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SWF Kerning (swf_kerning)

SWF Structure Info
Tag Flash Version: 
1
SWF Structure: 
struct swf_kerning {
	if(f_font2_wide) {
		unsigned short		f_kerning_code1;
		unsigned short		f_kerning_code2;
	}
	else {
		unsigned char		f_kerning_code1;
		unsigned char		f_kerning_code2;
	}
	signed short		f_kerning_adjustment;
};

The following table defines the number of TWIPs to move left or right before to draw the 2nd character when the 1st one was drawn right before it. For instance, the letters AV may be drawn really close so the V is written over the A. To the contrary, WI may be seperated some more so the I doesn't get merged to the top of the W.

The computation to move the drawing pen is done as follow:

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).

The f_place_has_move and f_place_has_id_ref flags are used to indicate what to do at the given depth. The following table presents what happens depending on the current value.

f_place_has_move ...

IEEE Standard 754

 

The original document by Steve Hollasch can be found at http://steve.hollasch.net/cgindex/coding/ieeefloat.html

IEEE Standard 754 Floating Point Numbers


IEEE Standard 754 floating point is the most common representation today for real numbers on computers, including Intel-based PC's, Macintoshes, and most Unix platforms. This article gives a brief overview of IEEE floating point and its representation. Discussion of arithmetic implementation may be found in the book mentioned at the bottom of this article.

What Are Floating ...

DoAction

Tag Info
Tag Number: 
12
Tag Type: 
Action
Tag Flash Version: 
1
Brief Description: 

Actions to perform at the time the next show frame is reached and before the result is being displayed. It can duplicate sprites, start/stop movie clips, etc.

All the actions within a frame are executed sequentially in the order they are defined.

Important: many actions are not supported in Adobe Flash version 1. Please, see the reference of actions below in order to know which actions can be used with which version of Adobe Flash.

Tag Structure: 
struct swf_doaction {
	swf_tag			f_tag;		/* 12 and 59 */
	if(f_tag == DoInitAction) {
		unsigned short	f_action_sprite;
	}
	swf_action		f_action_record[variable];
};

The DoAction tag will be used to execute a set of actions in place. Usually, actions are used on buttons to add interactivity to the SWF movies. In version 1 you had only one dynamic branch (WaitForFrame). In version 4 you can test many different things such as a position, angle or sound track cursor position. Since version 5, SWF has a complete scripting language supporting string and arithmetic operations.

SWF Tags

The following table is a list of all the SWF tags defined in this documentation.

This table presents the tags sorted using their number. There are tables available to find tags by name, by version of Flash releases, and by type.

ID Tag Name Type Comments Versionsort icon
90. DefineBitsJPEG4 Define

Defines a complete JPEG (the image formats supported are JPEG, PNG and GIF89a) and includes a deblocking filter parameter. The JPEG image is then followed by an alpha channel. Note that the alpha channel uses the Z-lib compression.

10
72. DoABCDefine Action

New container tag for ActionScripts under SWF 9. Includes only actions. This tag is not defined in the official Flash documentation.

9
76. SymbolClass Action

Instantiate objects from a set of classes.

9
82. DoABC Action

New container tag for ActionScripts under SWF 9. Includes an identifier, a name and actions.

9
86. DefineSceneAndFrameData Define

Define raw data for scenes and frames.

9
87. DefineBinaryData Define

Defines a buffer of any size with any binary user data.

9
88. DefineFontName Define

Define the legal font name and copyright.

9
69. FileAttributes Format

Since version 8, this tag is required and needs to be the very first tag in the movie. It is used as a way to better handle security within the Flash Player.

8
70. PlaceObject3 Display

Place an object in the display list. The object can include bitmap caching information, a blend mode and a set of filters.

8
71. Import2 Define

Imports a list of definitions from another movie. In version 8+, this tag replaces the original Import tag. You can retrieve objects which were exported in the specified movie. You can have as many import as you like, although you should really only have one per referenced movie.

8
73. DefineFontAlignZones Define

Define advanced hints about a font glyphs to place them on a pixel boundary.

8
74. CSMTextSettings Define

Define whether CSM text should be used in a previous DefineText, DefineText2 or DefineEditText.

8
75. DefineFont3 Define

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

8
77. Metadata Format

This tag includes XML code describing the movie. The format is RDF compliant to the XMP as defined on W3C.

8
78. DefineScalingGrid Define

Define scale factors for a window, a button, or other similar objects.

8
83. DefineShape4 Define

Declare a shape which supports new line caps, scaling and fill options.

8
84. DefineMorphShape2 Define

Declare a morphing shape with attributes supported by version 8+.

8
65. ScriptLimits Define

Change limits used to ensure scripts do not use more resources than what you choose. In version 7, it supports a maximum recursive depth and a maximum amount of time scripts can be run for in seconds.

7
66. SetTabIndex Define

Define the order index so the player knows where to go next when the Tab key is pressed by the user.

7
59. DoInitAction Action

Actions to perform the first time the following Show Frame tag is reached. All the initialization actions are executed before any other actions. You have to specify a sprite to which the actions are applied to. Thus you don't need a set target action. When multiple initialization action blocks are within the same frame, they are executed one after another in the order they appear in that frame.

