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Rendering simple HTML in a text field

From: ActionScript 3.0 in Flash Professional CS5 Essential Training

Video: Rendering simple HTML in a text field

Text fields support simple HTML code. If I test the movie, you'll see that I have some HTML code that links to explorecalifornia.org in my text field. This is a standard HTML link. If you're curious about HTML code, you can watch Dreamweaver Essential Training. Close the window, go to the first keyframe of the actions layer, and open the Actions panel. Note that I'm loading a file called bear_html.txt.

Rendering simple HTML in a text field

Text fields support simple HTML code. If I test the movie, you'll see that I have some HTML code that links to explorecalifornia.org in my text field. This is a standard HTML link. If you're curious about HTML code, you can watch Dreamweaver Essential Training. Close the window, go to the first keyframe of the actions layer, and open the Actions panel. Note that I'm loading a file called bear_html.txt.

That file has the HTML code inside of it. So, if you want to have Flash render simple HTML code, you can scroll down and change text in info_txt.text inside of the textLoaded function, to html all lowercased and then Text with a capital T. That's it, test the movie, and then explorecalifornia.org will be a link. So you can click that, and the web site will open.

Now, Flash doesn't support all HTML, just parts of it. If you want to find more information about what specific HTML tags are supported, you can look htmlText up in Flash Help by highlighting it and pressing F1 on your keyboard. Let's take this to the next level. Let's say that when you roll over the link, you want an underline to appear. To do that, you can apply a CSS style. This works pretty close to how it works in HTML, except for we're going to use CSS using ActionScript only.

So, scroll to the top of the code and above the var textLoader line of code, create a new line of code and type var space css. We'll datatype that to a StyleSheet, capital Ss. I'll set that equal to a new instance of the StyleSheet class, so some parentheses and a semicolon. So, I'm creating in the new StyleSheet, and then I'm going to apply a style to it.

So go to the next line and type css.set, capital S for Style, and in the parentheses, Flash is asking for two things: styleName and styleObject. The name is like what the CSS rule would be for. So a: hover would be for a link when you hover over it. So that's a string, so I'll type a string here, two quotes, and then inside of the quotes, I'll type "a:hover." Now this is standard CSS for styling a link.

Again, I'll refer you to Dreamweaver Essential Training for more information about that. After the quotes, type a comma and a space, and then we're going to create a styleObject. And this is where we specify that there is going to be an underline. To create the styleObject, type curly braces, so open and closed curly braces, and make sure to close up the parentheses and type a semicolon. Now put your cursor inside of the curly braces.

These curly braces are shorthand notation for creating an ActionScript object. Inside of the curly braces, type textDecoration with a capital D; this is all one word. So textDecoration. This is not going to turn blue this time, but it is something that Flash already knows. Then type a colon, add some quotes, and in the quotes, type underline, all lowercase.

So here is how you set a CSS style. If you wanted to set additional styles, you can highlight the setStyle method and then press F1 on your keyboard to read about the supported styles, and then you can add them by typing a comma after the quotes and underline and adding the additional styles. For now, we're just going to leave it at textDecoration underline, so this is only going to apply when you roll over the link, or in other words when you hover over the link.

Scroll all the way to the bottom of your code, and now we'll need to connect the text field to the CSS style. So right below this htmlText line of code, we'll create a new line. So on the next line, type info_txt.styleSheet, capital S for Sheet, space, equals, space, css, and then a semicolon. That's it. Test the movie, and now when you roll over explorecalifornia.org, you'll see that underline.

You can also click it to see if the link still works. Now, I'll close the Preview window. So you can have Flash render simple HTML code by changing the Text property to htmlText. Remember that Flash doesn't support all HTML, just a few specific tags. Then you can create an ActionScript StyleSheet by using the new StyleSheet command. Then you use the setStyle method to set a style. You specify the styleName as a string and then the specifics of the style inside of an ActionScript Object, which you can create like this.

Finally, you set the StyleSheet property of the text field to the StyleSheet that you created.

