| 	
		 GETTING STARTED WITH   
					® 
					™ 
					FLASH LITE 1.x   
				laws of the United States. Adobe Systems Incorporated, 345 Park Avenue, San Jose, CA 95110-2704, USA. For U.S.   
					Government End Users, Adobe agrees to comply with all applicable equal opportunity laws including, if appropriate, the   
					provisions of Executive Order 11246, as amended, Section 402 of the Vietnam Era Veterans Readjustment Assistance Act of   
					1974 (38 USC 4212), and Section 503 of the Rehabilitation Act of 1973, as amended, and the regulations at 41 CFR Parts 60-1   
					through 60-60, 60-250, and 60-741. The affirmative action clause and regulations contained in the preceding sentence shall be   
					incorporated by reference.   
				Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7   
					
					Guide to instructional media. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8   
					Additional resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9   
					Typographical conventions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9   
					
					About Flash Lite technology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11   
					Flash Lite 1.x availability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12   
					About Flash Lite content types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13   
					
					Flash Lite authoring features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15   
					
					
					About the stand-alone Flash Lite player . . . . . . . . . . . . . . . . . . . . . . . . . 20   
					Chapter 2: Creating a Flash Lite Application. . . . . . . . . . . . . . . . . 21   
					Café application overview. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21   
					Viewing the completed application . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22   
					Creating the application . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23   
					5 
				6 
				Introduction   
					This manual provides an introduction to Macromedia® Flash® Lite™ 1.x   
					from Adobe and describes how to test your content using the Adobe®   
					Device Central CS3 emulator, which is part of Adobe® Flash® CS3   
					Professional. The primary difference between using Flash Lite in Flash CS3   
					and in previous versions of Flash is that the Flash Lite emulator is now part   
					of Device Central. See the Device Central documentation for more   
					information.   
					What’s new in Flash Lite   
					authoring   
					Flash includes the following new features to help developers create Flash   
					Lite applications:   
					Adobe® Device Central emulator Adobe Device Central includes an   
					emulator that lets you preview your content as it will function on an actual   
					device. The emulator can configure itself to mimic the features available on   
					any supported device. The emulator also provides debugging information   
					that alerts you to potential problems and incompatibilities on the target   
					device.   
					Device Settings Adobe Device Central lets you select your test devices   
					and Flash Lite content type. When you test your content in the Device   
					Central emulator, you can choose the test device you want the emulator to   
					mimic.   
					Device document templates Adobe Flash CS3 Professional includes   
					document templates to let you quickly start creating content for specific   
					devices and content types.   
					7 
					 
					 
				Guide to instructional media   
					The Flash Lite documentation package includes the following media to   
					help you learn how to create Flash Lite applications:   
					■ 
					Getting Started with Flash Lite 1.x provides an overview of Flash Lite 1.x   
					technology and developing Flash Lite content for mobile devices. It   
					also includes a step-by-step tutorial for creating a Flash Lite 1.x   
					application.   
					■ 
					■ 
					■ 
					Developing Flash Lite 1.x Applications is a comprehensive guide to   
					creating Flash Lite content, and includes instructions for testing your   
					applications in Adobe Device Central.   
					Flash Lite 1.x ActionScript Language Reference describes all the   
					ActionScript language features available to Flash Lite developers, and   
					provides example code.   
					Learning Flash Lite 1.x ActionScript complements the language   
					reference and provides additional code examples and an introduction to   
					writing Flash 4 ActionScript, upon which Flash Lite 1.x ActionScript   
					is based.   
					■ 
					
					learn_flt_samples_and_tutorials demonstrate key concepts and best   
					practices discussed or mentioned in the written documentation.   
					8 
					Introduction   
					 
				Additional resources   
					For the latest information on developing Flash Lite applications, plus   
					advice from expert users, advanced topics, examples, tips, and other   
					updates, see the Mobile and Devices Developer Center at www.adobe.com/   
					
					For TechNotes, documentation updates, and links to additional resources   
					in the Flash Lite developer community, see the Adobe Flash Lite Support   
					
					Typographical conventions   
					The following typographical conventions are used in this book:   
					■ 
					Italic font indicates a value that should be replaced (for example, in a   
					folder path).   
					■ Code fontindicates ActionScript code.   
					■ Code font italicindicates an ActionScript parameter.   
					■ 
					Bold font indicates a verbatim entry.   
					■ 
					Double quotation marks ("") in code examples indicate delimited   
					strings. However, programmers can also use single quotation marks.   
					Typographical conventions   
					9 
					 
					 
				10 Introduction   
				CHAPTER 1   
					Flash Lite Overview   
					1 
					This chapter contains the following topics:   
					
					Flash Lite 1.x availability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12   
					
