많은 이유는 적합하지 않습니다,하지만 난 보안 측면에 대해 생각하지 않았다 :
I로 변경하는 코드입니다.
데모 : http://www.digital.leskiwis.com/sirwin/
다운로드 : http://www.digital.leskiwis.com/sirwin/sirwin.zip - 비록 물론 그 그물에 자사의 보안을하지 않을 경우 ...
나는 당신을 위해 여기에서 찾을 수 있습니다 아침에 약간의 데모를 채찍질
나를 몇 가지 기능을 설명하자
- 이 hydrotik의 queueLoader 클래스를 사용합니다.그것은 바람을로드하고 모니터링하게합니다.
- 모든 자산은 컴파일 된 SWF에 있습니다. 대기열 로딩의 가장 큰 특징 중 하나는 SWF의 프레임을 비트 맵 데이터로 그려내는 것입니다. (부드럽게하는 데 좋습니다)
- 이미지의 크기가 조절되도록 크기 조정 이벤트를 사용합니다.
- 가 SWF는 (X 720 1024) 크기의 720입니다 그래서 당신은 큰 이미지 (24에 더 큰 - 27 인치 스크린) 작은 확장 방법에 대한 좋은 아이디어를 얻을
크기 조정 청취자 :
stage.scaleMode = StageScaleMode.NO_SCALE; // the standard top left align, add some no scaling and throw in the event listener
stage.align = StageAlign.TOP_LEFT;
stage.addEventListener(Event.RESIZE, resizePhoto, false, 0, true);
을 크기 조정 함수 : (우리는 photoWidth 및 photoHeight 변수를 한 번 저장합니다. 에 기초 편안 영역의 일부를 유지하면서 - 당신이 일을 위해 우리는이 중 일부는 지금까지 가장 좋은 방법의 동안)
function resizePhoto(e:Event){
var targetWidth = stage.stageWidth - buffer - photo.x
// this gives us the target width we want the photo. we can figure out what percent the image would need to be to make this, and use that as a scale mutiplication..
var targetHeight = stage.stageHeight - buffer - photo.y
// this gives us the target height we want the photo. we can figure out what percent the image would need to be to make this, and use that as a scale mutiplication..
//note: add in some smart sizing on this - this means the photo resize stops when it hits a height or width limit..
var wMult:Number = (targetWidth/photoWidth)
var hMult:Number = (targetHeight/photoHeight)
if(wMult < hMult){
photo.width = photoWidth * wMult
photo.height = photoHeight * wMult
}else{
photo.width = photoWidth * hMult
photo.height = photoHeight * hMult
}
}
을 모든 프레임을 확인 해달라고 그래서 이미지가로드, 그것은 충분히 향상되었습니다 파일에서 본 코드. 명확한 소리가 들리면 소리 치십시오. 전체 코드는 다음과 같습니다. 여기에서 모든 것을 다운로드 할 수 있습니다 : http://www.digital.leskiwis.com/sirwin/sirwin.zip
Enjoy!
package{
import flash.ui.*;
import flash.display.*;
import flash.events.*;
import flash.text.*;
import flash.geom.*;
import flash.net.*;
import flash.utils.*;
import flash.media.*
import fl.controls.Button;
import com.hydrotik.queueloader.QueueLoader;
import com.hydrotik.queueloader.QueueLoaderEvent;
import com.hydrotik.queueloader.QLManager;
public class Sirwin extends MovieClip {
var sec_PERSONAL:Array = ['Animals', 'Macro']; // all of the topic sections... Note, the swf files need to match these names!
var sec_LENGTH:uint = 0; // the length of the loaded array
var sec_CUR:uint = 0; // the length of the loaded array
var bmp_ARRAY:Array = []; // the container for the loaded section
var buffer:uint = 10; // buffer in pixels for button placement
var _oLoader:QueueLoader = new QueueLoader();
var photo:Sprite = new Sprite(); // holder for the photo to load into
var nextBut:Button = new Button(); // attach the next button from the library
var prevBut:Button = new Button(); // attach the prev button from the library
var photoWidth:Number // we store these as variables to improve performance, check once - not each time
var photoHeight:Number // we store these as variables to improve performance, check once - not each time
public function Sirwin(){
trace("initialising Document...");
addEventListener(Event.ADDED_TO_STAGE, popStageVars); // once the movie has been added to the stage, we can set up some more vars
}
private function popStageVars(e:Event){
trace("popping stage vars...")
