Files
nenya/src/as/com/threerings/flash/FrameSprite.as
T
Michael Bayne 46248c0354 All of our code should have headers, but our redistributable code should
definitely have headers.


git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@261 ed5b42cb-e716-0410-a449-f6a68f950b19
2007-06-14 17:40:30 +00:00

79 lines
2.4 KiB
ActionScript

//
// $Id$
//
// Nenya library - tools for developing networked games
// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/nenya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.flash {
import flash.display.Sprite;
import flash.events.Event;
/**
* Convenience superclass to use for sprites that need to update every frame.
* (One must be very careful to remove all ENTER_FRAME listeners when not needed, as they
* will prevent an object from being garbage collected!)
*/
public class FrameSprite extends Sprite
{
/**
* @param renderFrameUponAdding if true, the handleFrame() method
* is called whenever an ADDED_TO_STAGE event is received.
*/
public function FrameSprite (renderFrameUponAdding :Boolean = true)
{
_renderOnAdd = renderFrameUponAdding;
addEventListener(Event.ADDED_TO_STAGE, handleAdded);
addEventListener(Event.REMOVED_FROM_STAGE, handleRemoved);
}
/**
* Called when we're added to the stage.
*/
protected function handleAdded (... ignored) :void
{
addEventListener(Event.ENTER_FRAME, handleFrame);
if (_renderOnAdd) {
handleFrame(); // update immediately
}
}
/**
* Called when we're added to the stage.
*/
protected function handleRemoved (... ignored) :void
{
removeEventListener(Event.ENTER_FRAME, handleFrame);
}
/**
* Called to update our visual appearance prior to each frame.
*/
protected function handleFrame (... ignored) :void
{
// nothing here. Override in yor subclass.
}
/** Should we call handleFrame() when we get ADDED_TO_STAGE? */
protected var _renderOnAdd :Boolean;
}
}