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Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
What’s new in Flash Lite authoring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Guide to instructional media. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Additional resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Typographical conventions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
5
Flash Lite content types. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Errors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Determining platform capabilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
6
Introduction
This manual describes how to develop applications for mobile devices using Macromedia®
Flash® Lite™ 1.0 and Macromedia® Flash® Lite™ 1.1 software from Adobe (collectively called
Flash Lite 1.x). You can use various modes of navigation for different devices and how to work
with text and fonts. This manual also describes how to manage the runtime memory available
to Flash Lite applications running on various models of mobile phones. Using Adobe® Device
Central CS3, the mobile emulator that is included with Adobe® Flash® CS3 Professional, you
can test and debug your application in the authoring tool before you test it on an actual device.
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 1.x
content, and includes instructions for testing your applications in the Adobe Device
Central emulator.
■ 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.
■ The Flash Lite sample applications at http://www.adobe.com/go/
learn_flt_samples_and_tutorials demonstrate key concepts and best practices discussed or
mentioned in the written documentation.
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/go/developer_flashlite.
For TechNotes, documentation updates, and links to additional resources in the Flash Lite
developer community, see the Adobe Flash Lite Support Center at www.adobe.com/go/
support_flashlite.
Typographical conventions
The following typographical conventions are used in this manual:
■ Italic font indicates a value that should be replaced (for example, in a folder path).
■ Code font indicates ActionScript code.
■ Code font italic indicates 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.
8 Introduction
CHAPTER 1
9
Keys supported by Flash Lite
In addition to the alphanumeric keys available on standard telephones, most mobile devices
feature a five-way keypad, which let users navigate and select items on the device’s display as
well as the Left and Right soft keys. A device’s soft keys are multifunctional keys that use the
device’s display to identify their purpose at any moment.
The five-way keypad has four arrow keys (Up, Down, Left, and Right) and a Select key, which
are typically located at the center of the keypad. Different applications can use these keys as
they choose. For example, in a Flash Lite game, the user might press the arrow keys to move a
character on the screen, and then press the Select key to perform another action, such as make
the character jump.
Flash Lite supports the following keys on mobile devices:
■ Five-way keypad keys (Up, Down, Left, Right, and Select)
■ Left and Right soft keys
■ 0-9, *, and # keys
The following images show these keys on a generic keypad and on an actual phone:
Soft keys
5-way keypad
Numeric, #, and
* keys
Not all devices and Flash Lite content types support all these keys. For example, on some
devices, a Flash Lite application can access only the Up and Down arrow keys, not the Left
and Right arrow keys. Also, not all devices and content types allow Flash applications to access
the Left and Right soft keys. When you test your application in Adobe Device Central, you
receive warning messages when you press keys that aren’t available on the target device and
content type.
To use each sample file, open it in Adobe Flash CS3 Professional and test it using Adobe
Device Central (select Control > Test Movie). Click the arrow keys on the emulated device’s
keypad (or press the arrow keys on your keyboard) to see how each navigation mode affects
user navigation.
Two-way navigation In two-way navigation, the device’s Up and Down arrow keys move
focus from one object (button or input text field) to another; the Left and Right arrow keys
have no effect. The Down key moves the focus to the next object on the right. If there are no
objects positioned to the right of the current object with focus, focus moves to the leftmost
object below the current object with focus. If there are no objects below the rightmost object
with focus, focus moves to the top and leftmost object. The Up key moves focus to the next
object on the left. If there are no objects to the left of the current object with focus, focus
moves to the rightmost object above the object.
For an example of two-way navigation, see the sample file named 2-way.fla located at
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 Samples folder to access the sample.
Four-way navigation In four-way navigation, the user can move focus from one object to
another with the device’s Left, Right, Up, and Down keys. Pressing the Left key moves the
focus from the current object with focus to the object to the left of the button with focus. The
Right key moves the focus to the next button to the right of the button with focus. The Up
and Down keys similarly move focus to the button above and below the button with focus.
For buttons, the focus rectangle’s bounding box is determined by the button’s hit area—
the invisible region that (in Flash desktop applications) defines the part of the button that
responds to mouse clicks. For input text fields, the focus rectangle’s bounding box is
determined by the text field’s dimensions.
