It sounds like your trying to use Adobe Flash as your interface; then pass certain variables back into C#.
An example would be this:
In Flash; create a button... Actionscript:
on (press) {
fscommand("Yo","dude");
}
Then Visual Studio you just need to add the COM object reference: Shockwave Flash Object
Then set the embed to true;
Then inside Visual Studio you should be able to go to Properties; find fscommand. The fscommand will allow you to physically connect the value from the Flash movie.
AxShockwaveFlashObjects._IShockwaveFlashEvents_FSCommandEvent
That collects; then just use e.command
and e.arg
for example to have the collected item do something.
Then add this to the EventHandler;
lbl_Result.Text="The "+e.args.ToString()+" "+e.command.ToString()+" was clicked";
And boom it's transmitting it's data from Flash into Visual Studio. No need for any crazy difficult sockets.
On a side note; if you have Flash inside Visual Studio the key is to ensure it's "embed is set to true." That will hold all the path references within the Flash Object; to avoid any miscalling to incorrect paths.
I'm not sure if that is the answer your seeking; or answers your question. But without more details on your goal / error. I can't assist you.
Hope this helps. The first portion should actually show you the best way to embed your Shockwave into Visual Studio.
Make sure you add the correct reference:
- Inside your project open 'Solution Explorer'
- Right-Click to 'Add Reference'
- Go to 'COM Object'
Find Proper object;
COM Objects:
Shockwave ActiveX
Flash Accessibility
Flash Broker
Shockwave Flash
Hope that helps.
It sounds like you aren't embedding it correctly; so you can make the call to it. If I'm slightly mistaken; or is this what you meant:
If your having difficulty Ryk had a post awhile back; with a method to embed YouTube videos:
<% MyYoutubeUtils.ShowEmebddedVideo("<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/gtNlQodFMi8&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><embed src="http://www.youtube.com/v/gtNlQodFMi8&hl=en&fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"></embed></object>") %>
Or...
public static string ShowEmbeddedVideo(string youtubeObject)
{
var xdoc = XDocument.Parse(youtubeObject);
var returnObject = string.Format("<object type=\"{0}\" data=\{1}\"><param name=\"movie\" value=\"{1}\" />",
xdoc.Root.Element("embed").Attribute("type").Value,
xdoc.Root.Element("embed").Attribute("src").Value);
return returnObject;
}
Which you can find the thread here: https://stackguides.com/questions/2547101/purify-embedding-youtube-videos-method-in-c-sharp
I do apologize if my post appears fragmented; but I couldn't tell if it was the reference, the variable, the method, or embed that was causing you difficulties. Truly hope this helps; or give me more details and I'll tweak my response accordingly.
C# to ActionScript Communication:
import flash.external.ExternalInterface;
ExternalInterface.addCallback("loadAndPlayVideo", null, loadAndPlayVideo);
function loadAndPlayVideo(uri:String):void
{
videoPlayer.contentPath = uri;
}
Then in C#; add an instance of the ActiveX control and add the content into a Constructor.
private AxShockwaveFlash flashPlayer;
public FLVPlayer ()
{
// Add Error Handling; to condense I left out.
flashPlayer.LoadMovie(0, Application.StartupPath + "\\player.swf");
}
fileDialog = new OpenFileDialog();
fileDialog.Filter = "*.flv|*.flv";
fileDialog.Title = "Select a Flash Video File...";
fileDialog.Multiselect = false;
fileDialog.RestoreDirectory = true;
if (fileDialog.ShowDialog() == DialogResult.OK)
{
flashPlayer.CallFunction("<invoke" + " name=\"loadAndPlayVideo\" returntype=\"xml"> <arguements><string>" + fileDialog.FileName + "</string></arguements></invoke>");
}
ActionScript Communication to C#:
import flash.external.ExternalInterface;
ExternalInterface.call("ResizePlayer", videoPlayer.metadata.width, videoPlayer.metadata.height);
flashPlayer.FlashCall += new _IShockwaveFlashEvents_FlashCallEventHandler(flashPlayer_FlashCall);
Then the XML should appear:
<invoke name="ResizePlayer" returntype="xml">
<arguements>
<number> 320 </number>
<number> 240 </number>
</arguments>
</invoke>
Then parse the XML in the event handler and invoke the C# function locally.
XmlDocument document = new XmlDocument();
document.LoadXML(e.request);
XmlNodeList list = document.GetElementsByTagName("arguements");
ResizePlayer(Convert.ToInt32(list[0].FirstChild.InnerText), Convert.ToInt32(list[0].ChildNodes[1].InnerText));
Now they are both passing data back and forth. That is a basic example; but by utilizing the ActionScript Communication you shouldn't have any issues utilizing the native API.
Hope that is more helpful. You can expand on that idea by a utility class for reuse. Obviously the above code has some limitations; but hopefully it points you in the right direction. Was that direction you were attempting to go? Or did I still miss the point?
Create a new Flash Movie; in ActionScript 3. Then on the initial first frame; apply the below:
Security.allowDomain("www.youtube.com");
var my_player:Object;
var my_loader:Loader = new Loader();
my_loader.load(new URLRequest("http://www.youtube.com/apiplayer?version=3"))
my_loader.contentLoaderInfo.addEventListener(Event.INIT, onLoaderInit);
function onLoaderInit(e:Event):void{
addChild(my_loader);
my_player = my_loader.content;
my_player.addEventListener("onReady", onPlayerReady);
}
function onPlayerReady(e:Event):void{
my_player.setSize(640,360);
my_player.loadVideoById("_OBlgSz8sSM",0);
}
So what exactly is that script doing? It is utilizing the native API and using ActionScript Communication. So below I'll break down each line.
Security.allowDomain("www.youtube.com");
Without that line YouTube won't interact with the object.
var my_player:Object;
You can't just load a movie into the movie; so we will create a variable Object. You have to load a special .swf that will contain access to those codes. The below; does just that. So you can access the API.
var my_loader:Loader = new Loader();
my_loader.load(new URLRequest("http://www.youtube.com/apiplayer?version=3"));
We now reference the Google API per their documentation.
my_loader.contentLoaderInfo.addEventListener(Event.INIT, onLoaderInit);
But in order to actually work with our object; we need to wait for it to be fully initialized. So the Event Listener will wait; so we know when we can pass commands to it.
The onLoaderInit
function will be triggered upon initialization. Then it's first task will be my_loader
to display the list so that the video appears.
The addChild(my_loader);
is what will load one; the my_player = my_loader.content;
will store a reference for easy access to the object.
Though it has been initialized; you have to wait even further... You use my_player.addEventListener("onReady", onPlayerReady);
to wait and listen for those custom events. Which will allow a later function to handle.
Now the player is ready for basic configuration;
function onPlayerReady(e:Event):void{
my_player.setSize(640,360);
}
The above function starts very basic manipulation. Then the last line my_player.loadVideoById("_OBlgSz8sSM",0);
is referencing the particular video.
Then on your stage; you could create two buttons and apply:
play_btn.addEventListener(MouseEvent.CLICK, playVid);
function playVid(e:MouseEvent):void {
my_player.playVideo();
}
pause_btn.addEventListener(MouseEvent.CLICK, pauseVid);
function pauseVid(e:MouseEvent):void {
my_player.pauseVideo();
}
Which would give you a play and pause functionality. Some additional items you could use our:
loadVideoById()
cueVideoById()
playVideo()
pauseVideo()
stopVideo()
mute()
unMute()
Keep in mind those can't be used or called until it has been fully initialized. But using that; with the earlier method should allow you to layout the goal and actually pass variables between the two for manipulation.
Hopefully that helps.