Flash Catalyst contains two libraries that store common,
The Project Library panel contains assets used in a particular
project. Components you create in your project and imported assets
such as images and media are stored in the Project Library panel.
- Video play/pause
- Export Library Package
The Project Library is organized into the following categories:
- Interactive objects that you create by converting artwork
into components or by modifying the wireframe components to create
- Bitmap files (PNG, GIF, JPG, JPE, JPEG) and SWF content
- Video and sound files (FLV/F4V files, mp3)
- Optimized Graphics
- In an optimized graphic file, all MXML information (vector, stroke,
path, fill, and so on) is kept separately in an FXG file. Optimized
graphics are created when you convert artwork to an optimized graphic
using the Optimize Artwork options in the HUD or Modify menu. When
you import an Illustrator file containing symbols, the symbols are
automatically converted to optimized graphics. For more information,
see Optimizing graphics.
Note: When you import an Illustrator, Photoshop,
or FXG file, its bitmap images are stored in a separate subfolder
within the Images category.
Manage and place artwork from the Library panel
After importing artwork or creating components, you can
reuse these objects in other parts of your project. When you drag
a library item to the artboard, you are adding an instance of the
library asset to the application. A new object is created in the
target layer folder in the Layers panel. Best practice is to give
a descriptive name to each object in the Layers panel. That instance
of the asset persists across the other states in the application.
After adding the asset to the application, you can share it to other
states. You can show and hide the asset, or delete it from a specific
state. For more information, see Share objects between states.
If you drag another copy of the same asset to the artboard, you
have two instances of the same asset in the application. It appears
twice in the Layers panel. In most cases, you don’t want to add
two instances of the same asset. If you want the same asset to appear
in more than one state, add one instance and share it to other states.
If you are editing a component in Edit-In-Place mode, the
asset is added to the component, not the application. If you want
the asset to appear in the component and in the main application,
you can use two instances of the asset. For more information, see Editing a component with edit-in-place
To rename an item in the Library panel, double-click
its name, type a new name, and press Enter (Windows) or Return (Mac
To preview an image in the Library panel, select it. A preview
appears at the top of the panel. To preview an audio or video clip
in the Library panel, select it and click the Play button that appears.
To delete an item from the project, select it in the Library
panel, and click the Delete button (trash can). Deleting an item
from the Library removes all instances of the item from the project.
Note: The Layers and Library panels are not linked. Renaming an
instance of an item in the layers panel does not affect the original
item definition name in the Library panel. When you change the properties
of a library item in one state, you are not affecting the properties
of the asset in other states. However, if you edit a component in
Edit-In-Place mode, you edit the item definition in the project
library. Editing the item definition changes every instance of the
item in all states.
Export and import a library package
The Library panel facilitates collaboration among the design
team. Exporting a library package creates a single package containing
all of the library items in the project. The package is saved as
an FXPL file. FXPL packages can be used to distribute your project
assets to teams. Assets can include logos, video content, components,
and so on. Sharing the FXPL reduces duplication of work.
If you are creating a data-centric application, your FXPL document
can be imported into Flash Builder by a Flex developer.
For more information, see Workflows between Flash Catalyst and Flash Builder.