Summary Table

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PII 0
URL 0
DNS 0
EKL 0
IP 0
PORT 0
VsID 0
CF 0
AI 0
VPD 0
PL 0
Other 0

File Content

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???????? !"????$%&'()*+,????./0123456????89:;<=>?@ABCDEFGHIJK????MNOPQRSTUVWXYZ????\]^_`abcdefghijklmnop????rstuvwxyz{|}~?P?|x???mL?U?iK)/m?[???E??+,? ??Ec?0as?,???? )?? ?R 0?}?<}?B???e??1??\6?X??a?_?? ???????Xv???{??{?7,,tK????J???CO 9??J?%[????&????i(--M
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?????.W?M?????<??z^ ?I'e????z????&S?&?~i)???????A<??|O?^%???o??Hb??1??/{.!!?J??\K'U?R.????????CPicPage?? CPicLayer?? CPicFrame??CPicText??
Y((?"???? ?_sans????(Label??? label_txt??????????????????n???????? ???Layer 1????O??????CPicPage?? CPicLayer?? CPicFrame???????????ol????J&
#initclip


// This is from commands.as and should be updated in both places if it updated here.
var CmdItemInvoked = "CmdItemInvoked";

function DisplayAttribute(attribute, value) {
this.attrib_str = attribute;
this.value = value;
}


function GenericButtonClass() {

// Setup the mouse event handling
if (this._parent != _level0) {
this._parent.onRollOver = function (mc) { mc.fhgeneric_comp.onRollOver(); }
this._parent.onRollOut = function (mc) { mc.fhgeneric_comp.onRollOut(); }
this._parent.onPress = function () { this.fhgeneric_comp.onPress(); }
this._parent.onRelease = function () { this.fhgeneric_comp.onRelease(); }
this._parent.onDragOut = function () { this.fhgeneric_comp.onDragOut(); }
this._parent.onDragOver = function () { this.fhgeneric_comp.onDragOver(); }
}

this.enabled = true;
this.selected = false;
this.userbutton_mc = this._parent.button_mc;
this.userleft_mc = this._parent.left_mc;
this.userright_mc = this._parent.right_mc;
this.usericon_mc = this._parent.icon_mc;
this.usertextfield_mc = this._parent.textfield_mc;
if (this.usertextfield_mc.label_mc != undefined) {
this.userlabel_txt = this.usertextfield_mc.label_mc.label_txt;
} else {
this.userlabel_txt = this._parent.label_txt;
}
this.attribute_array = new array();
this.bJustSelected = false;
this.bJustPressed = false;
this.bSelectedWhenPressed = false;
this.lastState_str = "";
}
GenericButtonClass.prototype = new MovieClip();

// Handles initialization of the button features
GenericButtonClass.prototype.onLoad = function () {
// Set special values for the fields
this.userlabel_txt.autoSize = true;
this._parent._focusrect = true;
this._parent.focusEnabled = true;
this._parent.tabChildren = false;

// Goto the first frame because this represents the proper size of the button unless we
// are in test mode. In that case, go to the "normal" state.
if (this._parent == _level0) {
this.GotoDefaultState();
} else {
this.GotoAndStopFrame(1);
}

// Let the container know we are loaded
this._parent._parent.ItemLoaded(this._parent);
}

///////////////////////////////////////////////////////////////////////////
//
// Handle calls to set the state of the button
//
///////////////////////////////////////////////////////////////////////////
GenericButtonClass.prototype.SetItemLabel = function (newlabel) {

// First make sure there is a label to set
if (this.userlabel_txt != undefined) {

// Save the old widths of the label and button so we can scale the button appropriately
var oldLabelX = this.userlabel_txt._x;
var oldButtonX = this.userbutton_mc._x;
var oldButtonWidth = this.userbutton_mc._width;
var oldLabelTextWidth = this.userlabel_txt.textWidth;
var oldIconCenterX = this.usericon_mc._x + (this.usericon_mc._width / 2);
var coordButton = this.userbutton_mc.getBounds(this._parent);
var oldRightOffset = coordButton.xMax - this.userright_mc._x;

// Set the new label
this.userlabel_txt.text = newlabel;

// Get the new label width
var newLabelTextWidth = this.userlabel_txt.textWidth;

// Scale the button based on how much the label scaled
var widthDiff = oldButtonWidth - oldLabelTextWidth;
var newButtonWidth = newLabelTextWidth + widthDiff;
this.userbutton_mc._width = newButtonWidth;

// Move the right_mc the appropriate distance right
coordButton = this.userbutton_mc.getBounds(this._parent);
this.userright_mc._x = coordButton.xMax - oldRightOffset;

// Move the icon_mc to the same position relative to the button_mc
var oldIconPercent = (oldIconCenterX - oldButtonX) / oldButtonWidth;
var newIconCenterX = coordButton.xMin + (newButtonWidth * oldIconPercent);
this.usericon_mc._x = newIconCenterX - (this.usericon_mc._width / 2);
}

return;
}

GenericButtonClass.prototype.EnableItem = function () {
this.enabled = true;
this._parent.useHandCursor = true;
this.bJustPressed = false;
this.GotoDefaultState();
}

