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docs/_style/prism-master/examples/prism-actionscript.html
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docs/_style/prism-master/examples/prism-actionscript.html
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<h2>Comments</h2>
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<pre><code>// Single line comment
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/* Multi-line
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comment */</code></pre>
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<h2>Literal values</h2>
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<pre><code>17
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"hello"
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-3
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9.4
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null
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true
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false</code></pre>
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<h2>Classes</h2>
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<pre><code>class A {}
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class B extends A {}</code></pre>
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<h2>Inline XML</h2>
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<pre><code>var employees:XML =
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<employees>
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<employee ssn="123-123-1234">
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<name first="John" last="Doe"/>
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<address>
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<city>San Francisco</city>
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<state>CA</state>
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<zip>98765</zip>
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</address>
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</employee>
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<employee ssn="789-789-7890">
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<name first="Mary" last="Roe"/>
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<address>
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<city>Newton</city>
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<state>MA</state>
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<zip>01234</zip>
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</address>
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</employee>
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</employees>;</code></pre>
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<h2>Full example</h2>
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<pre><code>package {
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import flash.display.*;
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import flash.events.*;
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import flash.filters.BlurFilter;
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import flash.geom.*;
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import flash.ui.*;
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public class ch23ex2 extends Sprite {
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protected const BMP_SCALE:Number = 1/2;
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protected const D:Number = 1.015;
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protected const DIM_EFFECT:ColorTransform = new ColorTransform(D, D, D);
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protected const B:int = 16;
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protected const BLUR_EFFECT:BlurFilter = new BlurFilter(B, B, 1);
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protected var RLUT:Array, GLUT:Array, BLUT:Array;
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protected var sourceBmp:BitmapData;
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protected var colorBmp:BitmapData;
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protected var touches:Array = new Array();
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protected var fingerShape:Shape = new Shape();
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public function ch23ex2() {
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try {
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var test:Class = Multitouch;
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if (Multitouch.supportsTouchEvents) {
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Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
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init();
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} else {
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trace("Sorry, this example requires multitouch.");
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}
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} catch (error:ReferenceError) {
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trace("Sorry, but multitouch is not supported in this runtime.");
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}
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}
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protected function init():void {
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//create a black-and-white bitmap and a color bitmap, only show the color
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sourceBmp = new BitmapData(
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stage.stageWidth*BMP_SCALE, stage.stageHeight*BMP_SCALE, false, 0);
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colorBmp = sourceBmp.clone();
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var bitmap:Bitmap = new Bitmap(colorBmp, PixelSnapping.ALWAYS, true);
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bitmap.width = stage.stageWidth; bitmap.height = stage.stageHeight;
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addChild(bitmap);
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//create finger shape to paste onto the bitmap under your touches
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fingerShape.graphics.beginFill(0xffffff, 0.1);
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fingerShape.graphics.drawEllipse(-15, -20, 30, 40);
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fingerShape.graphics.endFill();
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//create the palette map from a gradient
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var gradient:Shape = new Shape();
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var m:Matrix = new Matrix();
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m.createGradientBox(256, 10);
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gradient.graphics.beginGradientFill(GradientType.LINEAR,
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[0x313ad8, 0x2dce4a, 0xdae234, 0x7a1c1c, 0x0f0303],
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[1, 1, 1, 1, 1], [0, 0.4*256, 0.75*256, 0.9*256, 255], m);
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gradient.graphics.drawRect(0, 0, 256, 10);
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var gradientBmp:BitmapData = new BitmapData(256, 10, false, 0);
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gradientBmp.draw(gradient);
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RLUT = new Array(); GLUT = new Array(); BLUT = new Array();
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for (var i:int = 0; i < 256; i++) {
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var pixelColor:uint = gradientBmp.getPixel(i, 0);
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//I drew the gradient backwards, so sue me
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RLUT[256-i] = pixelColor & 0xff0000;
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GLUT[256-i] = pixelColor & 0x00ff00;
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BLUT[256-i] = pixelColor & 0x0000ff;
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}
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stage.addEventListener(TouchEvent.TOUCH_BEGIN, assignTouch);
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stage.addEventListener(TouchEvent.TOUCH_MOVE, assignTouch);
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stage.addEventListener(TouchEvent.TOUCH_END, removeTouch);
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stage.addEventListener(Event.ENTER_FRAME, onEnterFrame);
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}
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protected function assignTouch(event:TouchEvent):void {
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touches[event.touchPointID] = event;
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}
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protected function removeTouch(event:TouchEvent):void {
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delete touches[event.touchPointID];
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}
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protected function onEnterFrame(event:Event):void {
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for (var key:String in touches) {
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var touch:TouchEvent = touches[key] as TouchEvent;
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if (touch) {
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//plaster the finger image under your finger
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var m:Matrix = new Matrix();
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m.translate(touch.stageX*BMP_SCALE, touch.stageY*BMP_SCALE);
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sourceBmp.draw(fingerShape, m, null, BlendMode.ADD);
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}
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}
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var O:Point = new Point(0, 0);
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//blur and ever-so-slightly brighten the image to make the color last
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sourceBmp.applyFilter(sourceBmp, sourceBmp.rect, O, BLUR_EFFECT);
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sourceBmp.colorTransform(sourceBmp.rect, DIM_EFFECT);
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//we've calculated the image in grayscale brightnesses, now make it color
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colorBmp.paletteMap(sourceBmp, sourceBmp.rect, O, RLUT, GLUT, BLUT, null);
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}
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}
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}</code></pre>
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