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VideoFrame

Tag Info
Tag Number: 
61
Tag Type: 
Define
Tag Flash Version: 
6
Brief Description: 

Show the specified video frame of a movie.

Tag Structure: 
struct swf_startsound {
	swf_tag			f_tag;		/* 61 */
	unsigned short		f_video_id_ref;
	unsigned short		f_frame;
	unsigned char		f_video_data[variable size];
};

The VideoFrame tag is used to render one frame. It includes the data of exactly one video frame to be drawn on the screen.

The f_object_id_ref parameter is a reference to a DefineVideoStream.

Export

Tag Info
Tag Number: 
56
Tag Type: 
Define
Tag Flash Version: 
5
Brief Description: 

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).

Tag Structure: 
struct swf_export {
	swf_tag			f_tag;		/* 56 */
	unsigned short		f_count;
	swf_external		f_symbol[f_count];
};

The Export tag works in conjunction with the Import and Import2 tags. The Export tag gives a list of definitions made visible to the external world. Thus these definitions are in effect available to be imported by other movies.

DefineSprite

Tag Info
Tag Number: 
39
Tag Type: 
Define
Tag Flash Version: 
3
Brief Description: 

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.

Tag Structure: 
struct swf_definesprite {
	swf_tag			f_tag;		/* 39 */
	unsigned short		f_sprite_id;
	unsigned short		f_frame_count;
	...			<data>;
	swf_tag			f_end;
};

A sprite is a set of SWF tags defining an animated object which can then be used as a simple object. A sprite cannot contain another sprite. hHowever, you can use PlaceObject2 to place a sprite in another.

The following are the tags accepted in a Sprite:

Appendix B — History of the SSWF reference

Dec 2, 2009

Moved the monolithic documentation to a multi-page hierarchical document that includes everything we had before plus many links, many terms attached to all pages (tags, English words.) And revision of most of the text for better English and clarification in some places.

Strengthen the formatting with CCK fields so all declarations look alike.

Broken up the actions from one large table to a set of pages.

Dec 14, 2008

Started work on the Load() feature of the SSWF library. This helped fixing several small mistakes in the documentation.

May 18, 2008

Fixed the ...

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.

SWF Zone Data (swf_zone_data)

SWF Structure Info
Tag Flash Version: 
8
SWF Structure: 
struct swf_zone_data {
	short float		f_zone_position;
	short float		f_zone_size;
};

The swf_zone_array includes an array of zone data as described below:

The f_zone_position specifies the X or Y coordinate. The array can either include only horizontal, only vertical or both sets of coordinates.

The f_zone_size specifies the Width or Height of the zone.

SWF Zone Array (swf_zone_array)

SWF Structure Info
Tag Flash Version: 
8
SWF Structure: 
struct swf_zone_array {
	unsigned char		f_zone_count;		/* always 2 in V8.0 */
	swf_zone_data		f_zone_data[f_zone_count];
	/* I inverted the bits below, but I'm not too sure what is correct, do you know? */
	unsigned		f_reserved : 6;
	unsigned		f_zone_y : 1;		/* probably always 1 in V8.0 */
	unsigned		f_zone_x : 1;		/* probably always 1 in V8.0 */
};

An array of alignment zones defines hints about glyphs defined in a DefineFont3.

The f_zone_count specifies how many zones are defined in a zone array. In version 8 of SWF, the count must be set to 2.

The f_zone_data is an array of zones, each defining a position and a size.

SWF Envelope (swf_envelope)

SWF Structure Info
Tag Flash Version: 
1
SWF Structure: 
struct swf_envelope {
	unsigned long		f_position;
	unsigned short		f_volume_left;
	unsigned short		f_volume_right;
};

When playing back a sound effect it is possible to modulate the sound to generate different effects (such as a fade in and out). The following defines the stereo volume of the sound.

The position is always given as if the sample data was defined with a rate of 44,100 bytes per seconds. For instance, the sample number 1 in a sound effect with a sample rate of 5.5K is given as position 8 in the envelope. All of these positions should be within the f_in_point and f_out_point.

SWF Action (swf_action)

SWF Structure Info
Tag Flash Version: 
1
SWF Structure: 
/* basic definition of an action entry */
struct swf_action {
	unsigned char		f_action_id;
	f_action_has_length = (f_action_id & 0x80) != 0;
	if(f_action_has_length) {
		unsigned short		f_action_length;
		unsigned char		f_action_data[f_action_length];
	}
};

An action is defined with an identifier, and an optional size and data (pretty much like a tag).

Note that the optional size and data are defined only for actions with an identifier of 128 or more. The other identifiers are always defined by themselves. Actions without immediate data may still access data. In that case, the data is taken from the stack.

Please, see the action list for all the supported actions.

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.