					Workflow for authoring Flash Lite applications. . . . . . . . . . . . . . . . 14   
					Flash Lite authoring features. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15   
					Using Flash Lite document templates. . . . . . . . . . . . . . . . . . . . . . . . 16   
					Hello World Flash Lite application . . . . . . . . . . . . . . . . . . . . . . . . . . . 18   
					About the stand-alone Flash Lite player. . . . . . . . . . . . . . . . . . . . . .20   
					About Flash Lite technology   
					Macromedia Flash Lite from Adobe is a version of Adobe Flash Player   
					designed for mobile devices. It balances Flash features and capabilities with   
					the processing power and configurations of today’s mass market mobile   
					devices. There are currently two versions of Flash Lite 1: Flash Lite 1.0 and   
					Flash Lite 1.1, collectively known as Flash Lite 1.x. Flash Lite 1.x consists   
					of the following features:   
					The core rendering engine The rendering engine handles all vector and   
					bitmap rendering.   
					ActionScript interpreter Flash Lite supports the version of the   
					ActionScript language used in Macromedia® Flash® Player 4 from Adobe,   
					including many mobile-specific commands, such as getting time and date   
					information from the device. This hybrid of Flash Player 4 ActionScript   
					and commands with properties specific to Flash Lite is collectively called   
					Flash Lite 1.x ActionScript.   
					For more information about Flash Lite 1.x ActionScript, see Flash Lite 1.x   
					ActionScript Language Reference and Learning Flash Lite 1.x ActionScript.   
					11   
					 
					 
					 
				Text and fonts Flash Lite supports static, dynamic, and input text fields.   
					You can use fonts that are available on the device or embed font data in   
					your published SWF file. For more information about using text and fonts   
					in Flash Lite, see Chapter 2, “Working with Text and Fonts” in Developing   
					Flash Lite 1.x Applications.   
					Sound Flash Lite 1.0 and Flash Lite 1.1 both support device audio   
					formats (such as MIDI or MFi). Flash Lite 1.1 also supports standard Flash   
					audio. For more information about working with sound in Flash Lite, see   
					Chapter 3, “Working with Sound” in Developing Flash Lite 1.x   
					Applications.   
					Network connectivity Flash Lite 1.1 supports the ability to load external   
					data and SWF files, as well as commands and properties for getting   
					connectivity and HTTP request status information.   
					Device and platform integration Flash Lite provides access to several   
					system features and commands, such as the ability to initiate phone calls   
					and short message service (SMS) messages, get platform capability   
					information, and get user input using the device’s standard input   
					dialog box.   
					Flash Lite 1.x availability   
					Flash Lite 1.0 and Flash Lite 1.1 are supported on a variety of mobile   
					devices that are available in a number of different geographic regions and   
					markets. Some of these devices are available globally, while others are   
					available only in specific geographic regions or from specific mobile   
					operators. Some devices come with Flash Lite pre-installed from the device   
					manufacturer or mobile operator, while on others it can be installed   
					after purchase.   
					For the most current list of devices that support Flash Lite, see the   
					Supported Devices page located at www.adobe.com/go/   
					
					12 Flash Lite Overview   
					 
					 
				Globally available devices that support Flash Lite include the Symbian   
					Series 60-based devices from Nokia, Sendo, and Seimens, and the Symbian   
					UIQ-based devices from Sony-Ericcson. As of this writing, all globally   
					
					alone player installs as a “top-level” application that a user can start from   
					the device’s application menu (just like a text messaging application or a   
					mobile web browser, for example). For more information about the stand-   
					alone Flash Lite player, see “About the stand-alone Flash Lite player”   
					on page 20.   
					As of this writing, the Flash Lite stand-alone player is not pre-installed on   
					any globally available devices. You can purchase the stand-alone player for   
					development purposes from the Adobe online store at www.adobe.com/go/   
					
					
					group of devices than are available globally. As of this writing, these devices   
					are available primarily in Japan and come with Flash Lite pre-installed. On   
					these devices, Flash Lite enables several different types of content, such as   
					Flash screen savers or animated ring tones. For more information about   
					Flash Lite content types, see “About Flash Lite content types” on page 13.   
					About Flash Lite content types   
					Before you start developing a Flash Lite application, you need to know   
					the following:   
					■ 
					The device or devices on which the content will be running, or target   
					devices. The Flash Lite player is installed on a variety of devices. For a   
					full list of devices with Flash Lite installed, see the Supported Devices   
					page on the Adobe website at www.adobe.com/go/   
					