GenericButtonClass.prototype.DisableItem = function () {
this.enabled = false;
this._parent.useHandCursor = false;
this.bJustPressed = false;
this.GotoDefaultState();
}

GenericButtonClass.prototype.SelectedWhenPressed = function () {
this.bSelectedWhenPressed = true;
return;
}

GenericButtonClass.prototype.DisplaySelected = function () {
this.selected = true;
this.bJustSelected = true;
this.bJustPressed = false;
this.GotoDefaultState();
}

GenericButtonClass.prototype.DisplayNormal = function () {
this.bJustPressed = false;
this.selected = false;
this.GotoDefaultState();
}


GenericButtonClass.prototype.SetAttribute = function (attribute, value) {
var newattrib = new DisplayAttribute(attribute, value);
this.attribute_array.push(newattrib);
}

GenericButtonClass.prototype.GetAttribute = function (attribute) {
var value = undefined;
for (var iAttrib in this.attribute_array) {
if (this.attribute_array[iAttrib].attrib_str == attribute) {
value = this.attribute_array[iAttrib].value;
break;
}
}
return value;
}


GenericButtonClass.prototype.GotoAndStopFrame = function(frame) {
this.userbutton_mc.gotoAndStop(frame);
this.userleft_mc.gotoAndStop(frame);
this.userright_mc.gotoAndStop(frame);
this.usericon_mc.gotoAndStop(frame);
}

///////////////////////////////////////////////////////////////////////////
//
// Handle all of the mouse movements from the button
//
///////////////////////////////////////////////////////////////////////////
GenericButtonClass.prototype.GotoButtonState = function(state) {
if ((this.bJustSelected) || (state != "selected")) {
this.bJustSelected = false;

// Only perform the action if this is a change of state
if (state != this.lastState_str) {
this.userbutton_mc.gotoAndPlay(state);
this.userleft_mc.gotoAndPlay(state);
this.userright_mc.gotoAndPlay(state);
this.usericon_mc.gotoAndPlay(state);
this.usertextfield_mc.gotoAndPlay(state);
this.lastState_str = state;
}
}
}

GenericButtonClass.prototype.GotoDefaultState = function () {
if (this.enabled == true) {
if (this.selected == true) {
this.GotoButtonState("selected");
} else {
this.GotoButtonState("normal");
}
} else {
this.GotoButtonState("disabled");
}
return;
}

GenericButtonClass.prototype.onRollOver = function () {
this._parent._parent.ItemRolledOver(this._parent);
if (this.enabled == true) {
if (this.selected == true) {
this.GotoButtonState("selected");
} else {
this.GotoButtonState("over");
}
} else {
this.GotoDefaultState();
}
}

GenericButtonClass.prototype.onPress = function() {
if ((this.enabled) && (!this.selected)) {
this.GotoButtonState("down");
} else {
this.GotoDefaultState();
}
}

GenericButtonClass.prototype.onRelease = function() {

// Send notification to the owner
if ((this.enabled == true) && (!this.selected)) {
_parent.DoCommand(CmdItemInvoked, this._parent, 0);
}

// Return the button to the default state if it is not going
// to be shown as selected.
if (!this.bSelectedWhenPressed) {
this.GotoDefaultState();
} else {
// Note that we were just pressed in case we get the extra "RollOut" call (see onRollOut)
this.bJustPressed = true;
}
}

GenericButtonClass.prototype.onDragOut = function() {
this.GotoDefaultState();
}

GenericButtonClass.prototype.onDragOver = function() {
this.onPress();
}


GenericButtonClass.prototype.onRollOut = function() {
// For some reason we get a onRollOut call when a button is pressed and
// we don't want to go to the default state automatically in that case.
// We will wait for the container to set our state.
if (!this.bJustPressed) {
this.GotoDefaultState();
}
}


// Add effects for testing
if (this == _level0) {
left_mc.onRollOver = function () { fhgeneric_comp.onRollOver(); }
left_mc.onPress = function () { fhgeneric_comp.onPress(); }
left_mc.onRelease = function () { fhgeneric_comp.onRelease(); };
left_mc.onDragOut = function () { fhgeneric_comp.onDragOut(); };
left_mc.onDragOver = function () { fhgeneric_comp.onDragOver(); };
left_mc.onRollOut = function () { fhgeneric_comp.onRollOut(); };

button_mc.onRollOver = function () { fhgeneric_comp.onRollOver(); }
button_mc.onPress = function () { fhgeneric_comp.onPress(); }
button_mc.onRelease = function () { fhgeneric_comp.onRelease(); };
button_mc.onDragOut = function () { fhgeneric_comp.onDragOut(); };
button_mc.onDragOver = function () { fhgeneric_comp.onDragOver(); };
button_mc.onRollOut = function () { fhgeneric_comp.onRollOut(); };

right_mc.onRollOver = function () { fhgeneric_comp.onRollOver(); }
right_mc.onPress = function () { fhgeneric_comp.onPress(); }
right_mc.onRelease = function () { fhgeneric_comp.onRelease(); };
right_mc.onDragOut = function () { fhgeneric_comp.onDragOut(); };
right_mc.onDragOver = function () { fhgeneric_comp.onDragOver(); };
right_mc.onRollOut = function () { fhgeneric_comp.onRollOut(); };

