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LLChatLib

LLChatLib is a C++ library which wraps the Second Life libraries and provides to the developer means of interfacing with a grid server.

Features:

  • Logging in and out
  • Local chat, IMs and Group Chat
  • Friendship management (list, add and removal)
  • and more...

Check out the documentation here.

Push Data

SWF Action
Action Category: 
Stack
Action Details: 
0
Action Identifier: 
150
Action Structure: 
struct {
	unsigned char   f_type
	<type>          f_data
} f_push_data[<variable>];
Action Length: 
-1 byte(s)
Action Stack: 
push <variable> (a)
Action Operation: 
a1 = f_data[0];1
push(a1);
a2 = f_data[1];
push(a2);
a3 = f_data[2];
push(a3);
...
an = f_data[n];
push(an);
  • 1. Notice that the first data in the action is the last accessible on your stack.
Action Flash Version: 
4
See Also: 

Push some immediate data on the stack. This action was introduced in V4.0. The supported data types vary depending on the version of the player you have. As many values as necessary can be pushed at once. The f_push_data structure will be repeated multiple times as required. For instance, to push two strings on the stack at once, you would use the following code:

New Method

SWF Action
Action Category: 
Objects
Action Details: 
0
Action Identifier: 
83
Action Structure: 
<n.a.>
Action Length: 
0 byte(s)
Action Stack: 
pop 2 (s), pop 1 (i), pop i3 (a), push (o)
Action Operation: 
s1 := pop();
s2 := pop();
i3 := pop();
for(idx := 4; idx <= i3 + 3; ++idx) {
  aidx := pop();
}
o := new s2;
if (s1.length > 0) {
  o.s1(a4, a5, a6, ... , a(i3 + 3));
}
else {
   o.s2(a4, a5, a6, ... , a(i3 + 3));
}
push(o);
Action Flash Version: 
5

Pop the name of a method (can be the empty string), pop an object1 (created with the Declare Object,) pop the number of arguments, pop each argument, create a new object, then call the specified method (function s1 if defined, otherwise function s2) as the constructor function of the object, push the returned value on the stack. This allows for overloaded constructors as in C++.

  • 1. Yes. This contradicts the definition above. I will have to confirm which is correct.

Implements

SWF Action
Action Category: 
Objects
Action Details: 
0
Action Identifier: 
44
Action Structure: 
<n.a.>
Action Length: 
0 byte(s)
Action Stack: 
pop 1 (o), pop 1 (i), pop i2 (o)
Action Operation: 
o1 := pop();
i2 := pop();
for (idx := 3; idx <= i2 + 2; ++idx) {
  oidx := pop();
}
o1 implements o3, o4, o5, ... , o(i2 +2)
Action Flash Version: 
7

This action declares an object as a sub-class of one or more interfaces. The syntax here is simple, the real implementation is quite unbelievably difficult to fathom.

The following shows you how you can add an implements of interfaces "A" and "B" to the class "C". Notice that class "C" needs to already exist. Here we assume that all classes are defined in the global scope.

DefineFont2

Tag Info
Tag Number: 
48
Tag Type: 
Define
Tag Flash Version: 
3
Brief Description: 

Define a list of glyphs using shapes and other font metric information.

