To build a custom cell renderer you need extend a class of choice from the available listClasses. ImageCell looks like a good start for your project.
You would:
- Extend the list class
- add your own bits in(labels/TextField, etc.)
- override protected functions to adjust the new Cell to your needs (an example is the drawLayout method where you would need to position your items neatly).
Here's a very basic example:
package
{
    import fl.controls.listClasses.ICellRenderer;
    import fl.controls.listClasses.ImageCell;
    import fl.controls.TileList;
    import fl.data.DataProvider;
    import fl.managers.StyleManager;
    import flash.events.EventDispatcher;
    import flash.events.*;
    import fl.containers.UILoader;
    public class CustomImageCell extends ImageCell implements ICellRenderer
    {  
        public function CustomImageCell() 
        {
            super();
            //do other stuff here
            loader.scaleContent = false;
            loader.addEventListener(IOErrorEvent.IO_ERROR, handleErrorEvent, false, 0, true);
            useHandCursor = true;
        }
        override protected function drawLayout():void
        {
            var imagePadding:Number = getStyleValue("imagePadding") as Number;
            loader.move(11, 5);
            var w:Number = width-(imagePadding*2);
            var h:Number = height-imagePadding*2;
            if (loader.width != w && loader.height != h)
            {
                loader.setSize(w,h);
            }
            loader.drawNow(); // Force validation!
        }
        override protected function handleErrorEvent(event:IOErrorEvent):void {
            trace('ioError: ' + event);
            //dispatchEvent(event);
        }
    }
}
A pretty good example for what you need is on this post.
The custom cell provided there:
- Supports a custom background( by setting the cell skin )
- Uses a label TextField.
HTH