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359 IN THIS PART Chapter 13 Loading Assets Chapter 14 XML and E4X input/output PART V Part V homes in on two of the possible input and output methods used for transferring data and assets in the Flash world. Chapter 13 covers several ways to load external assets. It also includes a discussion of text, with an in-depth look at loading variables. Similar to the text-loading example, the chapter takes a close look at best practices for loading external SWF and image formats. The chapter wraps up with a look at communicating with loaded SWFs. Chapter 14 provides a detailed look at what may be the most common format for structured data exchange: XML. In addition to the creation of XML docu- ments in their own right, the chapter discusses reading, writing, and editing XML on the fly. Finally, the chapter covers XML communication between client and server. Download from Wow! eBook <www.wowebook.com> Download from Wow! eBook <www.wowebook.com> 361 IN THIS CHAPTER Loading SWFs and Images Loading Data Communicating with Loaded SWFs Additional Online Resources What’s Next? You don’t always need to load external assets at runtime, but the ability to do so is extremely important. Loading assets on the fly reduces initial file size and, therefore, load times. It also increases the degree to which a Flash experience can change—not only through the all-important dynamic nature of runtime content updates, but also by streamlining the editing process. For example, you can alter external assets easier and faster than you can republish an FLA file every time an update occurs. Augmenting prior discussions regarding sound, video, and plain text, this chapter will teach you how to load external SWFs and images. You’ll also take a peek at loading variables and binary data, and see how to increase your error checking efforts. Specifically, we’ll look at: • Loading SWFs and Images. Right out of the gate, it’s fairly easy to load SWFs and JPG, PNG, and GIF images. Third-party ActionScript librar- ies support loading even more asset types. We’ll look at simple syntax examples and then build a multipurpose class that can handle some error checking and reporting for you automatically. • Loading Data. Next we’ll discuss loading text, URL variables, and bina- ry data. We discussed loading text from external sources in Chapter 10 but limited our coverage to loading HTML and CSS information. In this chapter, we’ll expand the scope of our discussion to loading URL-encoded variables and binary data. We’ll also write a multipurpose class you can use to load data. In Chapter 14 you’ll use that class to load XML. • Communicating with Loaded SWFs. After a SWF is loaded, the parent and child SWFs can communicate. We’ll discuss communication in both directions, and demonstrate a variety of tasks you may want to perform in the process. LoadIng assets CHAPTER 13 Download from Wow! eBook <www.wowebook.com> Part V: Input/Output 362 Loading SWFs and Images • Additional Online Resources. We’ll wrap up the chapter by referencing two additional loading-related topics discussed online. First we’ll describe problems caused by loading SWFs that use Text Layout Framework (TLF) assets (featured in Chapter 10). TLF assets use a custom preloader at run- time, which presents its own unique difficulties. We’ll point to two solu- tions, including Adobe’s new SafeLoader class, designed to successfully load SWFs that use TLF. Finally, we’ll introduce a great new ActionScript 3.0 loading library called LoaderMax, created by GreenSock, the makers of TweenLite. Loading SWFs and Images There are a few ways to load SWFs or images at runtime, but you’ll com- monly use the Loader class in one way or another. To simplify the process of loading these visual assets, the Loader is also a display object. This makes it much easier to load and display visual assets because the Loader itself can be added to the display list, rather than waiting for its content to finish loading. In addition, because it’s a display object, you can use a variety of proper- ties and methods shared with other display objects, affecting position ( x, y), transformation ( alpha, rotation), event management (addEventListener()) and more. Loading SWFs The following example is found in the load_swf.fla source file. Line 1 cre- ates an instance of the Loader class, line 2 loads a SWF using a URLRequest instance, and line 3 adds the Loader instance to the display list. Even if it takes some time for the remote SWF to load, the Loader is already waiting, a little bit like a TV waiting for a program to begin. 1 var swfLoader:Loader = new Loader(); 2 swfLoader.load(new URLRequest("swfToLoad.swf")); 3 addChild(swfLoader); One important difference between the Loader class and other display object classes, such as MovieClip, is that event listeners are usually attached to the contentLoaderInfo property of the Loader instance, rather than the instance itself. The property references an instance of the LoaderInfo class, which traf- fics all information about the content of the Loader. For example, if you attached an event listener to the Loader instance that lis- tened for the COMPLETE event, it would work without error, but would respond to the fact that the Loader itself had loaded, not its content. As this is virtu- ally instantaneous and doesn’t relate to the content you’re trying to load, it’s not very helpful. If you attached the same listener to the contentLoaderInfo property of the Loader instead, it would trigger its function when the content finished loading. Download from Wow! eBook <www.wowebook.com> Loading SWFs and Images Chapter 13: Loading Assets 363 The following code, added to the prior example, stresses two concepts. First, it demonstrates attaching an event listener to the contentLoaderInfo property, as discussed (lines 5 through 7), showing that the target of the listener is the LoaderInfo instance described (line 10). Second, it shows that you can access the Loader instance from the data sent with the event, as well as the content of the Loader, as seen in lines 11 and 12, respectively. Note, too, that the example cleans up after itself by removing the COMPLETE event listener in line 9, once the loading is finished. 4 //use contentLoaderInfo for listeners 5 swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, 6 onComplete, 7 false, 0, true); 8 function onComplete(evt:Event):void { 9 evt.target.removeEventListener(Event.COMPLETE, onComplete); 10 trace(evt.target); 11 trace(evt.target.loader); 12 trace(evt.target.loader.content); 13 } Loading Images Waiting for the content of the Loader to finish loading is important when you need to work with the content rather than just display it. For example, we discussed working with bitmaps in Chapter 9, both with and without add- ing them to the display list. For example, if you just want to load the bitmap data from the bitmap, you don’t need to add it to the display list. In this case, you can’t pull bitmap data from a Loader instance and, even if you do want to add the Loader content to the display list, you can’t add something that hasn’t yet loaded. The following example, found in the load_jpg.fla source file, uses the same basic syntax as the previous example, but with two significant differences. First, it loads a JPG rather than a SWF. Second, it adds the JPG directly to the display list (line 9) instead of adding the Loader instance. The result is a single child in the display list that is of type Bitmap. As a demonstration of using Loader properties, it also traces the bytesLoaded and bytesTotal of the loaded asset in lines 11 and 12. (After loading is complete, both numbers should be the same, no matter what the asset’s size.) 1 var jpgLoader:Loader = new Loader(); 2 jpgLoader.load(new URLRequest("imageToLoad.jpg")); 3 4 jpgLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, 5 onComplete, 6 false, 0, true); 7 function onComplete(evt:Event):void { 8 evt.target.removeEventListener(Event.COMPLETE, onComplete); 9 addChild(evt.target.content); 10 11 trace(evt.target.bytesLoaded); 12 trace(evt.target.bytesTotal); 13 } Download from Wow! eBook <www.wowebook.com> Part V: Input/Output 364 Loading SWFs and Images Writing a Multiuse SWF and Image Loading Class The previous examples presented the simplest syntax for loading visual assets. Typical loading tasks are more involved, because they include addi- tional features such as error checking and tracking loading progress. Unfortunately, this can result in long scripts and become tedious quickly. So we’ll write a multipurpose class that will not only load SWF and image files, but will also report errors, monitor loading progress, and provide other diagnostic options, if you desire. The class will also mimic some of the fea- tures of the Loader class, allowing you to use much of the same syntax you would