					■ 
					The Flash Lite content types supported by the target devices. Each   
					Flash Lite installation supports one or more application modes, or   
					content types. For example, some devices use Flash Lite to enable Flash-   
					based screen savers or animated ring tones. Others use Flash Lite to   
					render Flash content that is embedded in mobile web pages. Not all   
					content types support all Flash Lite features.   
					About Flash Lite content types 13   
					 
					 
				Each Flash Lite content type, paired with a specific device, defines a   
					specific set of Flash Lite features that are available to your application. For   
					example, a Flash application that's running as a screen saver is not typically   
					allowed to make network connections or download data.   
					The Flash Lite testing features in Flash let you test against multiple devices   
					and different Flash Lite content types. This lets you determine if your   
					application uses features that aren't available for the type of content that   
					you are developing. For more information about selecting target devices   
					and content types, see Chapter 5, “Testing Flash Lite Content” in   
					Developing Flash Lite 1.x Applications.   
					Workflow for authoring Flash   
					Lite applications   
					The process for creating Flash Lite content is an iterative one that involves   
					the following steps:   
					Identify your target device(s) and Flash Lite content type Different   
					devices have different screen sizes, support different audio formats, and   
					have different screen color depths, among other factors. These factors may   
					influence your application’s design or implementation.   
					In addition, different devices support different Flash Lite content types,   
					such as screen savers, stand-alone applications, or animated ring tones. The   
					content type for which you are developing also determines the features that   
					are available to your application. For more information about Flash Lite   
					content types, see “About Flash Lite content types” on page 13.   
					Create and test your application in Flash Adobe Flash CS3   
					Professionalincludes an emulator available on Adobe Device Central CS3,   
					which lets you test your application without having to transfer it to a   
					device. You use the emulator to refine your application design and fix any   
					problems before you test it on a mobile device.   
					Test the application on your target device or devices This step is   
					important because the emulator doesn’t emulate all aspects of the target   
					device. For instance, a color gradient that appears smooth in the emulator   
					may appear banded when viewed on the actual device. After testing your   
					application on a device, you may find that you need to refine the   
					application’s design in the Flash authoring tool.   
					14 Flash Lite Overview   
					 
					 
				The following figure illustrates the iterative development and testing   
					process described above.   
					Testing in the Adobe Device   
					Central emulator   
					Editing the FLA file in Adobe   
					Flash CS3   
					Testing on a device   
					Flash Lite authoring features   
					This section discusses the features in Flash designed specifically for Flash   
					Lite developers. With the exception of the device templates feature, the   
					following features are only available when your document’s Version setting   
					on the Flash tab of the Publish Setting dialog box is set to either Flash Lite   
					1.0 or Flash Lite 1.1. For information on how to specify your document’s   
					SWF version, see “Setting publish options for the Flash SWF file format”   
					in Using Flash.   
					Adobe Device Central lets you test your content as it will run and appear   
					on an actual device. It also lets you select a different test device, view   
					information about your application, and set emulator debug output   
					options. Different devices support different media types (for example,   
					
					content types, such as stand-alone player, screensaver, or browser. When   
					you preview your application, the emulator mimics the features available to   
					the selected test device running as the selected content type.   
					For more information about Flash Lite content types, see “About Flash Lite   
					content types” on page 13.   
					Flash Lite authoring features 15   
					 
					 
					 
				The Property inspector contains a section that provides information   
					about your current device settings, as well as a button that lets you open   
					the Device Settings dialog box. This button is active only when your   
					document’s Version setting on the Flash tab of the Publish Setting dialog   
					box is set to Flash Lite 1.0 or Flash Lite 1.1.   
					Device Settings button   
					Current content type and test device   
					Document templates provide a starting point for you to create different   
					types of Flash Lite content for different categories of devices. For more   
					information, see “Using Flash Lite document templates” on page 16.   
					Using Flash Lite document   
					templates   
					Flash includes several templates that provide starting points for creating   
					Flash Lite content for various devices and content types. When you create a   
					new document from one of the Flash Lite templates, your document is   
					preconfigured with the proper Stage size, publish settings, and device   
					settings for the device type that you specify. In some cases, you may need to   
					adjust the Stage size from the default dimensions for your target device.   
					The first step in most of the examples and sample applications in this   
					documentation is to create a new document from one of the Flash Lite   
					document templates.   
					16 Flash Lite Overview   
					 
					 
					 
					
				As the following figure shows, Flash Lite document templates are organized   
					into several groups, including Global Handsets and Japanese Handsets.   
					The name of each template in each group includes the target device name   
					and screen size.   
					
