This sounds complicated but I’ve tried so many ways working with the on(release) portion of this code to generate a pop-up window to display images called from an XML file but it just generates errors.
The commented part is what I’ve been trying to play with. The image loads fine in the same browser window. But what about opening it in a pop-up? I know the JS script is as follows:
Which works on regular on(release) commands but involving variables, it makes it complicated… not impossible though? I’ve tried to incorporate links[k] in so many ways into that line, but it’s not happening. I’ve declared a new variable for it and even isolated it by concatenation, and even though the code makes sense, it’s not working :puzzled:
This sounds complicated but I’ve tried so many ways working with the on(release) portion of this code to generate a pop-up window to display images called from an XML file but it just generates errors.
function loadXML(loaded) {
if (loaded) {
xmlNode = this.firstChild;
image = [];
description = [];
thumbnails = [];
links = [];
total = xmlNode.childNodes.length;
for (i=0; i<total; i++) {
image* = xmlNode.childNodes*.childNodes[0].firstChild.nodeValue;
description* = xmlNode.childNodes*.childNodes[1].firstChild.nodeValue;
thumbnails* = xmlNode.childNodes*.childNodes[2].firstChild.nodeValue;
links* = xmlNode.childNodes*.childNodes[3].firstChild.nodeValue;
thumbnails_fn(i);
}
firstImage();
} else {
content = "file not loaded!";
}
}
xmlData = new XML();
xmlData.ignoreWhite = true;
xmlData.onLoad = loadXML;
xmlData.load("screenshots/images.xml");
/////////////////////////////////////
function thumbNailScroller() {
// thumbnail code!
this.createEmptyMovieClip("tscroller", 1000);
scroll_speed = 10;
tscroller.onEnterFrame = function() {
if ((_root._ymouse>=thumbnail_mc._y) && (_root._ymouse<=thumbnail_mc._y+thumbnail_mc._height)) {
if ((_root._xmouse>=(hit_right._x-40)) && (thumbnail_mc.hitTest(hit_right))) {
thumbnail_mc._x -= scroll_speed;
} else if ((_root._xmouse<=(hit_left._x+40)) && (thumbnail_mc.hitTest(hit_left))) {
thumbnail_mc._x += scroll_speed;
}
} else {
delete tscroller.onEnterFrame;
}
};
}
function thumbnails_fn(k) {
thumbnail_mc.createEmptyMovieClip("t"+k, thumbnail_mc.getNextHighestDepth());
tlistener = new Object();
tlistener.onLoadInit = function(target_mc) {
target_mc._x = hit_left._x+(target_mc._width+8)*k;
target_mc.pictureValue = k;
target_mc.onRelease = function() {
getUR L(links[k]); //TRIED TO CHANGE THIS AROUND
};
target_mc.onRollOver = function() {
this._alpha = 50;
thumbNailScroller();
};
target_mc.onRollOut = function() {
this._alpha = 100;
};
};
image_mcl = new MovieClipLoader();
image_mcl.addListener(tlistener);
image_mcl.loadClip(thumbnails[k], "thumbnail_mc.t"+k);
}
The commented part is what I’ve been trying to play with. The image loads fine in the same browser window. But what about opening it in a pop-up? I know the JS script is as follows:
Which works on regular on(release) commands but involving variables, it makes it complicated… not impossible though? I’ve tried to incorporate links[k] in so many ways into that line, but it’s not happening. I’ve declared a new variable for it and even isolated it by concatenation, and even though the code makes sense, it’s not working :puzzled:
Any ideas?[/quote]
Does the link var trace out okay? Does this not work?:
getURL(“javascript:NewWindow=window.open(links[k],‘newWin’,‘width=800,height=600’);NewWindow.focus();void(0);”);
Yes, the link var works, it links to the image fine in the same browser window. But if I wrote out the JS like that (which makes sense), the browser generates an error with the details: ‘links’ is undefined. If I create a new variable to represent links[k], it’ll say that that variable is undefined. If I concatenate the long JS script to isolate links[k], same error.
I’m thinking I may have to make changes to the overall script :bored: