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/*	Copyright (c) 2004-2006, The Dojo Foundation	All Rights Reserved.	Licensed under the Academic Free License version 2.1 or above OR the	modified BSD license. For more information on Dojo licensing, see:		http://dojotoolkit.org/community/licensing.shtml*/dojo.provide("dojo.flash");dojo.require("dojo.string.*");dojo.require("dojo.uri.*");dojo.require("dojo.html.common");/** 		The goal of dojo.flash is to make it easy to extend Flash's capabilities		into an AJAX/DHTML environment. Robust, performant, reliable 		JavaScript/Flash communication is harder than most realize when they		delve into the topic, especially if you want it		to work on Internet Explorer, Firefox, and Safari, and to be able to		push around hundreds of K of information quickly. Dojo.flash makes it		possible to support these platforms; you have to jump through a few		hoops to get its capabilites, but if you are a library writer 		who wants to bring Flash's storage or streaming sockets ability into		DHTML, for example, then dojo.flash is perfect for you.  		Dojo.flash provides an easy object for interacting with the Flash plugin. 		This object provides methods to determine the current version of the Flash		plugin (dojo.flash.info); execute Flash instance methods 		independent of the Flash version		being used (dojo.flash.comm); write out the necessary markup to 		dynamically insert a Flash object into the page (dojo.flash.Embed; and 		do dynamic installation and upgrading of the current Flash plugin in 		use (dojo.flash.Install).				To use dojo.flash, you must first wait until Flash is finished loading 		and initializing before you attempt communication or interaction. 		To know when Flash is finished use dojo.event.connect:				dojo.event.connect(dojo.flash, "loaded", myInstance, "myCallback");				Then, while the page is still loading provide the file name		and the major version of Flash that will be used for Flash/JavaScript		communication (see "Flash Communication" below for information on the 		different kinds of Flash/JavaScript communication supported and how they 		depend on the version of Flash installed):				dojo.flash.setSwf({flash6: "src/storage/storage_flash6.swf",											 flash8: "src/storage/storage_flash8.swf"});				This will cause dojo.flash to pick the best way of communicating		between Flash and JavaScript based on the platform.				If no SWF files are specified, then Flash is not initialized.				Your Flash must use DojoExternalInterface to expose Flash methods and		to call JavaScript; see "Flash Communication" below for details.				setSwf can take an optional 'visible' attribute to control whether		the Flash object is visible or not on the page; the default is visible:				dojo.flash.setSwf({flash6: "src/storage/storage_flash6.swf",											 flash8: "src/storage/storage_flash8.swf",											 visible: false});				Once finished, you can query Flash version information:				dojo.flash.info.version				Or can communicate with Flash methods that were exposed:				var results = dojo.flash.comm.sayHello("Some Message");				Only string values are currently supported for both arguments and		for return results. Everything will be cast to a string on both		the JavaScript and Flash sides.				-------------------		Flash Communication		-------------------				dojo.flash allows Flash/JavaScript communication in 		a way that can pass large amounts of data back and forth reliably and		very fast. The dojo.flash		framework encapsulates the specific way in which this communication occurs,		presenting a common interface to JavaScript irrespective of the underlying		Flash version.				There are currently three major ways to do Flash/JavaScript communication		in the Flash community:				1) Flash 6+ - Uses Flash methods, such as SetVariable and TCallLabel,		and the fscommand handler to do communication. Strengths: Very fast,		mature, and can send extremely large amounts of data; can do		synchronous method calls. Problems: Does not work on Safari; works on 		Firefox/Mac OS X only if Flash 8 plugin is installed; cryptic to work with.				2) Flash 8+ - Uses ExternalInterface, which provides a way for Flash		methods to register themselves for callbacks from JavaScript, and a way		for Flash to call JavaScript. Strengths: Works on Safari; elegant to		work with; can do synchronous method calls. Problems: Extremely buggy 		(fails if there are new lines in the data, for example); performance		degrades drastically in O(n^2) time as data grows; locks up the browser while		it is communicating; does not work in Internet Explorer if Flash		object is dynamically added to page with document.writeln, DOM methods,		or innerHTML.				3) Flash 6+ - Uses two seperate Flash applets, one that we 		create over and over, passing input data into it using the PARAM tag, 		which then uses a Flash LocalConnection to pass the data to the main Flash		applet; communication back to Flash is accomplished using a getURL		call with a javascript protocol handler, such as "javascript:myMethod()".		Strengths: the most cross browser, cross platform pre-Flash 8 method		of Flash communication known; works on Safari. Problems: Timing issues;		clunky and complicated; slow; can only send very small amounts of		data (several K); all method calls are asynchronous.				