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reference

Sprite Properties

The following is the list of currently accepted properties or fields for the Get Property and the Set Property actions. Note that the properties can be specified with either an integer (type 7, requires V5.0+) or a single precision floating point (type 1, V4.0 compatible). And since strings are automatically transformed in a value when required, one can use a string to represent the property number (type 0).

Get Member

SWF Action
Action Category: 
Objects
Action Details: 
0
Action Identifier: 
78
Action Structure: 
<n.a.>
Action Length: 
0 byte(s)
Action Stack: 
pop 1 (a), pop 1 (o), push 1 (a)
Action Operation: 
a1 := pop();
o2 := pop();
r := o2[a1];
push(r);
Action Flash Version: 
5

Pop one string or an integer (member name), pop an object reference, define the value of that object member and push the result back on the stack.

Objects include some special members such as:

Enumerate Object

SWF Action
Action Category: 
Objects
Action Details: 
0
Action Identifier: 
85
Action Structure: 
<n.a.>
Action Length: 
0 byte(s)
Action Stack: 
pop 1 (o), push null, push * (s)
Action Operation: 
o1 := pop();
push(null);
foreach(o1 as name) {
  push(name);
}
Action Flash Version: 
6

Pop an object from the stack, push a null, then push the name of each variable and function member of that object on the stack.

This mechanism can be used to implement a foreach() function on an object. Be careful, though, that the stack be cleared when leaving the loop.

This action uses an object reference. If you only have the name of the object, use the Enumerate action instead.

Enumerate

SWF Action
Action Category: 
Objects
Action Details: 
0
Action Identifier: 
70
Action Structure: 
<n.a.>
Action Length: 
0 byte(s)
Action Stack: 
pop 1 (s), push null, push * (s)
Action Operation: 
s1 := pop();
push(null);
foreach(s1 as name) {
  push(name);
}
Action Flash Version: 
5

Pop the name of an object and push the name of all of its children (methods & variables) back on the stack. The list is null terminated.

This mechanism can be used to implement a foreach() function on an object. Be careful, though, that the stack be 100% cleared when leaving the loop.

This action uses the name of an object. If you have an object reference, use the Enumerate Object action instead.

Delete

SWF Action
Action Category: 
Variables
Action Details: 
0
Action Identifier: 
58
Action Structure: 
<n.a.>
Action Length: 
0 byte(s)
Action Stack: 
pop 1 (s), pop 2 (o), push 1 (b)
Action Operation: 
s1 := pop();
o2 := pop();  // undefined or _root or _global for global variables
r := delete(s1, o2);
push(r);
Action Flash Version: 
5

Pop one string representing the name of the property to be deleted. Then pop the object from which the property is to be deleted.

In version 5 through 8, it is necessary to Push Data type undefined (0x03)1 before the string as in:

96 04 00 03 00 'a' 00 3A
delete("a");

to delete a global variable.

  • 1. Since player version 9, deleting a dynamic (global) variable requires _root (or _global) instead of undefined.

Add

SWF Action
Action Category: 
Arithmetic
Action Details: 
0
Action Identifier: 
10
Action Structure: 
<n.a.>
Action Length: 
0 byte(s)
Action Stack: 
pop 2 (n), push 1 (n)
Action Operation: 
n1 := pop();
n2 := pop();
r := n2 + n1;
push(r);
Action Flash Version: 
4

This action pops two numbers from the stack, add them together and put the result back on the stack.

IMPORTANT NOTE

This instruction is not compliant to the ECMA Script reference. It should only be used in SWF files using version 4. Since version 5, the Add (typed) action should be used instead.

DefineBinaryData

Tag Info
Tag Number: 
87
Tag Type: 
Define
Tag Flash Version: 
9
Brief Description: 

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

Tag Structure: 
struct swf_definebinarydata {
	swf_tag			f_tag;		/* 87 */
	unsigned short		f_data_id;
	unsigned long		f_reserved;	/* must be zero */
	unsigned char		f_data[<variable size>];
};

The DefineBinaryData tag is used to save any arbitrary user defined binary data in an SWF movie. The Flash player itself ignores that data. The size of the data is not specifically limited.

The f_data_id is this object identifier. The identifier is the same type as any identifier (like a sprite identifier.) It is used in ActionScripts to reference the data.

The f_reversed area is 32 bits and it must be set to zero in version 9.

CSMTextSettings

Tag Info
Tag Number: 
74
Tag Type: 
Define
Tag Flash Version: 
8
Brief Description: 

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

Tag Structure: 
struct swf_csmtextsettings {
	swf_tag			f_tag;		/* 74 */
	unsigned short		f_text_id_ref;
	unsigned		f_use_flag_type : 2;
	unsigned		f_grid_fit : 3;
	unsigned		f_reserved : 3;
	long float		f_thickness;
	long float		f_sharpness;
	unsigned char		f_reserved;
};

The CSMTextSettings are used to change the rendering mode of glyphs in a DefineText, DefineText2 and DefineEditText.

The f_text_id_ref is a reference to a tag holding some texts which glyphs need to be tweaked with these settings.

The f_use_flag_type defines which of the system (0) or Flash (1) font renderer should be used.

DefineFontAlignZones

Tag Info
Tag Number: 
73
Tag Type: 
Define
Tag Flash Version: 
8
Brief Description: 

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

Tag Structure: 
struct swf_definefontalignzones {
	swf_tag			f_tag;		/* 73 */
	unsigned short		f_font2_id_ref;
	unsigned		f_csm_table_hint : 2;
	unsigned		f_reserved : 6;
	swf_zone_array		f_zones[corresponding define font3.f_font2_glyphs_count];
};

Since SWF8, this tag was added to allow a clear definition of where a glyph starts. This is a hint to ensure that glyphs are properly drawn on pixel boundaries. Note that it is only partially useful for italic fonts since only vertical hints really make a difference.

The f_font2_id_ref needs to reference the font identifier of a DefineFont3. Each DefineFontAlignZones shall have a different f_font2_id_ref.

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.