Can I get the old full screen scaling with FLVPlayback and flash 9.0.115+?

Here's another way to solve it, which is simpler and it seems to work quite well for me myFLVPlayback fullScreenTakeOver false The fullScreenTakeOver property was introduced in Flash Player 9 update 3 The docs are all a bit vague, but there's a bit more info here: Using the FLVPlayback component with Flash Player 9 Update 3.

Here's another way to solve it, which is simpler and it seems to work quite well for me. MyFLVPlayback. FullScreenTakeOver = false; The fullScreenTakeOver property was introduced in Flash Player 9 update 3.

The docs are all a bit vague, but there's a bit more info here: Using the FLVPlayback component with Flash Player 9 Update 3.

That setting is a good start; though if you use it you have to do the rest of the layout yourself; it won't stretch the player to fill the screen. – Simon Oct 16 '08 at 9:10 The link is broken... – Moshe Nov 15 '10 at 2:43 Meh. Lemme know if you find the article and I'll edit the url.

– aaaidan Nov 19 '10 at 4:37.

I've eventually found the answer to this. The problem is that the FLVPlayback component is now using the stage. FullScreenSourceRect property to enter a hardware-scaled full screen mode.

When it does that, it stretches the rendered area given by stage. FullScreenSourceRect to fill the screen, rather than increasing the size of the stage or any components. To stop it, you have to create a subclass of FLVPlayback that uses a subclass of UIManager, and override the function that's setting stage.

FullScreenSourceRect. On the down side, you lose hardware scaling; but on the up side, your player doesn't look like it's been drawn by a three-year-old in crayons. CustomFLVPlayback.As: import fl.video.

*; use namespace flvplayback_internal; public class CustomFLVPlayback { public function CustomFLVPlayback() { super(); uiMgr = new CustomUIManager(this); } } CustomUIManager. As: import fl.video. *; import flash.display.

StageDisplayState; public class CustomUIManager { public function CustomUIManager(vc:FLVPlayback) { super(vc); } public override function enterFullScreenDisplayState():void { if (!_fullScreen && _vc. Stage! = null) { try { _vc.stage.

DisplayState = StageDisplayState. FULL_SCREEN; } catch (se:SecurityError) { } } } } We add the FLVPlayback to our movie using actionscript, so we just have to replace var myFLVPLayback:FLVPlayback = new FLVPlayback(); with var myFLVPLayback:CustomFLVPlayback = new CustomFLVPlayback(); I don't know whether there's a way to make the custom class available in the component library.

Stage. Align = StageAlign. TOP_LEFT; stage.

ScaleMode = StageScaleMode. NO_SCALE; stage. AddEventListener(Event.

RESIZE, onStageResize); function onStageResize(event:Event):void { //do whatever you want to re-position your controls and scale the video // here's an example myFLVPlayback. Width = stage. StageWidth; myFLVPlayback.

Height = stage. StageHeight - controls. Height; controls.

Y = stage. StageHeight - controls. Height; } Or, and I'm not entirely sure about this, you might try to do some 9 slice scaling on the FLVPlayback, but I don't know if that'll work.9-slice scaling tutorial: http://www.sephiroth.it/tutorials/flashPHP/scale9.

That doesn't work with the new scaling behaviour - once you're in full screen, stage. StageWidth and stage. StageHeight are set to the dimensions of the video, not the screen.

– Simon Sep 22 '08 at 8:17 Well shit, sorry, I thought those would update. Your method is way more effort than you should've had to but into it. Hopefully they'll fix this with Flash 10.

– UltimateBrent Sep 23 '08 at 1:35.

I cant really gove you an answer,but what I can give you is a way to a solution, that is you have to find the anglde that you relate to or peaks your interest. A good paper is one that people get drawn into because it reaches them ln some way.As for me WW11 to me, I think of the holocaust and the effect it had on the survivors, their families and those who stood by and did nothing until it was too late.

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