacon
kerry, thx and yeah what zeh said :)

zeh, thx :)

francis,

thx alot thats exactly the problem i am talking about.
the solution you found is something i actually considered before as a last
resort, but the only way (i know about) to get the typed text into a
textfield, is to let it have stage focus. which is bad since my custom
textfield does something unique and cannot be based on the internal flash
textfield display object (like i noticed the fl.controls.TextField ui
component does). i also implemented a custom focus manager and all this
means i would have to do some major architecture changes just to support
some work around that gives me the info of which foreign key was pressed (i
would have to keep a hidden textfield on stage and let it have stage focus
etc etc something really ugly).

do you know of any other way ? i noticed there is something called IME for
japanese / korian etc languages. does it mean i can get which japanese char
was typed but not which russian / hebrew / french / spanish one ? i mean,
obviously the flash player knows which foreign char is typed since its
displaying it in its textfield display object (when it has focus). i think i
understand the benefit of having something like the charCode property that
gives always the english char code (can be validated with regex etc), but
its crazy not to provide the real char code somewhere.

something must be wrong. someone please tell me i am missing something.

wow i am so disappointed. until this issue as3 always positively surprised
me in how cleverly it was crafted (well actually except overriding the
internal focus management which was just lacking in documentation, but
turned out completely do-able).

.. ok oops sorry for ranting, a bit disappointed. thats all :)

On Dec 14, 2007 8:01 PM, Francis Cheng [EMAIL PROTECTED] wrote:

 As far as I know, you can't use the KeyboardEvent class for this purpose
 because KeyboardEvent.charCode is designed to return the same value no
 matter which language you use for input. What you need to do is actually
 capture the value input into your text field and use String.charCodeAt()
 on that value. Here's a blog post I came across with a working example and
 the source code behind it:


 http://blog.flexexamples.com/2007/07/21/finding-out-a-characters-unicode-character-code/

 It's a flex example, but the core ActionScript code would be pretty much
 the same in Flash. Just use charCodeAt() on the value you grab from your
 custom textfield. When I switch my input mode to Russian for the sample swf
 on that page, I get charcode 1092 for russian key ф and charcode 97 for
 English key a.

 HTH,

 Francis Cheng | Sr. Technical Writer | Adobe Systems Incorporated

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] On Behalf Of Dani Bacon
 Sent: Wednesday, December 12, 2007 12:02 PM
 To: Flash Coders List
 Subject: Re: [Flashcoders] as3 + non english input charCode ?

 kerry hi, and thx

 i think i didnt explain myself well.
 i am using arial and i am successful in typing into a textfield, but thats
 not what i am trying to do.
 i am trying to listen to the keyboardevent keyDown and know which
 character
 was typed (in langauge other than english).
 for example set up an empty FLA with the following code

 stage.addEventListener( KeyboardEvent.KEY_DOWN, test );

 function test( evt:KeyboardEvent ):void
 {
trace( String.fromCharCode( evt.charCode ));
 }

 if i have a russian keyboard layout and i type the russian key ф ( a
 key
 in english layout ) the prev code still traces a.
 i need somehow to know what russian (or other language) char was typed.
 basically i built my own custom textfield that has some special
 functionality and it captures the keyboard etc and i am trying to get it
 to
 work also with other languages, but it seems the keyboardevent doesnt let
 me
 know which foreign language char was typed.

 anyone ? ideas ?

 On Dec 12, 2007 8:08 PM, Kerry Thompson [EMAIL PROTECTED] wrote:

  Dani Bacon wrote:
 
   KeyboardEvent.charCode, as stated in the as3 docs, returns the english
   keyboard layout char code that was pressed...
   that is even when i switch my keyboard to a russian layout, i keep
  getting
   the charCodes as if it was still set to english.
   so, how do i get the russian char that was typed (or any other
 language)
  ?
 
  You need to use a Unicode font. If you're on Windows, you probably have
  Arial Unicode MS. Embed the Cyrillic character set, and it should work.
 
