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  • 自定义Loading载入状态(含图标) 及解决Flex中GIF动画图片加载时显示动起来

    自定义Flex加载的原理就是继承mx.preloaders.DownloadProgressBar类..然后重写相关的方法但发现一个严重问题,原来会动的图片在FLEX里不动了,使用Image和SWFLoader都不动

    自定义了加载类后..新建一个app测试一下..

    package
    {   
         import flash.display.*;   
         import flash.events.*;   
         import flash.net.*;   
         import flash.text.TextField;   
         import flash.text.TextFormat;   
           
         import mx.events.FlexEvent;   
         import mx.preloaders.DownloadProgressBar;   
          import org.gif.player.GIFPlayer;
         

         public class LoadingExampleProgressBar extends DownloadProgressBar   
         {   
             private var logo:Loader;   
             private var txt:TextField;   
             private var _preloader:Sprite;   
             public function LoadingExampleProgressBar()   
             {   
                   //此方法只能实现显示jpg,png等静态图
    //             logo = new Loader();   
    //             logo.load(new URLRequest("l4cd.png"));   
    //             addChild(logo);   
                
                  var request:URLRequest = new URLRequest("diego.gif");
                  var player:GIFPlayer = new GIFPlayer();
                  player.load(request);                          
                  addChild(player);

                   
    //             var style:TextFormat = new TextFormat(null,null,0xFFFFFF,null,null,null,null,null,"center");   
    //             txt = new TextField();   
    //             txt.defaultTextFormat = style;   
    //             txt.width = 200;   
    //             txt.selectable = false;   
    //             txt.height = 20;   
    //             addChild(txt);   
                   
                 super();   
             }   
             //最重要的代码就在这里..重写preloader,让swf执行加载的时候~进行你希望的操作~   
             override public function set preloader(value:Sprite):void{   
                 _preloader = value   
                 //四个侦听~分别是 加载进度 / 加载完毕 / 初始化进度 / 初始化完毕   
                 _preloader.addEventListener(ProgressEvent.PROGRESS,load_progress);   
                 _preloader.addEventListener(Event.COMPLETE,load_complete);   
                 _preloader.addEventListener(FlexEvent.INIT_PROGRESS,init_progress);   
                 _preloader.addEventListener(FlexEvent.INIT_COMPLETE,init_complete);   
                   
                 stage.addEventListener(Event.RESIZE,resize)   
                 resize(null);   
             }   
             private function remove():void{   
                 _preloader.removeEventListener(ProgressEvent.PROGRESS,load_progress);   
                 _preloader.removeEventListener(Event.COMPLETE,load_complete);   
                 _preloader.removeEventListener(FlexEvent.INIT_PROGRESS,init_progress);   
                 _preloader.removeEventListener(FlexEvent.INIT_COMPLETE,init_complete);   
                 stage.removeEventListener(Event.RESIZE,resize)   
             }   
             private function resize(e:Event):void{   
                 logo.x = (stage.stageWidth - 40)/2;   
                 logo.y = (stage.stageHeight + 80)/2;   
                 txt.x = (stage.stageWidth - 200)/2;   
                 txt.y = logo.y + 40+5;   
                   
                 graphics.clear();   
                 graphics.beginFill(0x333333);   
                 graphics.drawRect(0,0,stage.stageWidth,stage.stageHeight);   
                 graphics.endFill();   
             }   
             private function load_progress(e:ProgressEvent):void{   
                 txt.text = "正在加载"+int(e.bytesLoaded/e.bytesTotal*100)+"%";   
             }   
             private function load_complete(e:Event):void{   
                 txt.text = "加载完毕!"
             }   
             private function init_progress(e:FlexEvent):void{   
                 txt.text = "正在初始化"
             }   
             private function init_complete(e:FlexEvent):void{   
                 txt.text = "初始化完毕!"
                 remove()   
                 //最后这个地方需要dpe一个Event.COMPLETE事件..表示加载完毕让swf继续操作~   
                 dispatchEvent(new Event(Event.COMPLETE))   
             }   
         }   
    }