If your application contains input text fields, Adobe recommends that you do not disable the
focus rectangle, as it provides the only visual clue that an input text field has focus. For
example, the following image shows an input text field that has the current focus:
If your application contains buttons (with defined over states) and input text fields on the
same screen, you can set the _focusRect property to false in each button’s on(rollOver)
event handler and set it to true in each button’s on(rollOut) handler, as shown in the
following code example. This causes the focus rectangle to appear when an input text field has
focus, but not when a button has focus.
For more information about using input text fields, see “Using input text fields” on page 36.
The following table lists the ActionScript keypress event that Flash Lite generates in response
to the user pressing a key on the device:
7. Select the key catcher button instance, and open the Actions panel (Window > Actions).
8. Enter the following code in the Actions panel:
on(keyPress "<Left>") {
circle._x -= 10;
Frame labels
4. Drag two more instances of the menu item movie clip to the Stage and align them vertically
in a column.
5. Select the upper movie clip and, in the Property inspector, type menu_1 in the Instance
Name text box.
6. Assign the instance names of menu_2 and menu_3 to the middle and lower movie
clips, respectively.
menu_1
menu_2
menu_3
The numeric suffix appended to each instance name lets you dynamically refer to each
movie clip in code, which you’ll add shortly.
7. Using the Text tool, create a text field along the lower edge of the Stage.
8. In the Property inspector, select Dynamic from the Text Type pop-up menu, and type
status in the Var text box.
As in the simple menu example, this text field displays a status message about the menu
item that is currently selected.
9. In the Timeline, select the first frame on the layer named Actions.
on(keyPress "<Up>") {
}
}
on(keyPress "<Enter>") {
// Update status field with selected item
status = "You selected " add currentLabel;
15. Select Control > Test Movie to test the application in the Adobe Device Central emulator.
To interact with the menu, click the Up and Down Arrow keys on the emulator with your
mouse, or press the corresponding arrow keys on your keyboard.
7. Drag another instance of the same button to the Stage and position it directly below the
first button.
This disables the yellow focus rectangle that Flash Lite draws around the button with
focus. In this case, the default focus rectangle is unnecessary because the button’s contains
an Over state that is displayed when it has focus.
11. Test the application using the Adobe Device Central emulator (Control > Test Movie).
The emulator displays messages as you press the Up and Down Arrow keys on the keypad.
7. In the Tools panel, select the Text tool and create a text field along the bottom of the Stage.
This text field displays a short message when the user rolls over each menu item.
8. With the new text field still selected, do the following in the Property inspector:
a. Select Dynamic Text from the Text Type pop-up menu.
b. Type status in the Var text box.
9. On the Stage, select the News button and open the Actions panel (Window > Actions).
10. In the Actions panel, type the following code:
on(rollOver) {
status = "Press to select News"
}
on(press) {
status = "You selected news"
}
This code assigns some text to the dynamic text field when the user rolls over the News
menu button.
This disables the yellow focus rectangle that Flash Lite draws by default around buttons
and text fields that have focus (see “About the focus rectangle” on page 13).
At this point, the Stage should look something like the following image:
15. Select Control > Test Movie to preview the application using the Adobe Device Central
emulator.
To use the Left and Right soft keys, you must first call the SetSoftKeys command (see
SetSoftKeys in Flash Lite 1.x ActionScript Language Reference). Subsequently, Flash Lite
generates a PageDown event when the user presses the Right soft key and a PageUp event when
the user presses the Left soft key. You write ActionScript event handler code that responds to
these events and takes the desired action.
The SetSoftKeys command takes two parameters that specify the labels for the Left and
Right soft keys, respectively, that appear when your application is not running in full-screen
mode. For applications running in full-screen mode, the labels that you specify are not visible,
so you must create your own labels and position them on the Stage where the soft keys
are located.
The following image shows the result of this command on an application running on an
actual device in normal (not full-screen) mode:
In a real-world application, you might want to use something other than ordinary text
fields for the soft key labels, such as graphic or movie clip symbols.
7. With the status text field still selected, in the Property inspector, type status in the Var
text box.
