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There are several methods for customizing the visual appearance of the editing interface, as well as the underlying functionality of the applet. Most of them involve adjusting the XML based configuration, and some require additional assets be produced. Only very low level architecture changes require rebuilding the applet from source.
Perhaps the most straightforward adjustments can be made by editing or recreating the skin graphics that are used to build the various elements of the interface. Each interface element may have multiple graphics associated with it, for each of its different control states. Bitmaps can be used, but vector based images are usually a faster download and can be resized without distortion.
Learn more in Control Skinning.
These control skin graphics are loaded by the applet as the XML based configuration is parsed. The various tags and attributes in the configuration determine the size and position of the controls, as well as background coloring, shading and shadowing. Controls are also grouped together into panels, which can be made to resize dynamically in relation to the browser window size for a 'liquid' interface.
Learn more in Graphical Layout.
Custom fonts are needed whenever text is displayed within the applet, whether used by interface controls or effect modules. These must be packaged into SWF files and referenced within the configuration. Unicode is fully supported as long as the fonts used have characters at the correct indices.
Learn more in Custom Fonts.
Additionally, all the modular media (effects, transitions and themes) can be customized by adjusting the configuration that defines them. Complex modules can be 'dumbed down' by disabling editing of individual properties. And modules can be cloned and given different default values, allowing for a wide variety of media items to be created.
Learn more in Module Configuration.
It's also possible to create new modular media in Adobe Flash™ for completely customized effects, transitions and themes. This process is not documentated yet, but one might start by looking through the source code for existing modules, and posing questions to folks on the forums.
Learn more in download.
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