SimpleButton with TextField


Hi I am working with the Simplebutton class and a TextField for the button label. The Button works great except when I add the TextField. The problem is the TextField does not allow the rollovers of the SimpleButtoon class to work. Is there a way to the have the TextField on top of the SimpleButton but still have the roll overs work?

package {
  import flash.display.Sprite;
  import fl.controls.Label;
  import flash.text.TextField;
  import flash.text.TextFieldAutoSize;
  import flash.text.TextFormat;
  import flash.text.TextFieldType;
  import flash.text.TextFormatAlign
    public class CostumButton extends Sprite {
      public function CostumButton(xLoc:Number, yLoc:Number, sTitle:String, tempSprite:Sprite, buttonRef) {
      var bButton = new CustomSimpleButton(tempSprite);
      bButton.x = xLoc;
      bButton.y = yLoc;
      bButton.addEventListener(MouseEvent.CLICK, buttonRef.handleClick)
      /*var simpleLabel:Label = new Label();
      simpleLabel.move(xLoc, yLoc);
      simpleLabel.text = sTitle;
      simpleLabel.autoSize = TextFieldAutoSize.LEFT;
  		//create textField-------------------------
  		var tText:TextField = new TextField();
		tText.x = xLoc;
		tText.y = yLoc;
		tText.width = bButton.width;
		tText.selectable = false
		//tText.autoSize = TextFieldAutoSize.LEFT;
		var Format:TextFormat = new TextFormat();
		//var FormatAlign = new TextFormatAlign()
	  	Format.font = "Arial";
	  	Format.color = 0x000000;
	  	Format.size = 18;
	  	Format.bold = false;
	  	Format.align = TextFormatAlign.CENTER;
		tText.defaultTextFormat = Format;
		tText.text = sTitle;

import flash.display.Sprite;
import flash.display.DisplayObject;
import flash.display.Shape;
import flash.display.SimpleButton;

class CustomSimpleButton extends SimpleButton {
  private var upColor:uint   = 0xFFCC00;
  private var overColor:uint = 0xCCFF00;
  private var downColor:uint = 0x00CCFF;
  private var size:uint      = 80;

  public function CustomSimpleButton(tempSprite:Sprite) {
    downState      = tempSprite;
    overState      = tempSprite
    upState        = tempSprite
    hitTestState   = tempSprite
   // hitTestState.x = -(size / 4);
   //hitTestState.y = hitTestState.x;
    useHandCursor  = true;