Projector active and MAIW scaling

Hi all
I create a CD user interface model and I'm adding features. I'll have to scale proportionally as a projector and MAIW. I need support the view full screen too. Each MAIW must evolve independently. I have AS2 SWF Player 7. I have the SWF and FLV files. The player bets may be as low as worm. 5 to version 10. Is less important that I'm looking to always show 100% of the sovereign funds and always 100% vertical Sun.

Q1. The advantage of Flash (SWF) boasts a #autoSize framework - how to ensure that the #autoSize has the default value so I can test the scale. I put it when I browse and add or update my SWF.

Q2. Should I an event handler search if a user updates the scale of the projector? -the stadium? And if it's a MAIW? Where I would put the one event handlers, two or three?

Q3. Since it's code I don't rewritable (and reuse over and over again), would one of you like to answer with your versions of code for these two actions of scaling on the fly for projectors and MAIWs? I find that I spend all my efforts of debugging on the use of orders orders of Manager for the commands/actions that I in never again, exceptions and quirks undocumented. I really don't want to recreate the wheel. It will not provide additional Professional or programming knowledge when these scripts will for me.

Thanks again,
Jim

A1:

You can define and check the scale property of a Flash member by selecting a Flash member in the cast, and then by clicking on the Flash tab in the properties panel.

You can test and set this property with the jargon using the scaleMode property (look in the Scripting Dictionary for usage instructions)

A2:

When the main stage or a MIAW is resized a resizeWindow event is broadcast. You can take this event in a movie script or behavior, for example:

on resizeWindow me

-do things to resize this sprite

end

Main sequence step is accessible from a MIAW using a tell block of instruction directed against the 'stage', for example this script placed in a MIAW will allow you to access the scripts, sprites, etc. in the main sequence:

on sendAMessageToMainMovie

say (the scene)

sendSprite (1, #doSomething)

myChildObject = new script ("MyParentScript")

tell the end

myChildObject.callAHandler (aValue)

end

Or, if you want to communicate with a MIAW of the main movie or an another MIAW:

on sendAMessageToMIAW aWindowName

window (aWindowName).movie.sprite (1).member.text = "this text was sent to the main movie.

end

You can also use a tell statement block to connect with a MIAW in another movie:

on sendAMessageToMIAW aWindowName

say window (aWindowName)

_movie. Sprite (1).member.text = "this text was sent from another movie.

tell the end

end

A3:

The method you choose to manage resizing depends on the nature of your project and your work style preferred. So it's not really possible for me to answer that question for you... and TBH I'd feel like I was giving away a lot or a time to R & D if I was just to tell you stuff that I use! But I'll give you a few pointers (and TBH you learn more to work out the details for yourself)

(1) If you want to allow the window to be resized to any size you need build a framework that can apply the resizing for objects in your movie. Think in percentages, for example a text box that is placed at the point (100, 100) on a scene that is 1000 x 1000 could be considered to be positioned at the point x = 10% y = 10%. When the user resizes the screen, you can translate this position of percentage for an absolute position in pixels which is calculated from the size of the resized window. The same principle applies to the width and height of your sprites. Bare in mind, however, that if you try to zoom the screen (rather than increase the surface area of the screen) then native things like the Director text boxes does not increase their font size unless apply you this principle of percentage in the font sizes. Also bare in mind that the calculations you use may well involve float values, whereas the position of your sprite resulting / dimensions must be integer values.

(2) If you want to switch to full screen mode and that the content of the window to scale accordingly, it is often easier to resize the screen resolution of the user that he should create a whole resize frame. You must consider that the monitor of the user might have any of a number of aspect ratios (4:3, 5:4, 16:9, 16:10 are the most common), but you can work around this passage your projector mode full screen (so that the background color of the movie will fill the screen) and then determine the resolution of the monitor that corresponds best to the native size of your movie. Bare in mind that your film would still be the same size, it's just technology will be presented at a lower pixel resolution. Also, don't forget to restore the screen resolution of the user when the film closes or they will accuse your program to dirty their computer.

Jim Wiley wrote:

I find that I spend all my efforts of debugging on the use of orders orders of Manager for the commands/actions that I in never again, exceptions and quirks undocumented.

Welcome to the wonderful world of Adobe guy

Hope this helps to all the

Tags: Director

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