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This object will be used to display messages that track the progress of the program as the user clicks the buttons at the bottom of Figure 4. If thetext area becomes full, a vertical scroll bar will automatically appear on the right side of the text area.

Prepare an embedded image and add it to the Panel

Listing 7 prepares an embedded image, loads it into an Image object, and adds the Image object to the Panel .

Prepare an embedded image and add it to the panel.

[Embed("/Images/snowscene.jpg")] var img:Class;image.load(img);addChild(image);

Comparable MXML code

In case you're interested, the ActionScript code in Listing 7 is essentially comparable to the MXML code in Figure 7.

Comparable mxml code.

<mx:Image id="img" source="@Embed(source='/Images/snowscene.jpg')"/>
Comparable MXML code.

Note, however, that in order to cause Figure 7 to fit into this narrow publication format, I inserted an extra line break character ahead of the secondoccurrence of the word "source." An MXML parser may not be willing to accept this line break.

Add the button bar to the panel

The six buttons at the bottom of Figure 4 are contained in an object of the class ControlBar , which was instantiated in Listing 4.

Listing 8 adds the ControlBar container to the Panel object.

Add the button bar to the panel.

addChild(bar);

Prepare the six buttons for use

The code in Listing 9:

  • Adds labels to each of the six buttons at the bottom of Figure 4.
  • Registers the same event handler to service click events on each of the six buttons.
  • Adds each of the six buttons to the button bar shown at the bottom of Figure 4.

Prepare the six buttons for use.

//Set text on the six buttons. startButton.label = "Start";pauseButton.label = "Pause"; resumeButton.label = "Resume";reverseButton.label = "Reverse"; endButton.label = "End";resetButton.label = "Reset";//Register a click listener on each button startButton.addEventListener(MouseEvent.CLICK,btnHandler); pauseButton.addEventListener(MouseEvent.CLICK,btnHandler); resumeButton.addEventListener(MouseEvent.CLICK,btnHandler); reverseButton.addEventListener(MouseEvent.CLICK,btnHandler); endButton.addEventListener(MouseEvent.CLICK,btnHandler); resetButton.addEventListener(MouseEvent.CLICK,btnHandler); //Add the six buttons to the button barbar.addChild(startButton); bar.addChild(pauseButton);bar.addChild(resumeButton); bar.addChild(reverseButton);bar.addChild(endButton); bar.addChild(resetButton);

Configure the Resize object

The resize effect that I described earlier is accomplished by calling the play method on the object of the class Resize that was instantiated in Listing 4.

Listing 10 targets that effect to the image shown in Figure 4. Listing 10 also specifies the final size of the image and the ten-second duration duringwhich the resize effect will play. (Note that the original size of the image is 240x240 pixels and it will be resized to one-fourth of its originalsize.)

Configure the resize object.

resize.target = image; resize.widthTo = 60;resize.heightTo = 60; resize.duration = 10000;resize.addEventListener(EffectEvent.EFFECT_END,endEffectHandler); resize.addEventListener(EffectEvent.EFFECT_START,startEffectHandler); } //end constructor

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Source:  OpenStax, Object-oriented programming (oop) with actionscript. OpenStax CNX. Jun 04, 2010 Download for free at http://cnx.org/content/col11202/1.19
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