					applications for the stand-alone Flash Lite 1.1 player on Series 60 and UIQ   
					platforms. The Japanese Handsets category contains templates for creating   
					content for devices available in the Japanese market. For more information   
					about Flash Lite availability in global and regional markets, see “Flash Lite   
					1.x availability” on page 12.   
					To create a new document from a Flash Lite template:   
					1. In Flash, select File > New.   
					2. Select the Templates tab in the New Document dialog box.   
					3. Select a category from the list of categories:   
					■ 
					Select Global Phones if you’re developing a Flash Lite application   
					for a phone available globally.   
					■ 
					Select Japanese Phones if you’re developing an application for a   
					phone only available in the Japanese market.   
					4. Select a template from the list of templates.   
					5. Click OK to close the New Document dialog box.   
					Using Flash Lite document templates   
					17   
					
				Hello World Flash Lite   
					application   
					
					Adobe Device Central emulator. The purpose of this tutorial is to acquaint   
					you with the mobile authoring and testing features in Adobe Flash CS3   
					Professional as well as the general workflow for creating Flash Lite content.   
					For a more complete sample application, see Chapter 2, “Creating a Flash   
					Lite Application,” on page 21.   
					First, you need to decide which devices and Flash Lite content type you are   
					targeting. For the purposes of this tutorial, we’ll assume that you’re   
					developing content for the Flash Lite 1.1 stand-alone player on the Series   
					60 devices from Nokia. All of the supported Nokia Series 60 devices have   
					the same available Stage size (176 x 208 pixels), so in theory, the same   
					
					To begin development, you first need to configure your Flash document’s   
					publish settings, document settings, and device settings for the target   
					device and content type. You can do this manually using a new blank   
					document, or you can use a Flash Lite template (see “Using Flash Lite   
					document templates” on page 16) to create a new document that’s   
					preconfigured with the proper settings for your target device and content   
					type. The following procedure explains how to create a simple Hello World   
					application.   
					To configure and create a simple Flash Lite application:   
					1. Start Flash.   
					2. On the main Flash screen, select Create New > Flash Mobile   
					Document. Flash opens Adobe Device Central and displays the New   
					Document tab.   
					3. In Device Central, select FlashLite 1.1 in the Player Version box,   
					ActionScript 2.0 in the ActionScript Version box, and Standalone   
					Player in the Content Type box.   
					4. Click Custom Size for All Selected Devices at the bottom of the screen.   
					This allows you to create content for the stand-alone Flash Lite player.   
					5. Click Create. You are returned to Flash, which creates a new document   
					with preset publish settings and (when you specify a device) the correct   
					size for the device you selected.   
					18   
					Flash Lite Overview   
					 
					 
				6. In the Tools panel, select the Text tool and drag to create a text box on   
					the Stage.   
					Type Hello, world! (or other text) in the text box.   
					7. Select Control > Test Movie to export your application to Adobe Device   
					Central and view your application in the Adobe Device Central   
					emulator.   
					Note: During testing in Device Central, you can change the device   
					and content type to see your application on a different platform. To   
					do this, double-click a device in the Available Devices panel and   
					select a new content type from Content Type. When you return to   
					Flash, Flash remembers the settings you last used in the emulator.   
					8. To return to Flash, select File > Return to Flash.Select Control > Test   
					Movie to view your application in the Adobe Device Central emulator.   
					Hello World Flash Lite application 19   
				About the stand-alone Flash Lite   
					player   
					The stand-alone Flash Lite 1.1 player is an application that allows you to   
					open and view SWF files that reside on your device’s memory card, that   
					you browse to in your device’s mobile web browser, or that you receive in   
					your device’s messaging in-box over Bluetooth® wireless technology or an   
					infrared connection.   
					As of this writing, the stand-alone player is available globally for the   
					following platforms and devices:   
					Series 60 platform:   
					■ 
					Nokia 3600, 3620, 3650, 3660, 6260, 6600, 6620, 6630, 6670, 6680,   
					6681, 7610, N-Gage, N-Gage QD   
					■ 
					■ 
					Sendo X   
					Siemens SX1   
					UIQ platform:   
					■ 
					Sony Ericsson P900, P910   
					If you’re a developer, you can purchase the stand-alone Flash Lite 1.1 player   
					for these supported devices from the Adobe online store at   
					www.adobe.com/go/store. For a list of commonly asked questions about   
					purchasing the stand-alone player, see the Flash Lite 1.1 FAQ at   
					www.adobe.com/go/bb660cc2/. For help installing the player, see   
					