  Cordially,
 
  Kerry Thompson
 
 
 
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[Flashcoders] saving sound to MP3 ?

2007-05-29 Thread Dani Bacon

hi all,

does anyone know ? using flash 9, given a sound sample loaded onto the
stage, can i and if so, how do i save the sound onto a file (and
specifically into a MP3 formatted file) ??


thanks
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Re: [Flashcoders] Skewing MovieClip??

2007-02-28 Thread Dani Bacon

well .. i was searching around for it a few days ago and found this

http://www.senocular.com/flash/actionscript.php?file=ActionScript_1.0/Prototypes/MovieClip/skew.as

didnt check it though
danix

On 2/27/07, Omar Fouad [EMAIL PROTECTED] wrote:


i have a movieClip on my Stage and i need to skew it orizontally by using
AS, as in i need to create a reflection effect and i need the movieClip to
be mirrored.

Any Ideas?

--
Omar Fouad - Digital Emotions...

Love is always patient and kind. It is never jealous. Love is never
boastful
nor conceited It is never rude or selfish. It does not take offense and is
not resentful. Love takes no pleasure in other people's sins...but
delights
in the truth. It is always ready to excuse, to trust, to hope... and to
endure... whatever comes.
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Re: [Flashcoders] limits to AS2 levels of OOP class inheritance?

2007-02-18 Thread Dani Bacon

hey Steven thanks for you help. well right now the problem happened only
once more. This time it broke the inheritance connection between [Country]
and [BoundedMarker]. I went through the same bizzar process of moving the
[BoundedMarker] class out of its package .. compiling with MMC, then MTASC
and back into the package and compiling again and it fixed it again. Since
then it hasnt happened again, so i am crossing my fingers for now.

If anyone has encountered anything of the sort, i am very interested to hear
about it.
THX

On 2/16/07, Steven Sacks | BLITZ [EMAIL PROTECTED] wrote:


I was going to recommend trying to compile with MTASC as its strictness
often exposes mistakes that the IDE won't catch.  Since you're already
doing that, I suggest you do some Debugging 101 and make a trivial
example to see if you can replicate it outside your application
environment.

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Re: [Flashcoders] limits to AS2 levels of OOP class inheritance?

2007-02-15 Thread Dani Bacon

Hey Steven / Newsdee. Thx.

Newsdee : i tried deleting cache [FlashDevelop] / ASOs [Flash IDE] before
and it didn't help. I don't see how casting can solve the problem, it looks
like the compiler itself is not acknowledging an inheritance connection, and
i am not using any special drive config.

Steven: you guys seem to be doing great work :). I can refactor into
composition but that would probably be my last resort. especially since
these classes extends MovieClip and the movie clips themselves sit on stage
already [to simplify design issues .. lots of mcs on a world map kinda
thing].

heres more info on my code:

i am trying to compile a flash8 project and the compiler seems to break an
inheritance connection between 2 classes.
movieclips are on stage and their library symbols are linked to the Country
class.
this worked but after making a few minor changes to AbstractMarker [added a
method] the compiler suddenly stopped recognizing the inheritance connection
between BoundedMarker and AbstractMarker.
code :

class marker.AbstractMarker extends RadioButton implements Marker {

   function AbstractMarker() {
   }

   // methods

   public function testMethodBaseClass() {}

}

import org.as2lib.env.reflect.ReflectUtil; // just so you know ReflectUtil
is from as2lib

class marker.BoundedMarker extends AbstractMarker {

   function BoundedMarker() {
   super();

   trace(ReflectUtil.getTypeNameForInstance(this.__proto__));
// traces BoundedMarker [since
movieclips are based on Country]

   trace(ReflectUtil.getTypeNameForInstance(this.__proto__.__proto__));
// traces Object [!! ignores AbstractMarker]

   trace(this.test2);
// traces [type Function]

   trace(this.testMethodBaseClass);
// traces undefined

   // more code of course ...