Tag Structure: 
struct swf_definefont2 {
	swf_tag			f_tag;		/* 48 or 75 */
	unsigned short		f_font2_id;
	unsigned		f_font2_has_layout : 1;
	if(version >= 6) {
		unsigned	f_font2_reserved : 1;
		if(version >= 7) {
			unsigned	f_font2_small_text : 1;
		}
		unsigned	f_font2_reserved : 1;
	}
	else {
		unsigned	f_font2_shiftjis : 1;
		unsigned	f_font2_unicode : 1;
		unsigned	f_font2_ansii : 1;
	}
	unsigned		f_font2_wide_offsets : 1;
	unsigned		f_font2_wide : 1;	/* always 1 in v6.x+ */
	unsigned		f_font2_italic : 1;
	unsigned		f_font2_bold : 1;
	if(version >= 6) {
		unsigned char	f_font2_language;
	}
	else {
		unsigned char	f_font2_reserved;
	}
	unsigned char		f_font2_name_length;
	unsigned char		f_font2_name[f_font2_name_length];
	unsigned short		f_font2_glyphs_count;
	if(f_font2_wide_offsets) {
		unsigned long		f_font2_offsets[f_font2_glyphs_count];
		unsigned long		f_font2_map_offset;
	}
	else {
		unsigned short		f_font2_offsets[f_font2_glyphs_count];
		unsigned short		f_font2_map_offset;
	}
	swf_shape		f_font2_shapes[f_font2_glyphs_count];
	if(f_font_info_wide) {
		unsigned short		f_font2_map[f_font2_glyphs_count];
	}
	else {
		unsigned char		f_font2_map[f_font2_glyphs_count];
	}
	if(f_font2_has_layout) {
		signed short		f_font2_ascent;
		signed short		f_font2_descent;
		signed short		f_font2_leading_height;
		signed short		f_font2_advance[f_font2_glyphs_count];
		swf_rect		f_font2_bounds[f_font2_glyphs_count];
		signed short		f_font2_kerning_count;
		swf_kerning		f_font2_kerning[f_font2_kerning_count];
	}
};
/* DefineFont3 is the same as DefineFont2 */
typedef struct swf_definefont2 swf_definefont3;

It is common to use the DefineFont2 tag in order to create an array of shapes later re-used to draw strings of text on the screen. This tag must be used whenever a DefineEditText references a font; and in that case it is suggested you include a full description of the font with layouts.

The SSWF Project

The SWF Reference by Alexis is part of the free SSWF project.

This documentation is intended for people who want to program a Flash player, editor, or some similar tool handling Flash data.

The project comes with a complete C++ library that is designed to greatly simplify the generation and loading of Flash files.

Appendix A — The geometry in SWF — Edges

Edges are used to define a shape vector based and also coordinates where images need to be drawn. The edges are always coordinates from where ever your last point was to where ever you want the next point to be (a little like a turtle in LOGO).

SWF Any Filter (swf_any_filter)

SWF Structure Info
Tag Flash Version: 
8
SWF Structure: 
/* the filter type */
struct swf_filter_type {
	unsigned char	f_type;
};

struct swf_filter_glow {
	swf_filter_type	f_type;		/* 0, 2, 3, 4 or 7 */
	if(f_type == GradientGlow || f_type == GradientBevel) {
		unsigned char		f_count;
	}
	else {
		f_count = 1;
	}
	swf_rgba		f_rgba[f_count];
	if(f_type == Bevel) {
		swf_rgba		f_highlight_rgba[f_count];
	}
	if(f_type == GradientGlow || f_type == GradientBevel) {
		unsigned char		f_position[f_count];
	}
	signed long fixed	f_blur_horizontal;
	signed long fixed	f_blur_vertical;
	if(f_type != Glow) {
		signed long fixed	f_radian_angle;
		signed long fixed	f_distance;
	}
	signed short fixed	f_strength;
	unsigned		f_inner_shadow : 1;
	unsigned		f_knock_out : 1;
	unsigned		f_composite_source : 1;
	if(f_type == Bevel) {
		unsigned		f_on_top : 1;
	}
	else {
		unsigned		f_reserved : 1;
	}
	if(f_type == GradientGlow || f_type == GradientBevel) {
		unsigned		f_passes : 4;
	}
	else {
		unsigned		f_reserved : 4;
	}
};

struct swf_filter_blur {
	swf_filter_type		f_type;	/* 1 */
	unsigned long fixed	f_blur_horizontal;
	unsigned long fixed	f_blur_vertical;
	unsigned		f_passes : 5;
	unsigned		f_reserved : 3;
};

struct swf_filter_convolution {
	swf_filter_type	f_type;		/* 5 */
	unsigned char	f_columns;
	unsigned char	f_rows;
	long float	f_divisor;
	long float	f_bias;
	long float	f_weights[f_columns × f_rows];
	swf_rgba	f_default_color;
	unsigned	f_reserved : 6;
	unsigned	f_clamp : 1;
	unsigned	f_preserve_alpha : 1;
};

struct swf_filter_colormatrix {
	swf_filter_type	f_type;		/* 6 */
	long float	f_matrix[20];
};

struct swf_any_filter {
	swf_filter_type			f_fitler_type;
	swf_filter_blur			f_filter_blur;
	swf_filter_colormatrix		f_filter_colormatrix;
	swf_filter_convolution		f_filter_convolution;
	swf_filter_glow			f_filter_glow;
};

