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- Widget Wizard: Read Me
- April 1997
-
- -What is the Widget Wizard?
- -How to use this tool
- -Getting started
- -What are behaviors?
- -What to look out for
- -How to make your movies cleaner
- -Who made the Widget Wizard?
-
- ----------------------------------------------------------------------------
- What is the Widget Wizard?
-
- The Widget Wizard is a browser of frequently used buttons and devices.
-
- While authoring your own movie, choose the Widget Wizard from the Xtras menu to browse the
- widgets and then paste any of them into your movie. You can also open the Widget Wizard in
- authoring mode. Widgets cannot be inserted directly into another movie when opened in
- authoring mode, but you can select and copy any of the elements such as cast art,
- behaviors, or score elements.
-
- You can also copy buttons from the Button Library.
-
- How to use this tool
-
- Use the Widget Wizard to quickly add functionality to your movie, or use it as a way to see
- how the different widgets are built using screen elements and Macromedia's packaged
- behaviors. You can also add your own behaviors to the Widget Wizard.
-
- When selected from the Xtras menu, the Widget Wizard plays as a movie in a window (MIAW),
- and displays using the default palette of the stage. Therefore, if you open the Mac Widget
- Wizard while authoring a movie using the Windows palette, you will see a palette whack if
- your monitor is set to 8 bits. If your monitor is set to a higher bit depth, you will
- insert cast members with a different palette than the default palette of your movie. In
- that case reinsert the widget (you can try remapping the pixels to the proper palette as
- well)
-
- Use the Widget Wizard as a starting point. Exchange art customized to your interface.
- Examine the behaviors and enhance them for your needs. If you make changes to scripts or
- art, be sure to open the parameters to be sure that they are properly customized.
-
- Getting started
-
- 1. Open a new or an existing movie.
-
- 2. Select the Widget Wizard for the desired platform (default palette) from the Xtras menu.
-
- 3. Browse through the wizard until you see a widget you'd like to insert in your movie. The
- text field in the wizard will tell you how many channels the widget uses.
-
- 4. Click a frame in the score of your movie that has at least 5 open frames following and
- enough channels below to accommodate it. If you have not clicked in a usable frame, a
- message will tell you to do so.
-
- 5. Click the Insert Button, and wait for the beeps. The instruction window will pop open if
- it is not already open. If you accidentally close it, click the ? button.
-
- 6. Follow the instructions in the window to finish customizing the behaviors used in the
- widget.
-
- Many widgets will play without any customization. However, if you change the score
- location, score layout, cast member location, or cast member name of any part of the
- widget, you need to re-customize the parameters for the behaviors used in that widget.
-
- What are behaviors?
-
- The widgets in this wizard take advantage of Director's packaged behaviors. Many of them
- were adapted from the Behavior Library located in the Xtras folder.
-
- A behavior is a encapsulated piece of code. A behavior can control either a sprite or a
- frame. In this wizard's widgets, the only frame behavior that gets used is called "loop
- current frame"; it is a simple "go to the frame" script.
-
- The rest of the behaviors control the sprites they are attached to. Many behaviors perform
- tasks that take into account details that are unique to the sprite being activated at that
- instant. These details are called "parameters."
-
- Many sprites can use a single behavior, and yet perform differently. Just as each child in
- a classroom will answer the question: "What is your name?" differently depending on the
- parameter that is her or his name, different sprites may display different castmembers on
- mouseDown when clicked. That is because they each have different "down state" parameters
- stored.
-
- Access parameter information by opening the Behavior Inspector and then selecting a sprite.
- You will see a line in the top pane of the window that decribes the behavior's parameters.
- The Beep widget sprite displays this line:
- 33:beep-2pict (WidgetBehaviors)DownCM: "SoundButton.Down", whichevent:mouseUp
-
- The changeable parameter for this behavior is the mouseDown pict: "SoundButton.Down", and
- it is displayed in quotes.
-
- The individual behavior cast is not altered by customizing the parameters for a sprite.
- Conversely, you must enter the parameters for every sprite using the behavior in your
- movie. To better understand this, open the widget wizard in authoring mode, open the
- Behavior Inspector and look at a widget that uses the same behavior for several sprites:
- the Menu widget. Click each sprite to see the editable parameters:
- the down pict (DownCM) and the marker to jump to (whichLabel). If you open the script by
- clicking the script icon, you will notice that only the parameter names, not the entered
- details (or descriptions) are in the script.
-
- Another way of adding behaviors to sprites in your movie is to drag a behavior from the
- cast directly onto the sprite in the score, or the stage. When you do this, a dialog box
- usually opens, prompting you to customize the parameter information for the particular
- sprite that you have dragged the bevavior to. You can also attach multiple behaviors to
- the same sprite. Drag behaviors to the sprite in the order you want them executed (or
- reorder them in the Behavior Inspector.)
-
- To make the Widget Wizard as simple as possible to use, we have combined multiple behaviors
- into a single script, and customized the defaults to enter the most likely parameter
- details into the behavior before it is even opened.
