You can pack all the files in a zip file and save only the zip file
After I load them and the user modifies them, they are bitmaps, not files. So to do what you're suggesting, I'd still have to save them as individual files before I could zip them.
However, what you're suggesting is just a different workaround, not a solution to the problem. The end result needs to be lots of individual images, not a zip that I then have to go and manually unzip.
This is the way I update images size and save into system without FileReference.
I hope this help.
<mx:SWFLoader id="swfClass" horizontalCenter="0" verticalCenter="0"/>
private var iconSizeArray:Array = new Array(16,29,32,36,48,57,72,114,128,512);
private function exportIconImage():void
var file:File = new File();
file.browseForDirectory("Choose a Directory");
private function file_select(evt:Event):void
for(var i:int = 0; i<iconSizeArray.length; i++)
swfClass.width = iconSizeArray[i];
swfClass.height = iconSizeArray[i];
image = ImageSnapshot.captureImage(swfClass, 100, new PNGEncoder(), true);
var fl:File= new File( evt.currentTarget.nativePath+"/"+currentLinkageName+iconSizeArray[i]+".png");
var fs:FileStream = new FileStream();
Thank you. I remember reading about FileStream - I'll have to look into it again. Maybe I didn't use it because I got the impression it only runs with AIR - or maybe I read it in relation to something else, then forgot about it afterwards.