8. Create a key catcher button (see “Creating a key catcher button” on page 17). In the
Actions panel, attach the following code to the button:
// Handle Left soft keypress event
on(keyPress "<PageUp>") {
status = "You pressed the Left soft key.";
}
// Handle Right soft keypress event
on(keyPress "<PageDown>") {
status = "You pressed the Right soft key.";
}
The two parameters of the SetSoftKeys command—Left and Right, in this case—
specify the labels that Flash Lite displays above the soft keys when the application is not
being viewed in full-screen mode. In this case, the application uses the FullScreen
command (see FullScreen in Flash Lite 1.x ActionScript Language Reference) to force the
application to display in full-screen mode. Consequently, the values you choose for those
parameters can be arbitrary text strings or expressions.
fscommand2("SetSoftKeys", foo, bar);
11. Select Control > Test Movie to test the application using Adobe Device Central.
Click the Left and Right soft keys with your mouse, or press the Page Up and Page Down
keys on your keyboard to test the application.
33
About font rendering methods in Flash Lite
To render text on a device’s display, Flash Lite can either use fonts that are available on the
device or use font data that is embedded in the SWF file. Device fonts have the advantage of
smaller SWF file sizes but give less control over the font display. When you embed font data
in the SWF file, you have more control over the font display, but it increases the file size.
For embedded font data, Flash Lite supports both anti-aliased and aliased (bitmap) text,
which makes text more readable at small point sizes. You can also use pixel fonts from third-
party font designers to make small text readable. For more information, see “Font rendering
methods in Flash Lite” on page 40 and “Embedding font outlines in SWF files” on page 43.
Property inspector
6. Test the application in the Adobe Device Central emulator (Control > Test Movie).
For another example of using dynamic text fields, see “Text field example application”
on page 45.
To open the device’s input dialog box, the user must first give an input text field focus, and
then press their device’s Select key. By default, Flash Lite draws a yellow rectangle around the
input text field that has focus.
The text input dialog box is modal, which means that the user can’t interact with the Flash
content while the dialog box has focus. Flash Lite also pauses the playhead in the Flash
application while the dialog box has focus.
If the user clicks OK (the Left soft key), the text input dialog box closes, and Flash Lite
automatically assigns the text to the input text field. If the user clicks Cancel (the Right soft
key), no text is assigned to the input text field.
For an example of using an input text field in an application, see “Text field example
application” on page 45.
The line type that you specify for an input text field determines the behavior of the device’s
input text dialog box when a user edits the text field.
When a user edits a multiline input text field, the device’s input text dialog box expands as
necessary to display all the text the user enters, as the following image shows:
When a user edits a password input text field, the device’s input text dialog box masks each
character that the user enters with an asterisk (after a short delay).
When the user opens the input text dialog box, they will only be able to enter numeric values
in the text fields.
For more information, see SetInputTextType in Flash Lite 1.x ActionScript Language
Reference.
You can disable the focus rectangle by setting the global _focusRect property to false.
However, in that case, the user won’t be able to see that the text field has keypad focus and
won’t know to press the Select key on their device. Adobe recommends that you do not
disable the focus rectangle when using input text fields.
For more information about controlling the behavior of the yellow focus rectangle, see
“About the focus rectangle” on page 13 and _focusrect in Flash Lite 1.x ActionScript
Language Reference.
■ Select Use Device Fonts to have Flash Lite use a font that is available on the device. No
font data is embedded in the published SWF file.
■ Select Bitmap text (no Anti-Alias) to have Flash Lite align font outlines along pixel
boundaries, which makes small text appear crisp and clear. This option requires that
Flash embed font outlines in the published SWF file (for more information, see
“Embedding font outlines in SWF files” on page 43).
■ Select Anti-Alias for Animation to have Flash Lite anti-alias the text field’s font
according to the current rendering quality setting (for more information, see “Flash
Lite rendering quality and anti-aliased text” on page 42). This option requires that
Flash embed font outlines in the published SWF file (for more information, see “Flash
Lite rendering quality and anti-aliased text” on page 42).
Flash Lite 1.0 and 1.1 do not support the Anti-Alias for Readability or Custom Anti-Alias
font rendering options. Those rendering options are available only in Flash Player 8 and later
on desktop computers.
4. Select the characters that you want to embed from the list, type the specific characters that
you want to embed in the text box, or click Auto Fill to include the characters present in
the selected text field.
5. Click OK.
13. Select the button on the Stage, and open the Actions panel (Window > Actions).
14. Enter the following code in the Actions panel:
on(press) {
message = "Hello, " add nameVar;
}
15. Select Control > Test Movie to test the application in the Adobe Device Central emulator.
a. Press the Down arrow on the emulator’s keypad to give the input text field focus.