dojo.flash.comm uses only the first two methods. This framework		was created primarily for dojo.storage, which needs to pass very large		amounts of data synchronously and reliably across the Flash/JavaScript		boundary. We use the first method, the Flash 6 method, on all platforms		that support it, while using the Flash 8 ExternalInterface method		only on Safari with some special code to help correct ExternalInterface's		bugs.				Since dojo.flash needs to have two versions of the Flash		file it wants to generate, a Flash 6 and a Flash 8 version to gain		true cross-browser compatibility, several tools are provided to ease		development on the Flash side.				In your Flash file, if you want to expose Flash methods that can be		called, use the DojoExternalInterface class to register methods. This		class is an exact API clone of the standard ExternalInterface class, but		can work in Flash 6+ browsers. Under the covers it uses the best		mechanism to do communication:				class HelloWorld{			function HelloWorld(){				// Initialize the DojoExternalInterface class				DojoExternalInterface.initialize();								// Expose your methods				DojoExternalInterface.addCallback("sayHello", this, this.sayHello);								// Tell JavaScript that you are ready to have method calls				DojoExternalInterface.loaded();								// Call some JavaScript				var resultsReady = function(results){					trace("Received the following results from JavaScript: " + results);				}				DojoExternalInterface.call("someJavaScriptMethod", resultsReady, 																	 someParameter);			}						function sayHello(){ ... }						static main(){ ... }		}				DojoExternalInterface adds two new functions to the ExternalInterface		API: initialize() and loaded(). initialize() must be called before		any addCallback() or call() methods are run, and loaded() must be		called after you are finished adding your callbacks. Calling loaded()		will fire the dojo.flash.loaded() event, so that JavaScript can know that		Flash has finished loading and adding its callbacks, and can begin to		interact with the Flash file.				To generate your SWF files, use the ant task		"buildFlash". You must have the open source Motion Twin ActionScript 		compiler (mtasc) installed and in your path to use the "buildFlash"		ant task; download and install mtasc from http://www.mtasc.org/.								buildFlash usage:				ant buildFlash -Ddojo.flash.file=../tests/flash/HelloWorld.as				where "dojo.flash.file" is the relative path to your Flash 		ActionScript file.				This will generate two SWF files, one ending in _flash6.swf and the other		ending in _flash8.swf in the same directory as your ActionScript method:				HelloWorld_flash6.swf		HelloWorld_flash8.swf				Initialize dojo.flash with the filename and Flash communication version to		use during page load; see the documentation for dojo.flash for details:				dojo.flash.setSwf({flash6: "tests/flash/HelloWorld_flash6.swf",											 flash8: "tests/flash/HelloWorld_flash8.swf"});				Now, your Flash methods can be called from JavaScript as if they are native		Flash methods, mirrored exactly on the JavaScript side:				dojo.flash.comm.sayHello();				Only Strings are supported being passed back and forth currently.				JavaScript to Flash communication is synchronous; i.e., results are returned		directly from the method call:				var results = dojo.flash.comm.sayHello();				Flash to JavaScript communication is asynchronous due to limitations in		the underlying technologies; you must use a results callback to handle		results returned by JavaScript in your Flash AS files:				var resultsReady = function(results){			trace("Received the following results from JavaScript: " + results);		}		DojoExternalInterface.call("someJavaScriptMethod", resultsReady);								-------------------		Notes		-------------------				If you have both Flash 6 and Flash 8 versions of your file:				dojo.flash.setSwf({flash6: "tests/flash/HelloWorld_flash6.swf",											 flash8: "tests/flash/HelloWorld_flash8.swf"});											 		but want to force the browser to use a certain version of Flash for		all platforms (for testing, for example), use the djConfig		variable 'forceFlashComm' with the version number to force:				var djConfig = { forceFlashComm: 6 };				Two values are currently supported, 6 and 8, for the two styles of		communication described above. Just because you force dojo.flash		to use a particular communication style is no guarantee that it will		work; for example, Flash 8 communication doesn't work in Internet		Explorer due to bugs in Flash, and Flash 6 communication does not work		in Safari. It is best to let dojo.flash determine the best communication		mechanism, and to use the value above only for debugging the dojo.flash		framework itself.				Also note that dojo.flash can currently only work with one Flash object		on the page; it and the API do not yet support multiple Flash objects on		the same page.				We use some special tricks to get decent, linear performance		out of Flash 8's ExternalInterface on Safari; see the blog		post 		http://codinginparadise.org/weblog/2006/02/how-to-speed-up-flash-8s.html		for details.				