Flex4/AS3.0自定义VideoPlayer组件皮肤,实现Flash视频播放器
Adobe Flash Player是一种广泛使用的、专有的多媒体程序播放器。它最初由Macromedia编写,在Macromedia被Adobe收购后由Adobe继续开发并分发。Adobe Flash Player 最初设计目的为播放2维向量动画,但至此之后成为适合开发创造丰富型互联网应用程序、流视频音频的工具。Flash Player使用向量图形的技术来最小化文件的大小以及创造节省网络带宽和下载时间的文件。因此Flash 成为嵌入网页中的小游戏、动画以及图形用户界面常用的格式。总而言之Flash Player是目前网站处理丰富型互联网应用程序、流视频音频的的主流工具。
而Flex 是一个高效、免费的开源框架,可用于构建具有表现力的 Web应用程序,这些应用程序利用Adobe Flash Player和Adobe AIR, 运行时跨浏览器、桌面和操作系统实现一致的部署。所以Flex是目前构建丰富型互联网应用程序的首选。废话不多少! 直接上程序截图和代码。
播放器截图:
制作过程简介:
- 在设计模式下拖入VideoPlayer组件后,右键创建组件皮肤:
- 分别定义皮肤部件:
<?xml version="1.0" encoding="utf-8"?> <s:SparkSkin xmlns:fx="http://ns.adobe.com/mxml/2009" xmlns:s="library://ns.adobe.com/flex/spark" xmlns:fb="http://ns.adobe.com/flashbuilder/2009" alpha.disabledStates="0.5" chromeColor.fullScreenStates="0xCCCCCC"> <!-- alpha透明度值 0xCCCCCC在fullScreenStates A chrome color 意味着我们忽视了chromeColor的属性 --> <!-- host component 主机组件--> <fx:Metadata> [HostComponent("spark.components.VideoPlayer")] </fx:Metadata> <fx:Script fb:purpose="styling"> <![CDATA[ /* Define the skin elements that should not be colorized. 定义了皮肤元素不应该被彩色化*/ static private const exclusions:Array = ["videoDisplay", "playPauseButton", "scrubBar", "currentTimeDisplay", "timeDivider", "durationDisplay", "volumeBar", "fullScreenButton"]; /** * @private */ override protected function initializationComplete():void { useChromeColor = true; super.initializationComplete(); } /** * @private */ override public function get colorizeExclusions():Array { return exclusions; } /** * @private */ override protected function updateDisplayList(unscaledWidth:Number, unscaledHeight:Number):void { dropShadow.visible = getStyle("dropShadowVisible"); super.updateDisplayList(unscaledWidth, unscaledHeight); } ]]> </fx:Script> <!-- states --> <s:states> <s:State name="uninitialized" stateGroups="uninitializedStates, normalStates" /> <s:State name="loading" stateGroups="loadingStates, normalStates" /> <s:State name="ready" stateGroups="readyStates, normalStates" /> <s:State name="playing" stateGroups="playingStates, normalStates" /> <s:State name="paused" stateGroups="pausedStates, normalStates" /> <s:State name="buffering" stateGroups="bufferingStates, normalStates" /> <s:State name="playbackError" stateGroups="playbackErrorStates, normalStates" /> <s:State name="disabled" stateGroups="disabledStates, normalStates"/> <s:State name="uninitializedAndFullScreen" stateGroups="uninitializedStates, fullScreenStates" /> <s:State name="loadingAndFullScreen" stateGroups="loadingStates, fullScreenStates" /> <s:State name="readyAndFullScreen" stateGroups="readyStates, fullScreenStates" /> <s:State name="playingAndFullScreen" stateGroups="playingStates, fullScreenStates" /> <s:State name="pausedAndFullScreen" stateGroups="pausedStates, fullScreenStates" /> <s:State name="bufferingAndFullScreen" stateGroups="bufferingStates, fullScreenStates" /> <s:State name="playbackErrorAndFullScreen" stateGroups="playbackErrorStates, fullScreenStates" /> <s:State name="disabledAndFullScreen" stateGroups="disabledStates, fullScreenStates"/> </s:states> <!-- drop shadow 阴影--> <!--- @private 此类通常用于优化投影。如果要对其边缘位于像素边界上的 rectangularly-shaped 对象应用投影,则应使用此类 blurX 水平模糊量 blurY 垂直模糊量 alpha 透明度 distance 阴影的偏移距离,以像素为单位。 angle 斜角的角度。 color 光晕颜色。 excludeFrom 从对应的属性中删除该组件 --> <s:RectangularDropShadow id="dropShadow" blurX="17" blurY="17" alpha="0.32" distance="4" angle="90" color="#131313" left="0" top="0" right="0" bottom="0" excludeFrom="fullScreenStates"/> <!--- Video and player controls are clipped if they exceed the size of the component, but the drop shadow above is not clipped and sizes to the component. We also set verticalScrollPosition so that when we do clip, rather than clipping off the bottom first, we clip off the top fist. This is so the player controls are still visible when we start clipping. 