A filter defines how to transform the objects it is attached to. The first byte is the filter type. The data following depend on the type. Because each filter is much different, they are defined in separate structures. You can attach a filter to an object using an ActionScript or the PlaceObject3 tag.

The following describes the different filters available since version 8.

PlaceObject2

Tag Info
Tag Number: 
26
Tag Type: 
Define
Tag Flash Version: 
3
Brief Description: 

Place, replace, remove an object in the current display list.

Tag Structure: 
struct swf_placeobject2 {	/* and swf_placeobject3 */
	swf_tag			f_tag;		/* 26 or 70 */
	/* NOTE: the following flags can be read as one or two bytes also */
	if(version >= 8) {
		unsigned	f_place_reserved : 5;
		unsigned	f_place_bitmap_caching : 1;
		unsigned	f_place_blend_mode : 1;
		unsigned	f_place_filters : 1;
	}
	if(version >= 5) {
		unsigned	f_place_has_actions : 1;
	}
	else {
		unsigned	f_place_reserved : 1;
	}
	unsigned		f_place_has_clipping_depth : 1;
	unsigned		f_place_has_name : 1;
	unsigned		f_place_has_morph_position : 1;
	unsigned		f_place_has_color_transform : 1;
	unsigned		f_place_has_matrix : 1;
	unsigned		f_place_has_id_ref : 1;
	unsigned		f_place_has_move : 1;
	unsigned short		f_depth;
	if(f_place_has_id_ref) {
		unsigned short		f_object_id_ref;
	}
	if(f_place_has_matrix) {
		swf_matrix		f_matrix;
	}
	if(f_place_has_color_transform) {
		swf_color_transform	f_color_transform;
	}
	if(f_place_has_morph_position) {
		unsigned short		f_morph_position;
	}
	if(f_place_has_name) {
		string			f_name;1
	}
	if(f_place_has_clipping_depth) {
		unsigned short		f_clipping_depth;
	}
	/* 3 next entries since v8.0 */
	if(f_place_filters) {
		unsigned char		f_filter_count;
		swf_any_filter		f_filter;
	}
	if(f_place_blend_mode) {
		unsigned char		f_blend_mode;
	}
	if(f_place_bitmap_caching) {
		/* WARNING: this is not defined in the Macromedia documentation
* it may be that it was part of the blend mode whenever the person
* who defined this byte was testing (I copied that from somewhere else!).
*/
unsigned char f_bitmap_caching; } /* since v5.0 */ if(f_place_has_actions) { unsigned short f_reserved; if(version >= 6) { unsigned long f_all_flags; } else { unsigned short f_all_flags; } swf_event f_event[<variable>]; if(version >= 6) { unsigned long f_end; /* always zero */ } else { unsigned short f_end; /* always zero */ } } };
  • 1. Assuming that this PlaceObject2 references a DefineSprite, this name becomes the name of this instance of the sprite. This feature enables you to place the same DefineSprite multiple times in your display list each time using a different name.

This tag will be used to specify where and how to place an object in the next frame. The PlaceObject is much different and is presented separately.

The f_depth field is used to indicate at which depth the character is inserted in the current frame. There can be only one object per depth value (thus a maximum of 65536 objects can appear on a single frame).

string

Tag Flash Version: 
1
Used by PushData Action: 
Available in PushData Action

A null terminated string of 8 bits characters (i.e. a C string.) You have to scan the string in order to skip it to the next element.

Flash also makes use of Pascal Strings. Those strings start with a size. In all instance, the size of the string is defined on one byte (char). In this case, we declare the string with a construct as follow:

  char f_string_size;
  char f_pascal_string[f_string_size];
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