The maxscroll property specifies the first visible line in a text block when the last line of the
text is visible in the text block; this property is read-only. You can compare a text field’s
maxscroll property to its scroll property to determine how far a user has scrolled within a
text field. This is useful if you want to create a scroll bar that provides feedback about the
user’s current scroll position relative to the maximum scroll position.
3. Select Multiline from the Line type pop-up menu in the Property inspector.
4. Select Dynamic Text from the Text Type pop-up menu in the Property inspector.
5. Select Use Device Fonts from the Font rendering method pop-up menu in the
Property inspector.
6. Select Text > Scrollable to make the text field scrollable.
7. Type story in the Var text box in the Property inspector. This associates the ActionScript
variable named story with the text field.
9. Create a new button symbol, and add an instance of it to the Stage or in the area off
the Stage.
This button acts as key catcher button, and it doesn’t need to be visible to the user. For
more information about creating key catcher buttons, see “Creating a key catcher button”
on page 17.
10. Select the button, and open the Actions panel (Window > Actions).
11. Enter the following code in the Actions panel:
on(keyPress "<Down>") {
story.scroll++;
}
on(keyPress "<Up>") {
story.scroll--;
}
12. Select Control > Test Movie to test the application in the Adobe Device Central emulator.
Press the Up and Down Arrow keys on your keyboard (or the Up and Down buttons on
the emulator’s keypad) to scroll the text up or down.
For simplicity, this example lets you enter the text field’s content in the authoring tool. But
you can easily modify the example so that the text field’s content is updated using
ActionScript. To do this, you would write ActionScript that assigns the desired text to the
variable name that you assigned to the multiline text field (story, in this example).
story = "Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Sed
ipsum. Nam tempus. Nullam sed velit eget sem consectetuer tempor. Morbi
eleifend venenatis pede. Cras ac lorem eget massa tincidunt
iaculis...etc."
51
Event and stream (synchronized) sound
Flash Lite 1.1 supports event and stream (synchronized) sound. Event sounds play
independently of the Timeline and continue to play until either the end of the sound buffer
has been reached, or the sound is stopped using ActionScript. Event sounds must download
completely before they begin playing.
Stream sounds are synchronized with the Timeline on which they reside and are often used to
synchronize audio with animation. Stream sounds stop when the playhead of the containing
Timeline is stopped. During playback, Flash Lite drops frames from the animation, if
required, to keep the sound playback synchronized with animation.
Only native Flash sound can be synchronized with the Timeline; you can use device sounds
only as event sounds. Flash Lite 1.0 supports only event sound.
New keyframe
11. With the new keyframe selected in the Timeline, in the Property inspector, select
proxy.wav from the Sound pop-up menu.
This attaches the proxy sound to the keyframe.
Property inspector
12. To link the proxy sound with the actual device sound file, do the following:
a. In the Library, double-click the proxy.wav symbol to open the Sound Properties
dialog box.
b. In the Sound Properties dialog box, click the folder icon to the right of the Device
sound text box to open the Select Device Sound dialog box.
d. Click OK.
13. Select Control > Test Movie to start the Adobe Device Central emulator and test your
SWF file.
In the emulator, press the Down Arrow key on the keypad to give the Play button focus,
and then press the Select key to play the sound.
The following image shows how the application might look in Flash:
When the user select the button, the sound on Frame 10 plays. This technique requires that
the device sound be attached to the same frame specified in the gotoAndPlay() function. For
instance, in the example discussed above, if the sound were attached to Frame 11 rather than
Frame 10, Flash Lite would not play the sound when the playback head reached Frame 11.
As of this writing, the Sound Bundler utility is only supported by Windows systems.
2. From your desktop, drag the first sound file to be bundled into the floating window.
The Flash Lite 1.1 Sound Bundler window appears. The upper part of the Sound Bundler
window is a list of the files you added to the sound bundle. The lower part of the window
contains information about the sounds in the sound bundle, including sound format, size
of sound data, and filename.
3. Drag the rest of the sound files that you want to bundle into the window.
You can’t bundle more than one file in a given audio format. For example, you can’t
bundle two MIDI files in the same FLS file.
