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package { import com.actionscriptbible.Example; import;
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public class ch20ex2 extends Example { public function ch20ex2() { var t:Thermometer = new Thermometer(); t.addEventListener(Thermometer.TEMP_CHANGED, onTempChanged); var warn:TempWarning = new TempWarning(t); warn.x = stage.stageWidth - warn.width; addChild(warn); t.debugSimulateCrazyWeather(); } protected function onTempChanged(event:Event):void { var t:Thermometer = Thermometer(; trace("It s now " + t.temp.toFixed(1) + " F"); } } } import flash.display.Sprite; import flash.geom.ColorTransform; class TempWarning extends Sprite { public function TempWarning(t:Thermometer) { graphics.beginFill(0xffff00); graphics.drawRect(0, 0, 50, 50); graphics.endFill(); t.addEventListener(Thermometer.TEMP_CHANGED, onTempChanged); } protected function onTempChanged(event:Event):void { var t:Thermometer = Thermometer(; var ctx:ColorTransform = new ColorTransform(); var hotness:Number = mapRange(t.temp, 60, 100); ctx.redMultiplier = hotness; ctx.greenMultiplier = 1 - hotness; this.transform.colorTransform = ctx; } //map a range of values from min->max to 0->1 (and clamp) protected function mapRange(value:Number, min:Number, max:Number):Number { return Math.min(1, Math.max(0, (value - min) / (max - min))); } } import*; import flash.utils.setInterval; class Thermometer extends EventDispatcher { protected var _temp:Number = 72; public static const TEMP_CHANGED:String = "tempChanged"; public function set temp(newTemp:Number):void { _temp = newTemp; dispatchEvent(new Event(TEMP_CHANGED));
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20: Events and the Event Flow
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} public function get temp():Number { return _temp; } internal function debugSimulateCrazyWeather():void { //tweak the weather to trend continuously higher (to see our handiwork) setInterval(function():void {temp += 3 * (Math.random() - 0.4);}, 500); } }
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The event is sent to both the example class and the new TempWarning class. Notice that the code for Thermometer didn t have to change at all. This will become a crucial feature as your applications become more complex. You ll nd that, unlike using callback functions or storing a reference to all the objects that need to be informed, using events to communicate between objects is a scalable solution.
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Using EventDispatcher by Composition
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IEventDispatcher, an interface found in the package, identi es a class as being capable of dispatching events. EventDispatcher implements IEventDispatcher, which lets you make a custom class an event dispatcher without actually subclassing EventDispatcher. Say you have a class called Sprocket that must extend a custom class written by your client called Widget (Widget can be any class that does not inherit from EventDispatcher). So you would have this:
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class Sprocket extends Widget { //... }
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How would you add the ability to dispatch events to Sprocket (assuming that you cannot go back and edit Widget) Remember that each class can extend only one other class. The answer is that you add the event dispatching behavior by composition. That is, you compose the class to include an event dispatcher. By combining this with the IEventDispatcher, you can get the same functionality as an EventDispatcher by implementing the methods and passing them through onto the internal EventDispatcher object. You don t have to understand all of these methods to use them; simply pass them off to the internal EventDispatcher instance and let it worry about them.
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package { import; import; import; public class Sprocket extends Widget implements IEventDispatcher { protected var dispatcher:EventDispatcher; public function Sprocket() { dispatcher = new EventDispatcher(); }
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public function addEventListener(type:String, listener:Function, useCapture:Boolean=false, priority:int=0, useWeakReference:Boolean=false):void { return dispatcher.addEventListener(type, listener, useCapture, priority, useWeakReference); } public function removeEventListener(type:String, listener:Function, useCapture:Boolean=false):void { return dispatcher.removeEventListener(type, listener, useCapture); } public function dispatchEvent(event:Event):Boolean { return dispatcher.dispatchEvent(event); } public function hasEventListener(type:String):Boolean { return dispatcher.hasEventListener(type); } public function willTrigger(type:String):Boolean { return dispatcher.willTrigger(type); } } }
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As you can see, by doing this you can get a Sprocket with all the bene ts of Widgets and EventDispatchers! Most of the time, you ll be able to extend EventDispatcher, but this technique is useful for those tight spots when you can t.
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Working with Event Objects
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When an event occurs in ActionScript 3.0 and a dispatchEvent() call is triggered, a message is sent to all the recipients of the event. That message comes in the form of an Event object. is a class that contains any pertinent data relating to an occurrence during runtime. The Event class is a base class for all other types of events. It can be subclassed and customized to t your needs. The Flash Player API comes with a handful of these subclasses of Event, found in Event subclasses may contain extra information unique to the kind of event they describe. For example, a MouseEvent contains information about the position of the mouse and the state of its buttons; a ProgressEvent contains the number of bytes in a le that have been loaded. You can nd a list of all these classes in the AS3LR. Before dispatching any message, you need to create a new Event object. Using the Event class is often suf cient. In general though, it s good form to subclass Event and create a customized event class that contains more data speci c to your needs. You ll focus on creating a basic event for now. Here s the function signature for the Event constructor:
public function Event(type:String, bubbles:Boolean = false, cancelable:Boolean = false)