Hi folks, I'm using the Flex Component ToolKit for Flash to bring some assets from Flash to Flex. It works great. As in I can then treat them as Flex components. But here's the problem I'm running into. The scaleX and scaleY properties get ignored.
so I have: <local:MyAsset scaleX ="2" scaleY = "2" />
Does nothing. It stays the same size as when I don't set the scale values.
I've never used that toolkit... does it generate AS3 code? And if so, can
you attach that code?
I think I may have ran across something similar before with a different
asset, where it effectively had a size of 0x0. If this is the case, it
could still draw outside its boundary, but scaling it wouldn't have any
effect... (You could also check what the asset's width & height are - see
if they are 0 also...)
On Mon, Jun 29, 2009 at 1:41 PM, artangco <artan...@gmail.com> wrote:
> Hi folks,
> I'm using the Flex Component ToolKit for Flash to bring some assets from
> Flash to Flex. It works great. As in I can then treat them as Flex
> components. But here's the problem I'm running into. The scaleX and scaleY
> properties get ignored.
> so I have:
> <local:MyAsset scaleX ="2" scaleY = "2" />
> Does nothing. It stays the same size as when I don't set the scale values.
It doesn't generate AS3 code. It forces the movieclips to be inherit from
UIMovieClip. UIMovieClip is a Flex component I think. I'll check the
width and height but I'm pretty sure they are not 0. When I make the border
solid I can see it as a rectangle surrounding the movieclip. Interestingly
enough if I put this in a canvas and scale the canvas the scale works.
Saviz
On Mon, Jun 29, 2009 at 9:00 PM, Nate Chrysler <nchrys...@gmail.com> wrote:
> I've never used that toolkit... does it generate AS3 code? And if so, can
> you attach that code?
> I think I may have ran across something similar before with a different
> asset, where it effectively had a size of 0x0. If this is the case, it
> could still draw outside its boundary, but scaling it wouldn't have any
> effect... (You could also check what the asset's width & height are - see
> if they are 0 also...)
> On Mon, Jun 29, 2009 at 1:41 PM, artangco <artan...@gmail.com> wrote:
>> Hi folks,
>> I'm using the Flex Component ToolKit for Flash to bring some assets from
>> Flash to Flex. It works great. As in I can then treat them as Flex
>> components. But here's the problem I'm running into. The scaleX and scaleY
>> properties get ignored.
>> so I have:
>> <local:MyAsset scaleX ="2" scaleY = "2" />
>> Does nothing. It stays the same size as when I don't set the scale
>> values.
It could be that the Clip needs to be "complete" before it can scale. I seem to recall that I had to wait for onComplete before I could
scale or adjust text or anything like that on a UIMovieClip.
> It doesn't generate AS3 code. It forces the movieclips to be
> inherit from UIMovieClip. UIMovieClip is a Flex component I
> think. I'll check the width and height but I'm pretty sure they
> are not 0. When I make the border solid I can see it as a rectangle
> surrounding the movieclip. Interestingly enough if I put this in a
> canvas and scale the canvas the scale works.
> Saviz
> On Mon, Jun 29, 2009 at 9:00 PM, Nate Chrysler <nchrys...@gmail.com>
> wrote:
> I've never used that toolkit... does it generate AS3 code? And if
> so, can you attach that code?
> I think I may have ran across something similar before with a
> different asset, where it effectively had a size of 0x0. If this is
> the case, it could still draw outside its boundary, but scaling it
> wouldn't have any effect... (You could also check what the asset's
> width & height are - see if they are 0 also...)
> On Mon, Jun 29, 2009 at 1:41 PM, artangco <artan...@gmail.com> wrote:
> Hi folks,
> I'm using the Flex Component ToolKit for Flash to bring some assets
> from Flash to Flex. It works great. As in I can then treat them as
> Flex components. But here's the problem I'm running into. The
> scaleX and scaleY properties get ignored.
