I think your understanding of the event flow is a bit off. The answer I already gave in My flash custom event doesn't trigger (that I'm assuming you didn't read) I think is the proper way to use custom Event
and IEventDispatcher
objects:
package
{
import flash.display.Sprite;
import flash.events.Event;
public class Main extends Sprite
{
private var _sliderSprite:SliderSprite;
public function Main():void
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}// end function
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
_sliderSprite = new SliderSprite();
_sliderSprite.x = (stage.stageWidth / 2);
_sliderSprite.y = (stage.stageHeight / 2);
addChild(_sliderSprite);
}// end function
}// end class
}// end package
import fl.controls.Slider;
import fl.events.SliderEvent;
import flash.display.Sprite;
internal class SliderSprite extends Sprite
{
private var _slider:Slider;
public function SliderSprite()
{
init();
}// end function
private function init():void
{
_slider = new Slider();
addChild(_slider);
_slider.addEventListener(SliderEvent.CHANGE, onSliderChange);
addEventListener(CustomEvent.CUSTOM_EVENT_TYPE, onSliderSpriteCustomEventType);
}// end function
private function onSliderSpriteCustomEventType(e:CustomEvent):void
{
trace(e.value);
}// end function
private function onSliderChange(e:SliderEvent):void
{
dispatchEvent(new CustomEvent(CustomEvent.CUSTOM_EVENT_TYPE, e.value));
}// end function
}// end class
import flash.events.Event;
internal class CustomEvent extends Event
{
public static const CUSTOM_EVENT_TYPE:String = "customEventType";
private var _value:Number;
public function get value():Number
{
return _value;
}// end function
public function CustomEvent(type:String,
value:Number,
bubbles:Boolean = false,
cancelable:Boolean = false)
{
_value = value;
super(type, bubbles, cancelable);
}// end function
override public function clone():Event
{
return new CustomEvent(type, value, bubbles, cancelable);
}// end function
}// end class
[UPDATE]
[EDITED 08/04/2011 08:22]
I've modified the code to encapsulate all code involving dispatching and listening to/for events, as well as excuting event handlers, into another class(EventDispatcherManager
).
import flash.display.Sprite;
import flash.events.IEventDispatcher;
internal class SliderSprite extends Sprite
{
private var _slider:Slider;
private var _eventDispatcherManager:EventDispatcherManager;
public function SliderSprite()
{
init();
}// end function
private function init():void
{
_slider = new Slider();
addChild(_slider);
_eventDispatcherManager = new EventDispatcherManager(IEventDispatcher(_slider));
}// end function
}// end class
import fl.controls.Slider;
import fl.events.SliderEvent;
import flash.events.EventDispatcher;
internal class EventDispatcherManager extends EventDispatcher
{
public function EventDispatcherManager(slider:IEventDispatcher)
{
slider.addEventListener(SliderEvent.CHANGE, onSliderChange);
this.addEventListener(CustomEvent.CUSTOM_EVENT_TYPE, onCustomEventType);
}// end function
private function onSliderChange(e:SliderEvent):void
{
this.dispatchEvent(new CustomEvent(CustomEvent.CUSTOM_EVENT_TYPE, e.value));
}// end function
private function onCustomEventType(e:CustomEvent):void
{
trace(e.value);
}// end function
}// end function
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