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MyDownloadProgressBar.as

    博客分类:
  • Flex
阅读更多
http://www.pixelbox.net/demos/downloadProgressBar/MyDownloadProgressBar.as
package com.example.preloaders
{
    import flash.display.Loader;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.ProgressEvent;
    import flash.events.TimerEvent;
    import flash.geom.Rectangle;
    import flash.net.URLRequest;
    import flash.text.TextField;
    import flash.utils.Timer;
    import flash.utils.getTimer;
   
    import mx.events.FlexEvent;
    import mx.preloaders.IPreloaderDisplay;

    public class MyDownloadProgressBar extends Sprite implements IPreloaderDisplay
    {
        // Settings fiddle with these as you like
        private var _minimumDuration:Number = 3000;   // even if the preloader is done, take this long to "finish"

        // Implementation variables, used to make everything work properly
        private var _IsInitComplete : Boolean = false;
        private var _timer : Timer; // this is so we can redraw the progress bar
        private var _bytesLoaded : uint = 0;
        private var _bytesExpected : uint = 1; // we start at 1 to avoid division by zero errors.
        private var _fractionLoaded : Number = 0; // Will be used for the width of the loading bar
        private var _preloader : Sprite;
        private var _currentStatus : String; // The current stats of the application, downloaded, initilising etc
       
        // Display properties of the loader, these are set in the mx:Application tag
        private var _backgroundColor : uint = 0x000000;
        private var _stageHeight : Number = 1;
        private var _stageWidth : Number = 1;
        private var _loadingBarColour : uint = 0x3ea1ee;
       
        // Display elements
        private var _loadingBar : Rectangle; // The loading bar that will be drawn
        private var loadingImage : flash.display.Loader;
        private var progressText : TextField;
        private var statusText : TextField;
       
        public function MyDownloadProgressBar()
        {
            super();
        }
       
        // Called when the appication is ready for the preloading screen
        public function initialize():void
        {
        drawBackground();

// Load in your logo or loading image
loadingImage = new flash.display.Loader();      
loadingImage.contentLoaderInfo.addEventListener( Event.COMPLETE, loader_completeHandler);
loadingImage.load(new URLRequest("../assets/loadingLogo.jpg")); // This path needs to be relative to your swf on the server, you could use an absolute value if you are unsure
        }
       
        private function loader_completeHandler(event:Event):void
        {
        // At this stage we are sure the image has loaded so we can start drawing the progress bar and other info
       
        // Draw the loading image
            addChild(loadingImage);
            loadingImage.width = 200;
            loadingImage.height= 100;
            loadingImage.x = 400;
            loadingImage.y = 200;
           
// Draw your loading bar in it's full state - x,y,width,height
            _loadingBar = new Rectangle(400, 300, 200, 10);
           
            // Create a text area for your progress text
            progressText = new TextField();
            progressText.x = 400;   
            progressText.y = 310;
            progressText.width = 200;
            progressText.height = 20;
            progressText.textColor = 0x3ea1ee;
            addChild(progressText);

// Create a text area for your status text
            statusText = new TextField();
            statusText.x = 400;   
            statusText.y = 320;
            statusText.width = 200;
            statusText.height = 20;
            statusText.textColor = 0x3ea1ee;
            addChild(statusText);
           
            // The first change to this var will be Download Complete
            _currentStatus = 'Downloading';
           
// Start a timer to redraw your loading elements frequently
            _timer = new Timer(50);
            _timer.addEventListener(TimerEvent.TIMER, timerHandler);
            _timer.start();
        }
       
        // This is called repeatidly untill we are finished loading
        private function draw():void
        {
graphics.beginFill( _loadingBarColour , 1);
            graphics.drawRect(_loadingBar.x, _loadingBar.y, _loadingBar.width * _fractionLoaded, _loadingBar.height);
            graphics.endFill();
            progressText.text = (Math.round(_bytesLoaded / 1024)).toString() + 'KB of ' + (Math.round(_bytesExpected / 1024)) + 'KB downloaded';
            statusText.text = _currentStatus;
        }
       
        private function drawBackground():void
        {
// Draw the background using the background colour (set in the mx:Application MXML tag)
graphics.beginFill( _backgroundColor, 1);
graphics.drawRect( 0, 0, stageWidth, stageHeight);
graphics.endFill();
        }
       
       
         // This code comes from DownloadProgressBar.  I have modified it to remove some unused event handlers.
        public function set preloader(value:Sprite):void
        {
            _preloader = value;
       
            value.addEventListener(ProgressEvent.PROGRESS, progressHandler);   
            value.addEventListener(Event.COMPLETE, completeHandler);
           
        //    value.addEventListener(RSLEvent.RSL_PROGRESS, rslProgressHandler);
        //    value.addEventListener(RSLEvent.RSL_COMPLETE, rslCompleteHandler);
        //    value.addEventListener(RSLEvent.RSL_ERROR, rslErrorHandler);
           
            value.addEventListener(FlexEvent.INIT_PROGRESS, initProgressHandler);
            value.addEventListener(FlexEvent.INIT_COMPLETE, initCompleteHandler);
        }

// Getters and setters for values, most are set via the MXML in the mx:Application tag
        public function set backgroundAlpha(alpha:Number):void{}
        public function get backgroundAlpha():Number { return 1; }
       
        public function set backgroundColor(color:uint):void { _backgroundColor = color; }
        public function get backgroundColor():uint { return _backgroundColor; }
       
        public function set backgroundImage(image:Object):void {}
        public function get backgroundImage():Object { return null; }
       
        public function set backgroundSize(size:String):void {}
        public function get backgroundSize():String { return "auto"; }
       
        public function set stageHeight(height:Number):void { _stageHeight = height; }
        public function get stageHeight():Number { return _stageHeight; }

        public function set stageWidth(width:Number):void { _stageWidth = width; }
        public function get stageWidth():Number { return _stageWidth; }

        //--------------------------------------------------------------------------
        //
        //  Event handlers
        //
        //--------------------------------------------------------------------------
       
        // Called by the application as the download progresses.
        private function progressHandler(event:ProgressEvent):void
        {
            _bytesLoaded = event.bytesLoaded;
            _bytesExpected = event.bytesTotal;
            _fractionLoaded = Number(_bytesLoaded) / Number(_bytesExpected);
        }
       
        // Called when the download is complete
        private function completeHandler(event:Event):void
        {
        _currentStatus = 'Download Completed';
        trace(_currentStatus);
        }
   
        // Called by the application as the initilisation progresses.       
        private function initProgressHandler(event:Event):void
        {
        if( !_IsInitComplete) // This seems to be called right at the end for some reason, so this stopps it if the app is already complete
        {
            _currentStatus = 'Initilising Application';
            trace(_currentStatus);
         }
        }
   
        // Called when both download and initialisation are complete   
        private function initCompleteHandler(event:Event):void
        {
        _currentStatus = 'Initilisation Completed';
        trace(_currentStatus);
            _IsInitComplete = true;
           
        }

        // Called as often as possible
        private function timerHandler(event:Event):void
        {
            if ( _IsInitComplete && getTimer() > _minimumDuration )
            {   
                // Everything is now ready, so we can tell the application to show the main application
                // NOTE: If you have set a min duration, your application may already have started running
                _timer.stop();
                _timer.removeEventListener(TimerEvent.TIMER,timerHandler);
                dispatchEvent(new Event(Event.COMPLETE));
            }
            else
            {
            // Update the screen with the latest progress
                draw();
            }
        }
    }
}
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