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SecurityErrorEvent.SECURITY_ERROR Signi es that the le could not be loaded because it would violate the security policy. The load operation will fail. See Understanding Flash Player Security later in this chapter. Event.OPEN Dispatched when the load begins. HTTPStatusEvent.HTTP_STATUS Dispatched when Flash Player receives an HTTP response. The status property of the event object contains the HTTP status code. In case of an error code, sometimes an IOErrorEvent is broadcast instead, so don t rely on this event to report HTTP error codes accurately. ProgressEvent.PROGRESS Dispatches every time more data is received from an active load. The bytesLoaded and bytesTotal properties of the event object tell you exactly how
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Event.UNLOAD Dispatched when the loaded content is removed by using the loader to load another image, or with the Loader methods unload() or unloadAndStop().
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Error events, if not handled, can interrupt normal processing of ActionScript and might show an error dialog box in debug versions of Flash Player. Check 24, Errors and Exceptions, for more information. Because of this, it s good practice to always handle the LoaderInfo s error events.
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Example 27-2 puts together some of what you ve learned about Loader and LoaderInfo to track the load progress of a large image.
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EXAMPLE 27-2
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http://actionscriptbible.com/ch27/ex2
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package { import flash.display.*; import flash.events.*; import flash.text.*; import flash.net.URLRequest; public class ch27ex2 extends Sprite { protected var preloadTF:TextField; protected var l:Loader; public function ch27ex2() { l = new Loader();
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EXAMPLE 27-2
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(continued)
//photo (CC-BY) Roger Braunstein //source http://www.flickr.com/photos/rogerimp/2940373537/ var url:String = "http://actionscriptbible.com/files/heiwadoori.jpg"; l.load(new URLRequest(url)); //this text field will show the progress of the loading process. preloadTF = new TextField(); preloadTF.defaultTextFormat = new TextFormat("_sans", 12, 0); preloadTF.autoSize = TextFieldAutoSize.LEFT; addChild(preloadTF); l.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete); l.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgress); l.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, onError); } protected function onComplete(event:Event):void { var info:LoaderInfo = LoaderInfo(event.target); preloadTF.text = "loaded " + info.width + "x" + info.height + " " + (info.bytesTotal>>10) + "kb" + " image of type " + info.contentType; l.y = preloadTF.textHeight + 4; addChild(l); } protected function onProgress(event:ProgressEvent):void { var percent:Number = event.bytesLoaded / event.bytesTotal * 100; preloadTF.text = percent.toFixed() + "%"; } protected function onError(event:ErrorEvent):void { preloadTF.text = event.text; } } }
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The example demonstrates some of the most common tasks regarding loading information. You know when the image is done loading because you subscribed to the Event.COMPLETE event. You can notify the user about how the load is progressing because you subscribed to the Progress Event.PROGRESS event. You know various information about the loaded le from its LoaderInfo object, and you handle errors by catching IOErrorEvent.IO_ERROR events. The example works correctly because it uses the Loader s contentLoaderInfo property for loading-related events and properties. Just like you can get a reference to the object that dispatched an event by querying the target property of an event object, you can work backward from a loading event to the Loader. In the example,
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27: Networking Basics and Flash Player Security
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the Loader is an instance variable, but if it were not, you could get back to it by using the loader property of a LoaderInfo object:
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var loader:Loader = LoaderInfo(event.target).loader;
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Getting Loaded Content
The Loader object, as you ve seen, can draw itself since it is a DisplayObject. You can add it to the display list before you even ask it to load an external image with load(). It has no visual content or dimensions of its own. When an image or SWF is loaded, it is added to the Loader as a child display object, just like creating an empty Sprite and adding a visible display object to its list. In many cases, it s perfectly acceptable to consider the Loader the content. The intermediary, otherwise empty Loader, like a container Sprite, has no impact on the appearance or behavior of its contents. You can move, scale, rotate, and lter the Loader because these transforms affect not just the Loader but its children. Should you need access directly to the loaded image, however, Loader makes this possible. Simply use the content property of a Loader instance. This property is read-only, and it s typed as a DisplayObject. The actual type of the content depends on what you loaded in (although it will always be a subclass of DisplayObject, of course). Loader will do the correct thing for the le type you load. Should you load a bitmap image, it will be a Bitmap. If you load a SWF, content will be either the type of the root display object, or an AVM1Movie if you load a SWF published using ActionScript 1.0 or ActionScript 2.0. You can t count on the content property being de ned until the load completes successfully. By accessing their content property, you can use Loader instances to provide your application with graphical assets. For example, you can get the raw bitmap data out of an image le by loading it and then using content to get down to a BitmapData instance. Example 27-3 uses this technique to draw a swatch with the color the mouse is over. EXAMPLE 27-3