Re: lingo-l Flash text / text object question

2003-12-03 Thread Mathew Ray
grimmwerks wrote:

Just wanted to point out
_global.fModule = new Object();
fModule.movieTime = mov_timer;

fModule.movieTitle = mov_title;

fModule.movieDuration = mov_duration;

fModule.setMovieTime = function(theText){fModule.movieTime.text = theText;}

Pmod = sprite(1).getVariable(fModule, false)

pMod.setMovietime(whatever)

Does work.

It's definitely the way director and flash sees things differently. It'd be
nice if that wasn't true.
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Hi grimm,

Have you tried making it _level0.fModule rather than _global?
Flash's implementation of _global is rather different than 
Director's...at least in terms of communicating between them.

Also, you can let the flash text field reference a variable name - 
rather than trying to target myTextField.text, try setting myTextVar 
that is associated with the dynamic text field...

Functions are also a great way to go. I've had success With Mark 
Jonkman's stuff in the past, may want to dig up some of the scrips on 
the archives of direct-l and this list too.

--
Thanks,
Mathew
..
Mathew J. Ray
Interactive Developer
IQ Television Group
tel: 404.255.3550
fax: 770.956.8014
..


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lingo-l Flash text / text object question

2003-12-02 Thread grimmwerks

So I'm trying to do a sort of flash/director interface module.

In flash, I'm creating a global object (_global.fModule) that I'm going to
use as a direct hook to the flash bits.

I've got a text box on the flash stage I've named as textBox.

I then did fModule.title = textBox;

Thereby allowing me to see the fModule.title as a flash object.


Should I not be able to set the text of that textbox by fModule.textbox.text
= this from diector?

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RE: lingo-l Flash text / text object question

2003-12-02 Thread Mendelsohn, Michael
Hmmm...

Sounds fairly similar to what I'm doing right now.  Can you see the text
prop in the object inspector?

- MM

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Re: lingo-l Flash text / text object question

2003-12-02 Thread Charlie Fiskeaux II
Try just referencing the texBox itself:
_root.textBox.text
grimmwerks wrote:

So I'm trying to do a sort of flash/director interface module.

In flash, I'm creating a global object (_global.fModule) that I'm going to
use as a direct hook to the flash bits.
I've got a text box on the flash stage I've named as textBox.

I then did fModule.title = textBox;

Thereby allowing me to see the fModule.title as a flash object.

Should I not be able to set the text of that textbox by fModule.textbox.text
= this from diector?
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--

Charlie Fiskeaux II
Media Designer
Cre8tive Group
cre8tivegroup.com
859/858-9054x29
cell: 859/608-9194


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Re: lingo-l Flash text / text object question

2003-12-02 Thread grimmwerks
On 12/2/03 3:37 PM, Charlie Fiskeaux II [EMAIL PROTECTED] spewed
forth:

 Try just referencing the texBox itself:
 _root.textBox.text

The problem is director sees named objects as movieclips, so it ceases to be
a textbox with a 'text' property, and instead becomes a generic movieclip
with a (now assigned by me) prop of 'text'.

Here's more indepth info from another post to a different list:


Well, here's the fullblown of what I'm doing.

In flash:

_global.fModule = new Object();

fModule.movieTime = mov_timer;


Where 'mov_timer' is a dynamic text sprite with the NAMED mov_timer (I've
also experimented with the variable of the text member, but this way first).

Now in director, as the sprite behavior

 pModule = sprite(x).getVariable(fModule, false)

So now pModule is a direct hook to that flash sprite's fModule...and it
works in another instance (more on this later).

So if put sprite(x).pModule I get back [object Object] which is
correct...but then pModule.movietime  is seen as [type Movieclip], so
doing pModule.movietime.text = whatever doesn't change the text, but
assigns a property 'text' to the movieclip 'movietime' which is owned by
pModule (fModule).

This, in essence, should work, but it's more the convoluted way MM has made
director seeing flash.

I've made this function properly with another flash sprite, but in order to
actually set a text member (or listbox) I actually had to (in flash)

 fModule.setText = function(theText){textBox.text = theText;}

Which I suppose is fine, but I'm an idiot that wants to understand why MM is
retarded.

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Re: lingo-l Flash text / text object question

2003-12-02 Thread grimmwerks
On 12/2/03 3:42 PM, Mendelsohn, Michael [EMAIL PROTECTED]
spewed forth:

 
 Sounds fairly similar to what I'm doing right now.  Can you see the text
 prop in the object inspector?
 
 - MM


I've been able to set text from director to flash, but I've had to create a
function in order to be the gobetween -- so I've been tossing a flash
function an array from director and it works fine with a repeat loop in
flash.

The thing I'm trying to play with (rather than just redoing the above) is
seeing why I can't just directly set the text of a text object from director
to flash. The problem is that director sees that text object as a generic mc
without any special 'text' property, but flash sees it just fine... Check
this out:

_global.fModule = new Object();

fModule.movieTime = mov_time;
//mov_time is a text object

fModule.movieTitle = mov_title;
//same here

fModule.movieDuration = mov_duration;
//same here

fModule.reset = function() {
fModule.movieTitle.text = ;
fModule.movieDuration.text = ;
fModule.movieTime.text = 00:00:00:00;
};




Now I have in director pMod = sprite(x).getVariable(fModule, false)

So now pMod == fModule, I can see that it has pMod.movietitle,
pMod.movieduration, etc etc.

But in director all these children are movieclip objects and NOT text
objects basically.

So when I do pMod.movietitle.text = hey then I've just given
pMod.movietitle a variable of text and set it to hey


Now the really fun thing is if I do pMod.reset()

Then of course it resets all the text PROPERLY because the flash sprite DOES
see all the fModule children as text objects.

It's not me, it's the software.

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Re: lingo-l Flash text / text object question

2003-12-02 Thread grimmwerks
Just wanted to point out
_global.fModule = new Object();

fModule.movieTime = mov_timer;

fModule.movieTitle = mov_title;

fModule.movieDuration = mov_duration;

fModule.setMovieTime = function(theText){fModule.movieTime.text = theText;}


Pmod = sprite(1).getVariable(fModule, false)

pMod.setMovietime(whatever)

Does work.

It's definitely the way director and flash sees things differently. It'd be
nice if that wasn't true.

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