   }

   public function test2() {}

}

class marker.Country extends BoundedMarker {

   private function Country() {
   }

}

and

trace(mc instanceof Country) is true
trace(mc instanceof BoundedMarker) is true

but

trace(mc instanceof AbstractMarker) is false

im using FlashDevelop and MTASC but compiling via the flash8 env as well.

I have actually made some wierd progress last night. What i did is moved
AbstractMarker out of its package. compiling it using MMC [flash ide]. then
compiling it using MTASC [through FlashDevelop], this time it worked. and
then moving it back into the marker package and recompiling with MMC and
then MTASC and it worked.

so i believe the solution is a combination of the following : a compiler /
a bug /  flashdevelop /  packages /  imports.

anyone any ideas ? how do i even start finding the problem ? is this some
kind of flash bug ?

regards and sorry for the long post
Danix


On 15/02/07, Steven Sacks | BLITZ [EMAIL PROTECTED] wrote:


 - Refactor to simpler class relationships (worst case but it
 did the trick for me - had to duplicate code, ewww).

You could use Composition instead, which reduces the need for normal
class inheritance.
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Re: [Flashcoders] 3d question

2007-02-14 Thread Dani Bacon

well there are

http://www.flashsandy.org/

and

http://www.osflash.org/papervision3d


On 14/02/07, Gustavo Duenas [EMAIL PROTECTED] wrote:


Hi Guys, does anyone knows the way to move a 2d object(vector based)
in 3d, rotating axis x y and z, using action script course 
I don't know probably is a dumb question...I'm using flash 8,
actionscript 2...and by the way do you know also how can I have
actionscript 3 in my
flash 8?

Regards


Gustavo Duenas

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Re: [Flashcoders] changing a MovieClip instance class at runtime inAS2 ?

2006-11-27 Thread Dani Bacon

workz !!! thx RA + eka :)

On 11/26/06, eka [EMAIL PROTECTED] wrote:


Hello :)

Don't forget to use the inherit in your class :)

class classes.TestClass extends MovieClip {

/**
 * Constructor
 */
public function TestClass()
{
trace( constructor : TestClass);
}

public function action()
{
trace(some action);
}
}

PS : use uppercase to begin the name of your classes... MovieClip,
LoadVars,
TextField etc... all this classes begin with a uppercase character.

PS2 : use a reference property in your main class

import classes.TestClass ;

/**
* The Main class of the application.
*/
class Application
{

   /**
* Constructor, creates a new Main instance.
*/
   function Application( target:MovieClip )
   {

 // register the reference of you view in the class (it's a
shortcut
!)
myMC = target.testMC ;

// Change inherit
myMC.__proto__ = TestClass.prototype ;
TestClass.call( myMC ) ;

// Use TestClass method
myMC.action();
   }

   /**
* The reference of my view.
*/
   public var myMC:MovieClip ;

   /**
*  Main method (use this method in mtasc ?)
*/
   static public function main( target:MovieClip )
   {
 var main:Main = new Main(target) ;
   }
}

PS3 : you can try to use my ConstructorUtil class in VEGAS my openSource
framework : http://vegas.riaforge.org/
1 - Download the framework
2 - install my AS2 library in Flash or MTASC with the AS2/trunk/src class
path.
3 - You can find my ConstructorUtil AS2 tool class in the package
vegas.util.* :

http://vegas.riaforge.org/index.cfm?event=page.svnbrowsepath=%2FAS2%2Ftrunk%2Fsrc%2Fvegas/util

In this class you can use the methods :

createVisualInstance(class:Function, oVisual, oInit)

You can try to use too my vegas.util.factory.DisplayFactory class ... Try
the examples in AS2/trunk/bin/test/util/... directory

EKA+ :)




2006/11/24, Dani Bacon [EMAIL PROTECTED]:

 hey eka. thx it seems to almost do the trick
 it changes the class prototype but errors when i try to initialize the
 constructor using the call method.

