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function

Ord

SWF Action
Action Category: 
String and Characters
Action Details: 
0
Action Identifier: 
50
Action Structure: 
<n.a.>
Action Length: 
0 byte(s)
Action Stack: 
pop 1 (s), push 1 (i)
Action Operation: 
s1 := pop();
r = s1[0];
push(r);
Action Flash Version: 
4

Pop one string, compute the ASCII value of its first character and put it back on the stack.

This function does not take UTF-8 in account. In other words, it can be used to parse a string byte per byte. To get the UTF-8 value of characters, use the Ord (multi-byte) instead.

Number

SWF Action
Action Category: 
Arithmetic
Action Details: 
0
Action Identifier: 
74
Action Structure: 
<n.a.>
Action Length: 
0 byte(s)
Action Stack: 
pop 1 (a), push 1 (n)
Action Operation: 
a1 := pop();
r := a1.valueOf();
push(a1);
Action Flash Version: 
5

Pop one item and transform it into a number (integer or floating point.) If a1 is already a number, it is simply pushed back on the stack.

For strings it works as you would expect (see the strtof(3C) manual pages).

For a user defined object, the method named valueOf() is called. You can declare that function on your own objects to get this action to retrieve the value.

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.

New

SWF Action
Action Category: 
Objects
Action Details: 
0
Action Identifier: 
64
Action Structure: 
<n.a.>
Action Length: 
0 byte(s)
Action Stack: 
pop 1 (s), pop 1 (i), pop i2 (a)
Action Operation: 
s1 := pop();
i2 := pop();
for(idx := 3; idx <= i2 + 2; ++idx) {
  aidx := pop();
}
o := new s1;
o.s1(a3, a4, ... a(i2 + 2));
push(o);
Action Flash Version: 
5

Pop the class name for the new object to create. Pop the number of arguments. Pop each argument (if i2 is zero, then no arguments are popped.) Create an object of class s1. Call the constructor function (which has the same name as the object class: s1). The result of the constructor is discarded. Push the created object on the stack. The object should then be saved in a variable or object member.

Logical Or

SWF Action
Action Category: 
Logical and Bitwise
Action Details: 
0
Action Identifier: 
17
Action Structure: 
<n.a.>
Action Length: 
0 byte(s)
Action Stack: 
pop 2 (b), push 1 (b)
Action Operation: 
b1 := pop();
b2 := pop();
r := b2 || b1;
push(r);
Action Flash Version: 
4

Pop two values, compute the Logical OR and put the Boolean result back on the stack.

Logical And

SWF Action
Action Category: 
Logical and Bitwise
Action Details: 
0
Action Identifier: 
16
Action Structure: 
<n.a.>
Action Length: 
0 byte(s)
Action Stack: 
pop 2 (b), push 1 (b)
Action Operation: 
b1 := pop();
b2 := pop();
r := b2 && b1;
push(r);
Action Flash Version: 
4

Pop two values, compute the Logical AND and put the Boolean result back on the stack.

Get Variable

SWF Action
Action Category: 
Variables
Action Details: 
0
Action Identifier: 
28
Action Structure: 
<n.a.>
Action Length: 
0 byte(s)
Action Stack: 
pop 1 (s), push 1 (a)
Action Operation: 
s1 := pop();
r := *s1;
push(r);
Action Flash Version: 
4

Pop one string, search for a variable of that name, and push its value on the stack. This action first checks for local variables in the current function. If there isn't such a variable, or the execution is not in a function, then the corresponding global variable is read.

The variable name can include sprite names separated by slashes and finished by a colon as in. Only global variables are accessible in this way.

Example:

Get URL2

SWF Action
Action Category: 
Movie
Action Details: 
0
Action Identifier: 
154
Action Structure: 
unsigned char    f_method;
Action Length: 
1 byte(s)
Action Stack: 
pop 2 (s)
Action Operation: 
s1 := pop();
s2 := pop();
s1.load(s2, f_method);
Action Flash Version: 
4

Pop two strings, the URL (s2) and the target name (s1).

