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

Posted on 2009-06-28
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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

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Question by:prsr4000
2 Comments
 
LVL 22

Accepted Solution

by:
rascalpants earned 500 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.
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