    <?xml version="1.0" encoding="utf-8"?>
    <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute" preloader="LoadingExampleProgressBar" backgroundGradientAlphas="[1.0, 1.0]" backgroundGradientColors="[#333333, #333333]" >
        
    </mx:Application>

    关键点:在Application 标签下设置preloader为刚自定义的类(如上面的LoadingExampleProgressBar类)

    Flex没有内建的对GIF动画的支持……可恶吧?无论Flex 2还是Flex 3都没有
    Adobe的说法是请把动画GIF转换成SWF来在Flex里使用。

    没办法,唯有GIFPlayer 0.4.zip 予解决。。以下是官方地址,有类库及FAQ 及示例

    http://code.google.com/p/as3gif/downloads/list

    俺Fooo博客下载/Files/Fooo/GIFPlayer-0.4.zip

    (把该最新版本的org下所有目录及文件拷到我们的工程下,刷新后即可启用)

    附上官方示例

    How_to_use

    Basic UsageThe GIFPlayerThe GIFEncoder

    The GIFPlayer class is used to play the gif animation.

    It can load gif file from an URLRequest object or a ByteArray object.

    Example:

    package  
    { 
            import flash.display.Sprite; 
            import flash.net.URLRequest; 
            import org.gif.player.GIFPlayer; 
             
            public class Main extends Sprite 
            { 
                    public function Main():void 
                    { 
                            var request:URLRequest = new URLRequest("diego.gif"); 
                             
                            var player:GIFPlayer = new GIFPlayer(); 
                            player.load(request); 
                             
                            addChild(player); 
                    } 
            } 
    }

    The GIFEncoder class use to create a gif file by frames.

    Example(draw two frames and add to GIFEncoder then play the gif data by GIFPlayer):

    package  
    { 
            import flash.display.BitmapData; 
            import flash.display.Shape; 
            import flash.display.Sprite; 
            import flash.utils.ByteArray; 
            import org.gif.encoder.GIFEncoder; 
            import org.gif.player.GIFPlayer; 
             
            public class Main extends Sprite 
            { 
                    public function Main():void 
                    { 
                            var frames:Array = createFrames(); 
                             
                            var encoder:GIFEncoder = new GIFEncoder(); 
                             
                            encoder.setRepeat(0);                   //AUTO LOOP 
                            encoder.setDelay(500); 
                             
                            encoder.start();                        //MUST HAVE! 
                             
                            encoder.addFrame(frames[0]); 
                            encoder.addFrame(frames[1]); 
                             
                            encoder.finish();                       //MUST HAVE! 
                             
                            playGIF(encoder.stream); 
                    } 
                     
                    private function playGIF(data:ByteArray):void 
                    { 
                            data.position = 0; 
                             
                            var player:GIFPlayer = new GIFPlayer(); 
                            player.loadBytes(data); 
                             
                            addChild(player); 
                    } 
                     
                    private function createFrames():Array 
                    { 
                            var shape:Shape = new Shape(); 
                            shape.graphics.lineStyle(1, 0); 
                             
                            shape.graphics.moveTo(60, 0); 
                            shape.graphics.lineTo(60, 120); 
                             
                            var frame1:BitmapData = new BitmapData(120, 120); 
                            frame1.draw(shape); 
                             
                            shape.graphics.clear(); 
                             
                            shape.graphics.lineStyle(1, 0); 
                            shape.graphics.moveTo(0, 60); 
                            shape.graphics.lineTo(120, 60); 
                             
                            var frame2:BitmapData = new BitmapData(120, 120); 
                            frame2.draw(shape); 
                             
                            return [frame1, frame2]; 
                    } 
            } 
    }
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  • 原文地址:https://www.cnblogs.com/sunwei2012/p/1781661.html
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