All the usual HTML target names seem to be supported (_top, _blank, <frame name>, etc.) You can also use the special internal names _level0 to _level10. _level0 is the current movie. Other levels, I'm still not too sure how these can be used.

Get URL

SWF Action
Action Category: 
Movie
Action Details: 
0
Action Identifier: 
131
Action Structure: 
string   f_url;
string   f_target;
Action Length: 
-1 byte(s)
Action Stack: 
n.a.
Action Operation: 
f_target.load(f_url);
Action Flash Version: 
1

Load the specified URL in the specified target window.

When the target is set as "_level0", the current SWF file is replaced by the file specified in the f_url field. The name in the f_url field should be a proper SWF file or the area will simply become black.

When the target is set as "_level1", something special is supposed to happen. I still don't know what it is...
Also the effect of _level1 + an empty URL is ... (to remove level1?)

Get Property

SWF Action
Action Category: 
Properties
Action Details: 
0
Action Identifier: 
34
Action Structure: 
<n.a.>
Action Length: 
0 byte(s)
Action Stack: 
pop 1 (n), pop 1 (s), push 1 (a)
Action Operation: 
n1 := pop();
s2 := pop();
r := s2[n1];
push(r);
Action Flash Version: 
4

Query the property n1 of the object named s2 (a field in a structure if you wish), and push the result on the stack. Note that since version 5, it is preferable to use Get Member or Call Method when a corresponding variable or function member is available on the object.

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). It works with a double value, I even tested a Boolean and null and it works. Obviously it isn't a good idea to use these. The default should be a single precision float. Please, see the Push Data action for more information about data types.

WARNING: Adobe is trying to phase out this functionality. It is very likely not working in ABC code and it is not necessary since objects have member functions that can be used for the exact same purpose and it is a lot cleaner to use those instead.

 

Float Decimal Name Comments Version
0x00000000 0 x x position in pixels (not TWIPs!) 4
0x3F800000 1 y y position in pixels (not TWIPs!) 4
0x40000000 2 x scale horizontal scaling factor in percent (50 — NOT 0.5 — represents half the normal size!!!) 4
0x40400000 3 y scale vertical scaling factor in percent (50 — NOT 0.5 — represents half the normal size!!!) 4
0x40800000 4 current frame the very frame being played; one can query the root current frame using an empty string ("") as the name of the object; note that the first current frame is number 1 and the last is equal to the total number of frames; on the other hand, the Goto instruction expects a frame number from 0 to the number of frames - 1 4
0x40A00000 5 number of frames total number of frames in movie/sprite/thread 4
0x40C00000 6 alpha alpha value in percent (50 — NOT 0.5 — means half transparent) 4
0x40E00000 7 visibility whether the object is visible 4
0x41000000 8 width maximum width of the object (scales the object to that width) 4
0x41100000 9 height maximum height of the object (scales the object to that height) 4
0x41200000 10 rotation rotation angle in degrees 4
0x41300000 11 target return the name (full path) of an object; this can be viewed as a reference to that object 4
0x41400000 12 frames loaded number of frames already loaded 4
0x41500000 13 name name of the object 4
0x41600000 14 drop target object over which this object was last dropped 4
0x41700000 15 url URL linked to that object 4
0x41800000 16 high quality whether we are in high quality mode 4
0x41880000 17 show focus rectangle whether the focus rectangle is visible 4
0x41900000 18 sound buffer time position (or pointer) in the sound buffer; useful to synchronize the graphics to the music 4
0x41980000 19 quality what the quality is (0 - Low, 1 - Medium or 2 - High) 5
0x41A00000 20 x mouse current horizontal position of the mouse pointer within the Flash window 5
0x41A80000 21 y mouse current vertical position of the mouse pointer within the Flash window 5
0x46800000 16384 clone this flag has to do with the depth of sprites being duplicated 4