icon_mc.onRollOver = function () { fhgeneric_comp.onRollOver(); }
icon_mc.onPress = function () { fhgeneric_comp.onPress(); }
icon_mc.onRelease = function () { fhgeneric_comp.onRelease(); };
icon_mc.onDragOut = function () { fhgeneric_comp.onDragOut(); };
icon_mc.onDragOver = function () { fhgeneric_comp.onDragOver(); };
icon_mc.onRollOut = function () { fhgeneric_comp.onRollOut(); };

textfield_mc.onRollOver = function () { fhgeneric_comp.onRollOver(); }
textfield_mc.onPress = function () { fhgeneric_comp.onPress(); }
textfield_mc.onRelease = function () { fhgeneric_comp.onRelease(); };
textfield_mc.onDragOut = function () { fhgeneric_comp.onDragOut(); };
textfield_mc.onDragOver = function () { fhgeneric_comp.onDragOver(); };
textfield_mc.onRollOut = function () { fhgeneric_comp.onRollOut(); };
}

// Register the class
Object.registerClass("FGenericFHButton", GenericButtonClass);

#endinitclip
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????H?)?[??? ?_sans?(HINT:
Use the labeled frames to define the various states of the button. Each labeled section of the timeline ends with a stop() action so the playhead will stop on the last frame until the FlashHelp runtime tells it to play.

normal: Plays when button enters its normal state. This occurs when the button first appears, when a user moves the mouse off the button, and when it becomes unselected. Note: This section starts on the second frame because some buttons change size in different states. If your button ? ?_sans?(changes size, use the first frame to define a "standard" size for the button. The FlashHelp runtime uses the first frame to position buttons on the toolbar.

over: Plays when a user moves the mouse over the button.

down: Plays when a user presses the button.

selected: Plays when the button is selected. This occurs when the user clicks the button.

disabled: Plays when the button is disabled. This doesn't happen to all buttons - only the Nav Bar buttons need this section in the timeline.???????????2?????????K*???????? ???HINT?????3??????
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#initclip


// This is from commands.as and should be updated in both places if it updated here.
var CmdItemInvoked = "CmdItemInvoked";

function DisplayAttribute(attribute, value) {
this.attrib_str = attribute;
this.value = value;
}


function GenericButtonClass() {

// Setup the mouse event handling
if (this._parent != _level0) {
this._parent.onRollOver = function (mc) { mc.fhgeneric_comp.onRollOver(); }
this._parent.onRollOut = function (mc) { mc.fhgeneric_comp.onRollOut(); }
this._parent.onPress = function () { this.fhgeneric_comp.onPress(); }
this._parent.onRelease = function () { this.fhgeneric_comp.onRelease(); }
this._parent.onDragOut = function () { this.fhgeneric_comp.onDragOut(); }
this._parent.onDragOver = function () { this.fhgeneric_comp.onDragOver(); }
}

this.enabled = true;
this.selected = false;
this.userbutton_mc = this._parent.button_mc;
this.userleft_mc = this._parent.left_mc;
this.userright_mc = this._parent.right_mc;
this.usericon_mc = this._parent.icon_mc;
this.usertextfield_mc = this._parent.textfield_mc;
if (this.usertextfield_mc.label_mc != undefined) {
this.userlabel_txt = this.usertextfield_mc.label_mc.label_txt;
} else {
this.userlabel_txt = this._parent.label_txt;
}
this.attribute_array = new array();
this.bJustSelected = false;
this.bJustPressed = false;
this.bSelectedWhenPressed = false;
this.lastState_str = "";
}
GenericButtonClass.prototype = new MovieClip();

// Handles initialization of the button features
GenericButtonClass.prototype.onLoad = function () {
// Set special values for the fields
this.userlabel_txt.autoSize = true;
this._parent._focusrect = true;
this._parent.focusEnabled = true;
this._parent.tabChildren = false;

// Goto the first frame because this represents the proper size of the button unless we
// are in test mode. In that case, go to the "normal" state.
if (this._parent == _level0) {
this.GotoDefaultState();
} else {
this.GotoAndS??CPicPage?? CPicLayer?? CPicFrame??CPicText??
????H?)?[??? ?_sans?(HINT:
Use the labeled frames to define the various states of the button. Each labeled section of the timeline ends with a stop() action so the playhead will stop on the last frame until the FlashHelp runtime tells it to play.

normal: Plays when button enters its normal state. This occurs when the button first appears, when a user moves the mouse off the button, and when it becomes unselected. Note: This section starts on the second frame because some buttons change size in different states. If your button ? ?_sans?(changes size, use the first frame to define a "standard" size for the button. The FlashHelp runtime uses the first frame to position buttons on the toolbar.

over: Plays when a user moves the mouse over the button.

down: Plays when a user presses the button.

selected: Plays when the button is selected. This occurs when the user clicks the button.

