X-Git-Url: http://git.asbjorn.biz/?a=blobdiff_plain;f=doc%2Ffileformat.sc;h=1392154c1b4cdb40770ac1d802d6a202a497f7dc;hb=a8f844bfc977266610e63963a62de232d18d8a1a;hp=538d5d3ef51f516297d7d58512f389435b54f5c3;hpb=3289d29dbdb4ed443e65c2011a95580c14b71ad8;p=swftools.git diff --git a/doc/fileformat.sc b/doc/fileformat.sc index 538d5d3..1392154 100644 --- a/doc/fileformat.sc +++ b/doc/fileformat.sc @@ -1,3 +1,12 @@ +# =========================================================================== +# +# swfc(1) File format specification +# +# Warning: not all of this is actually implemented yet- if there's a +# "TODO" behind a command, it has yet to be integrated into swfc. +# +# =========================================================================== + # File header # ----------- @@ -80,11 +89,6 @@ # sound object otherwise, and I'd rather have that done explicitly. .soundtrack "LocoStart.wav" # TODO -# Sound effects on user pressing or releasing a button - -.button mybutton shape=obj1 # TODO -.buttonsounds mybutton press=sound1 release=sound2 enter=sound3 leave=sound4 # TODO - # Elements of the movie should be animated by various means # moving (x,y and zoom) # --------------------- @@ -123,7 +127,7 @@ # interpolation between crude manual animation frames # --------------------------------------------------- -.shape ball "ball.xml" # TODO #The ball should be white or violet to make the cxforms below work +.circle ball r=50 color=blue fill=violet # now draw two balls, which fly around each other. @@ -216,7 +220,7 @@ # clipping an animation inside a star-shaped sprite: .swf mystar1 "star.swf" -.movie anim1 "penguins.swf" +.swf anim1 "penguins.swf" .sprite cspr1 .startclip mystar1 @@ -235,36 +239,63 @@ .png play_pressed "Play_pressed.png" #TODO .png stoplogo "Stop.png" #TODO -.button playbutton shape=play press=play_pressed #TODO +.button playbutton + .show play as=idle + .show play as=area + .show play_pressed as=pressed + .show play_pressed as=hower +.end + +.button playbutton2 + .show play as=idle + .on_press inside + .on_release inside + .on_release outside + .on_move_in pressed + .on_move_out pressed + .on_move_in + .on_move_out + .on_key "a": + # actionscript... + .end +.end -.button playbutton2 shape=play press=play_pressed: - [mouse down] - ... actionscript ... -# ... +.button mybutton + .show play as=idle + .show obj1 x=300 y=400 scale=110% pivot=center + as=pressed .end +.box blueshape 10 10 +.box greenshape 10 10 +.box whiteshape 10 10 +.box activearea 10 10 +.box emtpyshape 10 10 +.box window1 10 10 # button which is blue, get's green when the mouse hovers over it, and # white when it is pressed: -.button b1 shape=blueshape over=greenshape press=whiteshape #TODO +.button b1 + .show blueshape as=idle + .show greenshape as=hower + .show whiteshape as=press +.end # button where the button position is not identical to the active area: -.button b2 area=activearea shape=blueshape over=greenshape press=whiteshape #TODO +.button b2 + .show activearea as=area + .show blueshape as=idle + .show greenshape as=hower + .show whiteshape as=press +.end # (if area is not set, it's the same as shape) # the above put into use: pop up a window if the mouse cursor enters a certain # area: -.button b3 area=activearea shape=emptyshape over=window1 press=window1 #TODO - -# button characters also support positioning and cxforming characters. -# to use this, we put the characters "virtually", and then use the -# instances in the button -.buttonput area1=playlogo x=300 y=400 rotate=0 #TODO -.buttonput shape1=playlogo x=400 y=400 rotate=0 red=50% #TODO -.buttonput over1=playlogo x=400 y=400 rotate=30 red=50% #TODO -.buttonput press1=playlogo x=500 y=500 rotate=180 #TODO -.button mybutton1 area=area1 shape=shape1 over=over1 press=press1: #TODO - #[...actionscript...] +.button b3 + .show activearea as=area + .show emtpyshape as=idle + .show window1 as=hower .end # fonts @@ -305,7 +336,7 @@ .put o1=obj1 #TODO .put o2=obj1 below=o1 x=50 #TODO -.frame #TODO +.frame .change o1 #TODO .change o2 above=o1 x=50 #TODO