视频和播放器控件在超过组件的大小被剪切, 但上方的下拉阴影未裁剪和尺寸的组件。 我们还设置verticalScrollPosition的, 这样,当我们做剪辑,而不是先剪切断底, 我们剪掉顶部拳头。这是为了让玩家控制仍然可见, 当我们开始裁剪。--> <!-- clipAndEnableScrolling 如果是true,则将超出范围的children裁掉不显示出来 --> <s:Group id="clippedGroup" clipAndEnableScrolling="true" left="0" top="0" right="0" bottom="0" verticalScrollPosition="{Math.max(0, 184-clippedGroup.height)}"> <!-- 有用于视频和控制的最小尺寸。如果我们去下面,我们被剪切。 --> <s:Group minWidth="263" minHeight="184" left="0" right="0" top="0" bottom="0"> <!-- background when the videoDisplay doesn't fill its whole spot 背景时,当VideoDisplay没有填充整个点--> <s:Rect bottom="0" left="0" right="0" top="0"> <s:fill> <!--蓝色背景--> <s:SolidColor color="0x000000" /> </s:fill> </s:Rect> <!--- @copy spark.components.VideoPlayer#videoDisplay bottom 距离下边24像素控制面板的高度是24像素--> <s:VideoDisplay id="videoDisplay" bottom="50" left="0" right="0" top="0" bottom.fullScreenStates="0" /> <!-- video player controls bottom.fullScreenStates全屏时距离下边是150像素 控制面板--> <s:Group left="0" right="0" height="50" bottom="0" bottom.fullScreenStates="150"> <!-- actual controls with a maxWidth in non-fullScreen mode 在非全屏模式了maxWidth实际控制 --> <!--- @copy spark.components.VideoPlayer#playerControls 组件区域控制面板--> <s:Group bottom="0" top="0" horizontalCenter="0" left="0" right="0" maxWidth.fullScreenStates="755" id="playerControls" > <s:Rect bottom="0" left="0" right="0" top="0" > <s:fill> <!--灰色背景--> <s:SolidColor color="0x444953" /> </s:fill> </s:Rect> <!--- @copy spark.components.VideoPlayer#playPauseButton 到这里创建外观声明 playPauseButton:ToggleButtonBase 暂停/播放组件 focusIn 显示对象获得焦点后调度。 事件 focusOut 显示对象失去焦点后调度。 事件 --> <s:Group width="50" height="50" left="0" bottom="0"> <s:ToggleButton id="playPauseButton" verticalCenter="0" horizontalCenter="0" skinClass="skins.PlayPauseButtonSkin" layoutDirection="ltr" focusIn="event.target.depth=1" focusOut="event.target.depth=0" /> </s:Group> <!-- scrub bar + currentTime/duration in a HorizontalLayout scrub bar+ currentTime的/持续时间在一个HorizontalLayout--> <s:Group left="50" right="100" height="50" bottom="0"> <s:layout> <s:HorizontalLayout verticalAlign="middle" gap="1" /> </s:layout> <!--- @copy spark.components.VideoPlayer#scrubBar --> <s:ScrubBar id="scrubBar" left="0" right="0" liveDragging="true" width="100%" skinClass="skins.ScrubBarSkin" /> <!-- spacer 垫片--> <s:Rect width="8" height="1" /> <!--- @copy spark.components.VideoPlayer#currentTimeDisplay 可选外观部件,用于显示 codecurrentTime 的当前值。 --> <s:Label id="currentTimeDisplay" color="0xFFFFFF" fontFamily="微软雅黑" fontSize="13" fontWeight="bold" verticalAlign="middle"/> <!--- @private --> <s:Label id="timeDivider" text="/" color="0xFFFFFF" verticalAlign="middle" /> <!--- @copy spark.components.VideoPlayer#durationDisplay 要显示 duration 的可选外观部件。--> <s:Label id="durationDisplay" color="0xFFFFFF" fontFamily="微软雅黑" fontSize="13" fontWeight="bold" verticalAlign="middle"/> </s:Group> <!--- @copy spark.components.VideoPlayer#volumeBar 音量按钮--> <s:Group right="50" height="50" width="50"> <s:VolumeBar id="volumeBar" snapInterval=".01" stepSize=".01" liveDragging="true" horizontalCenter="0" verticalCenter="0" layoutDirection="ltr" skinClass="skins.VolumeBarSkin" focusIn="event.target.depth=1" focusOut="event.target.depth=0" /> </s:Group> <!--- @copy spark.components.VideoPlayer#fullScreenButton 全屏按钮--> <s:Group width="50" height="50" right="0"> <s:Button id="fullScreenButton" right="0" bottom="0" label="Fullscreen" skinClass="skins.FullScreenButtonSkin" focusIn="event.target.depth=1" focusOut="event.target.depth=0" verticalCenter="0" horizontalCenter="0" /> </s:Group> </s:Group> </s:Group> </s:Group> </s:Group> </s:SparkSkin>
部件的外观定义和步骤一中创建VideoPlayer皮肤类似,这里就不多介绍了。
在文章的开始出我提供了参考手册,和皮肤中的图片,可以动手试试啊!!
作者:Li-Cheng
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