The Text Tool is used to create and edit text. Although Flash is neither a drawing program like FreeHand, nor a page-layout program, its text-handling capabilities are well thought-out and implemented. The Text Tool, shown below, delivers a broad range of control for generating, positioning, tuning, and editing text. Although the basic Text Tool is located in the Flash Toolbox, the controls for working with Text are located in three text panels: the Character, Paragraph, and Text Options Panels.
Flash handles text as a group. This means that when you create type, you can use the Text Tool to edit the individual letters or words inside the text area at any time. But if you click once anywhere on the text, the entire text block is selected.
The Text Tool has no options in the Toolbox.
Working with Flash text boxes
Flash now generates three flavors of text in three kinds of text boxes: Label Text (A), Block Text (B), and Editable Text (C), shown below. The bottom example shows an Editable Text box as it is being resized (D). Each of the three kinds of text blocks has its own characteristics:
Shown here are examples of Flash text in three kinds of text boxes, from top to bottom: Label (or Extending) Text, Block (or Fixed) Text, and Editable (or Dynamic or Input) Text.
A Label Text box can be converted into a Block Text box. Place the cursor over the round text handle at the upper-right corner of the Label Text box. A double-ended arrow appears, indicating that you can modify the Label Text box’s width. Drag to reshape the Label Text box. When you release the mouse, the text handle at the upper-right corner will now be square (formerly, it was round), indicating that this is now a Block Text box. To revert back to Label Text, double-click the square text handle.
Using the Character Panel
The Character Panel, shown in Figure below, is readily accessed from the Launcher Bar, or from the Window Menu with Window➪Panels➪Character. The main feature of this panel is the Font Name drop-down, which is use to select fonts.
The Character Panel is one of three panels used to select and modify manipulated text.
Several uses of the Character Panel, such as previewing and selecting fonts, and adjusting the font size shows below. On the left, this composite image shows selected Block Text as the font is being changed from the _sans device font to Lithos Regular. Note that the font preview displays the selected text, rather than the font name, which is the default display when no text is selected. On the right, the point size is being adjusted by dragging the Font size slider. As the text resizes, the Block Text box, which has a constrained width, forces the text to break and stack vertically, leaving only the M visible on stage.
Using the Character Panel
Using the Style submenu
Some of the settings of the Character Panel are also available from the Style submenu that appears when you choose Text➪Style from the Menu Bar. These include:
Using the Paragraph Panel
The Paragraph Panel, shown below, can be directly invoked from the Window Menu with Window➪Panels➪Paragraph. If you use the default panels layout, you can click the Character Panel button on the Launcher Bar and then select the Para-graph tab to bring it forward in the panel stack. This Panel features alignment controls that can be used to align selected text. When entering new text, if you predetermine the alignment settings before text entry, subsequently entered text will be aligned accordingly.
The Paragraph Panel is used to set, edit, and adjust the alignment of selected characters and paragraphs.
How selected text can be realigned, formatted, and edited for size, color, and other attributes shown below. Here, the lower line of text is selected; it’s point size reduced; and, as shown, its alignment set to Center.
Using the Character and Paragraph Panels to format selected text.
Using the Alignment submenu
Some of the settings of the Paragraph Panel are also available from the Alignment submenu that appears when you choose Text➪Align from the Menu Bar:
Using the Text Options Panel
The Text Options Panel can also be directly invoked from the Window menu with Window➪Panels➪Text Options. Or, if you use the default Panels layout, you can click the Character Panel button on the Launcher Bar and then select the tab to bring Text Options forward in the panel stack. This is the most varied of the text related panels. Depending upon your choice of Text Behavior, it displays three option sets: Static, Dynamic, or Input Text. As shown below, when the Text Behavior is set to Static Text, the Text Options Panel has only two options (left). To choose another behavior, click the Text Behavior drop-down (right).
