// id of the swf so we can call it
var SWF_ID = "itunes"

/**
 * Once the SWF has initialized (first onComplete call) you can use SWF().method
 * to send calls to the swf in this example the callbacks from the swf are named
 * the same as the methods you can call to the swf.
 */
SWF = function()
{
	return document.getElementById(SWF_ID);
}

function getImages(array)
{
	//console.log("getImage Responsess:")
	if(console.log != null)
	{
	    // requires firefox and the firebug add-on
	    console.log(array);
	}
}

function getTitles(array)
{
	//console.log("getTitles Response:")
	//console.log(array);
}

function getXML(xml)
{
	//console.log("getXML Response:")
	//console.log(xml);
}

function getIndex(obj)
{
	//console.log("getIndex Response:")
	//console.log(obj);
}

function onClick(obj)
{
	//console.log("onClick Response:")
	//console.log(obj);
	//var newWindow = window.open(obj.foo, '_blank');
	changePic(obj.title);
}

function onInit(obj)
{	
    //console.log("onInit Response:")
	//console.log(obj);
}

var firstCompleteDone = false;
function onComplete(obj)
{
    if(!firstCompleteDone)
    {
        SWF().getImages();
        firstCompleteDone = true;
    }
	//console.log("onComplete Response:")
	//console.log(obj);
}