📄 box1.html
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<!-- This is a Flash movie, embedded in our web page. Following standard practice, we use <object id=""> for IE and <embed name=""> for other browsers. Note the IE-specific conditional comments.--><!--[if IE]><object id="movie" type="application/x-shockwave-flash" width="300" height="300"> <param name="movie" value="Box1.swf"></object><![endif]--><!--[if !IE]> <--> <embed name="movie" type="application/x-shockwave-flash" src="Box1.swf" width="300" height="300"></embed><!--> <![endif]--><!-- This HTML form has buttons that script the movie or the player. Note that the Draw button starts off disabled. The Flash movie sends a command to JavaScript when it is loaded, and JavaScript then enables the button.--><form name="f" onsubmit="return false;"><button name="button" onclick="draw()" disabled>Draw</button><button onclick="zoom()">Zoom</button><button onclick="pan()">Pan</button></form><script>// This function demonstrates how to call Flash the hard way.function draw() { // First we get the Flash object. Since we used "movie" as the id // and name of the <object> and <embed> tags, the object is // in a property named "movie". In IE, it is a window property // and in other browsers, it is a document property. var flash = window.movie || document.movie; // Get Flash object. // Make sure the movie is fully loaded before we try to script it. // This is for demonstration only: it is redundant since we disable // the button that invokes this method until Flash tells us it is loaded if (flash.PercentLoaded() != 100) return; // Next we "pass" the function arguments by setting them, one at a time. flash.SetVariable("arg1", 10); flash.SetVariable("arg2", 10); flash.SetVariable("arg3", 50); flash.SetVariable("arg4", 50); // Now we trigger the function by setting one more property. flash.SetVariable("drawBox", 1); // Finally, we ask for the function's return value. return flash.GetVariable("result");}function zoom() { var flash = window.movie || document.movie; // Get Flash object. flash.Zoom(50);}function pan() { var flash = window.movie || document.movie; // Get Flash object. flash.Pan(-50, -50, 1);}// This is the function that is called when Flash calls fscommand().// The two arguments are strings supplied by Flash.// This function must have this exact name, or it will not be invoked.// The function name begins with "movie" because that is the id/name of// the <object> and <embed> tags used earlier.function movie_DoFSCommand(command, args) { if (command=="loaded") { // When Flash tells us it is loaded, we can enable the form button. document.f.button.disabled = false; } else if (command == "mousedown") { // Flash tells us when the user clicks the mouse. // Flash can only send us strings. We've got to parse them // as necessary to get the data that Flash is sending us. var coords = args.split(","); alert("Mousedown: (" + coords[0] + ", " + coords[1] + ")"); } // These are some other useful commands else if (command == "debug") alert("Flash debug: " + args); else if (command == "eval") eval(args);}</script><script language="VBScript">' This script is not written in JavaScript, but Microsoft's ' Visual Basic Scripting Edition. This script is required for Internet' Explorer to receive fscommand() notifications from Flash. It will be ' ignored by all other browsers since they do not support VBScript.' The name of this VBScript subroutine must be exactly as shown.sub movie_FSCommand(byval command, byval args) call movie_DoFSCommand(command, args) ' Just call the JavaScript versionend sub</script>
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