6
60. DefineVideoStream Define

Defines the necessary information for the player to display a video stream (i.e. size, codec, how to decode the data, etc.). Play the frames with VideoFrame tags.

6
61. VideoFrame Define

Show the specified video frame of a movie.

6
62. DefineFontInfo2 Define

Defines information about a font, like the DefineFontInfo tag plus a language reference. To force the use of a given language, this tag should be used in v6.x+ movies instead of the DefineFontInfo tag.

6
63. DebugID Define

This tag is used when debugging an SWF movie. It gives information about what debug file to load to match the SWF movie with the source. The identifier is a UUID.

6
64. EnableDebugger2 Format

The data of this tag is a 16 bits word followed by an MD5 password like the EnableDebugger tag. When it exists and you know the password, you will be given the right to debug the movie with Flash V6.x and over.

WARNING: this tag is only valid in Flash V6.x and over, use the EnableDebugger instead in V5.x and Protect in older movies (V2.x, V3.x, and V4.x).

6
50. DefineCommandObject Define

?

5
51. CharacterSet Define

It looks like this would have been some sort of DefineSprite extension... did not make it out either.

5
52. ExternalFont Define

It looks like accessing a system font was going to be another tag, but instead Macromedia made use of a flag in the existing DefineFont2 tag.

5
56. Export Define

Exports a list of definitions declared external so they can be used in other movies. You can in this way create one or more movies to hold a collection of objects to be reused by other movies without having to duplicate these in each movie. A single export is enough for an entire movie (and you should have just one).

5
57. Import Define

Imports a list of definitions that are to be loaded from another movie. You can retrieve objects that were exported in the specified movie. You can have as many import as you like, though you should really only have one per referenced movie.

5
58. EnableDebugger Format

The data of this tag is an MD5 password like the EnableDebugger2 tag. When it exists and you know the password, you will be given the right to debug the movie with Flash V5.x and higher.

WARNING: this tag is only valid in Flash V5.x, use the EnableDebugger2 instead in V6.x and newer movies and Protect in older movies (V2.x, V3.x, and V4.x).

5
37. DefineEditText Define

An edit text enables the end users to enter text in a Flash window.

4
38. DefineVideo Define

Apparently, Macromedia did have a first attempt in supporting video on their platform. It looks, however, as if they reconsidered at that point in time.

4
25. PathsArePostscript Define

The shape paths are defined as in postscript?

3
26. PlaceObject2 Define

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

3
28. RemoveObject2 Display

Remove the object at the specified level. This tag should be used in movies version 3 and over since it compressed better than the standard RemoveObject tag. Note that a PlaceObject2 can also be used for this task.

3
29. SyncFrame Display

Tag used to synchronize the animation with the hardware.

3
31. FreeAll Define

Probably an action that would be used to clear everything out.

3
32. DefineShape3 Define

Brief Description: 

Define a simple geometric shape.

3
33. DefineText2 Define

Defines a text of characters displayed using a font. Transparency is supported with this tag.

3
34. DefineButton2 Define

Define an action button. Includes a color transformation. 

3
35. DefineBitsJPEG3 Define

Defines a complete JPEG image, i.e. a verbatim JPEG image file. The JPEG image is then followed by an alpha channel. Note that the alpha channel uses the Z-lib compression. Since Flash 10, the supported image formats are JPEG, PNG and GIF89a.

3
36. DefineBitsLossless2 Define

Defines an RGBA bitmap compressed using ZLIB (similar to the PNG format).

3
39. DefineSprite Define

Declares an animated character. This is similar to a shape with a display list so the character can be changing on its own over time.

3
40. NameCharacter Define

Define the name of an object (for buttons, bitmaps, sprites and sounds.)

3
41. ProductInfo Define

This tag defines information about the product used to generate the animation. The product identifier should be unique among all the products. The info includes a product identifier, a product edition, a major and minor version, a build number and the date of compilation. All of this information is all about the generator, not the output movie.

3
43. FrameLabel Define

Names a frame or anchor. This frame can later be referenced using this name.

3
45. SoundStreamHead2 Define

Declare a sound effect which will be interleaved with a movie data so as to be loaded over a network connection while being played.

3
46. DefineMorphShape Define

This is similar to a sprite with a simple morphing between two shapes.

3
47. GenerateFrame Define

This may have been something similar to a New in an action script and thus was removed later.

3
48. DefineFont2 Define

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

3
49. GeneratorCommand Define

Gives some information about the tool which generated this SWF file and its version.

3
14. DefineSound Define

Declare a sound effect. This tag defines sound samples that can later be played back using either a StartSound or a DefineButtonSound. Note that the same DefineSound block can actually include multiple sound files and only part of the entire sound can be played back as required.

2
15. StartSound Display

Start playing the referenced sound on the next ShowFrame.

2
15. StopSound Display

Start playing the referenced sound on the next ShowFrame.

2
17. DefineButtonSound Define

Defines how to play a sound effect for when an event occurs on the referenced button.