disabled: Plays when the button is disabled. This doesn't happen to all buttons - only the Nav Bar buttons need this section in the timeline.???????????2?????????????????? ???HINT?????3??????
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</component>
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</component>
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</component>
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</component>
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?????????over?>???????????CPicPage?? CPicLayer?? CPicFrame??CPicText??
l?????)?[??? ?_sans?(HINT:
Use the labeled frames to define the various states of the button. Each labeled section of the timeline ends with a stop() action so the playhead will stop on the last frame until the FlashHelp runtime tells it to play.

normal: Plays when button enters its normal state. This occurs when the button first appears, when a user moves the mouse off the button, and when it becomes unselected. Note: This section starts on the second frame because some buttons change size in different states. If your button ? ?_sans?(changes size, use the first frame to define a "standard" size for the button. The FlashHelp runtime uses the first frame to position buttons on the toolbar.

over: Plays when a user moves the mouse over the button.

down: Plays when a user presses the button.

selected: Plays when the button is selected. This occurs when the user clicks the button.

disabled: Plays when the button is disabled. This doesn't happen to all buttons - only the Nav Bar buttons need this section in the timeline.???????????2?????????????????? ???HINT?????3??????
CPicSprite??????????????????d?????a??????label_mc????<component metaDataFetched='true' schemaUrl='' schemaOperation='' sceneRootLabel='Scene 1' oldCopiedComponentPath='5.2'>
</component>
??2?????????At???????? ???Label????O?O???????????????.???stop();??????
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?????????overEr????Layer 1????O??????CPicPage?? CPicLayer?? CPicFrame???V???????a?????????<?0@?0?0?bbb?b?bb??bb????bbbb?b???b??b??????????eY???????? ???Layer 1????O?????Layer 1????O?????CPicPage?? CPicLayer?? CPicFrame??????????<??? ? ??? ??0?????????????? ?????<??? ? ??? ??0?????????????? ???b?b???b???b??bbb??????????r???????? ???Layer 1????O????? CPicLayer?? CPicFrame????CPicPage?? CPicLayer?? CPicFrame??????V???????g??????????0?0@?0?0?hhh?h?hh??hh????hhhh?h???h??h??????????5.???????? ???Layer 1????O?????CPicLayer?? CPicFrame????CPicPage?? CPicLayer?? CPicFrame???V???4H???????V??????? ???????x?@????B0? .? &?@??0?0$?

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}

// Let the container know we are loaded
this._parent._parent.ItemLoaded(this._parent);
}

///////////////////////////////////////////////////////////////////////////
//
// Handle calls to set the state of the button
//
///////////////////////////////////////////////////////////////////////////
GenericButtonClass.prototype.SetItemLabel = function (newlabel) {

// First make sure there is a label to set
if (this.userlabel_txt != undefined) {

// Save the old widths of the label and bB??
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Layer 1????O??????`????utton so we can scale the button appropriately
var oldLabelX = this.userlabel_txt._x;
var oldButtonX = this.userbutton_mc._x;
var oldButtonWidth = this.userbutton_mc._width;
var oldLabelTextWidth = this.userlabel_txt.textWidth;
var oldIconCenterX = this.usericon_mc._x + (this.usericon_mc._width / 2);
var coordButton = this.userbutton_mc.getBounds(this._parent);
var oldRightOffset = coordButton.xMax - this.userright_mc._x;

// Set the new label
this.userlabel_txt.text = newlabel;

// Get the new label width
var newLabelTextWidth = this.userlabel_txt.textWidth;

// Scale the button based on how much the label scaled
var widthDiff = oldButtonWidth - oldLabelTextWidth;
var newButtonWidth = newLabelTextWidth + widthDiff;
this.userbutton_mc._width = newButtonWidth;

// Move the right_mc the appropriate distance right
coordButton = this.userbutton_mc.getBounds(this._parent);
this.userright_mc._x = coordButton.xMax - oldRightOffset;

// Move the icon_mc to the same position relative to the button_mc
var oldIconPercent = (oldIconCenterX - oldButtonX) / oldButtonWidth;
var newIconCenterX = coordButton.xMin + (newButtonWidth * oldIconPercent);
this.usericon_mc._x = newIconCenterX - (this.usericon_mc._width / 2);
}

return;
}

GenericButtonClass.prototype.EnableItem = function () {
this.enabled = true;
this._parent.useHandCursor = true;
this.bJustPressed = false;
this.GotoDefaultState();
}

GenericButtonClass.prototype.DisableItem = function () {
this.enabled = false;
this._parent.useHandCursor = false;
this.bJustPressed = false;
this.GotoDefaultState();
}

GenericButtonClass.prototype.SelectedWhenPressed = function () {
this.bSelectedWhenPressed = true;
return;
}

GenericButtonClass.prototype.DisplaySelected = function () {
this.selected = true;
this.bJustSelected = true;
this.bJustPressed = false;
this.GotoDefaultState();
}

GenericButtonClass.prototype.DisplayNormal = function () {
this.bJustPressed = false;
this.selected = false;
this.GotoDefaultState();
}


GenericButtonClass.prototype.SetAttribute = function (attribute, value) {
var newattrib = new DisplayAttribute(attribute, value);
this.attribute_array.push(newattrib);
}

GenericButtonClass.prototype.GetAttribute = function (attribute) {
var value = undefined;
for (var iAttrib in this.attribute_array) {
if (this.attribute_array[iAttrib].attrib_str == attribute) {
value = this.attribute_array[iAttrib].value;
break;
}
}
return value;
}


GenericButtonClass.prototype.GotoAndStopFrame = function(frame) {
this.userbutton_mc.gotoAndStop(frame);
this.userleft_mc.gotoAndStop(frame);
this.userright_mc.gotoAndStop(frame);
this.usericon_mc.gotoAndStop(frame);
}

///////////////////////////////////////////////////////////////////////////
//
// Handle all of the mouse movements from the button
//
///////////////////////////////////////////////////////////////////////////
GenericButtonClass.prototype.GotoButtonState = function(state) {
if ((this.bJustSelected) || (state != "selected")) {
this.bJustSelected = false;

// Only perform the action if this is a change of state
if (state != this.lastState_str) {
this.userbutton_mc.gotoAndPlay(state);
this.userleft_mc.gotoAndPlay(state);
this.userright_mc.gotoAndPlay(state);
this.usericon_mc.gotoAndPlay(state);
this.usertextfield_mc.gotoAndPlay(state);
this.lastState_str = state;
}
}
}

GenericButtonClass.prototype.GotoDefaultState = function () {
if (this.enabled == true) {
if (this.selected == true) {
this.GotoButtonState("selected");
} else {
this.GotoButtonState("normal");
}
} else {
this.GotoButtonState("disabled");
}
return;
}

GenericButtonClass.prototype.onRollOver = function () {
this._parent._parent.ItemRolledOver(this._parent);
if (this.enabled == true) {
if (this.selected == true) {
this.GotoButtonState("selected");
} else {
this.GotoButtonState("over");
}
} else {
this.GotoDefaultState();
}
}

GenericButtonClass.prototype.onPress = function() {
if ((this.enabled) && (!this.selected)) {
this.GotoButtonState("down");
} else {
this.GotoDefaultState();
}
}

GenericButtonClass.prototype.onRelease = function() {

// Send notification to the owner
if ((this.enabled == true) && (!this.selected)) {
_parent.DoCommand(CmdItemInvoked, this._parent, 0);
}

// Return the button to the default state if it is not going
// to be shown as selected.
if (!this.bSelectedWhenPressed) {
this.GotoDefaultState();
} else {
// Note that we were just pressed in case we get the extra "RollOut" call (see onRollOut)
this.bJustPressed = true;
}
}

GenericButtonClass.prototype.onDragOut = function() {
this.GotoDefaultState();
}

GenericButtonClass.prototype.onDragOver = function() {
this.onPress();
}


GenericButtonClass.prototype.onRollOut = function() {
// For some reason we get a onRollOut call when a button is pressed and
// we don't want to go to the default state automatically in that case.
// We will wait for the container to set our state.
if (!this.bJustPressed) {
this.GotoDefaultState();
}
}


// Add effects for testing
if (this == _level0) {
left_mc.onRollOver = function () { fhgeneric_comp.onRollOver(); }
left_mc.onPress = function () { fhgeneric_comp.onPress(); }
left_mc.onRelease = function () { fhgeneric_comp.onRelease(); };
left_mc.onDragOut = function () { fhgeneric_comp.onDragOut(); };
left_mc.onDragOver = function () { fhgeneric_comp.onDragOver(); };
left_mc.onRollOut = function () { fhgeneric_comp.onRollOut(); };

button_mc.onRollOver = function () { fhgeneric_comp.onRollOver(); }
button_mc.onPress = function () { fhgeneric_comp.onPress(); }
button_mc.onRelease = function () { fhgeneric_comp.onRelease(); };
button_mc.onDragOut = function () { fhgeneric_comp.onDragOut(); };
button_mc.onDragOver = function () { fhgeneric_comp.onDragOver(); };
button_mc.onRollOut = function () { fhgeneric_comp.onRollOut(); };

right_mc.onRollOver = function () { fhgeneric_comp.onRollOver(); }
right_mc.onPress = function () { fhgeneric_comp.onPress(); }
right_mc.onRelease = function () { fhgeneric_comp.onRelease(); };
right_mc.onDragOut = function () { fhgeneric_comp.onDragOut(); };
right_mc.onDragOver = function () { fhgeneric_comp.onDragOver(); };
right_mc.onRollOut = function () { fhgeneric_comp.onRollOut(); };

icon_mc.onRollOver = function () { fhgeneric_comp.onRollOver(); }
icon_mc.onPress = function () { fhgeneric_comp.onPress(); }
icon_mc.onRelease = function () { fhgeneric_comp.onRelease(); };
icon_mc.onDragOut = function () { fhgeneric_comp.onDragOut(); };
icon_mc.onDragOver = function () { fhgeneric_comp.onDragOver(); };
icon_mc.onRollOut = function () { fhgeneric_comp.onRollOut(); };

textfield_mc.onRollOver = function () { fhgeneric_comp.onRollOver(); }
textfield_mc.onPress = function () { fhgeneric_comp.onPress(); }
textfield_mc.onRelease = function () { fhgeneric_comp.onRelease(); };
textfield_mc.onDragOut = function () { fhgeneric_comp.onDragOut(); };
textfield_mc.onDragOver = function () { fhgeneric_comp.onDragOver(); };
textfield_mc.onRollOut = function () { fhgeneric_comp.onRollOut(); };
}