					20 Flash Lite Overview   
					 
				CHAPTER 2   
					Creating a Flash Lite   
					Application   
					2 
					In this section, you’ll develop an Adobe Flash Lite application that   
					
					of specials at the restaurant and call the restaurant to make reservations.   
					This chapter contains the following topics:   
					Café application overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21   
					Viewing the completed application . . . . . . . . . . . . . . . . . . . . . . . . . . 22   
					Creating the application . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23   
					Café application overview   
					The café application’s initial screen contains some introductory text about   
					the restaurant and a menu listing two options: Specials and Reservations.   
					The user selects a menu item by pressing the Up and Down arrows on their   
					device to set the focus, and then pressing the Select key to confirm   
					the selection.   
					The café application’s main screen   
					21   
					 
					 
					 
					 
				If the user selects the Specials menu option, a screen for navigating a list of   
					today’s specials appears. To browse images and descriptions of the specials,   
					the user presses the device’s Right soft key (labeled Next). To return to the   
					main application, the user presses the Left soft key (labeled Home).   
					The cafe application’s specials screen   
					If the user selects the Reservations option on the main screen, the   
					application initiates a phone call to the restaurant. Before Flash Lite dials   
					the requested number, it always asks the user to confirm that they would   
					like to make the call.   
					Viewing the completed   
					application   
					A completed version of the café application is installed with Flash. You can   
					view the completed application in Device Central, or if you have the stand-   
					alone version of Flash Lite 1.1 installed on a mobile device, you can   
					transfer the SWF file to your device to view it there.   
					To view the completed application in Adobe Device Central:   
					
					www.adobe.com/go/learn_flt_samples_and_tutorials. On the Samples   
					and Tutorials page, locate, download and decompress the .zip file for   
					your Flash Lite version, and then navigate to the Tutorial Assets folder   
					to access the file.   
					2. Choose Control > Test Movie to start the application in the emulator.   
					22 Creating a Flash Lite Application   
					 
				3. To interact with the application, do the following:   
					■ 
					■ 
					■ 
					On the main screen, click the Down Arrow key on the emulator’s   
					keypad to select the Specials menu item. Then click the Select key   
					on the emulator to view the specials screen.   
					On the specials screen, click the Right soft key (Next) on the   
					emulator to view the image and description for each special. Click   
					the Left soft key (Home) to return to the main screen.   
					Back on the main screen, select the Reservations menu item to start   
					a phone call to the restaurant.   
					Creating the application   
					This section contains step-by-step procedures that show you how to   
					recreate the cafe application. The tutorial is divided into three parts:   
					■ 
					■ 
					■ 
					Selecting your test devices and content types. In this section, you’ll   
					configure your Flash document’s publish settings, document settings,   
					and device settings.   
					Creating the menu for the application’s main screen. From this screen,   
					the user can select from a simple menu to view images and descriptions   
					of the day’s specials, or to call the restaurant to make a reservation.   
					
					
					
					main screen.   
					This section contains the following topics:   
					Selecting your test devices and content type . . . . . . . . . . . . . . . . . . . . . . . . . 24   
					Creating the menu for the main screen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24   
					Creating the specials screen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27   
					Creating the application 23   
					 
				Selecting your test devices and content   
					type   
					You use Device Central to select the devices and content type that you are   
					targeting. When you test your application in the Adobe Device Central   
					emulator, the emulator configures itself to match the configuration of the   
					player on the target device as well as the content type.   
					You specify these settings when you first create your Flash mobile   
					document. For details on creating a new document from scratch, see   
					“Hello World Flash Lite application” on page 9.   
					Creating the menu for the main screen   
					In this section, you’ll create the menu for the application’s main screen.   
					The menu consists of two options: Specials and Reservations. The Specials   
					option takes the user to a screen to view images and descriptions of specials   
					at the cafe. The Reservations option initiates a phone call to the cafe so that   
					the user can make reservations.   
					The menu consists of two standard Flash buttons that define up, over, and   
					down states. The user gives focus to one of the buttons by pressing the Up   
					or Down Arrow keys on their device. When a button has focus it displays   
					its over state. The button that has focus generates a button pressevent   
					when the user presses the Select key on the device. This default tab   
					navigation provides an easy way to create a simple user interface for a Flash   
					
					“Using tab navigation in Flash Lite” in Developing Flash Lite 1.x   
					Applications.   
					To create the main screen’s menu:   
					1. In Flash, open the file you saved in the previous section (see “Selecting   
					your test devices and content type” on page 24).   
					2. In the Timeline window (Window > Timeline), select Frame 1 on the   
					menu layer.   
					3. To create the menu, open the Library panel (Window > Library), and   
					drag an instance of the button symbol called Specials to the Stage.   
					Position the button beneath the text field (already in place) that   
					introduces the restaurant.   
					24 Creating a Flash Lite Application   
					 