 on stage i have a MC called testMC
 and the code im using-

 class Main
 {
 static function main()
 {
 _root.testMC.__proto__ = classes.testClass.prototype ;
 classes.testClass.call(_root.testMC);
 _root.testMC.action();
 }
 }

 class classes.testClass {

 public function testClass() {
 trace(test);
 }

 public function action() {
 trace(some action);
 }
 }

 errors with - type error classes.testClass have no static field call
 commenting put the .call() line compiles and prints some action

 any ideas how i can get the constructor to be called?
 thanks for all your help :)

 On 11/23/06, eka [EMAIL PROTECTED] wrote:
 
  Hello :)
 
  You must use the __proto__ reference to change the inherit of yours
  movieclips :)
 
  example 1 : you create an empty movieclip and you want attach a new
 class
  who extends MovieClip !
 
  import myPackage.MyClass ;
 
  var mc = createEmptyMovieClip(mc, 1) ;
  mc.__proto__ = MyClass.prototype ; // i change the default __proto__
  reference(MovieClip.prototype) with the prototype of MyClass.
  MyClass.call(mc) ; // if you want launch the constructor of the class
 and
  initialize the movieclip
 
  example 2 : your movieclip is allready on the stage, it's the same
  operation
  :)
 
  mc.__proto__ = MyClass.prototype ; // i change the default __proto__
  reference(MovieClip.prototype) with the prototype of MyClass.
  MyClass.call(mc) ; // if you want launch the constructor of the class
 and
  initialize the movieclip
 
  You can create a function to lauch this hack ... it's more easy.
 
  eKA+ :)
 
  2006/11/23, Dani Bacon [EMAIL PROTECTED]:
  
   hi marijan
  
   yeah thats exactly it, im using exactly that - inject code, to
 attach
  my
   classes to assets in a SWF file. but what happens is that any MC in
 that
   SWF
   that is linked to a class via the symbols properties panel, is
 ignored.
   ive
   used registerClass in Main to correct that, which does but not for
   instances
   that are already on stage. so im looking for another way to attach a
  class
   to a MovieClip instance in runtime ?
  
   thx .. dani
  
   On 11/22/06, Marijan Miličević [EMAIL PROTECTED] wrote:
   
   
as far as I know, FD ignores anything on the stage unless you
choose  inject code compile method, see compiler options within
 FD,
hth
-m
   
-Original Message-
From: [EMAIL PROTECTED] [mailto:
   [EMAIL PROTECTED]
On Behalf Of Dani Bacon
Sent: Wednesday, November 22, 2006 5:50 PM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] changing a MovieClip instance class at
   runtime
inAS2 ?
   
hey TMK. thank you for your interest :)
   
i started working with FlashDevelop + mtasc and would like to
 compile
  my
projects solely via FlashDevelop. this way i would

Re: [Flashcoders] changing a MovieClip instance class at runtime inAS2 ?

2006-11-25 Thread Dani Bacon

anyone ? i need to figure out how to run a classes constructor after it was
dynamically linked to a MovieClip on stage ?

On 11/24/06, Dani Bacon [EMAIL PROTECTED] wrote:


hey eka. thx it seems to almost do the trick
it changes the class prototype but errors when i try to initialize the
constructor using the call method.

on stage i have a MC called testMC
and the code im using-

class Main
{
static function main()
{
_root.testMC.__proto__ = classes.testClass.prototype ;
classes.testClass.call(_root.testMC);
_root.testMC.action();
}
}

class classes.testClass {

public function testClass() {
trace(test);
}

public function action() {
trace(some action);
}
}

errors with - type error classes.testClass have no static field call
commenting put the .call() line compiles and prints some action

any ideas how i can get the constructor to be called?
thanks for all your help :)

On 11/23/06, eka [EMAIL PROTECTED] wrote:

 Hello :)

 You must use the __proto__ reference to change the inherit of yours
 movieclips :)

 example 1 : you create an empty movieclip and you want attach a new
 class
 who extends MovieClip !

