我想出的溶液与2个内新SkinStates(disabledWithTooltip和disabledWithTooltipSelected)
扩展复选框类增加了一个新disabledWithTooltip属性和覆盖getCurrentSkinState方法和延伸CheckBox类并创建一个新CheckBoxSkin mouseEventHandler自ButtonBase
自定义CheckBox类
package components
{
import flash.events.Event;
import flash.events.MouseEvent;
import mx.events.FlexEvent;
import spark.components.CheckBox;
[SkinState (disabledWithToolTip)]
[SkinState (disabledWithToolTipSelected)]
public class CustomCheckBox extends CheckBox
{
private var _disabledKeepToolTip:Boolean = false;
public function CustomCheckBox()
{
super();
this.addEventListener(FlexEvent.CREATION_COMPLETE, onCreationComplete, false, 0, true);
}
protected function onCreationComplete(ev:FlexEvent):void {
//_storedState = this.currentState;
}
protected override function getCurrentSkinState():String {
if(!_disabledKeepToolTip)
return super.getCurrentSkinState();
else {
if(!selected)
return "disabledWithToolTip";
else
return "disabledWithToolTipSelected";
}
}
protected override function mouseEventHandler(event:Event):void {
var skinState:String = getCurrentSkinState();
if(skinState != "disabledWithToolTip" && skinState != "disabledWithToolTipSelected") {
super.mouseEventHandler(event);
}
}
[Bindable]
[Inspectable(category="General", enumeration="true,false", defaultValue="true")]
public function get disabledKeepToolTip():Boolean {
return _disabledKeepToolTip;
}
public function set disabledKeepToolTip(value:Boolean):void {
_disabledKeepToolTip = value;
this.invalidateSkinState();
}
}
}
创建基于(火花)CheckBoxSkin一个新的皮肤和改变hostcompo NENT在元数据
[HostComponent( “components.CustomCheckBox”)]
并添加两个新skinStates
<s:State name="disabledWithToolTip" stateGroups="disabledStates" />
<s:State name="disabledWithToolTipSelected" stateGroups="disabledStates, selectedStates" />
使用例如
<s:HGroup>
<components:CustomCheckBox id="custom_chk" label="KeepTooltipCheckbox" skinClass="skins.CustomCheckBoxSkin" toolTip="See this tooltip"/>
<s:CheckBox id="enable_chk" label="enable/disable" change="{custom_chk.disabledKeepToolTip = enable_chk.selected}"/>
</s:HGroup>
你必须去适应自己的封装结构,如果是不同的...