I'm not sure what you mean by "(has the skin)". TextButton.as should have a TextButtonView.as already.
One option would be to replace TextButtonView with a version that changes states in a skin class. The skin class would be TextButtonSkin.as or TextButtonSkin.mxml that references a set of fxg files. On the JS side, TextButtonView.js would do something similar. The TextButtonSkin.js would switch between 3 "somethings". Then you'll have fun tweaking the compiler to output different somethings and tweaking the TextButtonSkin.js Another option is that you replace TextButtonView with a version that expects 3 Sprites that will be the compiled FXG files. On the JS side, that version would expect 3 "somethings". That might be better because then there are fewer layers. But we can change our minds on that later. -Alex On 3/1/14 11:00 PM, "OmPrakash Muppirala" <bigosma...@gmail.com> wrote: >On Sat, Mar 1, 2014 at 8:13 AM, Alex Harui <aha...@adobe.com> wrote: > >> OK. Do you think you can build a new example in MXML/AS/FXG? The >> skin/view would simply choose a different FXG file for each state. In >> theory you should be able to get a working SWF without any Falcon >>changes, >> then I can run that through FalconJX. >> >> >Will do. Although, I am not yet clear how you want the classes to be >organized. For ex., for the TextButton, the classes would be: > >TextButton.as (has the skin) -> TextButtonSkin.as (has references to) -> >TextButtonUpState.fxg, TextButtonDownState.fxg and >TextButtonOverState.fxg. > >On the JS side, it could either be: > >TextButton.js (has the skin) -> TextButtonSkin.js (has references to) -> >TextButtonUpState.svg, TextButtonDownState.svg and >TextButtonOverState.svg. > >(or) > >TextButton.js (has the skin) -> TextButtonSkin.js (has SVG drawing >functions) -> drawUpState(), drawDownState() and drawOverState() > >Am I on the right track? > >Thanks, >Om > > > >> Thanks, >> -Alex >> >> On 3/1/14 12:01 AM, "OmPrakash Muppirala" <bigosma...@gmail.com> wrote: >> >> >So, if it were up to me, we'd start with a test case where an MXML or >>AS >> > >> >> skin points to an fxg file for each state. The Falcon compiler >>should >> >> already generate the right thing for the AS side. Then, we have to >> >>apply >> >> a similar hook to the FXG compiler that we did to get JS output for >> >> FalconJX and start coding up however we want the JS/SVG output to >>look >> >> like. It could call this Graphics component, but may not need to, it >> >>may >> >> just generate SVG or JS calls. But for sure, you're welcome to write >> >>the >> >> Graphics class for both AS and JS and teach BarChart to use it. >>We'll >> >> need that no matter what. >> >> >> > >> >I will get working on the Graphics class then. Will try to push >>something >> >soon. >> > >> > >> >> >> >> Anyway, if this plan is acceptable to you, what I'd prefer to do is >> >>this: >> >> I would apply the hooks to the FXG compiler and get it to output >> >> "something". I'd point you to the change list so you can see what >>files >> >> need to be modified. Then you can try your hand at modifying those >>Java >> >> source files to get whatever output you want. You really don't have >>to >> >> know much about compilation, you are basically taking a tree >>structure >> >>and >> >> converting it to some textual representation. Then we don't have to >>do >> >>as >> >> much coordination between the two of us. >> >> >> > >> >This sounds good to me. Please go ahead, add the hooks and let me >>know! >> > >> >Thanks, >> >Om >> >>