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Revision: 13535
at April 27, 2009 09:35 by dx0ne

Initial Code
import flash.display.DisplayObject;
import flash.display.LoaderInfo;
import flash.system.LoaderContext;
import flash.display.Loader;
import flash.display.Sprite;
// this is where we create the loader:
var loader:Loader = new Loader();
// this forces the loader to look for a crossdomain.xml file
var lctx:LoaderContext = new LoaderContext(true);
// listen for the init event on the loader
loader.contentLoaderInfo.addEventListener(Event.INIT, doImgInit);
// load the image, here the path is not valid.. i made it up
loader.load(new URLRequest("", lctx);
// inside of the doImgInit function
protected function doImgInit(evt:Event):void
	// get a reference to the LoaderInfo object in which the image is loaded
	var lInfo:LoaderInfo = as LoaderInfo;
	// this variable is used as reference to the image in the end.
	var dO:DisplayObject;
	// try to access the "content" property of the loader, if it works, there is a crossdomain.xml file.
		dO = lInfo.loader.content;
	// if there wasn't one, we need to put the loader inside another object in order to manipulate it
		// create a new Sprite to contain the loaded image
		var sprt:Sprite = new Sprite();
		// add the loader to the sprite
		// get a reference to this sprite in the dO variable
		var dO:DisplayObject = sprt as DisplayObject;
	// from here on you can do anything to the dO variable, rotate it, draw it unto a bitmapData, move it around..
	// but first don't forget to add to to some container that is on the stage so you can see it!

Initial URL

Initial Description

Initial Title
Getting around the crossdomain.xml file when loading images in as3

Initial Tags

Initial Language
ActionScript 3