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This video is part of

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  1. 3m 22s
    1. Welcome
      1m 23s
    2. Using the exercise files
      1m 17s
    3. Using the function keys
      42s
  2. 23m 38s
    1. Adjusting preferences for ActionScript fonts, colors, and formatting
      3m 25s
    2. Changing Flash Player and ActionScript versions in the Publish settings
      1m 35s
    3. Reading and solving errors through the Compiler Errors window
      2m 49s
    4. Using the Actions panel buttons to add and remove comments
      2m 33s
    5. Using the Actions panel to format code
      1m 49s
    6. Using the Actions panel Toolbox
      2m 4s
    7. Seldom-used but helpful functions of the Actions panel
      3m 14s
    8. Understanding code hinting
      2m 3s
    9. Reviewing the Code Snippets panel
      3m 7s
    10. Using help
      59s
  3. 45m 50s
    1. Understanding how ActionScript 3.0 code is processed in the Flash Player
      3m 22s
    2. Understanding variables
      4m 56s
    3. Understanding functions
      9m 1s
    4. Understanding events and event listeners
      5m 47s
    5. Working with conditional statements
      9m 49s
    6. Creating arrays and vectors
      6m 50s
    7. Using the For command to create a loop
      6m 5s
  4. 49m 9s
    1. Reviewing the display list
      3m 0s
    2. Understanding instances referenced through ActionScript
      2m 27s
    3. Using dot syntax to modify properties in an instance
      3m 25s
    4. Placing objects at the center of the stage
      4m 2s
    5. Placing objects at the edges of the stage
      5m 53s
    6. Using the methods of an instance
      3m 44s
    7. Accessing the parents, children, and grandchildren of objects
      5m 50s
    8. Creating instances from Library movie clips using ActionScript
      4m 23s
    9. Adding objects to the stage and changing parents with the addChild method
      5m 45s
    10. Removing objects from the stage with the removeChild method
      4m 17s
    11. Using the numChildren property to loop through a container's child objects
      3m 17s
    12. Using the getChildByName method
      3m 6s
  5. 56m 20s
    1. Understanding timelines
      4m 15s
    2. Using common timeline navigation methods
      5m 34s
    3. Using the currentFrame and totalFrames properties
      8m 2s
    4. Controlling the timeline of an instance
      6m 41s
    5. Detecting and navigating frame labels with ActionScript
      7m 57s
    6. Solving problems when timelines and ActionScript animation collide
      4m 16s
    7. Condensing a multi-frame timeline into one frame
      8m 33s
    8. Creating a simple slide presentation app in the timeline
      7m 51s
    9. Using one event handler with multiple buttons
      3m 11s
  6. 36m 5s
    1. Creating a class using Flash templates
      4m 43s
    2. Setting a document class
      6m 51s
    3. Preparing a class to be connected to a symbol
      4m 31s
    4. Using the Symbol Properties menu to connect a symbol to a class
      4m 55s
    5. Resolving problems with instances in a linked class
      7m 53s
    6. Understanding packages
      3m 17s
    7. Working with ActionScript source paths
      3m 55s
  7. 44m 32s
    1. Viewing the finished game
      51s
    2. Viewing the FLA file
      2m 9s
    3. Creating the DragDrop and Map classes
      2m 51s
    4. Linking the draggable class to Library symbols
      2m 47s
    5. Adding drag-and-drop functionality
      3m 38s
    6. Saving and resetting an object's position
      3m 33s
    7. Giving a target drop object to the draggable objects
      13m 16s
    8. Showing a Win screen
      7m 3s
    9. Resetting the game
      8m 24s
  8. 29m 6s
    1. Loading bitmap images from the Library
      4m 6s
    2. Loading bitmap images from external files
      5m 22s
    3. Adding mouse functionality to bitmap images
      3m 31s
    4. Using a loop to load multiple images
      6m 14s
    5. Creating a simple slideshow
      8m 37s
    6. Using Flash Player 10 color management
      1m 16s
  9. 27m 13s
    1. Loading an external SWF
      4m 14s
    2. Running ActionScript code in an external SWF from its parent
      5m 30s
    3. Running parent code in a child SWF
      5m 7s
    4. Creating a timeline-based preloader to load an external SWF file
      5m 3s
    5. Displaying playback progress of a loaded SWF file
      7m 19s
  10. 40m 10s
    1. Creating plain text files
      2m 8s
    2. Loading text from an external text file
      6m 26s
    3. Loading multiple text files
      6m 43s
    4. Rendering simple HTML in a text field
      5m 51s
    5. Creating a scroll bar for a text field
      5m 29s
    6. Scrolling a text field
      4m 59s
    7. Scrolling movie clips and other objects using masks
      5m 42s
    8. Modifying TLF text properties through ActionScript
      2m 52s
  11. 23m 40s
    1. Reviewing XML and E4X syntax
      3m 29s
    2. Loading an XML file
      3m 26s
    3. Using dot syntax to access XML data
      4m 2s
    4. Using XML data to populate a DataGrid component
      7m 4s
    5. Using XML data to load image files
      5m 39s
  12. 23m 33s
    1. Loading audio from the Library
      1m 41s
    2. Loading audio from external files
      3m 41s
    3. Playing, pausing, and stopping sounds
      5m 39s
    4. Muting all audio with the SoundMixer.stopAll method
      1m 28s
    5. Tracking load progress
      2m 38s
    6. Displaying sound position
      5m 5s
    7. Adjusting volume
      3m 21s
  13. 19m 54s
    1. Touring the FLA file
      5m 57s
    2. Controlling video playing and pausing with ActionScript
      1m 56s
    3. Working with ActionScript cue points to add closed captioning
      3m 35s
    4. Displaying video playback position
      3m 44s
    5. Adjusting video volume
      4m 42s
  14. 5m 32s
    1. Using new code snippets for AIR and mobile
      1m 13s
    2. Viewing the new code snippets HUD
      1m 17s
    3. Loading assets with the new ProLoader class
      1m 8s
    4. Understanding Flash Player premium features
      1m 54s
  15. 16s
    1. Goodbye
      16s

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