removeEventListener(Event.ADDED_TO_STAGE, popStageVars);
stage.scaleMode = StageScaleMode.NO_SCALE; // the standard top left align, add some no scaling and throw in the event listener
stage.align = StageAlign.TOP_LEFT;
stage.addEventListener(Event.RESIZE, resizePhoto, false, 0, true);
_oLoader.addEventListener(QueueLoaderEvent.ITEM_COMPLETE, onItemComplete,false, 0, true);
_oLoader.addEventListener(QueueLoaderEvent.ITEM_PROGRESS, onQueueProgress, false, 0, true);
_oLoader.addEventListener(QueueLoaderEvent.QUEUE_COMPLETE, onQueueComplete,false, 0, true);
photo.x = 180
photo.y = buffer
addChild(photo)
setSections();
setNav();
toggleNav();
}
function resizePhoto(e:Event){
// set photo dimensions to match stage;
photo.width = stage.stageWidth - buffer;
photo.height = stage.stageHeight - buffer;
// choose the larger scale property and match the other to it;
(photo.scaleX < photo.scaleY) ? photo.scaleY = photo.scaleX : photo.scaleX = photo.scaleY;
}
public function setSections(){ // this function places the section buttons on the stage... not so neccesary if you make your own buttons
for(var i:uint = 0; i < sec_PERSONAL.length; i++){
var but:Button = new Button(); // attach the button from the library
but.label = sec_PERSONAL[i] // give the button a label from the array of names
but.x = buffer
but.y = buffer*5 + (i * (buffer + but.height));
but.addEventListener(MouseEvent.CLICK, loadSection, false, 0, true); // weak handler for better garbage collection
addChild(but)
}
}
public function setNav(){ // this function places the nav buttons on the stage... better practice would be having their own class and dispatching mouse events to be listened for. Baby steps..
nextBut.label = "Next >"
nextBut.x = buffer
nextBut.y = 350
nextBut.addEventListener(MouseEvent.CLICK, navForward, false, 0, true);
addChild(nextBut)
prevBut.label = "Previous <"
prevBut.x = buffer
prevBut.y = 400
prevBut.addEventListener(MouseEvent.CLICK, navBack, false, 0, true);
addChild(prevBut)
}
public function loadSection(e:MouseEvent){
bmp_ARRAY = []; // reset the array to nothing
var swf:String = convertFolderName(e.target.label, '_') + ".swf";
_oLoader.addItem("assets/"+swf, null, {title:"SWF Images", drawFrames:true});
_oLoader.execute();
}
public function loadPhoto(){
while(photo.numChildren){
photo.removeChildAt(0); // get rid of any existing photo
}
var bmp:Bitmap = new Bitmap(bmp_ARRAY[sec_CUR]); // this gets the bitmap data from the array that has been loaded from the zip file
bmp.smoothing = true; // this should solve your smoothing issues
photo.addChild(bmp);
photoWidth = photo.width; // update the photos height and width for easy ref
photoHeight = photo.height;
resizePhoto(null); // pass through a null event to avoid any compiler errors
}
public function convertFolderName(s:String, replacement:String):String{ // this function returns an underscore instead of a space
var trimmedValue:String = s.replace(" ", replacement)
return trimmedValue;
}
public function updateCur(n:Number){
sec_CUR += n; // add a +1, or -1 to the current pointer
displaying.text = "Displaying: " + (sec_CUR + 1) + "/" + sec_LENGTH; // this updates the 'number of/how many' text. you need plus one to adjust for arrays starting at 0
}
public function navForward(e:MouseEvent){
updateCur(1)
toggleNav();
loadPhoto();
}
public function navBack(e:MouseEvent){
updateCur(-1)
toggleNav();
loadPhoto()
}
public function toggleNav():void{ //this function decides if the next or back should be shown
trace(sec_CUR + " - " + sec_LENGTH)
nextBut.visible = (sec_CUR >= sec_LENGTH-1) ? false : true
prevBut.visible = (sec_CUR <= 0) ? false : true
if(sec_CUR < 0){
sec_CUR = 0;
}
if(sec_CUR >= sec_LENGTH-1){
sec_CUR = sec_LENGTH-1;
}
}
// ----------------------------------------------------- queue loading event handlers
public function onQueueProgress(event:QueueLoaderEvent):void { // cheap preloading...
trace("\t>>onQueueProgress: "+event.queuepercentage);
displaying.text = "Loading: " + event.queuepercentage + "%";
}
public function onItemComplete(event:QueueLoaderEvent):void {
trace("\t>> "+event.type, "item title: "+event.title + " type: " + event.fileType);
if (event.title == "SWF Images") {
bmp_ARRAY = [];
for (var i:int = 0; i<event.bmArray.length; i++) {
var bm:BitmapData = event.bmArray[i]
bmp_ARRAY.push(bm)
}
}
}
public function onQueueComplete(event:QueueLoaderEvent):void {
trace("** "+event.type);
sec_LENGTH = bmp_ARRAY.length
sec_CUR = 0;
updateCur(0)
toggleNav();
loadPhoto();
}
}
}
일부 이미지 또는 추가 정보를 제공 할 수 있습니까? 'wid/0'심각하게? - 실제 코드는 될 수 없습니다. – Daniel