Archive for the 'AS2' Category

Finding character positions

Sunday, October 12th, 2008

Also known as:

  • finding the position of a character in a dynamic textfield with embedded fonts using actionscript 2
  • One of current projects involves some texteffects and I am loath to do anything on the timeline that can be done quicker by code. So my basic idea was (keeping the designer in me happy):

    Doing the design stuff at design time on stage:

  • put a dynamic textfield on stage
  • apply a font, fontsize, color, anti-aliasing
  • apply effects such as dropshadow, glow etc to make it look good
  • Doing the animate stuff at runtime through code:

  • break apart the stage textfield into little textfields that I could animate
  • At this point I was already thinking about converting the stage textfields to bitmaps but found I was thinking about optimising things too early, so back to KISS, basic principles first.

    Silly me, I thought it would be easy in actionscript 2 to get the position of a character in a dynamic textfield. As in:

    textfield.getCoordsOfChar (pIndex:Number)

    but apparently no such thing exists. Ofcourse if you have a monospaced font, there are other ways to accomplish this, but this solution works for both monospaced and other fonts.

    Although in actionscript 3 there is something like getCharIndexAtPoint, that is not quite what I needed.

    Using a trick I managed to implement it in actionscript 2. Note that this is still under development, being researched etc, so it’s not a general I-will-work-everytime-approach. Anyway the basic principle is this:

  • create a bitmap as large as your textfield
  • create two textformats derivatives of your textfield’s textformat and set the textcolor of one to white, the other to black
    now loop over the characters in your textfield (i = 0 to textfield.length), and:
    • apply first the white textformat to everything, then applying the black textformat to the range (i, i+1)
      (basically in every iteration of the loop you set everything to white except the character whose position you are looking for)
    • copy the textfield to the bitmap
    • perform a getColorBoundsRect on the bitmap and voila an approximation of the character position

    And I say approximation since it’s seems to be off by a couple of pixels, but close enough to be usuable. In addition large amounts of text will slow down the process considerably and small font sizes wreak havoc, but it’s good enough:

    Download the prototype here, it includes the Greensock Tween classes, but you can use anything you like.

    Iterating properties creates unwanted side-effects

    Sunday, October 12th, 2008

    Also known as:

  • iterating properties in actionscript 2 causes getter setter to execute
  • I was working on our AS2 logger today. In particular I was creating a setup where you could simply drop in a couple components in your fla and ‘tada’, you would have a reflecting logger at your disposal.

    I’ll go into the reflecting logger and component creation in another post, because what happened was that during a test run I ran into the dreaded 256 levels recursion problem.

    Some research indicated that the problem lay with getters and setters.

    Imagine you have a class:

    class TestClass {
        public function get id1 () {
            trace ("hello world");
        }
    
        public function id2() {
            trace ("goodbye world");
        }
    }
    

    Now do:

    _global.ASSetPropFlags(TestClass.prototype, null, 0, 7);
    for (var i:String in TestClass.prototype) {
        trace (
             "Property:"+i+" is function ? "+
             (TestClass.prototype[i] instanceof Function)
        );
    }
    

    Ok, truth be told, you will not do this every day. In fact building a reflection package is probably the only time this issue shows up. However I like to document stuff for posterity’s sake, so here we are.

    Executing the code above will show something like:
    hello world
    Property:id1 is function ? false
    Property:id2 is function ? true
    Property:__get__id1 is function ? true
    Property:__proto__ is function ? false
    Property:constructor is function ? true

    The _global.ASSetPropFlags is used to unprotect all the prototypes properties, in order to force them to show up. In a real situation, you should always make sure you keep track of the original settings of an object’s properties and revert the object back to those settings after you are done with it.

    Anyway what is really interesting is that testing the id1 property to see whether it is a function or not, causes the underlying method (the ‘get’ method) to execute.

    Luckily I never use getters and setters. But other people do. This is not to say that getters and setters are bad, just that I ran into a situation which I hadn’t anticipated :) .

    In most situation this will not cause a problem either, but you never know. The getter might go into a recursive loop if no parameters are passed. A class might update it’s properties unintentionally, who knows? I don’t. I do know that if those side effects do happen, you will lose hours of precious time bughunting.

    So how to circumvent these special properties of woe?
    If you look closely at the output again, you’ll see something like __get__id1 in there as well.
    These kind of methods will only be created by flash if you use getters and setters.

