Revision: 13535
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at April 27, 2009 09:35 by dx0ne
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import flash.display.DisplayObject; import flash.display.LoaderInfo; import flash.system.LoaderContext; import flash.display.Loader; import flash.display.Sprite; import flash.events.Event; import flash.net.URLRequest; ... // this is where we create the loader: var loader:Loader = new Loader(); // this forces the loader to look for a crossdomain.xml file var lctx:LoaderContext = new LoaderContext(true); // listen for the init event on the loader loader.contentLoaderInfo.addEventListener(Event.INIT, doImgInit); // load the image, here the path is not valid.. i made it up loader.load(new URLRequest("http://www.cssq.com/dunno.png", lctx); .... // inside of the doImgInit function protected function doImgInit(evt:Event):void { // get a reference to the LoaderInfo object in which the image is loaded var lInfo:LoaderInfo = evt.target as LoaderInfo; // this variable is used as reference to the image in the end. var dO:DisplayObject; // try to access the "content" property of the loader, if it works, there is a crossdomain.xml file. try{ dO = lInfo.loader.content; } // if there wasn't one, we need to put the loader inside another object in order to manipulate it catch(err:SecurityError) { // create a new Sprite to contain the loaded image var sprt:Sprite = new Sprite(); // add the loader to the sprite sprt.addChild(lInfo.loader); // get a reference to this sprite in the dO variable var dO:DisplayObject = sprt as DisplayObject; } // from here on you can do anything to the dO variable, rotate it, draw it unto a bitmapData, move it around.. // but first don't forget to add to to some container that is on the stage so you can see it! }
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http://blog.martinlegris.com/?p=82#more-82
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Getting around the crossdomain.xml file when loading images in as3
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ActionScript 3