> so I have:
> <local:MyAsset scaleX ="2" scaleY = "2" />
> Does nothing. It stays the same size as when I don't set the scale
> values.
On Tue, Jun 30, 2009 at 9:37 AM, Paul Decoursey <p...@decoursey.net> wrote:
> It could be that the Clip needs to be "complete" before it can scale. I
> seem to recall that I had to wait for onComplete before I could scale or
> adjust text or anything like that on a UIMovieClip.
> Paul
> On Jun 30, 2009, at 9:12 AM, artangco wrote:
> It doesn't generate AS3 code. It forces the movieclips to be inherit from
> UIMovieClip. UIMovieClip is a Flex component I think. I'll check the
> width and height but I'm pretty sure they are not 0. When I make the border
> solid I can see it as a rectangle surrounding the movieclip. Interestingly
> enough if I put this in a canvas and scale the canvas the scale works.
> Saviz
> On Mon, Jun 29, 2009 at 9:00 PM, Nate Chrysler <nchrys...@gmail.com>wrote:
>> I've never used that toolkit... does it generate AS3 code? And if so, can
>> you attach that code?
>> I think I may have ran across something similar before with a different
>> asset, where it effectively had a size of 0x0. If this is the case, it
>> could still draw outside its boundary, but scaling it wouldn't have any
>> effect... (You could also check what the asset's width & height are - see
>> if they are 0 also...)
>> On Mon, Jun 29, 2009 at 1:41 PM, artangco <artan...@gmail.com> wrote:
>>> Hi folks,
>>> I'm using the Flex Component ToolKit for Flash to bring some assets from
>>> Flash to Flex. It works great. As in I can then treat them as Flex
>>> components. But here's the problem I'm running into. The scaleX and scaleY
>>> properties get ignored.
>>> so I have:
>>> <local:MyAsset scaleX ="2" scaleY = "2" />
>>> Does nothing. It stays the same size as when I don't set the scale
>>> values.
Thanks for the pointer. This one says that percentage width/height is not
working but that's also fixed according to Adobe. I'll do more research to
see if it is related to waiting longer to apply the scale. Perhaps it is
not ready to take it during declaration.
Saviz
> On Tue, Jun 30, 2009 at 9:37 AM, Paul Decoursey <p...@decoursey.net>wrote:
>> It could be that the Clip needs to be "complete" before it can scale. I
>> seem to recall that I had to wait for onComplete before I could scale or
>> adjust text or anything like that on a UIMovieClip.
>> Paul
>> On Jun 30, 2009, at 9:12 AM, artangco wrote:
>> It doesn't generate AS3 code. It forces the movieclips to be inherit from
>> UIMovieClip. UIMovieClip is a Flex component I think. I'll check the
>> width and height but I'm pretty sure they are not 0. When I make the border
>> solid I can see it as a rectangle surrounding the movieclip. Interestingly
>> enough if I put this in a canvas and scale the canvas the scale works.
>> Saviz
>> On Mon, Jun 29, 2009 at 9:00 PM, Nate Chrysler <nchrys...@gmail.com>wrote:
>>> I've never used that toolkit... does it generate AS3 code? And if so, can
>>> you attach that code?
>>> I think I may have ran across something similar before with a different
>>> asset, where it effectively had a size of 0x0. If this is the case, it
>>> could still draw outside its boundary, but scaling it wouldn't have any
>>> effect... (You could also check what the asset's width & height are - see
>>> if they are 0 also...)
>>> On Mon, Jun 29, 2009 at 1:41 PM, artangco <artan...@gmail.com> wrote:
>>>> Hi folks,
>>>> I'm using the Flex Component ToolKit for Flash to bring some assets from
>>>> Flash to Flex. It works great. As in I can then treat them as Flex
>>>> components. But here's the problem I'm running into. The scaleX and scaleY
>>>> properties get ignored.
>>>> so I have:
>>>> <local:MyAsset scaleX ="2" scaleY = "2" />
>>>> Does nothing. It stays the same size as when I don't set the scale
>>>> values.