    So how can you detect if obj[i] refers to a getter/setter and should not be executed?

    Test for the existence of __set__i and __get__i.

    As the saying goes, you’ll find the solution in the last place you look.

    More information on ASSetPropFlags:
    http://objectpainters.com/blog/2007/06/21/assetpropflags-explained/

    FLfile.listFolder archive bit bug

    Wednesday, May 7th, 2008

    Today I ran into a nasty ‘feature’ of FLfile.listFolder in Flash 8 on Windows XP.

    FLfile.listFolder doesn’t list files that don’t have the archive flag enabled.

    Workaround: none except enabling the archive flag for all files you are searching for.

    :(

    Consuming webservices in Flash 8

    Monday, May 5th, 2008

    During a partial refactoring process of the Behrloo client system, one of the items on my list was the backend webservice result processing. Without going into a lot of detail how these services are wrapped, it suffices to say that somewhere in the application a couple of webservices are being initialized and utilized through the macromedia webservice classes.

    You might be familiar with them, they come in several flavours, for example the WebServiceConnector and the Webservice class. Personally I don’t like to use the WebServiceConnector, mostly since the Webservice class is simple enough to use and tends to give you more control over what is happening.

    Basic example

    As a simple example of using this Webservice class, paste the following code onto the first frame of the timeline in a new fla document (on a sidenote, REAL applications are not written on a timeline, but for example purposes/quick proof of concepts, this will do just fine):

    //example 1
    import mx.services.*;
    
    var lLog:Log = new Log (Log.VERBOSE, "myLog");
    var lWebService:WebService =
         new WebService ("http://www.flash-mx.com/mm/tips/tips.cfc?wsdl", lLog);
    

    You’ll note some log information passing by in your output window, showing you the progress during the initialization process and such. Somewhere at the end you’ll see a line like:

    4/23 13:14:32 [INFO] myLog: Made SOAPCall for operation getTipByProduct

    This means the webservice supports an operation called getTipByProduct. Other than that you don’t really know much about it. This is the first step in handling webservices, getting a grip on what your dealing with. Although there are different methods for doing so, I’ll mention two:
    1. the webservice panel in flash, this allows you to enter a webservice url, and check the methods including the required parameters and expected return types in flash.
    2. WebServiceStudio, a neat little tool. You might need to disable your proxy if it is giving you the same headaches as ours, but other than that, this tool will let you open, inspect and interrogate webservices.

    Looking through Flash’s helpfiles you’ll find an example where the getTipByProduct is called with a string argument of “Flash”, so let’s try that one by extending our example.

    Webservices are asynchronous

    First thing to realize is that, just like most things in flash, a webservice is asynchronous, meaning that code following the instantiation of a webservice will execute before the webservice is actually instantiated. An example that demonstrates this fact extends the previous example:

    //example 1
    import mx.services.*;
    
    var lLog:Log = new Log (Log.VERBOSE, "myLog");
    var lWebService:WebService =
        new WebService ("http://www.flash-mx.com/mm/tips/tips.cfc?wsdl", lLog);
    
    //example 2 addition
    trace ("*** You'll see me before the log output has completed ***");
    

    This ofcourse means that if you try to call a method on the webservice before it has been instantiated the call will fail. In other words: we will have to wait till it has been successfully instantiated. Without too much further explanation, we’ll just show the complete process of calling a method on the webservice and showing the results and then continue to the result processing part, since the process itself is explained in enough detail in the Flash Manual:

    //example 1
    import mx.services.*;
    
    var lLog:Log = new Log (Log.VERBOSE, "myLog");
    var lWebService:WebService = new WebService ("http://www.flash-mx.com/mm/tips/tips.cfc?wsdl", lLog);
    
    //example 2 addition
    trace ("*** You'll see me before the log output has completed ***");
    
    //example 3 addition
    import mx.utils.Delegate;
    
    lWebService.onFault = function () { trace ("WHOOPS!"); }
    lWebService.onLoad = Delegate.create (this, _performExampleCall);
    
    function _performExampleCall() {
       trace("\n\nPerforming example call...");
       var lPendingCall:PendingCall = lWebService.getTipByProduct("Flash");
       lPendingCall.onResult = Delegate.create (this, _parseResult);
    }
    
    function _parseResult (pResults:Object) {
       trace ("\n\nResults:\n"+pResults);
    }
    