 import myPackage.MyClass ;

 var mc = createEmptyMovieClip(mc, 1) ;
 mc.__proto__ = MyClass.prototype ; // i change the default __proto__
 reference(MovieClip.prototype) with the prototype of MyClass.
 MyClass.call (mc) ; // if you want launch the constructor of the class
 and
 initialize the movieclip

 example 2 : your movieclip is allready on the stage, it's the same
 operation
 :)

 mc.__proto__ = MyClass.prototype ; // i change the default __proto__
 reference(MovieClip.prototype) with the prototype of MyClass.
 MyClass.call(mc) ; // if you want launch the constructor of the class
 and
 initialize the movieclip

 You can create a function to lauch this hack ... it's more easy.

 eKA+ :)

 2006/11/23, Dani Bacon [EMAIL PROTECTED]:
 
  hi marijan
 
  yeah thats exactly it, im using exactly that - inject code, to
 attach my
  classes to assets in a SWF file. but what happens is that any MC in
 that
  SWF
  that is linked to a class via the symbols properties panel, is
 ignored.
  ive
  used registerClass in Main to correct that, which does but not for
  instances
  that are already on stage. so im looking for another way to attach a
 class
  to a MovieClip instance in runtime ?
 
  thx .. dani
 
  On 11/22/06, Marijan Miličević  [EMAIL PROTECTED] wrote:
  
  
   as far as I know, FD ignores anything on the stage unless you
   choose  inject code compile method, see compiler options within
 FD,
   hth
   -m
  
   -Original Message-
   From: [EMAIL PROTECTED] [mailto:
  [EMAIL PROTECTED]
   On Behalf Of Dani Bacon
   Sent: Wednesday, November 22, 2006 5:50 PM
   To: Flashcoders mailing list
   Subject: Re: [Flashcoders] changing a MovieClip instance class at
  runtime
   inAS2 ?
  
   hey TMK. thank you for your interest :)
  
   i started working with FlashDevelop + mtasc and would like to
 compile my
   projects solely via FlashDevelop. this way i would have the design
 team
  i
   work with set up the symbols and stage with all the visual assets
  needed,
   and set up linkageIDs to them. then i would be able to set up those
  symbols
   functionality via external code.
   i wouldnt mind linking classes to MCs using the symbols properties
  panel,
   but FlashDevelop ignores those links. so using registerClass in Main
 i
  can
   link linkageIDs to classes but that only works for dynamic
 attachments
  of MC
   instances.
  
   any ideas ?
  
   [snip..]
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http

Re: [Flashcoders] changing a MovieClip instance class at runtime inAS2 ?

2006-11-24 Thread Dani Bacon

hey eka. thx it seems to almost do the trick
it changes the class prototype but errors when i try to initialize the
constructor using the call method.

on stage i have a MC called testMC
and the code im using-

class Main
{
   static function main()
   {
   _root.testMC.__proto__ = classes.testClass.prototype ;
   classes.testClass.call(_root.testMC);
   _root.testMC.action();
   }
}

class classes.testClass {

   public function testClass() {
   trace(test);
   }

   public function action() {
   trace(some action);
   }
}

errors with - type error classes.testClass have no static field call
commenting put the .call() line compiles and prints some action

any ideas how i can get the constructor to be called?
thanks for all your help :)

On 11/23/06, eka [EMAIL PROTECTED] wrote:


Hello :)

You must use the __proto__ reference to change the inherit of yours
movieclips :)

example 1 : you create an empty movieclip and you want attach a new class
who extends MovieClip !

import myPackage.MyClass ;

var mc = createEmptyMovieClip(mc, 1) ;
mc.__proto__ = MyClass.prototype ; // i change the default __proto__
reference(MovieClip.prototype) with the prototype of MyClass.
MyClass.call(mc) ; // if you want launch the constructor of the class and
initialize the movieclip

example 2 : your movieclip is allready on the stage, it's the same
operation
:)

mc.__proto__ = MyClass.prototype ; // i change the default __proto__
reference(MovieClip.prototype) with the prototype of MyClass.
MyClass.call(mc) ; // if you want launch the constructor of the class and
initialize the movieclip

You can create a function to lauch this hack ... it's more easy.

eKA+ :)

