ActionScript - 从自定义 CellRenderer 访问列表/DataProvider
下面的代码在使用自定义单元格渲染器(CustomListCell 类)的主控制器类中设置一个 List 对象。 CustomListCell 类为单元格创建一个 Button 对象,该对象将用于从列表的 DataProvider 中删除自身。
我如何从其自定义单元格渲染器正确访问父列表对象?
//Controller Class
private function createList():void
{
provider = new DataProvider(data);
list = new List();
list.width = 200;
list.height = 400;
list.rowHeight = 50;
list.dataProvider = provider;
list.setStyle("cellRenderer", CustomListCell);
}
-----
//CustomListCell Class
import fl.controls.Button;
public class CustomListCell extends Sprite implements ICellRenderer
{
public function CustomListCell()
{
var button:Button = new Button();
button.label = "Delete Cell";
button.addEventListener(MouseEvent_MOUSE_DOWN, deleteCellHandler);
addChild(button);
}
private function deleteCellHandler(evt:MouseEvent):void
{
//Access List/DataProvider Here
}
//required implemented ICellRenderer functions follow
}
更新
以下是我的工作自定义渲染器,它使用 Flash v3 List 组件实现 ICellRenderer。列表的 dataProvider 每个单元格由 2 个元素组成:randomColor 和 randomNumber。
package
{
//Imports
import fl.controls.Button;
import fl.controls.List;
import fl.controls.listClasses.ICellRenderer;
import fl.controls.listClasses.ListData;
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
import flash.geom.ColorTransform;
//Class
public class TouchListRenderer extends Sprite implements ICellRenderer
{
//Properties
private var cellWidthProperty:Number;
private var cellHeightProperty:Number;
private var dataProperty:Object;
private var listDataProperty:ListData;
private var selectedProperty:Boolean;
//Cell Display Objects
private var backgroundCanvas:MySprite = new MySprite();
private var numberTextField:TextField = new TextField();
private var button:Button = new Button();
//Constructor
public function TouchListRenderer()
{
}
//Size Setter (Getter Functions Intentionally Omitted)
public function setSize(width:Number, height:Number):void
{
cellWidthProperty = width;
cellHeightProperty = height;
}
//Data Setter
public function set data(value:Object):void
{
dataProperty = value;
}
//Data Getter
public function get data():Object
{
return dataProperty;
}
//List Data Setter
public function set listData(value:ListData):void
{
listDataProperty = value;
}
//List Data Getter
public function get listData():ListData
{
return listDataProperty;
}
//Selected Setter
public function set selected(value:Boolean):void
{
selectedProperty = value;
layout();
}
//Selected Getter
public function get selected():Boolean
{
return selectedProperty;
}
//Size And Layout
private function layout():void
{
var newColor:ColorTransform = new ColorTransform();
newColor.color = dataProperty.randomColor;
backgroundCanvas.transform.colorTransform = newColor;
backgroundCanvas.scaleX = cellWidthProperty / backgroundCanvas.width;
backgroundCanvas.scaleY = cellHeightProperty / backgroundCanvas.height;
numberTextField.text = dataProperty.randomNumber;
numberTextField.autoSize = TextFieldAutoSize.LEFT;
numberTextField.textColor = 0xFFFFFF;
numberTextField.x = 50;
numberTextField.y = cellHeightProperty / 2 - numberTextField.height / 2;
numberTextField.border = true;
numberTextField.selectable = false;
button.label = "Delete";
button.x = cellWidthProperty - button.width - 50;
button.y = cellHeightProperty / 2 - button.height / 2;
button.drawNow();
button.addEventListener(MouseEvent.MOUSE_DOWN, buttonClickEventHandler);
addChild(backgroundCanvas);
addChild(numberTextField);
addChild(button);
}
//Button Click Event Handler
private function buttonClickEventHandler(evt:MouseEvent):void
{
List(listDataProperty.owner).removeItemAt(listDataProperty.index);
}
//Style Setter
public function setStyle(style:String, value:Object):void
{
}
//Mouse State Setter
public function setMouseState(state:String):void
{
}
}
}
package
{
import flash.display.Sprite;
public class MySprite extends Sprite
{
public function MySprite()
{
graphics.beginFill(0xFF0000);
graphics.drawRect(0, 0, 10, 10);
graphics.endFill();
}
}
}
the code below sets up a List object in the main controller class that uses a custom cell renderer (CustomListCell class). the CustomListCell class creates a Button object for the cell that will be used to delete itself from the List's DataProvider.
how can i properly access the parent List object from its custom cell renderer?
