⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 flash.js

📁 dojo与json创建无限级树的时候,当在父结点下添加了一个新结点,我怎么让父亲结点重新调用json加载一下子结点内容.
💻 JS
📖 第 1 页 / 共 3 页
字号:
/*	Copyright (c) 2004-2006, The Dojo Foundation	All Rights Reserved.	Licensed under the Academic Free License version 2.1 or above OR the	modified BSD license. For more information on Dojo licensing, see:		http://dojotoolkit.org/community/licensing.shtml*/dojo.provide("dojo.flash");

dojo.require("dojo.string.*");
dojo.require("dojo.uri.*");


/** 
		The goal of dojo.flash is to make it easy to extend Flash's capabilities
		into an AJAX/DHTML environment. Robust, performant, reliable 
		JavaScript/Flash communication is harder than most realize when they
		delve into the topic, especially if you want it
		to work on Internet Explorer, Firefox, and Safari, and to be able to
		push around hundreds of K of information quickly. Dojo.flash makes it
		possible to support these platforms; you have to jump through a few
		hoops to get its capabilites, but if you are a library writer 
		who wants to bring Flash's storage or streaming sockets ability into
		DHTML, for example, then dojo.flash is perfect for you.
  
		Dojo.flash provides an easy object for interacting with the Flash plugin. 
		This object provides methods to determine the current version of the Flash
		plugin (dojo.flash.info); execute Flash instance methods 
		independent of the Flash version
		being used (dojo.flash.comm); write out the necessary markup to 
		dynamically insert a Flash object into the page (dojo.flash.Embed; and 
		do dynamic installation and upgrading of the current Flash plugin in 
		use (dojo.flash.Install).
		
		To use dojo.flash, you must first wait until Flash is finished loading 
		and initializing before you attempt communication or interaction. 
		To know when Flash is finished use dojo.event.connect:
		
		dojo.event.connect(dojo.flash, "loaded", myInstance, "myCallback");
		
		Then, while the page is still loading provide the file name
		and the major version of Flash that will be used for Flash/JavaScript
		communication (see "Flash Communication" below for information on the 
		different kinds of Flash/JavaScript communication supported and how they 
		depend on the version of Flash installed):
		
		dojo.flash.setSwf({flash6: "src/storage/storage_flash6.swf",
											 flash8: "src/storage/storage_flash8.swf"});
		
		This will cause dojo.flash to pick the best way of communicating
		between Flash and JavaScript based on the platform.
		
		If no SWF files are specified, then Flash is not initialized.
		
		Your Flash must use DojoExternalInterface to expose Flash methods and
		to call JavaScript; see "Flash Communication" below for details.
		
		setSwf can take an optional 'visible' attribute to control whether
		the Flash object is visible or not on the page; the default is visible:
		
		dojo.flash.setSwf({flash6: "src/storage/storage_flash6.swf",
											 flash8: "src/storage/storage_flash8.swf",
											 visible: false});
		
		Once finished, you can query Flash version information:
		
		dojo.flash.info.version
		
		Or can communicate with Flash methods that were exposed:
		
		var results = dojo.flash.comm.sayHello("Some Message");
		
		Only string values are currently supported for both arguments and
		for return results. Everything will be cast to a string on both
		the JavaScript and Flash sides.
		
		-------------------
		Flash Communication
		-------------------
		
		dojo.flash allows Flash/JavaScript communication in 
		a way that can pass large amounts of data back and forth reliably and
		very fast. The dojo.flash
		framework encapsulates the specific way in which this communication occurs,
		presenting a common interface to JavaScript irrespective of the underlying
		Flash version.
		
		There are currently three major ways to do Flash/JavaScript communication
		in the Flash community:
		
		1) Flash 6+ - Uses Flash methods, such as SetVariable and TCallLabel,
		and the fscommand handler to do communication. Strengths: Very fast,
		mature, and can send extremely large amounts of data; can do
		synchronous method calls. Problems: Does not work on Safari; works on 
		Firefox/Mac OS X only if Flash 8 plugin is installed; cryptic to work with.
		