use if writing the code from scratch each time using that class. This is helpful because one of the drawbacks of a do-it-all approach like this is less flexibility. If the new class resembles the existing Loader class in useful ways, you can use the new class instead when you want a diagnostic environment rolled into a simple load, but revert to Loader when you want more control. Writing the CustomLoader Class The class we want to write is called CustomLoader and is in the in the load- ing directory of the learningactionscript3 package we’ve been developing throughout the book. We’ll be using this class with the load_swf_custom.fla and load_jpg_custom.fla source files, if you want to test it before proceeding. Lines 1 through 9 declare the package and import all required classes. We’ll dis- cuss classes from the flash.events package that we haven’t mentioned before. Line 11 declares the class and extends the Loader class. This makes the acces- sible properties, methods, and events of the Loader class available to our custom loader through inheritance. Lines 13 through 16 declare four private properties that will contain: a reference to the LoaderInfo instance of the class inherited from Loader (line 13), the path to the asset you want to load (line 14), a flag used to enable and disable trace statements (line 15), and a number between 0 and 1 representing the percentage of the asset’s bytes that have already been loaded (line 16). 1 package com.learningactionscript3.loading { 2 3 import flash.display.Loader; 4 import flash.display.LoaderInfo; 5 import flash.events.Event; 6 import flash.events.HTTPStatusEvent; 7 import flash.events.IOErrorEvent; 8 import flash.events.ProgressEvent; 9 import flash.net.URLRequest; 10 11 public class CustomLoader extends Loader { 12 13 private var _ldrInfo:LoaderInfo; 14 private var _path:String; 15 private var _verbose:Boolean = false; 16 private var _loadedPercent:Number = 0; P u s h Y o u r s e l f ! N O T E You can even type the new class as Loader when creating instances, so your code can be more flexible. N O T E See Chapter 6 for more information about inheritance. Download from Wow! eBook <www.wowebook.com> Loading SWFs and Images Chapter 13: Loading Assets 365 The constructor is pretty simple. It takes two arguments: the asset path and flag to show trace output, as mentioned previously, both with default values. Lines 20 and 21 populate class properties with data provided to the construc- tor during instantiation. Line 23 calls the addListeners() method, which adds all the listeners used internally by the class (more on this in a moment). The last lines of the constructor (25 through 31) load the requested asset if a path is passed into the constructor during instantiation. Providing a default value for path, and checking path before calling the load() method, means that you can load assets in two ways. First, you can pass a simple string to the constructor during instantiation. In this case, path will contain a String, and load() will be called in the constructor. Or, you can pass nothing to the class during instantiation (in which case path will remain null, and load() will not be called in the constructor) and use the load() method from the class instance with a URLRequest, just as you do with the Loader class. We’ll demonstrate both techniques when we show usage examples. Before we talk about the try catch block that surrounds the load() method, note that no Loader instance is created before loading. This is because the class you’re writing extends the Loader class and, through inheritance, we can use its accessible methods, which include load(). Therefore, the this keyword is used instead, so the class loads the asset without having to create an additional Loader. A try catch block, discussed at the end of Chapter 2, allows you to try something but suppress a resulting error to prevent it from being seen by those viewing your SWF in the wild. You can use a try catch block in many ways. For example, you could try to load an asset from a remote server and, upon receiving an error, load a local version of the asset instead. More generi- cally, you can use a try catch block when a runtime error is possible so the error doesn’t reach the user. It’s helpful to trace these errors and add descrip- tive messages, so it’s easier to track them down during development. 