  *
  *  <p>The typical use for a button bar is for grouping
  *  a set of related buttons together, which gives them a common look
- *  and navigation, and handling the logic for the <code>itemClick</code> event
+ *  and navigation, and handling the logic for the <code>change</code> event
  *  in a single place. </p>
  *
  *  <p>The ButtonBar control creates Button controls based on the value of 

            }            
            case Keyboard.SPACE:
            {
                currentRenderer = dataGroup.getElementAt(focusedIndex) as IItemRenderer;
                if (!currentRenderer || (currentRenderer.selected && requireSelection))
                    return;
                currentRenderer.dispatchEvent(event);

     */
    private function item_clickHandler(event:MouseEvent):void
    {
        var newIndex:int = dataGroup.getElementIndex(
                            event.currentTarget as IVisualElement);

        var currentRenderer:IItemRenderer;
        if (caretIndex >= 0 && !inKeyUpHandler) // don't remove caret when keybd nav
        {
            currentRenderer = dataGroup.getElementAt(caretIndex) as IItemRenderer;
            currentRenderer.showsCaret = false;
        }

        if (newIndex == selectedIndex)
        {
            if (!requireSelection)
                selectedIndex = NO_SELECTION;
        }
        else
        {
            selectedIndex = newIndex;
        }

    }
    
    /**
     *  @private
     */
    private function caretChangeHandler(event:Event):void
    {
        adjustLayering(caretIndex);
    }

    /**
     *  @private
     *  Attempt to lift the focused button above the others
     *  so that the focus ring can show.
     */
    private function adjustLayering(caretIndex:int):void
    {
        var n:int = dataProvider ? dataProvider.length : 0;
        for (var i:int = 0; i < n; i++)
        {
            var renderer:IVisualElement = IVisualElement(dataGroup.getElementAt(i));
            // renderer may not exist in commitProps
            // should get called again when we get focus
            if (renderer)
            {
                if (i == caretIndex)
                    renderer.depth = 1;
                else
                    renderer.depth = 0;
            }
        }
    }

    /**
     *  @private
     */
    override protected function keyDownHandler(event:KeyboardEvent):void
    {
        var currentRenderer:IItemRenderer;
        var renderer:IItemRenderer;