					 
					 
				4. Drag an instance of the button symbol named Reservations to the Stage   
					and position it below the Specials button, as the following image shows:   
					5. Select the Specials button, and open the Actions panel   
					(Window > Actions).   
					6. Add the following code to the Actions panel:   
					
					gotoAndStop("specials");   
					} 
					This event handler code sends the playhead to the frame labeled   
					specialswhen the user selects this button. You’ll create the content   
					for that frame in the next section (see “Creating the specials screen”   
					on page 27).   
					7. On the Stage, select the Reservations button and open the Actions   
					panel again.   
					8. In the Actions panel, enter the following code:   
					on(press) {   
					getURL("tel:1-415-555-1212");   
					} 
					When the user selects the Reservations menu item, Flash Lite initiates a   
					phone call to the specified number. Flash Lite always prompts the user   
					to allow or deny a request from a SWF file to dial a number. For more   
					information, see “Initiating a phone call” in Learning Flash Lite 1.x   
					ActionScript.   
					9. In the Timeline, select Frame 1 on the Actions layer.   
					Creating the application 25   
				10. Open the Actions panel and enter the following code:   
					stop();   
					_focusRect = false;   
					fscommand2("resetsoftkeys");   
					fscommand2("setquality", "high");   
					fscommand2("fullscreen", "true");   
					This code does the following:   
					■ 
					Stops the playhead at this frame.   
					■ 
					Disables the yellow focus rectangle that Flash Lite draws by default   
					around the button or input text field with the current focus (see   
					“About the focus rectangle” in Developing Flash Lite 1.x   
					Applications.   
					■ 
					Resets the soft keys to their default state. (Later in the tutorial,   
					you’ll add code that registers the soft keys for your application   
					to use.)   
					■ 
					■ 
					Sets the player’s rendering quality to high. By default, Flash Lite   
					renders graphical content at medium quality.   
					Forces the player to display the application full screen.   
					11. To test your work so far, select Control > Test Movie.   
					12. In the emulator, click the Up or Down Arrow keys on the keypad with   
					your mouse (or press the Up or Down Arrow keys on your computer’s   
					keyboard) to give focus to the Specials button.   
					When the Specials button item gets focus, you will see the button’s   
					over state.   
					13. Click the Select key on the emulator’s keypad (or press the Enter key on   
					your keyboard) to select the menu item.   
					At this point, the specials screen contains no features. In the next   
					section, you’ll add interactivity and animation to create the specials   
					screen (see “Creating the specials screen” on page 27).   
					26 Creating a Flash Lite Application   
				Creating the specials screen   
					In this section, you’ll create the user interface elements that let the user   
					browse images and descriptions of each special. The specials screen consists   
					of the following parts:   
					■ 
					An animation that transitions between images of each special.   
					■ 
					Dynamic text fields that display the name and description for   
					each special.   
					■ 
					User interface elements that let the user navigate between specials and   
					return to the main application screen.   
					This section of the tutorial is divided into two parts. In the first part, you’ll   
					
					
					user navigate between the images and to display each special’s name and   
					description.   
					This section contains the following topics:   
					Creating the image animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27   
					Adding navigation and text to the specials screen . . . . . . . . . . . . . 31   
					Creating the image animation   
					In this section you’ll create the tweened animation that transitions between   
					images of each special. When you’ve completed this section, the animation   
					will play through without stopping. Later in the tutorial, you’ll add   
					navigation and ActionScript that lets the user control the animation with   
					the device’s Right soft key.   
					Creating the application 27   
					 
					 
					 
