Cutom event dispatchment location

Posted by Martino Wullems on Stack Overflow See other posts from Stack Overflow or by Martino Wullems
Published on 2010-12-30T19:25:45Z Indexed on 2010/12/30 21:54 UTC
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Hello,

I've been looking into custom event (listeners) for quite some time, but never succeeded in making one. There are so many different mehods, extending the Event class, but also Extending the EventDispatcher class, very confusing! I want to settle with this once and for all and learn the appriopate technique.

package{

 import flash.events.Event;
 public class CustomEvent extends Event{

 public static const TEST:String = 'test'; //what exac is the purpose of the value in the string?
 public var data:Object;

 public function CustomEvent(type:String, bubbles:Boolean = false, cancelable:Boolean = false, data:Object = null):void
 {
 this.data = data;
 super();
 }
 }
}

As far as I know a custom class where you set the requirements for the event to be dispatched has to be made:

package 
{
    import flash.display.MovieClip;

    public class TestClass extends MovieClip 
    {

        public function TestClass():void {


            if (ConditionForHoldToComplete == true) {

                dispatchEvent(new Event(CustomEvent.TEST));
            }

        }

    }

}

I'm not sure if this is correct, but it should be something along the lines of this.

Now What I want is something like a mouseevent, which can be applied to a target and does not require a specific class.

It would have to work something like this:

package com.op_pad._events{
import flash.events.MouseEvent;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.events.EventDispatcher;
import flash.events.Event;

public class HoldEvent extends Event
     {
          public static const HOLD_COMPLETE:String = "hold completed";
          var timer:Timer;

          public function SpriteEvent(type:String, bubbles:Boolean=true, cancelable:Boolean=false)
          {
                super( type, bubbles, cancelable );

                timer = new Timer(1000, 1);
                //somehow find the target where is event is placed upon -> target.addEventlistener
                target.addEventListener(MouseEvent.MOUSE_DOWN, startTimer);
                target.addEventListener(MouseEvent.MOUSE_UP, stopTimer);
          }

          public override function clone():Event
          {
                return new SpriteEvent(type, bubbles, cancelable);
          }
          public override function toString():String
          {
                return formatToString("MovieEvent", "type", "bubbles", "cancelable", "eventPhase");
          }



            //////////////////////////////////
            /////   c o n d i t i o n s  /////
            //////////////////////////////////

            private function startTimer(e:MouseEvent):void 
          {
              timer.start();
              timer.addEventListener(TimerEvent.TIMER_COMPLETE, complete);
          }

          private function stopTimer(e:MouseEvent):void 
          {
              timer.stop()
          }

          public function complete(e:TimerEvent):void {

              dispatchEvent(new HoldEvent(HoldEvent.HOLD_COMPLETE));
          }
     }

}

This obviously won't work, but should give you an idea of what I want to achieve. This should be possible because mouseevent can be applied to about everything.The main problem is that I don't know where I should set the requirements for the event to be executed to be able to apply it to movieclips and sprites.

Thanks in advance

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