-
- What to look out for.
-
- The Widget Wizard pastes widgets into your movie in sprites of15 frames (or as few as 5
- frames if less open space is available.) This allows you to take advantage of the new score
- display features in Director 6.
-
- If you move a widget, or change the dimensions of the stage, you may need to update the
- parameters. Always check the parameters whenever you move sprites with behaviors.Widget
- cast members are pasted every time the widget is inserted. The Widget Wizard only checks
- for duplicates within the widget. If you have inserted this or a similar widget before,
- scripts will be duplicated. See section: How to make your movies cleaner, below.
-
- The behaviors calculate default parameters based on information it gathers as the behavior
- is attached (either when the widget is inserted, or when it is manually attached). In this
- way many behaviors will work without customizing the parameters. These are typically
- calculated default parameters:
-
- mouseDown Pict: the name of the cast memeber that is in the cast location following the
- sprite's castMember. If there is another cast member with the same name, then the first
- castMember found will be displayed on mousedown.
-
- Sprite numbers: when multiple sprites work together, (in widgets like the QT controller and
- the text scroller) the behavior looks at a sprite number to control. The default is
- calculated on the difference between the sprite number where the behavior is located, and
- the sprite number to be controlled. If you change these relationships after inserting, you
- will need to update the behaviors parameters. Check the parameters any time you move a
- widget in the score.
-
- Performance of pasted widgets is generally slower in your movie when the widget wizard is
- open. Close the Widget Wizard and save your movie to improve performance.
-
- The Image Mover Widget displays a "jump" when the drag bar is clicked on if a MIAW is
- opened. This does not seem to happen in projectors however. Use with caution.
-
- QT movies persist on the stage when played Direct to stage (which offers the best
- performance.) This means that the QT movie will stay visible on the stage untill it is
- covered by something else. Overcome this by placing a bitmapped image in the same location
- on the stage for one frame at the beginning of all sections that can be accessed from the
- frame with the QT movie. The cast member "QT mask" is provided with the widget for this
- purpose.
-
- Widget cast members will be pasted into your movie at the same bitdepth as your monitor.
- For best results, set your monitor to 8 bit (256 colors) to avoid having to transform the
- bit depth later. If you do find 16-bit or 32-bit cast members, transform them with the
- Remap Colors option checked. If you must transform widget art, generally select Remap
- Colors rather than Dither since all art in the Widget Wizard is already 8 bits in depth.
-
- You will get a script error if a widget attempts to display a cast member that is not
- available in the cast. Be sure that cast members are not needed before deleting them.
- Always save your movie as a new version when you delete any cast members. Then retest.
-
- You will get odd behavior if you do not complete parameter custonization for many widgets.
- The first paragraph of the instructions will identify the parameters that need
- customization, and other work that is needed to make the widget work properly.
-
- The buttons in the Buttons tab have only mouseDown behavior, and will work immediately.
- Complete their functionality by dragging additional behaviors to them. In this way you are
- stacking behaviors. Because most behaviors in the Widget Wizard have multiple behaviors
- within them, they are not suitable for combining with other behaviors. Use the behaviors
- found in the Behavior Library located in the Xtras menu. Copy the behavior into your cast
- for best portability.
-
- How to make your movies cleaner.
-
- If you paste many widgets into your movie, you will notice that some scripts are
- duplicated. Generally, it is desirable to use the same script many times, rather than to
- duplicate the script for each use.
-
- Because scripts can be changed without being renamed, we decided to err on the side of
- safety, and give you every element needed for each paste. To clean out redundant "loop
- current frame" frame scripts, select one script to remain (non redundant), and exchange the
- others for the desired one. To do this:
-
- 1. Select the frame script to be exchanged in the script channel of the score.
-
- 2. Select the desired non-redundant "loop current frame"
-
- 3. Select Exchange Cast Memebers from the Edit menu.
-
- 4. When you are done, delete the frame script that is no longer used.
-
- 5. Search the score to make sure it is not being called anywhere:
- -Select the redundant frame script in the score.
- -Choose Find Selection from the Edit menu.
- -Use caution. Only frame scripts can be searched for in the score.
- -If the frame script is not found, (Director will beep), delete the script.
- -Then, select Save As... from the File menu to save a new version of your movie.
-
-
-
- Who made the Widget Wizard?
- The Widget Wizard was commissioned by Diana Wynne at Macromedia to help people make better
- use of the behaviors they developed.
-
- Design, writing, and production by Lisa Coen (lisacoen@sighton.com)
- Programming for the tool by Frances Killam (Frances@DigMuse.com)
- All behavior scripting by Andy Rose at Macromedia.
-
- Additional technical consultation was provided by Kevin Mullet, David Calaprice, Tracy
- Stampfli, Buzz Kettles, and Mike Seery at Macromedia, and by Tom Ransdell at Digital Muse.
-
- Please send comments and ideas to us: widgets@sighton.co
-