This sample simply opens the file selection dialogue box and loads the selected image to the blank canvas on the screen. There's nothing worth showing - it simply serves as a reminder to myself of how to do it.
Sample code
package {
import flash.display.*;
import flash.events.*;
import flash.net.*;
public class ImageLoader extends Sprite {
private var fileReference:FileReference;
public function ImageLoader() {
open_btn.addEventListener(MouseEvent.CLICK, h_openClick);
}
public function h_openClick(evt:MouseEvent):void {
fileReference = new FileReference();
fileReference.addEventListener(Event.SELECT, selectHandler);
fileReference.addEventListener(Event.COMPLETE, completeHandler);
var fileFilter:FileFilter = new FileFilter("Images","*.jpg;*.jpeg;*.gif;*.png");
fileReference.browse([fileFilter]);
}
private function selectHandler(event:Event):void {
fileReference.load();
}
private function completeHandler(event:Event):void {
var loader:Loader = new Loader();
loader.loadBytes(fileReference.data);
addChild(loader);
}
}
}
AIR version with File and FileStream object
package {
import flash.display.*;
import flash.events.*;
import flash.filesystem.*;
import flash.net.*;
import flash.utils.ByteArray;
public class ImageLoader extends Sprite {
private var file:File;
private var loader:Loader;
public function ImageLoader() {
open_btn.addEventListener(MouseEvent.CLICK, h_openClick);
}
public function h_openClick(evt:MouseEvent):void {
file = new File(File.desktopDirectory.url);
file.addEventListener(Event.SELECT, selectHandler);
var fileFilter:FileFilter = new FileFilter("Images","*.jpg;*.jpeg;*.gif;*.png");
file.browseForOpen("open imagefile",[fileFilter]);
}
private function selectHandler(event:Event):void {
var stream:FileStream = new FileStream( );
var bytes:ByteArray = new ByteArray();
stream.open(file, FileMode.READ);
stream.readBytes(bytes);
loader = new Loader();
loader.loadBytes(bytes);
addChild(loader);
loader.y = 36;
stream.close( );
}
}

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