Introduction
SWF Maestro supports FSCommand calls available in the standard projector
created with Adobe (Macromedia) Flash: allowscale, exec, fullscreen,
quit, showmenu, and also has a number of advanced features including
working with the application window, saving/using data, opening dialog
boxes, etc.
Notes.
If an FSCommand requires several arguments, they must be separated with
a comma without extra spaces. For example, you want pass two arguments
for the storage.set command: UserName and Some Value. The FSCommand
call will look like this in this case: fscommand(“storage.set”, ”UserName,Some
Value”);
FSCommand calls are asynchronous, which means that they return execution
at once without waiting till the command is executed. That is why if
an FSCommand call assigns a value to a variable, it will be assigned
not right after the command is called. To create some code executed after
the value is assigned to the variable, you should enable listening to
the variable using the “watch” function available in ActionScript.
This function takes two parameters: the first one is the variable to
listen to, the second one is the callback function that will be executed
right after the value is assigned to the variable. For example, that
is what the code that reads the “UName” value from the data
storage and jumps to the 2nd frame if the value is not empty will look
like:
function watchCallback (id, oldval, newval) {
if(newval=="") {
gotoAndStop(2);
}
};
_root.watch("UserName", watchCallback);
fscommand("storage.get","UName,UserName");
Comments:
function watchCallback (id, oldval, newval) { ... }
First describe the function
that will be executed right after the variable is assigned the value.
_root.watch("UserName",
watchCallback);
Enable listening to the variable named UserName
with calling the watchCallback fucntion. fscommand("storage.get","UName,UserName");
Call the command
that reads the value named UName from the data storage and assigns
it to the UserName variable.
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