// Register the class
Object.registerClass("FGenericFHButton", GenericButtonClass);

#endinitclip
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????H?)?[??? ?_sans?(HINT:
Use the labeled frames to define the various states of the button. Each labeled section of the timeline ends with a stop() action so the playhead will stop on the last frame until the FlashHelp runtime tells it to play.

normal: Plays when button enters its normal state. This occurs when the button first appears, when a user moves the mouse off the button, and when it becomes unselected. Note: This section starts on the second frame because some buttons change size in different states. If your button ? ?_sans?(changes size, use the first frame to define a "standard" size for the button. The FlashHelp runtime uses the first frame to position buttons on the toolbar.

over: Plays when a user moves the mouse over the button.

down: Plays when a user presses the button.

selected: Plays when the button is selected. This occurs when the user clicks the button.

disabled: Plays when the button is disabled. This doesn't happen to all buttons - only the Nav Bar buttons need this section in the timeline.???????????2?????????&f???????? ???HINT?????3??????
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(H?)?[??? ?_sans?(HINT:
Use the labeled frames to define the various states of the button. Each labeled section of the timeline ends with a stop() action so the playhead will stop on the last frame until the FlashHelp runtime tells it to play.

normal: Plays when button enters its normal state. This occurs when the button first appears, when a user moves the mouse off the button, and when it becomes unselected. Note: This section starts on the second frame because some buttons change size in different states. If your button ? ?_sans?(changes size, use the first frame to define a "standard" size for the button. The FlashHelp runtime uses the first frame to position buttons on the toolbar.

over: Plays when a user moves the mouse over the button.

down: Plays when a user presses the button.

selected: Plays when the button is selected. This occurs when the user clicks the button.

disabled: Plays when the button is disabled. This doesn't happen to all buttons - only the Nav Bar buttons need this section in the timeline.???????????2?????????]???????? ???HINT?????3??????
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Use the labeled frames to define the various states of the button. Each labeled section of the timeline ends with a stop() action so the playhead will stop on the last frame until the FlashHelp runtime tells it to play.

normal: Plays when button enters its normal state. This occurs when the button first appears, when a user moves the mouse off the button, and when it becomes unselected. Note: This section starts on the second frame because some buttons change size in different states. If your button ? ?_sans?(changes size, use the first frame to define a "standard" size for the button. The FlashHelp runtime uses the first frame to position buttons on the toolbar.

over: Plays when a user moves the mouse over the button.

down: Plays when a user presses the button.

selected: Plays when the button is selected. This occurs when the user clicks the button.

disabled: Plays when the button is disabled. This doesn't happen to all buttons - only the Nav Bar buttons need this section in the timeline.???????????2?????????x'???????? ???HINT?????3??????
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?Y?W?u`y\?r??q???5S?C??Y??LMNv>????????[q!?w???E?J??/?Oy9?5a?8???i???p??Xw?I????,??i??????/8x?xA?/nm???`a~??|\4o??*?|??`vf??&???Xs(>????????k '?&x?p`??z??????6=
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??>?z{???[?ri?????? ???B??z?MT?%w??wvE|,y:??"#?*??????E????&?e?Q_?v??????_u????*?,?z?7??V????S@?B??>?L???\?R?????Gmo(8H????QNw? q?? ??`@??6*????=?_et?+?N|D ? >??s/b?E??yQ?W|}}y{{'? ??vB@0???:z??U????????????????????????????????????????????????????CPicPage?? CPicLayer?? CPicFrame???????? ?????0?????0F??????????Q<???????? ???Layer 1????O?O????,?Q??3?Hh?x.u?kL[e??@?V
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?i?q?h?m?])?1(][?>??DXx?????CPicPage?? CPicLayer?? CPicFrame??CPicText??
(H?)?[??? ?_sans?(HINT:
Use the labeled frames to define the various states of the button. Each labeled section of the timeline ends with a stop() action so the playhead will stop on the last frame until the FlashHelp runtime tells it to play.

normal: Plays when button enters its normal state. This occurs when the button first appears, when a user moves the mouse off the button, and when it becomes unselected. Note: This section starts on the second frame because some buttons change size in different states. If your button ? ?_sans?(changes size, use the first frame to define a "standard" size for the button. The FlashHelp runtime uses the first frame to position buttons on the toolbar.

over: Plays when a user moves the mouse over the button.

down: Plays when a user presses the button.

selected: Plays when the button is selected. This occurs when the user clicks the button.