		2) Flash 8+ - Uses ExternalInterface, which provides a way for Flash
		methods to register themselves for callbacks from JavaScript, and a way
		for Flash to call JavaScript. Strengths: Works on Safari; elegant to
		work with; can do synchronous method calls. Problems: Extremely buggy 
		(fails if there are new lines in the data, for example); performance
		degrades drastically in O(n^2) time as data grows; locks up the browser while
		it is communicating; does not work in Internet Explorer if Flash
		object is dynamically added to page with document.writeln, DOM methods,
		or innerHTML.
		
		3) Flash 6+ - Uses two seperate Flash applets, one that we 
		create over and over, passing input data into it using the PARAM tag, 
		which then uses a Flash LocalConnection to pass the data to the main Flash
		applet; communication back to Flash is accomplished using a getURL
		call with a javascript protocol handler, such as "javascript:myMethod()".
		Strengths: the most cross browser, cross platform pre-Flash 8 method
		of Flash communication known; works on Safari. Problems: Timing issues;
		clunky and complicated; slow; can only send very small amounts of
		data (several K); all method calls are asynchronous.
		
		dojo.flash.comm uses only the first two methods. This framework
		was created primarily for dojo.storage, which needs to pass very large
		amounts of data synchronously and reliably across the Flash/JavaScript
		boundary. We use the first method, the Flash 6 method, on all platforms
		that support it, while using the Flash 8 ExternalInterface method
		only on Safari with some special code to help correct ExternalInterface's
		bugs.
		
		Since dojo.flash needs to have two versions of the Flash
		file it wants to generate, a Flash 6 and a Flash 8 version to gain
		true cross-browser compatibility, several tools are provided to ease
		development on the Flash side.
		
		In your Flash file, if you want to expose Flash methods that can be
		called, use the DojoExternalInterface class to register methods. This
		class is an exact API clone of the standard ExternalInterface class, but
		can work in Flash 6+ browsers. Under the covers it uses the best
		mechanism to do communication:
		
		class HelloWorld{
			function HelloWorld(){
				// Initialize the DojoExternalInterface class
				DojoExternalInterface.initialize();
				
				// Expose your methods
				DojoExternalInterface.addCallback("sayHello", this, this.sayHello);
				
				// Tell JavaScript that you are ready to have method calls
				DojoExternalInterface.loaded();
				
				// Call some JavaScript
				var resultsReady = function(results){
					trace("Received the following results from JavaScript: " + results);
				}
				DojoExternalInterface.call("someJavaScriptMethod", resultsReady, 
																	 someParameter);
			}
			
			function sayHello(){ ... }
			
			static main(){ ... }
		}
		
		DojoExternalInterface adds two new functions to the ExternalInterface
		API: initialize() and loaded(). initialize() must be called before
		any addCallback() or call() methods are run, and loaded() must be
		called after you are finished adding your callbacks. Calling loaded()
		will fire the dojo.flash.loaded() event, so that JavaScript can know that
		Flash has finished loading and adding its callbacks, and can begin to
		interact with the Flash file.
		
		To generate your SWF files, use the ant task
		"buildFlash". You must have the open source Motion Twin ActionScript 
		compiler (mtasc) installed and in your path to use the "buildFlash"
		ant task; download and install mtasc from http://www.mtasc.org/.
		
		
		
		buildFlash usage:
		
		ant buildFlash -Ddojo.flash.file=../tests/flash/HelloWorld.as
		
		where "dojo.flash.file" is the relative path to your Flash 
		ActionScript file.
		
