Still celebrating National IT Professionals Day with 3 months of free Premium Membership. Use Code ITDAY17

x
?
Solved

How can I load a external image to Bitmapdata object in flash to manipulate the pixels correctly?

Posted on 2009-06-28
2
Medium Priority
?
690 Views
Last Modified: 2013-11-11
Anyone know how to change the following code to make it working, so that I can upload an external image to the bitmap data object in flash. Following code is in the first frame on the root.

Thanks in advance.
Stage.scaleMode = 'noScale';
 
/*
This examples shows how bitmaps can be used to erase or redraw
another bitmap using its alpha channel.
*/
 
var tool; // used to determine the current tool
var toolsize = 40; // size used for tools (width = height)
var tooloffset = toolsize/2; // offset for cursor placement in using tool
var basepoint = new flash.geom.Point(0, 0); // 0,0 point
 
// two bitmaps are used with the image being manipulated
// the first, origbmp contains the original image, unaltered
// the second, drawbmp is the working image seen and
// altered on the screen
 
_root.pic_mc.loadMovie("test.jpg",1);
_root.pic_mc._visible = false;
 
//var origbmp = new flash.display.BitmapData(200, 200, true, 0);
//origbmp.draw(pic_mc);
var origbmp = flash.display.BitmapData.loadBitmap("dragon_bmp");
var drawbmp = new flash.display.BitmapData(origbmp.width, origbmp.height, true, 0);
// drawbmp starts with a copy of the original
drawbmp.draw(origbmp);
 
// two bitmaps are used for the tools, one for erasing
// and one for redrawing, both same size and settings
var erasebmp = new flash.display.BitmapData(toolsize, toolsize, true, 0);
var redrawbmp = erasebmp.clone();
 
// create a movie clip, image_mc, to hold the
// image being erased and redrawn
this.createEmptyMovieClip("image_mc", 1);
// position the image to the left
image_mc._x = 84;
 
// attach the drawing bitmap data object to image_mc
image_mc.attachBitmap(drawbmp, 1);
 
 
// -------------------------------------
 
// TOOLS
 
// select erase tool
erase_btn.onPress = function(){
	
	// tell button movie clips to navigate to appropriate state
	this.gotoAndStop(2);
	redraw_btn.gotoAndStop(1);
	
	// assign tool to equal "erase"
	// this is checked when drawing starts
	tool = "erase";
}
 
// select redraw tool
redraw_btn.onPress = function(){
	
	// tell button movie clips to navigate to appropriate state
	this.gotoAndStop(2);
	erase_btn.gotoAndStop(1);
	
	// assign tool to equal "redraw"
	// this is checked when drawing starts
	tool = "redraw";
}
 
// -------------------------------------
 
// BRUSHES
 
// select circle brush
circle_btn.onPress = function(){
	
	// tell button movie clips to navigate to appropriate state
	this.gotoAndStop(2);
	line_btn.gotoAndStop(1);
	
	// call setToolShape with circle_mc to set
	// the tool(s) shape(s) to a circle
	setToolShape(circle_mc);
}
// select line brush
line_btn.onPress = function(){
	
	// tell button movie clips to navigate to appropriate state
	this.gotoAndStop(2);
	circle_btn.gotoAndStop(1);
	
	// call setToolShape with circle_mc to set
	// the tool(s) shape(s) to a line
	setToolShape(line_mc);
}
 
function setToolShape(shape_mc){
	
	// erasebmp needs to be transparent where it is supposed to
	// be erasing drawbmp.  First fill it with solid white
	erasebmp.fillRect(erasebmp.rectangle, 0xFFFFFFFF);
	// then draw the shape (black) into the bitmap
	erasebmp.draw(shape_mc);
	// copyChannel is used to convert the shape of the tool
	// just added into erasebmp into its alpha channel
	erasebmp.copyChannel(erasebmp, erasebmp.rectangle, basepoint, 1, 8);
 
	// redrawbmp needs to be solid where it redraws drawbmp
	// fill redrawbmp with invisible black (0x00000000) 
	redrawbmp.fillRect(redrawbmp.rectangle, 0);
	// add the shape (solid color)
	redrawbmp.draw(shape_mc);
}
 
// -------------------------------------
 
// WORKING WITH IMAGE
 
// pressing image to erase or redraw
image_mc.onPress = function(){
	
	// depending on selected tool, assign onMouseMove event handler
	if (tool == "erase") this.onMouseMove = useEraserMouseMove;
	else if (tool == "redraw") this.onMouseMove = useRedrawMouseMove;
	
