LLChatLib is a C++ library which wraps the Second Life libraries and provides to the developer means of interfacing with a grid server.
Features:
Check out the documentation here.
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:
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++.
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.
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 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.
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).
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.
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).
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];