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Each example implementation of Movie Masher uses the same SWF skin file,
which contains all the graphics used to build its
interface. The corresponding FLA file that builds this can be found in the
source distribution, and used as a template for new skins.
It's possible to store individual skin graphics as discrete image files,
but bundling them together into a single SWF file reduces load time considerably. The SWF format also
supports vector based artwork and scale9 resizing, so the size of controls can be flawlessly
adjusted through the configuration without the need to rebuild all the graphics.
To create new control skin graphics, launch Adobe Flash™
and open the FLA file. Each frame in the file is a different graphic, and frame labels are
used to identify each one. The first frame in the file is blank and should
contain a stop() command. There are also some items in the Library, which holds all graphics that will be scale9 resized.
Note that every possible state for each interface control has a separate graphic.
Putting a Flash button object with various hilite states on a frame will not work! Each frame
in a skin file is treated graphically with only its initial state appearing.
Once graphics have been created for every state of a control, their URLs are used
as attribute values in its control tag. To refer to a graphic on a frame in an SWF file,
append a pound symbol (#) and the frame label to the file's URL. To refer to a graphic in the Library, append an at symbol (@)
and the class name to the file's URL (the complete class path must be used if it doesn't start with 'com.moviemasher.display.').
Most controls support
the icon and overicon attributes.
See the documentation
for each of the Controls for information about which states
and corresponding attribute names it supports.
To use scale9 resizing for a particular graphic, it MUST be in a library symbol. Make sure to check
the 'Enable guides for 9-slice scaling' option in the Symbol Properties dialog box.
Learn more about scale9 resizing and file publishing
in the
Adobe Flash™ documentation.
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