	// initiate onMouseMove handler to work with onPress
	this.onMouseMove();
}
 
// releasing after erase or redraw
image_mc.onRelease = image_mc.onReleaseOutside = function(){
	
	// remove onMouseMove handler
	delete this.onMouseMove;
}
 
// onMouseMove event handler for erasing
function useEraserMouseMove(){
	
	// devise an offset based on the mouse's
	// position in image_mc and tooloffset
	var offset = new flash.geom.Point(image_mc._xmouse - tooloffset, image_mc._ymouse - tooloffset);
	
	// devise a drawing rectangle the size of the
	// the drawing tools at the offset's location
	var drawRect = new flash.geom.Rectangle(offset.x, offset.y, toolsize, toolsize);
	
	// next, copy pixels from the drawbmp back onto itself
	// (makes for no change) but use erasebmp as the alphaBitmap
	// this will add the alpha channel information from erasebmp
	// into drawbmp erasing pixels from drawbmp in the shape of erasebmp
	drawbmp.copyPixels(drawbmp, drawRect, offset, erasebmp, basepoint, false);
	
	// update after each mouse movement
	updateAfterEvent();
}
 
// onMouseMove event handler for redrawing
function useRedrawMouseMove(){
	
	// devise an offset based on the mouse's
	// position in image_mc and tooloffset
	var offset = new flash.geom.Point(image_mc._xmouse - tooloffset, image_mc._ymouse - tooloffset);
	
	// devise a drawing rectangle the size of the
	// the drawing tools at the offset's location
	var drawRect = new flash.geom.Rectangle(offset.x, offset.y, toolsize, toolsize);
	
	// next, copy pixels from the original bitmap back
	// onto drawbmp to update the image. redrawbmp is
	// used as the alphaBitmap to give the tool shape
	drawbmp.copyPixels(origbmp, drawRect, offset, redrawbmp, basepoint, true);
	
	// update after each mouse movement
	updateAfterEvent();
}
 
// -------------------------------------
 
// initialize
erase_btn.onPress(); // start with erase tool
circle_btn.onPress(); // start with circle brush

Open in new window

0
Comment
Question by:prsr4000
[X]
Welcome to Experts Exchange

Add your voice to the tech community where 5M+ people just like you are talking about what matters.

  • Help others & share knowledge
  • Earn cash & points
  • Learn & ask questions
2 Comments
 
LVL 22

Accepted Solution

by:
rascalpants earned 1500 total points
ID: 24789076
I think you need to use a solution that utilizes AS 3.0 and the BitmapData class.

basically, you would load in an external image into a movieclip, and then turn that movieclip into a bitmap.

here is a link to the class info...  

http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/display/BitmapData.html

you would use the draw() method of that class...


import flash.display.Bitmap;
import flash.display.BitmapData;

var clip:MovieClip = this.theMovieClipInstanceName;

var bMapData:BitmapData = new BitmapData(80, 20);
bMapData.draw( clip );

var bmp:Bitmap = new Bitmap( bMapData );
this.addChild(bmp);



rp
0
 

Author Comment

by:prsr4000
ID: 24793251
That was partially helpful. I tried loading the image in a movie clip and assigned the bitmapdata to the new obj. But it was not working as the loading was done instant.

So I added a time delay in loading with a bytes loaded checking as two different frames and it worked.

Thank you for your time.
0

Featured Post

On Demand Webinar: Networking for the Cloud Era

Ready to improve network connectivity? Watch this webinar to learn how SD-WANs and a one-click instant connect tool can boost provisions, deployment, and management of your cloud connection.

Question has a verified solution.

If you are experiencing a similar issue, please ask a related question

There are times in your Flash CS4 application when you want more than a simple pointer or a hand, and it's hard to find an ideal walk-through to tell you what to do.  I spent a few days recently learning my way around making custom cursors in Flash,…
I have found that much of my time doing support ends up being a constant repetition of the same steps to different people.  Early on I stated using web pages with Frequently Asked Questions (FAQs) to alleviate most of the burden.  Sometimes this jus…
The goal of the tutorial is to teach the user how to how to record live broadcast.
The goal of the tutorial is to teach the user how to use the auto adjust feature and what the different options do. When your video is not working right you can choose the auto adjust feature to help choose your settings.

722 members asked questions and received personalized solutions in the past 7 days.

Join the community of 500,000 technology professionals and ask your questions.

Join & Ask a Question