Your code can detect whether the Flash player is installing or having		its version revved in two ways. First, if dojo.flash detects that		Flash installation needs to occur, it sets dojo.flash.info.installing		to true. Second, you can detect if installation is necessary with the		following callback:				dojo.event.connect(dojo.flash, "installing", myInstance, "myCallback");				You can use this callback to delay further actions that might need Flash;		when installation is finished the full page will be refreshed and the		user will be placed back on your page with Flash installed.				Two utility methods exist if you want to add loading and installing		listeners without creating dependencies on dojo.event; these are		'addLoadingListener' and 'addInstallingListener'.				-------------------		Todo/Known Issues		-------------------		There are several tasks I was not able to do, or did not need to fix		to get dojo.storage out:						* When using Flash 8 communication, Flash method calls to JavaScript		are not working properly; serialization might also be broken for certain		invalid characters when it is Flash invoking JavaScript methods.		The Flash side needs to have more sophisticated serialization/		deserialization mechanisms like JavaScript currently has. The		test_flash2.html unit tests should also be updated to have much more		sophisticated Flash to JavaScript unit tests, including large		amounts of data.				* On Internet Explorer, after doing a basic install, the page is		not refreshed or does not detect that Flash is now available. The way		to fix this is to create a custom small Flash file that is pointed to		during installation; when it is finished loading, it does a callback		that says that Flash installation is complete on IE, and we can proceed		to initialize the dojo.flash subsystem.				@author Brad Neuberg, bkn3@columbia.edu*/dojo.flash = {	flash6_version: null,	flash8_version: null,	ready: false,	_visible: true,	_loadedListeners: new Array(),	_installingListeners: new Array(),		/** Sets the SWF files and versions we are using. */	setSwf: function(fileInfo){		//dojo.debug("setSwf");		if(fileInfo == null || dojo.lang.isUndefined(fileInfo)){			return;		}				if(fileInfo.flash6 != null && !dojo.lang.isUndefined(fileInfo.flash6)){			this.flash6_version = fileInfo.flash6;		}				if(fileInfo.flash8 != null && !dojo.lang.isUndefined(fileInfo.flash8)){			this.flash8_version = fileInfo.flash8;		}				if(!dojo.lang.isUndefined(fileInfo.visible)){			this._visible = fileInfo.visible;		}				// initialize ourselves				this._initialize();	},		/** Returns whether we are using Flash 6 for communication on this platform. */	useFlash6: function(){		if(this.flash6_version == null){			return false;		}else if (this.flash6_version != null && dojo.flash.info.commVersion == 6){			// if we have a flash 6 version of this SWF, and this browser supports 			// communicating using Flash 6 features...			return true;		}else{			return false;		}	},		/** Returns whether we are using Flash 8 for communication on this platform. */	useFlash8: function(){		if(this.flash8_version == null){			return false;		}else if (this.flash8_version != null && dojo.flash.info.commVersion == 8){			// if we have a flash 8 version of this SWF, and this browser supports			// communicating using Flash 8 features...			return true;		}else{			return false;		}	},		/** Adds a listener to know when Flash is finished loading. 			Useful if you don't want a dependency on dojo.event. */	addLoadedListener: function(listener){		this._loadedListeners.push(listener);	},	/** Adds a listener to know if Flash is being installed. 			Useful if you don't want a dependency on dojo.event. */	addInstallingListener: function(listener){		this._installingListeners.push(listener);	},			/** 			A callback when the Flash subsystem is finished loading and can be			worked with. To be notified when Flash is finished loading, connect			your callback to this method using the following:						dojo.event.connect(dojo.flash, "loaded", myInstance, "myCallback");	*/	loaded: function(){		//dojo.debug("dojo.flash.loaded");		dojo.flash.ready = true;		if(dojo.flash._loadedListeners.length > 0){			for(var i = 0;i < dojo.flash._loadedListeners.length; i++){				dojo.flash._loadedListeners[i].call(null);			}		}	},		/** 			A callback to know if Flash is currently being installed or			having its version revved. To be notified if Flash is installing, connect			your callback to this method using the following:						dojo.event.connect(dojo.flash, "installing", myInstance, "myCallback");	*/	installing: function(){	 //dojo.debug("installing");	 if(dojo.flash._installingListeners.length > 0){			for(var i = 0; i < dojo.flash._installingListeners.length; i++){				dojo.flash._installingListeners[i].call(null);			}		}	},		/** Initializes dojo.flash. */	_initialize: function(){		//dojo.debug("dojo.flash._initialize");		// see if we need to rev or install Flash on this platform		var installer = new dojo.flash.Install();		dojo.flash.installer = installer;		if(installer.needed() == true){					installer.install();		}else{			//dojo.debug("Writing object out");			// write the flash object into the page			dojo.flash.obj = new dojo.flash.Embed(this._visible);			dojo.flash.obj.write(dojo.flash.info.commVersion);

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