4. To delete a file from the sound bundle, select in the list of sound files and click Delete. To
delete all files in the sound bundle, click Delete All.
The next step is to add the sound bundle (FLS) file to your Flash document. The process is
the same as adding standard device sounds to Flash documents, except that instead of
specifying a single device sound file to replace the proxy sound, you specify the FLS file that
you created. For more information, see “Using device sound” on page 52).
59
60 Optimizing content for performance and file size
CHAPTER 5
61
See the Device Central help for more information, including details about interacting with
the emulator.
In Device Central, the Device Sets list shows all target devices that Flash saved with your
application. By default, the first device in the set is selected for emulation. The content type
selected is the content type that was saved with the application when you created it (for details
about the Flash Lite content types, see “Flash Lite content types” on page 66).
You can test the application with a different content type and different devices. Changing the
content type and adding or removing devices from the device set automatically changes the
device settings in Flash.
To test how the content appears on a different device, double-click another device in either
the top or bottom list. A spinning icon appears next to the device you are testing, and the
emulator changes to display your application running in the device you selected.
Soft keys
Select key
Navigation keypad
You can use your mouse to click the emulator’s keypad directly, or you can use the following
equivalent keyboard shortcuts:
■ The arrow keys on your keyboard (left, right, up, down) map to the corresponding
navigation keys on the emulator’s navigation keypad.
■ The Enter or Return key corresponds to the emulator’s select key.
■ The Page Up and Page Down keys correspond to the emulator’s left and right soft keys,
respectively.
■ The number keys on your keyboard map to the corresponding number keys on the
emulator keypad.
For additional details about interacting with the emulator to test your application, see the
Adobe Device Central online help.
Alarm Uses Flash Lite to let the user select a KDDI and Vodafone (Japan
SWF file to play for the device’s alarm. only)
Browser Uses Flash Lite to render Flash content NTT DoCoMo, KDDI, and
embedded in mobile web pages and Vodafone (Japan only)
viewed in the device’s web browser.
Calling History Uses Flash Lite to display an image or KDDI (Casio phones only)
animation associated with each entry in
the user’s address book, along with
their name and phone number.
Calling Screen Uses Flash Lite to display an animation NTT DoCoMo and KDDI
when the user receives a call or makes (Japan only)
a call.
Chaku Flash Uses Flash Lite to let user select SWF KDDI (Japan only)
file to play as the ringtone for incoming
calls.
Data Folder Uses Flash Lite to render Flash content KDDI (Japan only)
in the device’s Data Folder application,
which lets the user manage and
preview multimedia files on the device.
Icon Menu Uses Flash Lite to let the user select KDDI (Casio phones only)
custom icon menus for the device's
launcher .
Image Viewer Use the Image Viewer application that NTT DoCoMo (Japan only)
lets the user manage and preview
multimedia files on the device, including
SWF files.
Incoming Call Uses Flash Lite to display an animation NTT DoCoMo, KDDI, and
when the user receives a call. Vodafone (Japan only)
Multimedia Uses Flash Lite to preview SWF files KDDI (Japan only)
(as well as other multimedia formats).
My Picture Uses My Picture application that lets NTT DoCoMo (Japan only)
the user manage and preview SWF
files on the device, as well as other
image formats.
OpenEMIRO Displays Flash Lite content when the KDDI (Casio devices only)
device is returning from Standby mode.
This is similar to the Wake Up Screen
content type on other devices.
Screen Saver Uses Flash Lite to display the device’s KDDI and Vodafone (Japan
screen saver. only)
SMIL Player Uses Flash Lite to preview SWF files KDDI (Japan only)
(as well as other multimedia formats).
Standby Screen Uses Flash Lite to display the device’s NTT DoCoMo and KDDI
Standby Screen (or wallpaper screen). (Japan only)
Sub LCD Uses Flash Lite to display content on KDDI (Japan only)
the external or secondary screen
available on some flip phones.
Wake Up Screen Uses Flash Lite to display an animation NTT DoCoMo (Japan only)
as the phone is starting.
■ The Content Type panel shows the default content type for your application and allows
you to select other applicable content types.
■ The File Info panel displays the filename, Flash file version, dimensions, and size in
kilobytes.
■ The Alert panel appears when there is a problem and displays warning messages.