    Decoding webservices results

    The thing to note in this example is that the result is a simple string. However, and that is were we get to the interesting part of this post: that is not always the case. The result could be an array, a predefined class, or some other complex object. This is were a couple of other settings/flags come into play:

    - doDecoding
    - doLazyDecoding

    The Flash manual has this to say with respect to these two flags:

    SOAPCall.doDecoding-description:
    Turns decoding of the XML response on (true) or off (false). By default, the XML response is converted (decoded) into ActionScript objects. If you want just the XML, set SOAPCall.doDecoding to false.

    SOAPCall.doLazyDecoding-description:
    Turns “lazy decoding” of arrays on (true) or off (false). By default, a “lazy decoding” algorithm is used to delay turning SOAP arrays into ActionScript objects until the last moment; this makes functions execute much more quickly when returning large data sets. This means any arrays you receive from the remote location are ArrayProxy objects. Then when you access a particular index (foo[5]), that element is automatically decoded if necessary. You can turn this behavior off (which causes all arrays to be fully decoded) by setting SOAPCall.doLazyDecoding to false.

    Let’s look into doDecoding first:

    Although the description is pretty clear, the actual results I got when interpreting webservice results in Behrloo (which uses a .Net webservice backend), were kind of puzzling. When I turned decoding off, I still got an xml object as a result (while I was expecting a large string of some sort), and when I turned decoding on, I got an object which consisted of nodes of type String, Boolean, Array but also of XmlNode (so part of the result was still xml).

    In the first implementation of the Behrloo backend, I had decoding turned on, and I dealt with both ‘decoded’ nodes, and xml nodes, which I decoded myself using several xml parsing mechanisms. However triggered by the testresults above, I decided to dive a bit deeper into the WebService class source code, and I found that under the hood the Webservice class is already an XML object to execute any calls to a webservice. This means that WHATEVER you do, the result is always already an XML object. With or without decoding.
    With decoding turned on, it goes on to try and decode your object, EXCEPT for the nodes with an xsi:type=”…” attribute, which unfortunately most of my nodes had. I found no way to override this behavior, which means that the default decoding mechanism didn’t do a lot to help me.

    Disabling the default decoding

    By default, the result is decoded. This takes time, and is kind of useless if you are not using this feature anyway. However disabling the decoding cannot be done on a pendingcall since in order to get a reference to a pendingcall, you need to execute it first, so we disable the decoding through:

    _myWebService.getCall ("<operation name here").doDecoding = false;

    If you want to do this automatically for all calls defined on a webservice use something like:

    for (var lOperationName:String in _myWebService.stub.activePort) {
    	myWebService.getCall (lOperationName).doDecoding = false;
    }
    

    So what about doLazyDecoding?

    LazyDecoding only kicks in if you have doDecoding enabled, after all if we do not decode anything, setting it to lazy has no effect.

    Parsing the webservice result with decoding turned off

    Well assuming you still want to use webservice and don’t want to switch to something like remoting, we use a simple XmlUtil class that converts XML objects to complete actionscript objects. In our project we need to interpret the complete result from the webservice, so this is feasible (in other words, we don’t spend time decoding object we don’t use anyway).

    The source for our XmlUtil can be found here (save as XmlUtil.as in nl/trimm/util):
    XmlUtil.as

    Flash HitArea quirks

    Monday, May 5th, 2008

    Also known as:

  • dynamically drawn hitarea bug
  • filter applied hitarea bug
  • hitarea no longer works
  • hitarea stops working
  • I recently noticed two weird bugs while handling hitArea’s in Flash (I say bug you might say feature).

    Situation 1:

    - you have a clip on the timeline, let’s call it dialog
    - you have a large hitarea below the dialog, let’s call it largeHitArea
    - you have connected the hitarea to the dialog: dialog.hitArea = largeHitArea
    - you have set the onPress of the dialog to anything but null

    Everything works fine up to this point, the large hitarea makes the dialog act as a modal dialog, since you cannot trigger any mouse events below it.

    Now the following happens:
    - during a graphical redesign you think you are smart, fast and furious YEAH BABY and you apply a DropShadow to the dialog clip on the timeline.

