Using FlashPaper .swf files in ActionScript 2.0

Macromedia Studio 8 shipped with Macromedia FlashPaper 2.0, a pretty cool app that will take PDF and other documents and convert them into .swf files that you can load into other flash/swf applications.

The following is a quick tutorial on how to load FlashPaper swf files into Flash applications in ActionScript 2.0.

This tutorial assumes that you know the basics of FlashPaper 2.0 and have a usable FlashPaper .swf file.

Essentially, you will include an ActionScript file that will provide the functions to allow you to load in and scale the FlashPaper .swf and then include a few configurations and lines of code to load in the FlashPaper .swf.

First, create a new ActionScript file, save as "" and copy and paste the following code into it:

function loadFlashPaperSWF( arg_flashPaper_conf:Object ):Void{
    trace( "\nFrom loadFlashPaperSWF" );
    trace( "arg_flashPaper_conf.flashPaper_SWF " + arg_flashPaper_conf.flashPaper_SWF );
    // Creating the MovieClip into which we’ll load our Flash Paper document.
    this.createEmptyMovieClip( "testMovie_mc", this.getNextHighestDepth() );
    // callback functions for this clip
    var mcObjListener = new Object();
    mcObjListener.onLoadComplete = function(){
        testMovie_mc._visible = false;
    mcObjListener.onLoadInit = function( arg_target:MovieClip ):Void{
        trace( "running the onLoadInit callback" );
        trace( "arg_target = " + arg_target );
        // We’ll have to wait until the first page of the flash paper document has loaded
        // before we have access to the FlashPaper API
        // To do so, we’ll set up an interval that will check for it’s existence.
        // Then run the setSize method
        var var_intervalID = 0;
        // Our check function
        function checkFlashPaperLoaded(){
            // Hide the holder clip until it is loaded
            // eval( arg_target )._visible = false;
            // Getting a reference to our FlashPaper object
            var var_flashPaperObj = eval( arg_target ).getIFlashPaper();
            trace( "var_flashPaperObj = " + var_flashPaperObj );
            if( !var_flashPaperObj ){
                trace( "We now have access to our FlashPaper API" );
                clearInterval( var_intervalID );
                // Resize the doc to fit the size of the stage
                var_flashPaperObj.setSize( arg_flashPaper_conf.flashPaper_width,
                                          arg_flashPaper_conf.flashPaper_height );
                // Setting the document to fit to height:
                // var_flashPaperObj.setCurrentZoom( "page" );
                // Show it
                eval( arg_target )._visible = true;
        var_intervalID = setInterval(checkFlashPaperLoaded, 100);
    // Here we create a new MovieClipLoader Object
    var var_movieClipLoader = new MovieClipLoader();
    // Here we add the listener to our new MovieClipLoader Object
    var_movieClipLoader.addListener( mcObjListener );
    // Now we use our new MovieClipLoader object to load the swf into the movieclip holder
    var_movieClipLoader.loadClip( arg_flashPaper_conf.flashPaper_SWF, "testMovie_mc" );


Then, create a new Flash file (ActionScript 2.0) and add the following to the first frame of the timeline:

#include ""

// ============================================================================
// Configurations:
// Our config object
var obj_flashPaper_conf:Object = new Object();

// The flash paper swf to load:
obj_flashPaper_conf.flashPaper_SWF = "files/flashpaper_docs/flashpaper.swf";

// The width and height of our flashpaper doc
obj_flashPaper_conf.flashPaper_width = 650;
obj_flashPaper_conf.flashPaper_height = 320;

// ============================================================================

// Loading our Flash Paper SWF
loadFlashPaperSWF( obj_flashPaper_conf );

Edit the configurations to specify the location of the FlashPaper .swf and the size that you want it to be displayed and you are good to go.

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