Scale image in flash to fit the size defined in html

I have a flash movie that dynamically loads images from an xml file. I want to reuse this .swf file on different pages, however the images on page 1 are all 400 x 200 and the images on page 2 are all 745 x 422. When I try to reuse this on another page, the uploaded images shrink (resize ) - I'd like them to match the values ​​defined in the width / height, but they scale depending on how that scene is scaled.

im using a loader (AS3) for an image that puts them in a container (sprite)

slideLoader.load(new URLRequest(xmlSlideshow..image[intCurrentSlide].@src));

      

I tried to make the scene different sizes to start, but I would really like it to be unresponsive if possible, that is: 50 x 50. Then in html the width / height will be set to the width / height of the images loaded.

I am not a flash memory master, so please forgive me if I am not clear, I will try to give more understanding if necessary.

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3 answers


A couple of things ... first, you need to specify that your application is not scalable. (AS3 code)

stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;

      

Then, once your image is loaded (add a listener to the slideLoader object), execute the javascript function using the Flash ExternalInterface class.



ExternalInterface.call('resizeFlashMovie', slideLoader.width, slideLoader.height);

      

And your javascript function would be something like this:

function resizeFlashMovie(width, height) {
    var flash = document.getElementById('yourFlashMovieId');
    flash.style.width = width+'px';
    flash.style.height = height+'px';
}

      

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Sorry I don't have the code at hand, but I know you have the option to set without resizing on the canvas at startup.



Ideally, you can pass the height / width using the attributes of the embed tag, don't resize on the canvas, and use the dimensions passed in the dimensions of your images.

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I believe this is the case:

fscommand("allowscale","false");

      

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