X-Git-Url: http://git.asbjorn.biz/?a=blobdiff_plain;f=doc%2Fswfc.xml;h=00b691609510d71391a076bdf761af086ebeef50;hb=eda70699dfd61691a464663a40ebe909c63680be;hp=b751bd85c0a152c26ccd94c95a1b2f2f16868ec7;hpb=038891d498de3a4069e1e16cdc0e9a36efc5c248;p=swftools.git diff --git a/doc/swfc.xml b/doc/swfc.xml index b751bd8..00b6916 100644 --- a/doc/swfc.xml +++ b/doc/swfc.xml @@ -89,7 +89,7 @@ Boxes: Though swfc is a command-line utility, there also exists a nice graphical - frontend for it, called Swifty. + frontend for it, called Swifty. @@ -118,13 +118,143 @@ Boxes: -
Text generation - +
Color transforms + + +.flash name="cxform.swf" version=5 + + .jpeg s1 "photo.jpeg" quality=80% + + .put s1 x=50 y=50 scalex=110 scaley=110 + .frame 100 + .change s1 x=0 y=0 scalex=210 scaley=210 red=-1+255 green=-1+255 blue=-1+255 #invert + .frame 200 + .change s1 x=100 y=50 scalex=110 scaley=110 red=0 green=+0 blue=+0 #remove red + .frame 300 + .change s1 x=0 y=0 scalex=210 scaley=210 red=+0 green=2 blue=-1+255 #amplify green, invert blue + .frame 400 + .change s1 x=50 y=100 scalex=110 scaley=110 red=2-128 green=-2+255 blue=+0.7+40 #alien glow + .frame 500 + .change s1 x=0 y=0 scalex=210 scaley=210 red=8-1024 green=8-1024 blue=8-1024 #palette reduce + .frame 600 + .change s1 x=0 y=0 scalex=210 scaley=210 red=+0 green=+0 blue=+0 #back to normal + .frame 700 + .change s1 x=105 y=105 scalex=0 scaley=0 luminance=0 #fadeout +.end + + +
+ + + + +Fonts + +
+ +swfc has font support. That means you can also insert texts into +your animations. +The easiest way to load a font is to do something like + + .font Arial filename="Arial.ttf" + +. +You now have a font named Arial to play with. +For example, for the obligatory hello world program: + + +.flash name="helloworld.swf" + + .font Arial filename="Arial.ttf" + .text helloworld font=Arial text="Hello World!" + .put helloworld +.end + + +Besides TrueType fonts, swfc also supports native SWF fonts. +If you have a SWF with a font you would like to use, do a + + swfextract file.swf + +Then write down the font ID of the font, and do a + + swfextract -f <fontid> file.swf -o myfont.swf + +. +

+This will give you a file named myfont.swf which you can +also use in the filename parameter of .font. +

+ +

+Furthermore, you can convert TTF and Type1 +fonts into SWF using font2swf: + + font2swf Arial.ttf -o Arial.swf + +The nice advantage of this is that you can play +Arial.swf in the flash player and see what the +font looks like. +(Also, loading a font in SWF format is slighly +faster than from a TTF file, as with TTFs spline +conversion has to take place). +

+ +
+
+

+So much for the basics. Now let's go to the more advanced +functionality. +

+ +

+Apart from being able to define text in your swfc files, +you can also define text outlines. +Those are not real characters but rather abstract vector +objects which you can use in other commands. +