    Next thing you know, your hitArea has died and gone forever, dramatic ain’t it?

    Cause: no idea, but I think cacheAsBitmap has to do with it.
    Workaround: set the dropshadow on the dialog clip through code.

    Situation 2:

    - you have a clip on the timeline to which you want to attach a dynamically drawn hitarea

    Everything works fine up to this point.

    Now the following happens:
    - during a graphical redesign you think you are smart, fast and furious YEAH BABY and you apply a glow filter to the dynamically drawn hitArea.

    Next thing you know, your hitArea has died and gone forever, dramatic ain’t it?

    Cause: no idea, but I think cacheAsBitmap has to do with it (again)
    Workaround: create a bitmap from the dynamicall drawn hitArea first, attach it to a clip, set THAT clip as hitArea and apply the glow filter to it.

    Skinning the v2 Alert component

    Saturday, April 19th, 2008

    I ran into some trouble today that after skinning a v2 Alert component, none of my changes showed up when I implemented it in my main fla. My main fla ofcourse had it’s class export frame set to something different than export in first frame, and I knew that was the problem, but not quite how to fix it.

    Normally you set the class export frame to something like 2 or 20 or whatever, disable the ‘export in first frame flag’ on all your content by running a jsfl like:

    //
    // DisableExport
    //
    // Sets the linkage identifiers for all items to false

    var items = fl.getDocumentDOM().library.items;
    var item;
    for (var i=0; i item = items[i];
    if (item.linkageExportForAS == true) {
    fl.trace (item.name);
    item.linkageExportInFirstFrame = false;
    }
    }

    and then you make sure that somewhere after your class export frame you have a movieclip on the timeline containing all the stuff for which you disabled the first frame export.

    Apparently there is an order to that content as well, and I had never encountered that before. In my case I had overridden the TitleBackground clip, the ActivatorSkin and ButtonSkin, and you have to make sure these are loaded before the components that use them.

    So imagine you have a ‘all_my_content’ clip, simply put 2 frames in it, put the overriding clips on the first frame and all the components on the second with a nice stop(); to go along.

    Problem solved.

    NSTTWEF !!

    Wednesday, January 30th, 2008

    Also known as a Non Selectable Transparent Textfield With Embedded Font :).

    Some of the V2 Flash Components are less than intuitive now and then. While working on the new trophy tour for Heineken we had to create an application with a transparent textarea with non selectable non editable text using a non standard (embedded) font with Spanish characters (amongst others) ( in Flash 8 ). Oh yeah and the text had to be rendered smoothy using advanced anti-aliasing.

    This leaves you with different options. Although I was tempted to simply use a standard textfield, this should be easy to implement using a TextArea component as well, right? Sure. As an easy reference for our own and your convenience, here is a step by step approach.

    Creating the test movie

    1. create a new flash movie, size it 300 x 300, and choose a background other than white
    2. drag a TextArea on stage, name it ‘ta_test’ and enter some text for the text parameter in the parameter section
    3. compile the movie, you’ll see a textarea with a border, a white background, whose text is editable and selectable

    ActionScript 2, timeline scripting or parameter settings?

    You’ll have to decide if you want to approach this using the parameter settings, timeline code or actionscript 2 code. In some cases you can choose, and in some I found timeline code was the easy/only option. This can probably be fixed by waiting a few frames after instantiating the TextArea, but this sounds like a nice exercise for some other time. Let’s keep it simple for now and use whatever works for demonstration purposes.

    (more…)

    Flash Button Bug

    Wednesday, January 23rd, 2008

    Also known as:

  • cannot click more than once on flash button
  • have to move mouse before you can click a button again
  • v2 components cause weird strange button behavior
  • If you work with V2 components in Flash, this tip will surely help you out some day: when using V2 Components such as a Combobox, you may find your buttons no longer work correctly. Overall, this manifests itself by not being able to click more than once on a button. Before you can once again click on the button, you must first move the mouse again. Especially with navigation buttons, on which you are usually click-click-click-click-click-ing, this is less than optimal.