2006/11/23, Dani Bacon [EMAIL PROTECTED]:

 hi marijan

 yeah thats exactly it, im using exactly that - inject code, to attach
my
 classes to assets in a SWF file. but what happens is that any MC in that
 SWF
 that is linked to a class via the symbols properties panel, is ignored.
 ive
 used registerClass in Main to correct that, which does but not for
 instances
 that are already on stage. so im looking for another way to attach a
class
 to a MovieClip instance in runtime ?

 thx .. dani

 On 11/22/06, Marijan Miličević [EMAIL PROTECTED] wrote:
 
 
  as far as I know, FD ignores anything on the stage unless you
  choose  inject code compile method, see compiler options within FD,
  hth
  -m
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED]
  On Behalf Of Dani Bacon
  Sent: Wednesday, November 22, 2006 5:50 PM
  To: Flashcoders mailing list
  Subject: Re: [Flashcoders] changing a MovieClip instance class at
 runtime
  inAS2 ?
 
  hey TMK. thank you for your interest :)
 
  i started working with FlashDevelop + mtasc and would like to compile
my
  projects solely via FlashDevelop. this way i would have the design
team
 i
  work with set up the symbols and stage with all the visual assets
 needed,
  and set up linkageIDs to them. then i would be able to set up those
 symbols
  functionality via external code.
  i wouldnt mind linking classes to MCs using the symbols properties
 panel,
  but FlashDevelop ignores those links. so using registerClass in Main i
 can
  link linkageIDs to classes but that only works for dynamic attachments
 of MC
  instances.
 
  any ideas ?
 
  [snip..]
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[Flashcoders] changing a MovieClip instance class at runtime in AS2 ?

2006-11-22 Thread Dani Bacon

anyone know if i can change the class registration of a MovieClip instance
that was placed on stage manually using AS2 code ?
ive tried using Object.registerClass which works fine for any dynamically
attached MCs but all symbol instances that where already on stage did
register with the new class.

the code-

class Main
{

   static function main()
   {
   _root.stop();

   Object.registerClass(idTest, classes.someClass);
   _root.attachMovie(idTest, testname,
_root.getNextHighestDepth());

   }

}

this works and generates MC named testname registered to the class 
classes.someClass. but any instance of MC with linkage id idTest that was
already on stage doesnt register with classes.someClass. so how do i get
them to register ?

TIA
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Re: [Flashcoders] changing a MovieClip instance class at runtime in AS2 ?

2006-11-22 Thread Dani Bacon

hey TMK. thank you for your interest :)

i started working with FlashDevelop + mtasc and would like to compile my
projects solely via FlashDevelop. this way i would have the design team i
work with set up the symbols and stage with all the visual assets needed,
and set up linkageIDs to them. then i would be able to set up those symbols
functionality via external code.
i wouldnt mind linking classes to MCs using the symbols properties panel,
but FlashDevelop ignores those links. so using registerClass in Main i can
link linkageIDs to classes but that only works for dynamic attachments of MC
instances.

any ideas ?



im moved to working with FlashDevelop and mtasc and im looking for a way to
be able to compile my code solely via FlashDeveop, while i let the design
team

On 11/22/06, T. Michael Keesey [EMAIL PROTECTED] wrote:


Just curious--why do you want to do this?

On 11/22/06, Dani Bacon [EMAIL PROTECTED] wrote:
 anyone know if i can change the class registration of a MovieClip
instance
 that was placed on stage manually using AS2 code ?
 ive tried using Object.registerClass which works fine for any
dynamically
 attached MCs but all symbol instances that where already on stage did
 register with the new class.

 the code-

 class Main
 {

 static function main()
 {
 _root.stop();

 Object.registerClass(idTest, classes.someClass);
 _root.attachMovie(idTest, testname,
 _root.getNextHighestDepth());

 }

 }

 this works and generates MC named testname registered to the class 
 classes.someClass. but any instance of MC with linkage id idTest that
was
 already on stage doesnt register with classes.someClass. so how do i
get
 them to register ?

 TIA
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