我正在创建一个按钮,我使用beginBitmapFill方法向其添加图像。一切都正常工作,问题是Loader ()加载的图像比实际大
创建按钮的类
package mode {
import flash.display.Sprite;
import org.osmf.net.StreamingURLResource;
public class LoadButton extends Sprite
{
public var Save;
public function LoadButton(x:uint,save:String,url:String)
{
var button:CustomSimpleButton = new CustomSimpleButton(url);
button.x = x;
Save = save;
addChild(button);
}
}
}
import flash.display.*;
import flash.display.Bitmap;
import flash.display.DisplayObject;
import flash.display.Shape;
import flash.display.SimpleButton;
import flash.events.*;
import flash.events.EventDispatcher;
import flash.events.MouseEvent;
import flash.net.URLRequest;
import flash.geom.Matrix;
class CustomSimpleButton extends SimpleButton
{
private var upColor:uint = 0xFFCC00;
private var overColor:uint = 0xCCFF00;
private var downColor:uint = 0x00CCFF;
private var sizew:uint = 100;
private var sizeh:uint = 88;
public function CustomSimpleButton(url:String)
{
downState = new ButtonDisplayState(downColor, sizew,sizeh,url);
overState = new ButtonDisplayState(overColor, sizew,sizeh,url);
upState = new ButtonDisplayState(upColor, sizew,sizeh,url);
hitTestState = new ButtonDisplayState(upColor, sizew * 2,sizeh,url);
hitTestState.x = -(sizew / 4);
hitTestState.y = hitTestState.x;
useHandCursor = true;
}
}
class ButtonDisplayState extends Shape
{
private var bgColor:uint;
private var size:uint;
private var sizeh:uint;
public function ButtonDisplayState(bgColor:uint, sizew:uint,sizeh:uint,url:String)
{
this.bgColor = bgColor;
this.size = sizew;
this.sizeh = sizeh;
draw(url);
}
private function draw(url:String):void
{
var myLoader:Loader = new Loader();
var image:Bitmap;
var uri = new URLRequest(url);
myLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, function(e:Event)
{
image = new Bitmap(e.target.content.bitmapData);
graphics.beginBitmapFill(image.bitmapData);
graphics.drawRect(0, 0, 100, 88);
graphics.endFill();
});
myLoader.load(uri);
}
}
图像如何为100x88

按原样

发布于 2015-05-01 01:50:44
它显示为那样裁剪的原因,是因为BitmapData比您填充的区域大。
在用加载的BitmapData填充形状之前,需要将其缩小到合适的大小。
基于answer to this question,您可以执行以下操作:
var scaleAmount:Number;
if(e.target.content.width >= e.target.content.height){
scaleAmount = size / e.target.content.width;
}else{
scaleAmount = sizeh / e.target.content.height;
}
var scaledBitmapData:BitmapData = scaleBitmapData(e.target.content.bitmapData, scaleAmount);
graphics.beginBitmapFill(scaledBitmapData);
graphics.drawRect(0, 0, size, sizeh);
graphics.endFill();
function scaleBitmapData(bitmapData:BitmapData, scale:Number):BitmapData {
scale = Math.abs(scale);
var width:int = (bitmapData.width * scale) || 1;
var height:int = (bitmapData.height * scale) || 1;
var transparent:Boolean = bitmapData.transparent;
var result:BitmapData = new BitmapData(width, height, transparent);
var matrix:Matrix = new Matrix();
matrix.scale(scale, scale);
result.draw(bitmapData, matrix);
return result;
}不过,将按钮状态设为Sprite并添加加载的Bitmap对象并直接缩放它可能会更简单:
class ButtonDisplayState extends Sprite
{
private var bgColor:uint;
private var image:Bitmap;
private var size:uint;
private var sizeh:uint;
public function ButtonDisplayState(bgColor:uint, sizew:uint,sizeh:uint,url:String)
{
this.bgColor = bgColor;
this.size = sizew;
this.sizeh = sizeh;
loadImage(url);
}
private function loadImage(url:String):void
{
var myLoader:Loader = new Loader();
var uri = new URLRequest(url);
myLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, function(e:Event)
{
image = new Bitmap(e.target.content.bitmapData);
//scale the bitmap while retaining aspect ratio
//scale based off which dimension (width or height) is bigger
if(image.width >= image.height){
image.scaleX= size / image.width; //scale it to the width specified
image.scaleY = image.scaleX; //make the height aspect ratio match the widths
}else{
image.scaleY = sizeh /image.height;
image.scaleX = image.scaleY;
}
addChild(image); //add it to the display list of this object
});
myLoader.load(uri);
}
}https://stackoverflow.com/questions/29974042
复制相似问题