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From: adnanyaseen1 on 8 Apr 2008 05:07 Hi, I am new in using Flash Components in Director. I have seen that there is not a lot of documentation or Help available on How to use Flash components in Director MX effectively. The problem that i have been facing is with Tree component. I have populated the tree which is on sprite 1 with the following code, if voidP(pSprite) then pSprite = sprite(me.spriteNum) tNewNode_Main = sprite(1).addTreeNode("Main Menu") pSprite.setIsBranch(tNewNode_Main,TRUE) -- Sub-Level Node tNewLeaf_Main_sub = tNewNode_Main.addTreeNode("Sub-Menu") pSprite.setIsBranch(tNewLeaf_Main_sub,TRUE) -- Add a Sub-Level Leaf tNewLeaf_Main_sub_link1 = tNewLeaf_Main_sub.addTreeNode("Link 1") tNewLeaf_Main_sub_link1 = tNewLeaf_Main_sub.addTreeNode("Link 2") tNewLeaf_Main_sub_link1 = tNewLeaf_Main_sub.addTreeNode("Link 3") end if end The Problem is that i want that when i expand the Tree and click on the Link "Link 1" then it should go the marker named "My_Link". But i dont exactly how to do this. I would appreciate if anyone can guide me through. Regards.
From: Darrel Hoffman on 9 Apr 2008 11:00 > Hi, I am new in using Flash Components in Director. I have seen that there > is > not a lot of documentation or Help available on How to use Flash > components in > Director MX effectively. I can't help directly with this problem, but my advice in general is to avoid using Flash Components unless you're an experienced Flash user. I can recreate most of them from scratch quicker than I can figure out how to make them behave properly. E.g.: I used to use the Flash Component Buttons, which were the only one I could figure out how to make respond correctly to inputs. Then I discovered that their mere presence on the stage intercepted all keyboard input and prevented Director from even seeing that keys were being pressed. Replaced all the Flash buttons with either Director-standard buttons (comparatively dull and flat, but functional) or my own custom graphics (which I usually do anyhow), and it works perfectly. The documentation exists, by the way, but it's not in Director - it's in Flash. If you have any relatively recent version of Flash, you might be able to figure something out by looking at the documentation for that, but I still think it's just easier to avoid using them altogether. They seem to have been included in Director specifically to be used by people who also know Flash, and if you don't, they're not about to help you figure it out unless you also purchase that program.
From: CenturyMan1979 on 9 Apr 2008 14:21 set up a behavior script attached the the tree component and attach the code I have added to this message, now when you select ( not when you click arrow to open a branch ) a folder or file you will get the label of the item selected in the message window. Now you should be able to take that info and create a case statement that you can use to navigate your application. Also just a note, you can add a data item when you add a tree node like so, addTreeNode("Label", "Data") .Then you can access the data like you do the label in the code I provided except you just use the word data instead of label. on change(me) set pSprite = sprite(me.spriteNum) put pSprite.selectedNode.attributes.label end change
From: stephen_ on 20 Apr 2008 17:58 Something like this; property pSprite property pListener on exitFrame me if voidP( pSprite ) then pSprite = sprite( me.spriteNum ) tNewNode_Main = pSprite.addTreeNode( "Main Menu" ) pSprite.setIsBranch( tNewNode_Main, TRUE ) tNewLeaf_Main_sub = tNewNode_Main.addTreeNode( "Sub-Menu" ) pSprite.setIsBranch( tNewLeaf_Main_sub,TRUE ) tNewLeaf_Main_sub_link1 = tNewLeaf_Main_sub.addTreeNode( "Link 1" ) tNewLeaf_Main_sub_link1.nodeName = "Link" tNewLeaf_Main_sub_link1 = tNewLeaf_Main_sub.addTreeNode( "Link 2" ) tNewLeaf_Main_sub_link1.nodeName = "Link" tNewLeaf_Main_sub_link1 = tNewLeaf_Main_sub.addTreeNode( "Link 3" ) tNewLeaf_Main_sub_link1.nodeName = "Link" pListener = pSprite.newObject( "Object" ) pSprite.setCallBack( pListener, "change", #change, me ) pSprite.addEventListener( "change", pListener ) pSprite.selectedNode = tNewNode_Main end if end exitFrame on change me if NOT ( ilk( pSprite ) = #sprite ) then exit end if v_node = pSprite.selectedNode if NOT ( v_node.nodeName = "Link" ) then exit end if v_link = v_node.attributes.label pSprite = VOID pListener = VOID _movie.go( v_link ) end change
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