+ + +.flash name="fontoutline.swf" + .font Arial "Arial.swf" + .textshape helloworld font=Arial text="Hello World" + .filled filled_helloworld outline=helloworld fill=blue line=5 color=green + .put filled_helloworld +.end + + +Here, .textshape helloworld defines an outline named "helloworld", +which is then used to construct a filled outline named filled_helloworld. + +To make this a little more interesting, let's fill with a gradient instead +of a plain color: + + +.flash name="fontgradient.swf" + .font Arial "Arial.swf" + .textshape helloworld font=Arial text="SHADE" + + .gradient whitefade: + 0% black + 50% #505050 + 100% yellow + .end + + .filled filled_helloworld outline=helloworld fill=whitefade line=1 color=#2c2c2c + .put filled_helloworld scale=200% +.end + + +But let's get back to normal .text characters. +The following demonstrates that you can treat objects defined +with .text like normal shapes, i.e., scale them, move them, and use +them for clipping: + .flash name="text5.swf" .font courier "Courier.swf" .font helvetica "Helvetica.swf" -.text hithere text="HELLO" font=courier size=50% color=blue +.text hithere text="HELLO" font=courier size=50% .swf scene Scenery50.swf .frame 0 @@ -136,7 +266,12 @@ Boxes: .end - + +Also, .text takes a color attribute (that's actually +the poor man's version of the more advanced filling options +that .textshape in conjunction with .filled offers), +which is used here together with the alpha parameter of .change: + .flash name="text6.swf" .font courier "Courier.swf" @@ -155,33 +290,124 @@ Boxes:
-
Color transforms + - -.flash name="cxform.swf" version=5 - - .jpeg s1 "photo.jpeg" quality=80% +ActionScript - .put s1 x=50 y=50 scalex=110 scaley=110 - .frame 100 - .change s1 x=0 y=0 scalex=210 scaley=210 red=-1+255 green=-1+255 blue=-1+255 #invert - .frame 200 - .change s1 x=100 y=50 scalex=110 scaley=110 red=0 green=+0 blue=+0 #remove red - .frame 300 - .change s1 x=0 y=0 scalex=210 scaley=210 red=+0 green=2 blue=-1+255 #amplify green, invert blue - .frame 400 - .change s1 x=50 y=100 scalex=110 scaley=110 red=2-128 green=-2+255 blue=+0.7+40 #alien glow - .frame 500 - .change s1 x=0 y=0 scalex=210 scaley=210 red=8-1024 green=8-1024 blue=8-1024 #palette reduce - .frame 600 - .change s1 x=0 y=0 scalex=210 scaley=210 red=+0 green=+0 blue=+0 #back to normal - .frame 700 - .change s1 x=105 y=105 scalex=0 scaley=0 luminance=0 #fadeout +
+ swfc has Actionscript support. + For normal actionscript, which is executed once a given frame + is reached, just open an .action block, and write + the ActionScript into the block: + + +.flash name="action.swf" bbox=300x300 fps=50 + +.box mybox color=blue fill=green width=100 height=100 +.put mybox + +.frame 0 + .action: + _root.angle += 0.3; + mybox._x = 100*Math.cos(_root.angle)+100; + mybox._y = 100*Math.sin(_root.angle)+100; + .end +.frame 1 + .action: + gotoFrame(0); + Play(); + .end +.frame 2 .end - - -
- +
+ +
+
+ +Buttons +

+Actionscript comes in handy when dealing with SWF Buttons. +

+

+A button defines, in SWF context, an object sensitive to mouse movement, +mouse buttons, and key presses. +

+

+The following is a trivial example: Four objects which change their shape +once the cursor is over it. + +.flash name="button1.swf" fps=50 + +.box box1 color=white fill=#336633 width=100 height=100 .box box2 color=white fill=#99cc99 width=150 height=150 +.button mybutton1 + .show box1 as=shape x=50 y=50 + .show box2 as=hover x=25 y=25 +.end + +.frame 0 + .put b1=mybutton1 + .put b2=mybutton1 x=200 red=+255 + .put b3=mybutton1 y=200 green=+255 + .put b4=mybutton1 x=200 y=200 blue=+255 +.end + +

+ +

+The .show command (which can only be used inside .button) has a syntax +very similar to .put. +For every shape a button uses, you can specify the position, color transform, scaling, +rotation etc. just like with .put. +

+

+The only real difference between those two commands is the as parameter: +with that you tell the button when to display that specific shape. +There are four allowed parameters to as: +

    +
  • idle The shape to display when the button is idle, that is, the + mouse is somewhere else, and not over the button. +
  • hover The shape to display if the mouse cursor is inside the button. + What exactly is "inside" is defined by area: +
  • area This shape is not displayed. It serves as bounding box (actually, + bounding polygon) for the button. A button considers itself + active (that is, the hover shape is active, not the idle + shape) if the mouse is inside this area. Also, mouse button clicks + have to be in this area for this button. +
  • pressed The shape to display if the user clicks on the button. This shape + is displayed as long as the mouse button is down. +
  • +
+

+ +
Another button example: tooltips + + +.flash name="button2.swf" fps=50 + +.sprite red_tooltip + .font arial Arial.swf + .text text font=arial text="A red shape" color=white + .box box fill=blue color=turquoise width=90 height=20 + .put box + .put text x=10 y=15 +.end + +.box box1 fill=red width=50 height=50 +.button mybutton1 + .show box1 as=area x=0 y=0 + .show red_tooltip as=hover x=25 y=25 alpha=50% +.end + +.frame 0 + .put mybutton1 +.end + + + +
+ +
+