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Andreas Rønning edited this page Oct 17, 2013 · 1 revision

Via ActionScript 3

package {
  import flash.display.Sprite;
  import flash.events.Event;
  import com.furusystems.dconsole2.DConsole;
  
  public class Main extends Sprite {
      
      public function Main():void {
          if (stage) init();
          else addEventListener(Event.ADDED_TO_STAGE, init);
      }
      
      private function init(e:Event = null):void {
          removeEventListener(Event.ADDED_TO_STAGE, init);
          //add the console instance to the stage or the root layer of your application
          addChild(DConsole.view);
          
          //by default, the console toggles on ctrl+shift+enter, but can also be shown with DConsole.show() and hidden with DConsole.hide()
          DConsole.show();
          
          //to link a command to a method, do as follows
          DConsole.createCommand("drawRect", drawRect);
          
          //now try opening the console. Start typing in "dra" and it should autocomplete to drawRect. 
          //hit tab to jump to the end of the line and enter a few numbers, for instance  'drawRect 30 30 100 200 0xff0000'
          //hit enter to complete your command. voila.
      }
      private function drawRect(x:Number, y:Number, width:Number, height:Number,color:uint):void {
          graphics.clear();
          graphics.beginFill(color);
          graphics.drawRect(x, y, width, height);
      }	
  }	
}

MXML (Example likely outdated)

<mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute" applicationComplete="appCompleteHandler()">
		<mx:Script>
			<![CDATA[
              import com.furusystems.dconsole2.DConsole;
              private function appCompleteHandler():void {				
                  
                  // Add the console instance to the application's parent (e.g.
                  // the SystemManager instance).  We wrap it within a sprite
                  // so that addChild() plays nice.
                  var c:Sprite = new Sprite();
                  c.addChild(DConsole.view);
                  parent.addChild(c);
                  
                  // By default, the console toggles on shift-enter, but it 
                  // can also be programatically shown or hidden via the
                  // DConsole.show() and DConsole.hide() methods.
                  DConsole.show();
                  
                  // To a link a command to a method, do as follows
                  DConsole.createCommand("drawRect", drawRect);
                  
                  // Now try opening the console.  Start typing in "draw" and
                  // it should autocomplete to drawRect.  Hit tab to jump to
                  // the end of the line and enter a few numbers, for instance
                  //
                  // drawRect 30 30 100 200 0xff0000
                  //
                  // Hit enter to complete your command.  Voila.
              }			
              
              public function drawRect(x:Number, y:Number, width:Number, height:Number, color:uint):void {
                  var g:Graphics = canvas.graphics;
                  g.clear();
                  g.beginFill(color, 1);
                  g.drawRect(x, y, width, height);
              }
          ]]>
		</mx:Script>
	<mx:Canvas id="canvas" width="100%" height="100%" />
</mx:Application>

Try the commands "help" and "commands" to get a look at the built-in functionality, which includes methods for listing available embedded fonts, measuring sizes and distances and the like.

Explore DConsole's static methods to get a feel for how things work.

The api is very verbose with lots of imports. An IDE with good autocomplete such as FlashDevelop is highly recommended.

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