    This is appearently caused by some components which are not playing nice with a component’s focus. The fix is relatively simple and disturbing at the same time:

    In the onPress handler of such a button, you must include the following:

    Selection.setFocus (this);

    A focus rectangle now appears on every button, and to remove that, you use the following:

    this._focusrect = false;

    It is also possible to apply this to all buttons at once:

    Button.prototype.onPress = function () (
    this._focusrect = false;
    Selection.setFocus (this);
    )

    This will not be an option in most cases however, unless you rigidly commit yourself to overriding only a button’s onRelease handler.

    Why you MUST call super

    Friday, December 7th, 2007

    When implementing super and subclasses, Flash will call the superclass’ constructor automatically unless you call it yourself.

    ‘Great’, I hear you think. Well… not so much.

    Imagine you have the following code:

    class Super {
       public function Super () {
           trace ("super called");
       }
    }
    
    class Sub extends Super {
    }
    
    var myObject:Object = new Sub();
    

    Result? Yes indeed, it traces “super called”. The constructor for Sub doesn’t exist, so the default constructor is used, which calls the super class constructor by default.
    All’s fine…

    Next example:

    class Super {
       public function Super (pName:String) {
           trace ("super called with "+pName);
       }
    }
    
    class Sub extends Super {
    }
    
    var myObject:Object = new Sub();
    

    Result? The super constructor is still called! (To my amazement, but anyway). It is called with no parameters since we didn’t pass any, so I guess that was to be expected. So although this is a little evidence that we should have called the constructor explicitly, it still wouldn’t have prevented us from calling it without parameters.

    Ok, next bit of code:

    class Super {
       public function Super (pName:String) {
           trace ("super called with "+pName);
       }
    
       public function mySuperMethod() {
       }
    }
    
    class Sub extends Super {
        public function Sub() {
        }
    }
    
    var myObject:Object = new Sub();
    

    Result? Yes, the super constructor is still called, since that was the default behavior. Us defining a constructor doesn’t mean we have overridden the superclass constructor.

    Ok, let’s move on!

    class Super {
       public function Super (pName:String) {
           trace ("super called with "+pName);
       }
    
       public function mySuperMethod() {
       }
    }
    
    class Sub extends Super {
        public function Sub() {
            super.mySuperMethod();
        }
    }
    
    var myObject:Object = new Sub();
    

    Result? The super constructor is NO LONGER called. Appearently something is getting messed up by the super. statement. In both the Flash IDE and the MTASC compiler the super constructor fails to run. If we replace super.mySuperMethod(); with mySuperMethod(); the super constructor is called again. Note that super.mySuperMethod is NOT a case of calling the superclass’ constructor, I’m simply calling one of the superclass’ methods.

    Conclusions:

    • always called super ( … ) ; explicitly
    • do not use super. to clarify your code, unless you consequently follow the first rule

    Inverting the alpha of a bitmap image

    Friday, November 30th, 2007

    A piece of code and a demo says more than a thousand words :). This code demonstrates inversion of an alpha channel in Flash8/AS2.