					 
				To create the animation you’ll use a prebuilt movie clip that contains   
					images of all the specials arranged in a vertical column. You’ll use a masking   
					layer to make only one of the images visible. Then you’ll create a series of   
					tweens that move the movie clip upward, so that a different image is   
					visible. The last image in the movie clip is a duplicate of the first one, so   
					that the animation sequence can return to its initial state after the user has   
					viewed the final image. The following image illustrates these concepts:   
					Masked movie clip of images   
					Masking layer object   
					Tween direction   
					Duplicated image   
					In the last section of the tutorial, you’ll add ActionScript and user interface   
					elements that let the user control the animation sequence.   
					28 Creating a Flash Lite Application   
				To create the image animation:   
					1. Open the file you saved in the previous section (see “Creating the menu   
					for the main screen” on page 24).   
					2. In the Timeline, select the keyframe on Frame 10 on the layer   
					named Images.   
					3. Open the Library panel, and drag the symbol named Specials Images   
					movie clip to the Stage.   
					The rest of this tutorial refers to this movie clip simply as the images   
					movie clip.   
					4. With the new movie clip instance selected, set the movie clip’s x and y   
					coordinates both to 0 in the Property inspector.   
					This aligns the top-left corner of the images movie clip with the top-   
					left corner of the Stage.   
					5. On the Images layer, insert keyframes on Frames 20, 30, 40, and 50, as   
					the following image shows:   
					6. In the Timeline, select the keyframe on Frame 20.   
					7. On the Stage, select the images movie clip, and set its y coordinate to   
					-100 in the Property inspector.   
					This moves the movie clip upward on the Stage 100 pixels.   
					8. Select the keyframe on Frame 30 in the Timeline, select the images   
					movie clip, and set its y coordinate to -200 in the Property inspector.   
					9. Select the keyframe on Frame 40, select the images movie clip, and set   
					its y coordinate to -300 in the Property inspector.   
					10. Select the keyframe on Frame 50, select the images movie clip, and set   
					its y coordinate to -400 in the Property inspector.   
					11. Select the keyframe on Frame 10, and select Motion from the Tween   
					pop-up menu in the Property inspector.   
					This tweens the images movie clip’s position between the keyframes on   
					Frames 10 and 20.   
					12. To create transitions between the other images, repeat step 11 for the   
					keyframes located on Frames 20, 30, and 40.   
					Creating the application 29   
				13. To create the mask layer, select the Images layer in the Timeline, and   
					then select Insert > Timeline > New Layer (or click the Insert Layer   
					button in the Timeline).   
					14. Insert a keyframe on Frame 10 of the new mask layer.   
					15. Using the Rectangle tool in the Tools panel, create a rectangle over the   
					first (top-most) image in the images movie clip.   
					It doesn’t matter what fill color you use for the rectangle, but it must be   
					completely opaque.   
					Masking rectangle   
					16. To make sure the rectangle covers the entire image area, double-click the   
					rectangle to select it, and then use the Property inspector to set its x and   
					y coordinates both to 0, its width to 176, and its height to 100.   
					17. Right-click (Windows) or Control-click (Macintosh) the Image Mask   
					layer in the Timeline, and select Mask from the context menu.   
					The layer is converted to a mask layer, indicated by a mask layer icon.   
					The layer immediately below it is linked to the mask layer, and its   
					contents show through the filled area on the mask. For more   
					information about working with mask layers in Flash, see “Using mask   
					layers” in Using Flash.   
					Mask layer   
					Masked layer   
					Masked region   
					on the Stage   
					30 Creating a Flash Lite Application   
				18. Save your changes (File > Save).   
					At this point, if you were to test the application in the emulator, the   
					animation you created would play through to the end and then stop. In the   
					next section (see “Adding navigation and text to the specials screen”   
					on page 31), you’ll add ActionScript that stops the animation at each   
					keyframe, as well as user interface elements that let the user navigate   
					between images.   
					Adding navigation and text to the specials screen   
					In this section, you’ll add interactivity to the specials screen that lets the   
					
					dynamic text fields that display the name and description of each image.   
					To add text to display the names and descriptions of   
					the specials:   
					1. In Flash, open the file you completed in the previous section (see   
					“Creating the menu for the main screen” on page 24).   
					2. In the Timeline, select Frame 10 on the Text layer.   
					3. In the Tools panel, select the Text tool and create a text field below the   
					first masked specials image.   
					This text field will display the name of the special whose image is   
					currently being displayed.   
					Text field to display name of special   
					Creating the application 31   
					 
					 
					 