disabled: Plays when the button is disabled. This doesn't happen to all buttons - only the Nav Bar buttons need this section in the timeline.???????????2?????????Vl???????? ???HINT?????3??????
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CPicBitmap??(??2??????????e???????? ???icon????O?O??? ?'?m????????%??2?????????????????? ???border????O???????2?????????? ???????? ???holding?????OO??????????????81???stop();???????????????C*???play();??????
??????????7???stop();??????
?????????????stop();??????
??????????:???stop();?????? ??????????????stop();???????????????? ???stop();????? ???Actions?????OO???????????????d??????????????????normal?????????
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?????????selected?5????????? ?????????disabledG???????? ???Labels????O????? ??????????
????????????????????CPicPage?? CPicLayer?? CPicFrame??CPicText??
??)?x<G#C??? ?_sans?(HINT:
Toolbar buttons are made up of several pieces to allow loading of text dynamically and allow scaling without distortion. Use the labeled frames in each movie clip to define what happens in the various states of the button.

button_mc: This is the movie clip used for the center of the button. If you have a label on the button, button_mc will scale to fit the text on the label.

fhgeneric_mc: This is an instance of the generic button component and is required for the button to function properly.


[opti ?_sans?(onal items below]
left_mc, right_mc: These movie clips never scale, but they will move as button_mc scales. The purpose of these clips is to allow sides of the button that do not become distorted as the button scales.

icon_mc: This movie will not scale, but will keep the same relative position within button_mc as the button scales. One way to use icon_mc is to center an icon above the text. No matter how much the button stretches (to accommodate text), the icon will remain centered on the button. Note: Thi ?_sans?(s button does not use icon_mc. To use one, simply create a movie clip with instance name "icon_mc" on the Stage (main timeline). It can have the same timeline as the other button components, so it can change state.

label_txt: This text field is populated with the proper text at runtime (the author can decide what text will appear on the label). Note: This button uses textfield_mc (described below) to contain label_txt. If you do not need your text to react to button states, you can insert a dynamic text fi ?_sans?(eld with instance name "label_txt" on the Stage (main timeline) and delete textfield_mc (you may only use one or the other).
- OR -
textfield_mc: If you would like your text to react to button events, you may use the structure below. Use the labeled frames in the textfield_mc timeline to apply effects to label_mc.
textfield_mc (this movie clip contains the timeline with labeled frames)
label_mc (this movie clip can be manipulated on textfield_mc's timeline, but has no timeline of its own. It i ?_sans?(is just a container for the label.
label_txt (this textfield is populated with text at runtime)?????????????????????D???????? ???Hint????O???????
CPicSprite?
??
???????? m:??????fhgeneric_comp???Label???LABEL???label??J???sE?? (J?????????<component metaDataFetched='true' schemaUrl='' schemaOperation='' sceneRootLabel='Scene 1' oldCopiedComponentPath='1'>
</component>
????????????0???????? ??? Component????O????? ???d?????4?????? button_mc????<component metaDataFetched='true' schemaUrl='' schemaOperation='' sceneRootLabel='Scene 1' oldCopiedComponentPath='4'>
</component>
???????????????????? ???Button?????OO??? ???d?????a??????right_mc????<component metaDataFetched='true' schemaUrl='' schemaOperation='' sceneRootLabel='Scene 1' oldCopiedComponentPath='2'>
</component>
????????????m???????? ???Right?????????? ?d?????F??????left_mc????<component metaDataFetched='true' schemaUrl='' schemaOperation='' sceneRootLabel='Scene 1' oldCopiedComponentPath='3'>
</component>
???????????m???????? ???Left????O????? ??<?<?@?@?@???????
?O?????? textfield_mc????<component metaDataFetched='true' schemaUrl='' schemaOperation='' sceneRootLabel='Scene 1' oldCopiedComponentPath='5'>
</component>
???????????.???????? ??? Textfield?????O???? Operation='' sceneRootLabel='Scene 1' oldCopiedComponentPath='2'>
</component>
???????????1=???????? ???Right?????????? ??<?<d????
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1??>:??????????????? Symbol 21????????E?F??????????????????????????????????????????????????????????????????S 36 1183146948??? Right_Border$?????>
?c?F#???????????????&Placeholder Graphics/RightGraphic copy????????B?F??????????????????????????????????????????????????????????????????S 35 1183146512??? sheen_Right#?????>
b?F!???????????????&Placeholder Graphics/RightGraphic copy???????"c?F?????????????????????????????????????????????????????????????????? Symbol 23??? LeftGraphic?????>
;??><???????????????&Placeholder Graphics/RightGraphic copy??????????F??????????????????????????????????????????????????????????????????S 37 1183146957??? Left_Border%?????>
?c?F%???????????????%Placeholder Graphics/LeftGraphic copy???????B?F??????????????????????????????????????????????????????????????????S 34 1183146497???
sheen_Left"?????>
b?F???????????????%Placeholder Graphics/LeftGraphic copy?????????F?????????????????????????????????????????????????????????????????? Symbol 18???
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PublishQTProperties::LayerOption??????PublishProfileProperties::name???Flash CS3 Settings???PublishHtmlProperties::Units???0???$PublishPNGProperties::OptimizeColors???1???PublishQTProperties::Width???550???&PublishRNWKProperties::singleRateAudio???0???&PublishRNWKProperties::speedSingleISDN???0???%PublishFormatProperties::projectorMac???0???&PublishFormatProperties::flashFileName???BlankButton.swf???Vector::Compress Movie???1???PublishGifProperties::Smooth???1???#PublishRNWKProperties::flashBitRate???1200???%PublishRNWKProperties::mediaCopyright???(c) 2000???PublishFormatProperties::html???0???$PublishFormatProperties::pngFileName???BlankButton.png???(PublishHtmlProperties::VerticalAlignment???1???PublishHtmlProperties::Quality???4???"PublishGifProperties::DitherOption??????"PublishRNWKProperties::exportAudio???1??? 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MovieClips???>u?????????????????????????_Icons??>
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????????????n????????? ????????????????? ???Sheen????O??????????????(?0@?0?0?2?????????-???????? ???mask????O???"?? ????????????&??2??????????N???????? ???Border?????????????????????????stop();???????????????Ic???play();??????
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l?????)?[??? ?_sans?(HINT:
Use the labeled frames to define the various states of the button. Each labeled section of the timeline ends with a stop() action so the playhead will stop on the last frame until the FlashHelp runtime tells it to play.