    1. /**
    2. * This example demonstrates inverting an alpha channel on an image.
    3. * Since Flash premultiplies the alpha, we need to keep two separate images: one with the color data, and
    4. * one with the alpha data. It demonstrates splitting the alpha from an image, inverting and proves
    5. * premultiplying the alpha destroys color information.
    6. *
    7. * @author J.C. Wichman / Objectpainters.com
    8. */
    9.  
    10. import flash.geom.Rectangle;
    11. import flash.geom.Point;
    12. import flash.display.BitmapData;
    13. import flash.filters.ColorMatrixFilter;
    14.  
    15. //set up some default params for the images
    16. var width:Number = 100;
    17. var height:Number = 100;
    18. var fillColor:Number = 0x000000;
    19.  
    20. /**
    21. * Simple function that checks how many bitmaps have already been shown on stage and
    22. * bases the location for the next one on that information. Never use code like this
    23. * out of context, since its bad programming practice:).
    24. */
    25. function showBitmap (pBitmap:BitmapData, title:String) {
    26. var imageCount:Number = this.getNextHighestDepth();
    27. var row:Number = Math.floor (imageCount/3);
    28. var columns:Number = imageCount%3;
    29.  
    30. var newClip:MovieClip = this.createEmptyMovieClip("image"+imageCount, imageCount);
    31. newClip.attachBitmap(pBitmap, 0);
    32. newClip.createTextField("title", 1, 0, 110, 10,10);
    33. var textClip:TextField = newClip["title"];
    34. textClip.autoSize = true;
    35. textClip.text = "Image "+imageCount+":\n"+title;
    36. var tf:TextFormat = new TextFormat();
    37. tf.font = "Arial";
    38. tf.align ="center";
    39. textClip.setTextFormat(tf);
    40.  
    41. newClip._x = (columns * 150)+10;
    42. newClip._y = (row * 170)+10;
    43. }
    44.  
    45.  
    46. //setting up demo rgb image, this is an image without alpha.
    47. //Since flash uses premultiplied alpha, adding an alpha channel will ruin the image for
    48. //further use when we want to invert the alpha channel, so we keep colours separate from alpha
    49. //(omg pink shirts!)
    50. var colorImage:BitmapData = new BitmapData(width, height, false, fillColor);
    51. for (var x = 0; x < width; x++) {
    52. for (var y = 0; y < height; y++) {
    53. //fiddle with the pixel data to show a dark gradient
    54. colorImage.setPixel( x,y, x<<16|y<<8|x+y);
    55. }
    56. }
    57. showBitmap (colorImage, "Colour w/o alpha");
    58.  
    59. //now we create a demo alpha bitmap. All color info is non existent, only
    60. //alpha data is set. When x<y the alpha value is near opaque, otherwise its near transparent.
    61. //we only use 0xAF and 0x10 instead of 0xFF and 0x00 to show partial alpha values are inverted ok as well
    62. var demoAlpha:BitmapData = new BitmapData(width, height, true, fillColor);
    63. for (var x = 0; x < width; x++) {
    64. for (var y = 0; y < height; y++) {
    65. demoAlpha.setPixel32( x,y, (x<y?0xAF:0x10)<<24);
    66. }
    67. }
    68. showBitmap (demoAlpha, "Alpha only");
    69.  
    70. //now imagine you didnt have a separate alpha bitmap to start with, but a starting image with alpha
    71. //which you needed to extract first:
    72. var alphaSplit:BitmapData = new BitmapData(width, height, true, fillColor);
    73. //copy the alpha channel of one image to another image
    74. alphaSplit.copyChannel(demoAlpha, new Rectangle(0,0, width, height), new Point(0,0), 8,8);
    75. showBitmap (alphaSplit, "Alpha channel copy\n (same as previous)");
    76.  
    77. //now we are going to invert the alpha. This can be done on a pixel by pixel basis, but this might just
    78. //be faster, you'd have to test it
    79. var alphaInvert:BitmapData = alphaSplit.clone();
    80. var matrix:Array = new Array();
    81. matrix = matrix.concat([1, 0, 0, 0, 0]); // red
    82. matrix = matrix.concat([0, 1, 0, 0, 0]); // green
    83. matrix = matrix.concat([0, 0, 1, 0, 0]); // blue
    84. matrix = matrix.concat([0, 0, 0, -1, 0xff]); // alpha, negate the alpha and add 255
    85. alphaInvert.applyFilter(alphaInvert, alphaInvert.rectangle, new Point(0, 0), new ColorMatrixFilter (matrix));
    86. showBitmap (alphaInvert, "Inversion of \nalpha channel");
    87.  
    88. //now the real action, we combine our original color pixels with the inverted alpha channel
    89. var comboImage:BitmapData = new BitmapData(width, height, true, fillColor);
    90. comboImage.copyPixels(colorImage, colorImage.rectangle, new Point(0,0), alphaInvert, new Point(0,0));
    91. showBitmap (comboImage, "Colours + \ninverted alpha");
    92.  
    93. //now to prove premultiplied alpha destroys color information:
    94. var colorImgWithAlpha:BitmapData = new BitmapData(width, height, true, fillColor);
    95. for (var x = 0; x < width; x++) {
    96. for (var y = 0; y < height; y++) {
    97. //fiddle with the pixel data to show a dark gradient
    98. colorImgWithAlpha.setPixel32( x,y, (x<y?0xfe:0x01)<<24|x<<16|y<<8|x+y);
    99. }
    100. }
    101. colorImgWithAlpha.applyFilter(colorImgWithAlpha, colorImgWithAlpha.rectangle, new Point(0, 0), new ColorMatrixFilter (matrix));
    102. showBitmap (colorImgWithAlpha, "Colour with\n premultiplied \n inverted alpha");
    103.  
    104.  
    105.