				4. With the text field selected on the Stage, make the following changes in   
					the Property inspector:   
					■ 
					■ 
					■ 
					■ 
					■ 
					Select Dynamic Text from the Text Type pop-up menu.   
					Select Verdana from the Font pop-up menu.   
					Select the Italics text style option.   
					Set the font size to 10.   
					Select Bitmap (no anti-alias) from the Font Rendering Method   
					pop-up menu.   
					■ 
					Type title in the Var text box. This is the variable name assigned to   
					the dynamic text field.   
					5. Create another text field below the first one to display a short   
					description of the specials being viewed by the user.   
					6. Using the Selection tool, resize the text field so that it’s about three times   
					as tall as the other text field.   
					Text field to display description of special   
					7. With the text field selected on the Stage, make the following changes in   
					the Property inspector:   
					■ 
					■ 
					■ 
					■ 
					■ 
					Select Dynamic Text from the Text Type pop-up menu.   
					Select Multiline from the Line Type pop-up menu.   
					Select Verdana from the Font pop-up menu.   
					Set the font size to 10.   
					Select Bitmap (no anti-alias) from the Font Rendering Method   
					pop-up menu.   
					■ 
					Type description in the Var text box.   
					8. In the Timeline, select the keyframe on Frame 10 on the Actions layer.   
					32 Creating a Flash Lite Application   
				9. Open the Actions panel and add the following code:   
					title = "Summer salad";   
					description = "Butter lettuce with apples, blood orange   
					segments, gorgonzola, and raspberry vinaigrette.";   
					fscommand2("SetSoftKeys", "Home", "Next");   
					stop();   
					This code displays the name and description of the special that the user   
					is currently viewing, and stops the playhead. The SetSoftKeys   
					command registers the device’s soft keys that will let the user return to   
					the home screen, as well as navigate between specials.   
					10. On the Actions layer, select the keyframe on Frame 20 and enter the   
					following code in the Actions panel:   
					title = "Chinese Noodle Salad";   
					description = "Rice noodles with garlic sauce, shitake   
					mushrooms, scallions, and bok choy.";   
					stop();   
					11. On the Actions layer, select the keyframe on Frame 30 and enter the   
					following code in the Actions panel:   
					title = "Seared Salmon";   
					description = "Filet of wild salmon with caramelized   
					onions, new potatoes, and caper and tomato salsa.";   
					stop();   
					12. On the Actions layer, select the keyframe on Frame 40 and enter the   
					following code in the Actions panel:   
					title = "New York Cheesecake";   
					description = "Creamy traditional cheesecake served with   
					chocolate sauce and strawberries.";   
					stop();   
					13. On the Actions layer, select the keyframe on Frame 50 and enter the   
					following code in the Actions panel:   
					gotoAndStop("specials");   
					This code returns the playhead to the beginning of the animation   
					sequence. The first and last images in the animation sequence are the   
					same, which creates the illusion of a continuous animation.   
					14. Save your changes.   
					Next you’ll add navigation to the specials screen that lets the user navigate   
					between images and descriptions of each special.   
					Creating the application 33   
				To add navigation to the specials screen:   
					1. Open the file you completed in the previous section.   
					2. In the Library panel (Window > Library), locate the symbol named   
					Home and drag it to the lower-left corner of the Stage.   
					3. In the Property inspector, set the Home graphic’s x coordinate to 0 and   
					its y coordinate to 188.   
					4. Drag the symbol named Next from the Library to the lower-right corner   
					of the Stage.   
					5. In the Property inspector, set the graphic’s x coordinate to 120 and its y   
					coordinate to 188.   
					The Stage in your application should look something like the following   
					screen shot:   
					6. In the Timeline, select the keyframe on Frame 10 on the layer named   
					Key Catcher.   
					34 Creating a Flash Lite Application   
				7. From the Library, drag the Key Catcher button symbol and place it in   
					the work area off the Stage.   
					To view the work area, in Flash choose View > Work Area.   
					Key catcher button   
					Work area   
					The purpose of this button is to “catch” ActionScript keypress events   
					initiated by the user, and then take the appropriate action. For more   
					information about using key catcher buttons, see “Creating a key   
					catcher button” in Developing Flash Lite 1.x Applications.   
					8. Select the key catcher button, and in the Actions panel, enter the   
					following code:   
					// Handle right soft key event ("Next" button):   
					on(keyPress "<PageDown>") {   
					play();   
					} 
					// Handle left soft key event ("Home" button):   
					on(keyPress "<PageUp>") {   
					gotoAndStop("main");   
					} 
					The first on(keyPress)handler advances the image animation to the   
					next image in the sequence; the second one sends the playhead to the   
					main application screen.   
					9. Choose Control > Test Movie to test the final application in   
					the emulator.   
					Creating the application 35   
				36 Creating a Flash Lite Application   
				Index   
					Flash Lite authoring features   
					device settings 15   
					emulator 15   
					
					A 
					
					
					available Stage size 18   
					
					C 
					Hello World application 18   
					
					about 21   
					creating navigation 31   
					
					
					creating the specials screen 27   
					content types 13   
					
					mask layers, using 27   
					P 
					creating navigation   
					Property inspector, Device Settings button 16   
					
					using buttons 24   
					
					
					
					D 
					document templates   
					about 16   
					T 
					target devices 13   
					test devices 13   
					
					dynamic 31   
					setting properties 31   
					tweened animation 27   
					global phones 16   
					Japanese phones 16   
					using 16   
					dynamic text fields 31   
					F 
					Flash Lite   
					
					authoring features in Flash 15   
					authoring overview 14   
					availability 12   
					workflow for authoring content 14   
					content types 13   
					stand-alone player 12   
					technology overview 11   
					37   
				38   
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