17 //constructor 18 public function CustomLoader(path:String=null, 19 verbose:Boolean=false) { 20 _path = path; 21 _verbose = verbose; 22 23 addListeners(); 24 25 if (path != null) { 26 try { 27 this.load(new URLRequest(path)); 28 } catch (err:Error) { 29 trace("Cannot load", _path, err.message); 30 } 31 } 32 } The addListeners() and removeListeners() methods do nothing but add and remove listeners, respectively, but there are a few things worthy of note. Download from Wow! eBook <www.wowebook.com> Part V: Input/Output 366 Loading SWFs and Images First, in line 35 the listeners are added to the contentLoaderInfo property of the class (again, inherited from Loader), as explained in the “Loading SWFs” section of this chapter. Second, we’re adding several new events, including some that come from event classes we haven’t previously discussed. For completeness, let’s briefly go over when each event is dispatched. • Event.OPEN: When the loading process is initiated. If this event is never received, you know loading never even started. • ProgressEvent.PROGRESS: Each time data is received during the load. This allows you to update a loading progress bar. • HTTPStatusEvent.HTTP_STA TUS: When an HTTP request is made (such as fetching an asset from a server) and a status code is detected. For more information see http://en.wikipedia.org/wiki/ List_of_HTTP_status_codes. • Event.INIT: When enough of the loading process is complete to have access to the properties of the object. If, for example, you try to query the width of a loaded asset before this event is dispatched, it will likely be 0. After properties are accessible, the correct width will be available. • Event.COMPLETE: When loading is finished. This occurs after Event. INIT . • IOErrorEvent.IO_ERROR: When an input/output error occurs. One example of such an error is when the asset can’t be found at the URL provided. • Event.UNLOAD: When the asset is unloaded. This is usually the last event to be dispatched. Lastly, notice that the removeListeners() method is public. This allows you to remove all listeners from outside the class, when you’re through using the class instance you created. In some cases, you want to remove listeners right away, such as when you only need your listener once, as demonstrated in the examples earlier in this chapter. In other circumstances, you may want to use the same Loader instance repeatedly to load asset after asset, in which case you want the listeners to remain active. The removeListeners() method allows you to remove the listeners any time you like. 33 //listeners 34 private function addListeners():void { 35 _ldrInfo = this.contentLoaderInfo; 36 _ldrInfo.addEventListener(Event.OPEN, 37 onOpen, false, 0, true); 38 _ldrInfo.addEventListener(ProgressEvent.PROGRESS, 39 onProgress, false, 0, true); 40 _ldrInfo.addEventListener(HTTPStatusEvent.HTTP_STATUS, 41 onStatusEvent, 42 false, 0, true); 43 _ldrInfo.addEventListener(Event.INIT, N O T E New to Flash Player version 10.1 is the uncaughtErrorEvents property of the Loader and LoaderInfo classes. This allows you to trap any errors not caught by other means (such as a try catch block) in your code. For more infor- mation, see the “Trapping Uncaught Errors” post at the companion website, http://www.LearningActionScript3.com. N O T E Another way to maintain your listen- ers is to add them before every load and remove them every time the load is complete. To keep your class as self- reliant as possible, you want to add the listeners when calling the load() method. This requires that you over- ride the load() method, as discussed in the “Polymorphism” section of Chapter 6. The post, “Overriding the load() Method in Custom Loader Classes,” found at the companion website shows how this is done. Download from Wow! eBook <www.wowebook.com> Loading SWFs and Images Chapter 13: Loading Assets 367 44 onInit, false, 0, true); 45 _ldrInfo.addEventListener(Event.COMPLETE, 46 onComplete, false, 0, true); 47 _ldrInfo.addEventListener(IOErrorEvent.IO_ERROR, 48 onIOError, false, 0, true); 49 _ldrInfo.addEventListener(Event.UNLOAD, 50 onUnloadContent, 51 false, 0, true); 52 } 53 54 public function removeListeners():void { 55 _ldrInfo.removeEventListener(Event.OPEN, onOpen); 56 _ldrInfo.removeEventListener(ProgressEvent.PROGRESS, 57 onProgress); 58 _ldrInfo.removeEventListener(HTTPStatusEvent.HTTP_STATUS, 59 onStatusEvent); 60 _ldrInfo.removeEventListener(Event.INIT, onInit); 61 _ldrInfo.removeEventListener(Event.COMPLETE, 62 onComplete); 63 _ldrInfo.removeEventListener(IOErrorEvent.IO_ERROR, 64 onIOError); 65 _ldrInfo.removeEventListener(Event.UNLOAD, 66 onUnloadContent); 67 } The remainder of the class contains the listener methods, one getter, and one setter. The listener methods all trace specific feedback during the loading process, only if you pass true into the verbose flag during instantiation. Note, however, that the trace in the onIOError() method is not wrapped in a condi- tional that uses the _verbose Boolean. This is because we only want to turn on and off the logging feature, not any valid error reports. If the error were included in the list of items shown only when _verbose is true, we would have to see all diagnostic text all the time just to see any input/output errors. The onProgress() method also calculates the percent that an asset has load- ed. This way, if you want to create a progress bar, you can simply check the related property, percentLoaded, via the getter at the end of the class, instead of calculating the value yourself. The onInit() method also traces a few properties of the asset to help you in your loading diagnostics. The first is the asset’s URL (line 89) and, if the asset is a SWF, lines 93 through 96 trace the version of the Flash Player and ActionScript that the SWF was compiled for, and the SWF’s frame rate. The percentLoaded getter provides access to the _loadedPercent property previously described, and the verbose setter allows you to optionally turn on or off debugging through a property, rather than in the constructor. 68 //listener methods, getter, and setter 69 private function onOpen(evt:Event):void { 70 if (_verbose) { trace("Loading begun:", _path); } 71 } 72 73 private function onProgress(evt:ProgressEvent):void { 74 _loadedPercent = evt.bytesLoaded / evt.bytesTotal; 75 76 if (_verbose) { N O T E In this class, enabling debugging through the constructor parameter or the verbose setter is entirely a matter of preference. The setter was provided to allow the instantiation of the class to more closely resemble the instantiation of the Loader class. Download from Wow! eBook <www.wowebook.com> Part V: Input/Output 368 Loading SWFs and Images 77 trace("Loading", _path, 78 " progress (0-1):", _loadedPercent); 79 } 80 } 81 82 private function onStatusEvent(evt:HTTPStatusEvent):void { 83 if (_verbose) { trace("HTTP status:", evt.status); } 84 } 85 86 private function onInit(evt:Event):void { 87 if (_verbose) { 88 trace("Content initialized. Properties:"); 89 trace("url:", evt.target.url); 90 trace("Same Domain:", evt.target.sameDomain); 91 if (evt.target.contentType == 92 "application/x-shockwave-flash") { 93 trace("SWF Version:", evt.target.swfVersion); 94 trace("AS Version:", 95 evt.target.actionScriptVersion); 96 trace("Frame Rate:", evt.target.frameRate); 97 } 98 } 99 } 100 101 private function onComplete(evt:Event):void { 102 if (_verbose) { trace("Loading complete:", _path); } 103 } 104 105 private function onUnloadContent(evt:Event):void { 106 if (_verbose) { trace("Unloaded:", _path); } 107 } 108 109 private function onIOError(evt:IOErrorEvent):void { 110 trace("CustomLoader loading error:\n", evt.text); 111 } 112 113 public function get percentLoaded():Number { 114 return _loadedPercent; 115 } 116 117 public function set verbose(bool:Boolean):void { 118 _verbose = bool; 119 } 120 } 121 } Using the CustomLoader Class Because we extended the Loader class when writing CustomLoader, both class- es use similar syntax. The following examples replicate the previous examples closely to demonstrate this benefit of inheritance. Loading SWFs The first example, found in the load_swf_custom.fla, loads a SWF. After importing the class in line 1, line 3 passes the SWF’s path to the constructor during instantiation, and the class takes care of the URLRequest and call to the Download from Wow! eBook <www.wowebook.com> . } 100 101 private function onComplete(evt:Event):void { 102 if (_verbose) { trace("Loading complete:", _path); } 1 03 } 104 105 private function onUnloadContent(evt:Event):void { 106 . 1 package com.learningactionscript3.loading { 2 3 import flash.display.Loader; 4 import flash.display.LoaderInfo; 5 import flash.events.Event; 6 import flash.events.HTTPStatusEvent; 7 import. 35 9 IN THIS PART Chapter 13 Loading Assets Chapter 14 XML and E4X input/output PART V Part V homes in on two of the possible input and output methods used for transferring

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