		This will generate two SWF files, one ending in _flash6.swf and the other
		ending in _flash8.swf in the same directory as your ActionScript method:
		
		HelloWorld_flash6.swf
		HelloWorld_flash8.swf
		
		Initialize dojo.flash with the filename and Flash communication version to
		use during page load; see the documentation for dojo.flash for details:
		
		dojo.flash.setSwf({flash6: "tests/flash/HelloWorld_flash6.swf",
											 flash8: "tests/flash/HelloWorld_flash8.swf"});
		
		Now, your Flash methods can be called from JavaScript as if they are native
		Flash methods, mirrored exactly on the JavaScript side:
		
		dojo.flash.comm.sayHello();
		
		Only Strings are supported being passed back and forth currently.
		
		JavaScript to Flash communication is synchronous; i.e., results are returned
		directly from the method call:
		
		var results = dojo.flash.comm.sayHello();
		
		Flash to JavaScript communication is asynchronous due to limitations in
		the underlying technologies; you must use a results callback to handle
		results returned by JavaScript in your Flash AS files:
		
		var resultsReady = function(results){
			trace("Received the following results from JavaScript: " + results);
		}
		DojoExternalInterface.call("someJavaScriptMethod", resultsReady);
		
		
		
		-------------------
		Notes
		-------------------
		
		If you have both Flash 6 and Flash 8 versions of your file:
		
		dojo.flash.setSwf({flash6: "tests/flash/HelloWorld_flash6.swf",
											 flash8: "tests/flash/HelloWorld_flash8.swf"});
											 
		but want to force the browser to use a certain version of Flash for
		all platforms (for testing, for example), use the djConfig
		variable 'forceFlashComm' with the version number to force:
		
		var djConfig = { forceFlashComm: 6 };
		
		Two values are currently supported, 6 and 8, for the two styles of
		communication described above. Just because you force dojo.flash
		to use a particular communication style is no guarantee that it will
		work; for example, Flash 8 communication doesn't work in Internet
		Explorer due to bugs in Flash, and Flash 6 communication does not work
		in Safari. It is best to let dojo.flash determine the best communication
		mechanism, and to use the value above only for debugging the dojo.flash
		framework itself.
		
		Also note that dojo.flash can currently only work with one Flash object
		on the page; it and the API do not yet support multiple Flash objects on
		the same page.
		
		We use some special tricks to get decent, linear performance
		out of Flash 8's ExternalInterface on Safari; see the blog
		post 
		http://codinginparadise.org/weblog/2006/02/how-to-speed-up-flash-8s.html
		for details.
		
		Your code can detect whether the Flash player is installing or having
		its version revved in two ways. First, if dojo.flash detects that
		Flash installation needs to occur, it sets dojo.flash.info.installing
		to true. Second, you can detect if installation is necessary with the
		following callback:
		
		dojo.event.connect(dojo.flash, "installing", myInstance, "myCallback");
		
		You can use this callback to delay further actions that might need Flash;
		when installation is finished the full page will be refreshed and the
		user will be placed back on your page with Flash installed.
		
		Two utility methods exist if you want to add loading and installing
		listeners without creating dependencies on dojo.event; these are
		'addLoadingListener' and 'addInstallingListener'.
		
		-------------------
		Todo/Known Issues
		-------------------

		There are several tasks I was not able to do, or did not need to fix
		to get dojo.storage out:		
		
		* When using Flash 8 communication, Flash method calls to JavaScript
		are not working properly; serialization might also be broken for certain
		invalid characters when it is Flash invoking JavaScript methods.
		The Flash side needs to have more sophisticated serialization/
		deserialization mechanisms like JavaScript currently has. The
		test_flash2.html unit tests should also be updated to have much more
		sophisticated Flash to JavaScript unit tests, including large
		amounts of data.
		
		* On Internet Explorer, after doing a basic install, the page is
		not refreshed or does not detect that Flash is now available. The way
		to fix this is to create a custom small Flash file that is pointed to
		during installation; when it is finished loading, it does a callback
		that says that Flash installation is complete on IE, and we can proceed
		to initialize the dojo.flash subsystem.
		