//Controller Class
private function createList():void
{
provider = new DataProvider(data);
list = new List();
list.width = 200;
list.height = 400;
list.rowHeight = 50;
list.dataProvider = provider;
list.setStyle("cellRenderer", CustomListCell);
}
-----
//CustomListCell Class
import fl.controls.Button;
public class CustomListCell extends Sprite implements ICellRenderer
{
public function CustomListCell()
{
var button:Button = new Button();
button.label = "Delete Cell";
button.addEventListener(MouseEvent_MOUSE_DOWN, deleteCellHandler);
addChild(button);
}
private function deleteCellHandler(evt:MouseEvent):void
{
//Access List/DataProvider Here
}
//required implemented ICellRenderer functions follow
}
UPDATE
the following is my working custom renderer that implements ICellRenderer with Flash v3 List component. the List's dataProvider consists of 2 elements for each cell: randomColor and randomNumber.
package
{
//Imports
import fl.controls.Button;
import fl.controls.List;
import fl.controls.listClasses.ICellRenderer;
import fl.controls.listClasses.ListData;
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
import flash.geom.ColorTransform;
//Class
public class TouchListRenderer extends Sprite implements ICellRenderer
{
//Properties
private var cellWidthProperty:Number;
private var cellHeightProperty:Number;
private var dataProperty:Object;
private var listDataProperty:ListData;
private var selectedProperty:Boolean;
//Cell Display Objects
private var backgroundCanvas:MySprite = new MySprite();
private var numberTextField:TextField = new TextField();
private var button:Button = new Button();
//Constructor
public function TouchListRenderer()
{
}
//Size Setter (Getter Functions Intentionally Omitted)
public function setSize(width:Number, height:Number):void
{
cellWidthProperty = width;
cellHeightProperty = height;
}
//Data Setter
public function set data(value:Object):void
{
dataProperty = value;
}
//Data Getter
public function get data():Object
{
return dataProperty;
}
//List Data Setter
public function set listData(value:ListData):void
{
listDataProperty = value;
}
//List Data Getter
public function get listData():ListData
{
return listDataProperty;
}
//Selected Setter
public function set selected(value:Boolean):void
{
selectedProperty = value;
layout();
}
//Selected Getter
public function get selected():Boolean
{
return selectedProperty;
}
//Size And Layout
private function layout():void
{
var newColor:ColorTransform = new ColorTransform();
newColor.color = dataProperty.randomColor;
backgroundCanvas.transform.colorTransform = newColor;
backgroundCanvas.scaleX = cellWidthProperty / backgroundCanvas.width;
backgroundCanvas.scaleY = cellHeightProperty / backgroundCanvas.height;
numberTextField.text = dataProperty.randomNumber;
numberTextField.autoSize = TextFieldAutoSize.LEFT;
numberTextField.textColor = 0xFFFFFF;
numberTextField.x = 50;
numberTextField.y = cellHeightProperty / 2 - numberTextField.height / 2;
numberTextField.border = true;
numberTextField.selectable = false;
button.label = "Delete";
button.x = cellWidthProperty - button.width - 50;
button.y = cellHeightProperty / 2 - button.height / 2;
button.drawNow();
button.addEventListener(MouseEvent.MOUSE_DOWN, buttonClickEventHandler);
addChild(backgroundCanvas);
addChild(numberTextField);
addChild(button);
}
//Button Click Event Handler
private function buttonClickEventHandler(evt:MouseEvent):void