The Text Options Panel
Static (noneditable) text behavior
The default behavior for any text block created in (or pasted into) Flash is static. So, for display text and many of the more ordinary implementations of text in Flash, it’s unnecessary to use the Text Options Panel. Nevertheless, you may encounter a situation that requires a text field to display information, but also enables users to select and copy the information. Or you might want to fine-tune the display quality of some text. That’s when the Static Text Behavior of the Text Options Panel becomes indispensable:
As shown below, the chosen font is present on the system. The variations are the result of different settings in the Text Options Panel for Static Text. At the top, Use Device Fonts was unchecked. For the following two examples, Use Device Fonts was checked. However, in the middle example, Global Activation of the Type Manager was on, whereas for the bottom example, Global Activation of the Type Manager was off.
Using various Device Font settings
Editable Text fields
All Flash Text is created in text blocks or text boxes. Editable Text is no different except that Editable Text boxes are referred to as text fields, or Input Text boxes that’s probably because they are often used as empty fields in which users can input text, as with a form or a password entry. Think of an Editable Text field as an empty window with a variable which is a name attached to it. When text or data is sent to the Flash Movie, it is sent to the variable, which ensures that it will be displayed in the proper window. Flash 5 supports two kinds of editable text fields: Dynamic Text and Input Text.
Dynamic Text fields
Dynamic Text fields are often fed data from a server. Common uses for this are stocks, sports scores, or weather updates. Creative uses might include a daily memo, frequently updated statements, an introduction, journal, or a randomly selected poem. This content can be supplied from a database, read from a serverside application, or be loaded from another movie or another part of the same movie. The Text Options Panel when Dynamic Text is chosen from the Text Behavior drop-down list shown below.
Input Text fields
When users fill out forms and answer Web surveys, or enter a password, they are using Input text fields. The Text Options Panel when you choose Input Text from the Text Behavior drop-down list shown below.
The Input Text Behavior has many of the same options as Dynamic Text. In addition to Single Line and Multiline, there is also an option to display the text as a Password.
Here are the options for Input Text fields:
Flash Related Interview Questions
|Adv Java Interview Questions||J2EE Interview Questions|
|Adobe Flex 3 Interview Questions||Dreamweaver Interview Questions|
|3D Animation Interview Questions||Adobe Flash CS6 Interview Questions|
|Dreamweaver CS3 Interview Questions||Adobe Flex Interview Questions|
|Adobe Flex Actionscript Interview Questions||Gif Animation Interview Questions|
|Adobe Fireworks Interview Questions|
Understanding The Flash Framework
Exploring The Interface: Panels, Settings, And More
Using Tools For Navigation And Viewing
Working With Selections And The Pen Tool
Working With The Drawing And Painting Tools
Working With Text
Exploring The Timeline
Checking Out The Library: Symbols And Instances
Drawing In Flash
Animating In Flash
Using Bitmaps And Other Media With Flash
Designing Interfaces And Interface Elements
Understanding Sound For Flash
Importing And Editing Sounds In Flash
Optimizing Flash Sound For Export
Understanding Actions And Event Handlers
Navigating Flash Timelines
Controlling Movie Clips
Sharing And Loading Assets
Planning Code Structures
Creating Subroutines And Manipulating Data
Understanding Movie Clips As Complex Objects
Sending Data In And Out Of Flash
Understanding Html And Text Field Functions In Flash
What Is Generator?
Revving Up Generator
Working With Third-party, Server-side Applications
Working With Raster Graphics
Working With Vector Graphics
Working With Audio Applications
Working With 3d Graphics
Working With Quicktime
Working With Realplayer
Creating Full-motion Video With Flash
Creating Cartoon Animation With Flash
Planning Flash Production With Flowcharting Software
Working With Authoring Applications
Publishing Flash Movies
Integrating Flash Content With Html
Using Players, Projectors, And Screensaver Utilities
All rights reserved © 2018 Wisdom IT Services India Pvt. Ltd
Wisdomjobs.com is one of the best job search sites in India.