Easy Fullscreen on a specific DisplayObject, deal with overlay and use hardware acceleration

There is several ways to show a specific zone/object in a Flash application in full-screen mode. The problems are to use hardware acceleration (interesting for video), to deal with possible overlay (display object above the target we want to show in full-screen mode) or to avoid with UI pixelization. And we have to consider various player versions and hardwares…
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Simple component invalidation in AS3

When we develop components, it quickly becomes necessary not to update the display every time we change a parameter.

For example, this code calls three times my draw method :

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myComps.width = 100;
myComps.height = 100;
myComps.color = 0xFF0000;

Mmmm ? Stupid ?

The solution is to wait for the next enterFrame event to update the display.
The UIComponent that is the base of Flash components offers all the methods to do this, but the last thing I want is to use them.

Here’s how to set up a simple invalidation:

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package
{
	import flash.display.Sprite;
	import flash.events.Event;
 
	public class InvalidateSprite extends Sprite 
	{
		private var _width:Number = 150;
		private var _height:Number = 100;
		private var _color:Number = 0xCCCCCC;
 
		public function InvalidateSprite(){
			_invalidate();
		}
 
		public override function set width(value:Number):void {
			_width = value;
			_invalidate();
		}
 
		public override function set height(value:Number):void {
			_height = value;
			_invalidate();
		}
 
		public function set color(value:Number):void {
			_color = value;
			_invalidate();
		}
 
		private function _draw():void {
			graphics.clear();
			graphics.beginFill(_color, 1);
			graphics.drawRect(0, 0, _width, _height);
		}
 
		private function _invalidate():void {
			if(!hasEventListener(Event.ENTER_FRAME))
				addEventListener(Event.ENTER_FRAME, _invalidateCallback);
		}
 
		private function _invalidateCallback(e:Event):void {
			removeEventListener(Event.ENTER_FRAME, _invalidateCallback);
			_draw();
		}
	}
}