{
List(listDataProperty.owner).removeItemAt(listDataProperty.index);
}
//Style Setter
public function setStyle(style:String, value:Object):void
{
}
//Mouse State Setter
public function setMouseState(state:String):void
{
}
}
}
package
{
import flash.display.Sprite;
public class MySprite extends Sprite
{
public function MySprite()
{
graphics.beginFill(0xFF0000);
graphics.drawRect(0, 0, 10, 10);
graphics.endFill();
}
}
}
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评论(2)
啊!答案一直就在我面前!下次提醒我检查文档:
fl.controls.listClasses.ListData.owner
ugh! the answer was in front of me the whole time! next time remind me to check the docs:
fl.controls.listClasses.ListData.owner
有多种方法可以做到这一点。
这是一个非常hacky的解决方案:使用一个图标,并让该图标调度一个关闭事件。
这个想法是您将在每个列表单元格中放置一个自定义影片剪辑作为图标。该图标将调度一个带有单击的单元格索引的事件,以便您可以将其删除。
第一步:创建一个基本的自定义事件来传递单元格索引:
第二步::绘制一个关闭图标或其他内容,将其转换为 MovieClip 并导出为 Actionscript
第三步:添加事件监听器,以在单击关闭图标时调度自定义事件。
在关闭图标影片剪辑中,我放置了以下操作:
非常基本的内容,监听鼠标按下,创建事件并设置索引并在单击时分派该事件。该图标被添加到单元格渲染器中,因此单元格渲染器是它的父级,它有一个 listData 属性等,它保存单元格的索引。
因此,测试片段如下所示:
由于 CloseEvent 冒泡,我们可以从单元格渲染器图标外部捕获它,并告诉列表删除该索引处的项目。可以在图标内执行此操作,但需要将层次结构一直“爬”到列表,而且这已经相当麻烦了。
我这样做是因为,我可能像 @TheDarkIn1978 :P 一样懒惰来实现 ICellRenderer 函数。然后我再次查看问题代码,不明白为什么自定义单元格会扩展 Sprite,而 CellRenderer 已经实现了 ICellRenderer 函数。
因此,我尝试以一种less hacky的方式做到这一点:
使用相同的CloseEvent来传递索引,并且自定义单元格可以直接访问listData对象来获取索引,因此示例代码片段如下所示:
因此,要回答您的问题:
您可以使用单元格渲染器的 listData 属性。
如果您愿意,您可以这样做,但这意味着要上升几个级别:
这使得列表创建部分变得简单:
在这种情况下不需要 CloseEvent。
华泰
There are multiple ways to do this.
Here is a very hacky solution: Use an icon, and have that icon dispatch a close event.
The idea is you'll place a custom MovieClip in each list cell as icon. That icon will dispatch an event with the index of the cell clicked so you can remove it.
1st step: Make a basic custom event to pass cell index through:
2nd step:: Draw a close icon or something, convert it to MovieClip and Export for Actionscript
3rd step: Add the event listener to dispatch the custom event when the close icon is clicked.
Inside the close icon Movie Clip I've placed the following actions:
Very basic stuff, listen for mouse down, create an event and set the index and dispatch that event on click. The icon is added to a cell renderer, therefor the cell render is it's parent which it has a listData property among others, which holds the index of the cell.
So here's how the test snippet looks:
Since the CloseEvent bubbles, we can catch it from outside the cell renderer's icon and tell the list to remove the item at that index. It's possible to do that within the icon, but it will be necessary to 'climb' up the hierarchy all the way to the list, and it's pretty hacky already.
I did this because, I was probably as lazy as @TheDarkIn1978 :P to implement the ICellRenderer functions. Then I looked at question code again and didn't understand why the custom cell extends a Sprite, when CellRenderer already implements the ICellRenderer functions already.
So here is my attempt to do it in a less hacky manner:
Used the same CloseEvent to pass the index, and the custom cell has direct access to the listData object to fetch the index, so the sample snippet looks like this:
So to answer your question:
You can use the listData property of the cell renderer.
You can if you want to, but it means going up a few levels:
Which leaves the list creation part as simple as:
CloseEvent isn't needed in this case.
HTH