Lately I have been doing nothing but creating 3D applications with Flash. I started with Papervision3D, and my current library of choice is FIVe3D (). Although it doesn’t have a camera object to pan and rotate your scene, it is a very light-weight and very fast library.
For one of my projects, it called for a textInput component. My first attempt was to add a textInput component to a Sprite3D object. Even thought the component displays properly, all of the animations that I had tied to that Sprite3D object were completely broken. After some quick Googling, I realized that I was on my own for this one, and needed to write my own component to handle this.
Enter DynamicText3DInput. I built a rather basic class which now makes it possible to input text in FIVe3D! Source and usage below:
Usage:
1 2 3 4 5 6 7 8 | import five3D.component.DynamicText3DInput; import five3D.typography.HelveticaBold; ... var inputBox:DynamicText3DInput = new DynamicText3DInput(HelveticaBold); inputBox.boxColor = 0xffffff; inputBox.textColor = 0x000000; inputBox.width = 200; addChild(inputBox); |
Source:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 | package five3D.component { import flash.events.MouseEvent; import flash.events.KeyboardEvent; import flash.events.TimerEvent; import flash.geom.Rectangle; import flash.utils.Timer; import five3D.display.DynamicText3D; import five3D.display.Sprite3D; import five3D.display.Shape3D; public class DynamicText3DInput extends Sprite3D { private var inputText:DynamicText3D; private var _width:int; private var _boxColor:uint; private var _boxPadding:int = 5; private var _bounds:Rectangle; private var _inputMask:Shape3D; private var _cursor:Shape3D; private var _cursorTimer:Timer; public function DynamicText3DInput(typography:Object):void { super(); inputText = new DynamicText3D(typography); init(); } override public function get width():Number { return _width; } override public function set width(value:Number):void { _width = value; adjustBox(); } public function get boxColor():uint { return _boxColor; } public function set boxColor(value:uint):void { _boxColor = value; adjustBox(); } public function get textColor():uint { return inputText.color; } public function set textColor(value:uint):void { inputText.color = value; drawCursor(); } public function get size():int { return inputText.size; } public function set size(value:int):void { inputText.size = value; adjustBox(); } public function get text():String { return inputText.text; } private function init():void { this.addChild(inputText); registerListeners(); this.focusRect = false; _inputMask = new Shape3D(); addChild(_inputMask); inputText.mask = _inputMask; _cursor = new Shape3D(); addChild(_cursor); setupDefaults(); } private function setupDefaults():void { _boxColor = 0xffffff; _width = 100; inputText.size = 10; inputText.color = 0x000000; inputText.x = _boxPadding; inputText.y = _boxPadding; _cursor.y = _boxPadding; _cursor.alpha = 0; drawCursor(); _cursorTimer = new Timer(250); _cursorTimer.addEventListener(TimerEvent.TIMER, _adjustCursor, false, 0, true); } private function adjustBox():void { _bounds = new Rectangle(0, 0, _width + (_boxPadding * 2), inputText.size + (_boxPadding * 2)); this.graphics3D.clear(); this.graphics3D.beginFill(_boxColor, 1); this.graphics3D.drawRect(0, 0, _bounds.width, _bounds.height); this.graphics3D.endFill(); _inputMask.graphics3D.clear(); _inputMask.graphics3D.beginFill(_boxColor, 1); _inputMask.graphics3D.drawRect(0, 0, _bounds.width, _bounds.height); _inputMask.graphics3D.endFill(); drawCursor(); } private function drawCursor():void { _cursor.graphics3D.clear(); _cursor.graphics3D.beginFill(inputText.color, 1); _cursor.graphics3D.drawRect(0, 0, 1, inputText.size); _cursor.graphics3D.endFill(); } private function registerListeners():void { this.addEventListener(MouseEvent.CLICK, _boxClickHandler, false, 0, true); this.addEventListener(KeyboardEvent.KEY_DOWN, _keyPressHandler, false, 0, true); } private function _adjustCursor(e:TimerEvent):void { if( _cursor.alpha == 1) _cursor.alpha = 0; else _cursor.alpha = 1; if( this.stage.focus != this){ _cursorTimer.stop(); _cursor.alpha = 0; } } private function _boxClickHandler(e:MouseEvent):void { this.stage.focus = this; _cursorTimer.start(); } private function _keyPressHandler(e:KeyboardEvent):void { if( this.stage.focus != this) return; switch(e.keyCode){ case 8: //delete the char beofre the cursor inputText.text = inputText.text.substr(0, inputText.text.length - 1); break; default: inputText.text += String.fromCharCode(e.charCode); break; } if( inputText.textWidth > _width ){ inputText.x = (-inputText.textWidth) + _width + _boxPadding; }else{ inputText.x = _boxPadding; } _cursor.x = inputText.x + inputText.textWidth + 1; } } } |
While this works, it would also be nice to adjust the cursor position, have selectable text, with copy+paste, etc.. But this works for now. Enjoy!



