Here's one way, Paul:

You'll need to create two SWFs for each font.  One SWF will hold the font
glyphs in a dynamic text field in a shared library symbol and the other SWF,
the one that you load, will import these glyphs at runtime.  Drag an
instance of the imported library symbol onto the root timeline of the
importing SWF so you can create a reference to the dynamic text field once
the imported SWF is loaded by the Flash Player.  Use the font in any other
dynamic or input text field in your movie by calling getTextFormat() on the
imported textfield to get a TextFormat object and calling setTextFormat()
and setNewTextFormat() (for input text fields), using that TextFormat
object, on your other text fields.

Make sense?  It's a bit tricky.  Also, when you load a SWF that imports a
shared library item from another SWF, you have to play some tricks to ensure
that the shared libary items that you are expecting are actually loaded
before you try to use them.  If you load a SWF that imports symbols from
another SWF using a MovieClipLoader object, the onLoadInit event is fired
before those shared library items are actually loaded.  You'll need to
either put some kind of callback on the root timeline of the loaded SWF or
just create some kind of onEnterFrame or interval loop in the loading SWF to
make sure what you are looking for on the root timeline of the loaded SWF is
there before you try to use it.

Let me know if you can get it all working.

Cheers,


Scott


On 8/20/06, Paul Steven < [EMAIL PROTECTED]> wrote:

My application allows users to type text using a font chosen from a drop
down list of fonts.

I was wondering if it is possible to import the actual font at runtime
rather than embedding all the fonts (there may be about 100 fonts).

Hence I would have a folder containing a ttf file or swf for each font.
When
the user selects a font, it will load this font. Basically just don't want
the user to have to download all 100 fonts when they may only use 1 of
them.

Thanks

Paul

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