normal: Plays when button enters its normal state. This occurs when the button first appears, when a user moves the mouse off the button, and when it becomes unselected. Note: This section starts on the second frame because some buttons change size in different states. If your button ? ?_sans?(changes size, use the first frame to define a "standard" size for the button. The FlashHelp runtime uses the first frame to position buttons on the toolbar.

over: Plays when a user moves the mouse over the button.

down: Plays when a user presses the button.

selected: Plays when the button is selected. This occurs when the user clicks the button.

disabled: Plays when the button is disabled. This doesn't happen to all buttons - only the Nav Bar buttons need this section in the timeline.???????????2?????????2????????? ???HINT?????3??????
CPicSprite??????????????????d????m??????label_mc????<component metaDataFetched='true' schemaUrl='' schemaOperation='' sceneRootLabel='Scene 1' oldCopiedComponentPath='5.2'>
</component>
??2??????????z???????? ???Label????O?O??????????????x???stop();??????
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{?5???+??V?>NY'$X&??N??;%??B????8??????????????????????????
??RZ?@??" 4??b"c?7??$?2??u???`????????"?!??????????o??4?????(???R?????O%B?J????S ??@?5????????????1E???????? ???Layer 1????O???????CPicPage?? CPicLayer?? CPicFrame?? CPicShape??,?q?L??0?0?0?1?3?0??0?0????3??0R0X??2??20??0???3?1??H0?0?0?3??}???0??1?}???0??1?d}??0?12}???0?????????????SF???????? ???Layer 1????O???????CPicPage?? CPicLayer?? CPicFrame???????? ?????0?????0F??????????_/???????? ???Layer 1????O?O?????CPicPage?? CPicLayer?? CPicFrame??CPicText??
??)?x<G#C??? ?_sans?(HINT:
Toolbar buttons are made up of several pieces to allow loading of text dynamically and allow scaling without distortion. Use the labeled frames in each movie clip to define what happens in the various states of the button.

button_mc: This is the movie clip used for the center of the button. If you have a label on the button, button_mc will scale to fit the text on the label.

fhgeneric_mc: This is an instance of the generic button component and is required for the button to function properly.


[opti ?_sans?(onal items below]
left_mc, right_mc: These movie clips never scale, but they will move as button_mc scales. The purpose of these clips is to allow sides of the button that do not become distorted as the button scales.

icon_mc: This movie will not scale, but will keep the same relative position within button_mc as the button scales. One way to use icon_mc is to center an icon above the text. No matter how much the button stretches (to accommodate text), the icon will remain centered on the button. Note: Thi ?_sans?(s button does not use icon_mc. To use one, simply create a movie clip with instance name "icon_mc" on the Stage (main timeline). It can have the same timeline as the other button components, so it can change state.

label_txt: This text field is populated with the proper text at runtime (the author can decide what text will appear on the label). Note: This button uses textfield_mc (described below) to contain label_txt. If you do not need your text to react to button states, you can insert a dynamic text fi ?_sans?(eld with instance name "label_txt" on the Stage (main timeline) and delete textfield_mc (you may only use one or the other).
- OR -
textfield_mc: If you would like your text to react to button events, you may use the structure below. Use the labeled frames in the textfield_mc timeline to apply effects to label_mc.
textfield_mc (this movie clip contains the timeline with labeled frames)
label_mc (this movie clip can be manipulated on textfield_mc's timeline, but has no timeline of its own. It i ?_sans?(is just a container for the label.
label_txt (this textfield is populated with text at runtime)?????????????????????j???????? ???Hint????O???????
CPicSprite?
??
???????? ???????fhgeneric_comp???Label???LABEL???label??J???sE?? (J?????????<component metaDataFetched='true' schemaUrl='' schemaOperation='' sceneRootLabel='Scene 1' oldCopiedComponentPath='1'>
</component>
????????????????????? ??? Component????O????? ???d?????O?????? button_mc????<component metaDataFetched='true' schemaUrl='' schemaOperation='' sceneRootLabel='Scene 1' oldCopiedComponentPath='4'>
</component>
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