■ The Memory and Performance panels show the size of static and dynamic memory and
allow you to adjust various parameters to tune your application for performance.
■ The Device Status panel shows the values of various platform-specific (fscommand())
settings, such as time zone and battery level.
■ The Network panel displays information about your network connectivity.
Errors
The Adobe Device Central emulator can generate alerts as you test your content. One type of
alert appears only in the emulator and is intended to provide information about actual or
potential errors; the other type of alert occurs in both the emulator and on an actual device.
The first type of alert provides debugging information about your SWF file. For example, if
your SWF file contains ActionScript that isn’t supported by Flash Lite (or by the version of
Flash Lite available on the currently selected test device), the emulator generates an alert.
On a device, the error dialog box that appears contains the string “Problem with content”
followed by an error number. In the emulator, the error dialog box also contains a short error
string. The emulator also displays a longer description of the error in the Output panel.
The following table lists all the errors that occur in the Flash Lite player, including error
numbers, the short descriptions that appear in the error dialog box, and the longer
descriptions that appear in the Output panel:
2 Stack Limit Reached The emulator has detected that its stack limit has
been reached or exceeded. This could be caused
by various reasons, including multiple levels of
nested movie clips or complicated vector
drawings.
3 Corrupted SWF The emulator has detected that the SWF data is
corrupted.
Errors 71
Error Error string Description and possible causes
number
6 ActionScript Infinity Loop. The emulator has detected an infinite loop or
deeply nested ActionScript (for example, deeply
nested if..else statements).
9 Invalid Frame Number The emulator has detected that the SWF file has
attempted to move to or resolve an invalid frame
number.
11 Bad JPEG Data The emulator has detected that JPEG or PNG
data in the SWF file is corrupted, there is not
enough memory to decode the JPEG data, or the
format of the JPEG data is not supported.
12 Bad Sound Data. The emulator has detected that the SWF file
contains an unsupported sound data format.
13 Root Movie Unloaded. The emulator has detected that the root movie
has been unloaded and was not replaced with
another SWF file.
InputText Indicates if platform supports input text (Yes) or not (No). For more
information about input text, see “Using input text fields”
on page 36).
Loop Indicates if SWF content loops (return to the first frame in the
timeline) when it reaches the end of its timeline (Yes) or stops on the
last frame (No).
SMS Indicates if Flash Lite supports sending SMS messages (Yes) or not
(No).
mouseType Indicates what mouse events are supported by Flash Lite. Valid
values are as follows:
None: No mouse events are supported.
Partial: The press, release, rollOver, and rollout events are
supported; releaseOutside, dragOut, and dragOver events not
supported.
Mouse: The Mouse Up/Mouse Down/Mouse Move messages are
processed. One example is an NTT DoCoMo phone with the virtual
cursor feature. This means mouse-move should trigger the rollOver/
rollOut event.
B I
button events input text fields
about 22 and the focus rectangle 39
handling 22 example application 45
restricting characters in 39
interactivity
C creating a menu with buttons 25
content types in Flash Lite, described 66 creating a menu with movie clips 18
creating, with buttons 22
detecting keypresses 17
D handling keypress events 15
device sound tab navigation 11
about 52 using the soft keys 29
adding 53
triggering in Flash Lite 1.0 55
K
keypress events
E ActionScript key codes 16
embed font outlines creating a key catcher button 17
about 43 handling with ActionScript 15
how to 43 supported keys 10
writing a key handler script 16
F
Flash Lite emulator M
features unsupported by 62 menus
interacting with 65 creating with buttons 25
previewing applications with 62 creating with movie clips 18
warning and error messages 70 message URL http
Flash Lite rendering quality
77
//www.adobe.com/go/
learn_flt_samples_and_tutorials 8
N
native sound, about 58
navigation. See tab navigation
P
platform capabilities, determining 73
S
soft keys
SetSoftKeys command 29
using 29
sound
about 51
compound 56
device 52
device and native 51
event and streaming 52
Sound Bundler utility 56
Sound Bundler utility, using for compound sounds 56
Stage, screen size and available 70
T
tab navigation
about 11
example application using 25
focus rectangle 13
four-way 12
four-way with wrap-around 13
guidelines for 15
modes of 11
two-way 12
text fields
creating scrolling text 48
font rendering methods, about 34
input text fields, using 36
restricting characters in input text fields 39
78