2
18. SoundStreamHead Define

Declare a sound effect which will be interleaved with a movie data so as to be loaded over a network connection while being played.

2
19. SoundStreamBlock Define

A block of sound data (i.e. audio samples.) The size of this block of data is defined in the previous SoundStreamHead tag. It is used to download sound samples on a per frame basis instead of all at once.

2
20. DefineBitsLossless Define

A bitmap compressed using ZLIB (similar to the PNG format).

2
21. DefineBitsJPEG2 Define

Defines a complete JPEG image (includes the bit stream and the tables all in one thus enabling multiple tables to be used within the same SWF file).

Since Flash version 10, the data can also be set to a valid PNG or GIF89a. There is no need to specify the image format in the tag since the data describing the image includes the necessary information.

2
22. DefineShape2 Define

Brief Description: 

Define a simple geometric shape.

2
23. DefineButtonCxform Define

Setup a color transformation for a button.

2
24. Protect Define

Disable edition capabilities of the given SWF file. Though this doesn't need to be enforced by an SWF editor, it marks the file as being copyrighted in a way.

WARNING: this tag is only valid in Flash V2.x, V3.x, and V4.x, use the EnableDebugger instead in V5.x and EnableDebugger2 in V6.x and newer movies.

2
-1. File Header Format

Although it isn't a tag per say, we consider the file header as being a tag because it represents a block in the flash file. Since version 8, it can be complemented by the FileAttributes tag.

1
End Format

Mark the end of the file or a Sprite. It can't appear anywhere else but the end of the file or a Sprite.

1
1. ShowFrame Display

Display the current display list and pauses for 1 frame as defined in the file header.

1
2. DefineShape Define

Define a simple geometric shape.

1
3. FreeCharacter Define

Release a character which won't be used in this movie anymore.

1
4. PlaceObject Display

Place the specified object in the current display list.

1
5. RemoveObject Display

Remove the specified object at the specified depth.

1
6. DefineBitsJPEG Define

Define a JPEG bit stream.

1
7. DefineButton Define

Define an action button.

1
8. JPEGTables Define

Define the tables used to compress/decompress all the SWF 1.0 JPEG images (See also DefineBitsJPEG.)

1
9. SetBackgroundColor Display

Change the background color. Defaults to white if unspecified.

1
10. DefineFont Define

List shapes corresponding to glyphs.

1
11. DefineText Define

Defines a text of characters displayed using a font. This definition doesn't support any transparency.

1
12. DoAction Action

Actions to perform at the time the next show frame is reached and before the result is being displayed. It can duplicate sprites, start/stop movie clips, etc.

All the actions within a frame are executed sequentially in the order they are defined.

Important: many actions are not supported in Adobe Flash version 1. Please, see the reference of actions below in order to know which actions can be used with which version of Adobe Flash.

1
13. DefineFontInfo Define

Information about a previously defined font. Includes the font style, a map and the font name.

1
42. DefineTextFormat Define

Another tag that Flash ended up not using.

1

Table of Contents Overview

The Table of contents module is used to generate a table with a list of all the content of your pages.

The module searches for the header tags (H1 to H6) and transforms those into a list of items used in the table of contents. Note that this module does not have the capability to generate a table of contents for multiple pages. However, used with the Views module, it is possible to create pages referencing multiple sub-pages.

The features include a way to number the items either with the automatic HTML ordered list feature (OL) or with an internal system that counts the headers and generates numbers as expected for sub-lists (i.e. 1., 1.1, 1.1.1, 1.1.2, 1.2, 2., etc.)

The table of contents can also reference all the attachments present on your page.

This documentation proposes to teach you how to install and make the most out of the filter.

Adding a Table of Contents to a view with parameters

It is possible to add a Table of Contents to a view that has to accept parameters1.

In this case, you do not want to use the solution of including the view in a node (with the Insert view filter, see Can't find doc_table_of_contents_for_views to include!) because then you lose the capability of assigning different parameters to your view (although, if the number of parameters is ...

  • 1. Note that you need to write some PHP code. If you do not know how to do that, I'm afraid that this won't work for you. You may want to check out the Table of Contents and Insert view solution instead.

Create a Table of Contents from a View

Setup

There are, I'm sure, many different ways to handle views with the Table of contents.

Here is what I think is the easiest at the moment:

1. Create a view and include a Title field (which generates a header for the title, most likely <H2>)

2. Create a node and include the view in the node using the Insert view filter1

3. Select a filter on this node that includes support for Insert views and Table of contents

4. If

  • 1. Note that the Insert view filter was found to have some security issues. Use with care. The project home page has additional information about this module.

Table of Contents (The module —)

The Table of contents module is used to generate a table with a list of all the content of your pages.

The module searches for the header tags (H1 to H6) and transforms those into a list of items used in the table of contents. Note that this module does not have the capability to generate a table of contents for multiple pages. However, used with the Views module, it is possible to create pages referencing multiple sub-pages.

The features include a way to number the items either with the automatic HTML ordered list feature (OL) or with an internal system that counts the headers and generates

CuteMenu To Do List

There are probably many things that could be done on this module. This is a short list for now: