Bugs to know:
GoogleCodeExporter opened this issue · comments
Google Code Exporter commented
Please change this in the GIFPlayer class:
private function update ( pEvt:TimerEvent ) :void
{
var delay:int = aFrames[ iIndex = iInc++ % arrayLng ].delay;
pEvt.target.delay = ( delay > 0 ) ? delay : 100;
switch ( gifDecoder.disposeValue )
{
case 0:
if ( !iIndex ) bitmapData = aFrames[ 0 ].bitmapData.clone();
bitmapData.draw ( aFrames[ iIndex ].bitmapData );
break;
case 1:
if ( !iIndex ) bitmapData = aFrames[ 0 ].bitmapData.clone();
bitmapData.draw ( aFrames[ iIndex ].bitmapData );
break
case 2:
bitmapData = aFrames[ iIndex ].bitmapData;
break;
}
dispatchEvent ( new FrameEvent ( FrameEvent.FRAME_RENDERED, aFrames[ iIndex
] ) );
}
+ in the readSteam() method before event dispatching add this lines plz:
__width = aFrames[0].bitmapData.rect.width;
__height = aFrames[0].bitmapData.rect.height;
dispatchEvent(new GIFPlayerEvent ( GIFPlayerEvent.COMPLETE ,
aFrames[0].bitmapData.rect));
__width, __height - create override methods for them. Usability grows ^_^
Cheers, Jloa
Original issue reported on code.google.com by julious....@gmail.com
on 12 Feb 2009 at 12:07