		@author Brad Neuberg, bkn3@columbia.edu
*/

dojo.flash = {
	flash6_version: null,
	flash8_version: null,
	ready: false,
	_visible: true,
	_loadedListeners: new Array(),
	_installingListeners: new Array(),
	
	/** Sets the SWF files and versions we are using. */
	setSwf: function(fileInfo){
		//dojo.debug("setSwf");
		if(fileInfo == null || dojo.lang.isUndefined(fileInfo)){
			return;
		}
		
		if(fileInfo.flash6 != null && !dojo.lang.isUndefined(fileInfo.flash6)){
			this.flash6_version = fileInfo.flash6;
		}
		
		if(fileInfo.flash8 != null && !dojo.lang.isUndefined(fileInfo.flash8)){
			this.flash8_version = fileInfo.flash8;
		}
		
		if(!dojo.lang.isUndefined(fileInfo.visible)){
			this._visible = fileInfo.visible;
		}
		
		// initialize ourselves		
		this._initialize();
	},
	
	/** Returns whether we are using Flash 6 for communication on this platform. */
	useFlash6: function(){
		if(this.flash6_version == null){
			return false;
		}else if (this.flash6_version != null && dojo.flash.info.commVersion == 6){
			// if we have a flash 6 version of this SWF, and this browser supports 
			// communicating using Flash 6 features...
			return true;
		}else{
			return false;
		}
	},
	
	/** Returns whether we are using Flash 8 for communication on this platform. */
	useFlash8: function(){
		if(this.flash8_version == null){
			return false;
		}else if (this.flash8_version != null && dojo.flash.info.commVersion == 8){
			// if we have a flash 8 version of this SWF, and this browser supports
			// communicating using Flash 8 features...
			return true;
		}else{
			return false;
		}
	},
	
	/** Adds a listener to know when Flash is finished loading. 
			Useful if you don't want a dependency on dojo.event. */
	addLoadedListener: function(listener){
		this._loadedListeners.push(listener);
	},

	/** Adds a listener to know if Flash is being installed. 
			Useful if you don't want a dependency on dojo.event. */
	addInstallingListener: function(listener){
		this._installingListeners.push(listener);
	},	
	
	/** 
			A callback when the Flash subsystem is finished loading and can be
			worked with. To be notified when Flash is finished loading, connect
			your callback to this method using the following:
			
			dojo.event.connect(dojo.flash, "loaded", myInstance, "myCallback");
	*/
	loaded: function(){
		//dojo.debug("dojo.flash.loaded");
		dojo.flash.ready = true;
		if(dojo.flash._loadedListeners.length > 0){
			for(var i = 0;i < dojo.flash._loadedListeners.length; i++){
				dojo.flash._loadedListeners[i].call(null);
			}
		}
	},
	
	/** 
			A callback to know if Flash is currently being installed or
			having its version revved. To be notified if Flash is installing, connect
			your callback to this method using the following:
			
			dojo.event.connect(dojo.flash, "installing", myInstance, "myCallback");
	*/
	installing: function(){
	 //dojo.debug("installing");
	 if(dojo.flash._installingListeners.length > 0){
			for(var i = 0; i < dojo.flash._installingListeners.length; i++){
				dojo.flash._installingListeners[i].call(null);
			}
		}
	},
	
	/** Initializes dojo.flash. */
	_initialize: function(){
		//dojo.debug("dojo.flash._initialize");
		// see if we need to rev or install Flash on this platform
		var installer = new dojo.flash.Install();
		dojo.flash.installer = installer;

		if(installer.needed() == true){		
			installer.install();
		}else{
			//dojo.debug("Writing object out");
			// write the flash object into the page
			dojo.flash.obj = new dojo.flash.Embed(this._visible);
			dojo.flash.obj.write(dojo.flash.info.commVersion);
			
			// initialize the way we do Flash/JavaScript communication
			dojo.flash.comm = new dojo.flash.Communicator();
		}

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -