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Hello everybody.. i hope someone can give me a tip on a mobile App i'm developing.
When pressing a button, i have to refresh a screen which contains 40+ clips.
I evaluate an array, and for each entry i call a function to create the relative item.
Basically i:
- create new instance from library
- resize it to fit the screen size
- replace a movieclip inside the instance with a TLF
- create a bitmapdata
- drawWithQuality of the instance (using a matrix)
- create bitmap
- set the bitmap position
- add the bitmap to the holder movieclip
This routine seems very slow (8-10 seconds to refresh), i guess a problem is given by the TLF which is quite heavy, but maybe i'm also doing something wrong with the logic..
Any suggestion?
Thanks!
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TLF is deprecated. Don't use it.
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Anton Azarov but TLF has useful features than classic TextField.
For example vertical align, column support, rtl languages support ect.
I don't understand why Adobe deprecated it.
Have you any suggestion for this features instead of TLF?
thanks.
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TLF is deprecated in Flash CC, which doesn't mean you can't use it or you shouldn't.
The Apache Software Foundation currently develops the project, see here: https://github.com/apache/flex-tlf .
If there are any other way in to handle hebrew and arabic fonts, i'd be glad to read your suggestions.
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This can be supported using StageText... Does it works for you? StageText it's native UI control.
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" The StageText class is used to present the user with a native text input field. "
It doesn't fit my needs, at all.
Please read the first post, i'm talking about items, my problem has nothing to do with text input.
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Sorry I misread that because opened many tabs
Actually I don't know why you need TLF there. Do you updating text dynamically?
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Sorry as i'm a little frustrated by this issue, but c'mon.. it's obvious i have to update the text, otherwise i would use a bitmap..
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I don't use TLF from that time when I first it saw in betas. Don't have any project that will require it may be because our UI designers use default way of text rendering...
About long time for rendering it's because you drawing big area on weak device.