Modules

Modules are external swf files loaded by Flashcommander at runtime.
Modules are stored in bin/modules.


Flashcommander comes with 5 modules:

  • TextEditor – edit text based files (txt, html, php, xml, js, etc.)
  • ImageViewer – image editor: resize, crop and rotate images
  • VideoPlayer – plays flv video
  • SwfPlayer – loads swf files
  • Mp3Player – plays mp3 files

You can hire us to create custom modules. A custom module could be:

  • a form for file search
  • a batch rename tool
  • an email sending form on which you can drag files to be sent
  • a form which displays and edits xml data
  • a form which displays and updates SQL data
  • an online tool for converting videos with ffmpeg
  • etc.
Creating modules

You can create your own modules in two ways:

  • create a plain Flex module
  • create a module by extending org.flashcommander.module.FlashCommanderModule class

This latter is recommended because it has some built in functionality.




To get started download this project and import it into Flex Builder:

  • flashcommander_lib.swc is alread added to the build path
  • ModuleSample.mxml extends FlashCommanderModule and has some basic functionality implemented:
    • communicates with the application
    • receives the path of the current directory and the selected file
    • dispatches events to refresh file lists
    • accepts file drops
  • add your own code
Installing modules

When your module is compiled copy the swf to bin/modules.

Then edit config.xml – add a new item to the modules node:

  • name – this appears in the Modules menu
  • data – this has to be ‘module’
  • url – the path to the module
  • ext – specify and the file extensions you want to handle with this module