X-Git-Url: http://git.asbjorn.biz/?p=swftools.git;a=blobdiff_plain;f=doc%2Fswfc.xml;h=b4f726d763595027a7c784e87dec5dada158e92f;hp=b751bd85c0a152c26ccd94c95a1b2f2f16868ec7;hb=3116692a2512f2bfae346a1074d1fdfa00ea9d2c;hpb=038891d498de3a4069e1e16cdc0e9a36efc5c248 diff --git a/doc/swfc.xml b/doc/swfc.xml index b751bd8..b4f726d 100644 --- a/doc/swfc.xml +++ b/doc/swfc.xml @@ -35,8 +35,8 @@ Line breaking: Links: - http://www.quiss.org OR - Quiss + http://www.quiss.org OR + Quiss Shell scripts, commands to execute: @@ -45,9 +45,9 @@ Shell scripts, commands to execute: Code: (The lang= is optional) - .flash - .box b1 100 100 - .end + .flash + .box b1 100 100 + .end Tables: @@ -72,7 +72,7 @@ Boxes: --> -swfc Basics +
Calling swfc @@ -87,23 +87,18 @@ Boxes:

- - Though swfc is a command-line utility, there also exists a nice graphical - frontend for it, called Swifty. - -
A simple swfc example

- Let's create simple SWF file, shall we? + Let's create a simple SWF file, shall we? The following script creates a red box with a yellow border. On the right side you see the script used, on the left side the swf file that is generated.

-.flash name="box.swf" +.flash filename="box.swf" .box b1 100 100 color=yellow fill=red .put b1 pin=center scale=0% .frame 100 @@ -113,40 +108,239 @@ Boxes: .end +

The .box command creates the box. Every object that is created must also be explicitly put into the scene using .put to become visible. +

+

+ Change, on the other hand, modifies an already existing object. + It works gradually: In the example above, the change happens over 100 frames. + If you want to change an object suddently from one frame to the next, you + would use the .jump command. +

-
Text generation - +
Color transforms + +

+You can define a number of parameters in the .put, .change and .jump +tags. Among those are the color transform parameters red, green, +blue and alpha. +Furthermore, for convenience, there's also luminance, which sets red, green and +blue in one go. +

+

+Each one of these consists of two parts: The multiplicator and the shift. +The syntax is + ±<multiplicator>±<shift> . +So, for example, to make an object 50% brighter, you would use +luminance=+128. Notice that all color components inside the transformed object in the range 128-255 +will be mapped to 255 with this. To map 0 to 128, 255 to 255, but 128 to 192, you would +use luminance=0.5+128. +

+

+You can also specify negative values for both <mutliplicator> and <shift>. +This makes it e.g. possible to invert an object: luminance=-1+255. +

+

+The following example demonstrates a few of the possible transforms: +

+ + + +.flash filename="cxform.swf" version=5 fps=25 + + .jpeg s1 "photo.jpeg" quality=80% + + .put s1 x=50 y=50 scalex=110 scaley=110 + .frame 50 + .change s1 x=0 y=0 scalex=210 scaley=210 red=-1+255 green=-1+255 blue=-1+255 #invert + .frame 100 + .change s1 x=100 y=50 scalex=110 scaley=110 red=0 green=+0 blue=+0 #remove red + .frame 150 + .change s1 x=0 y=0 scalex=210 scaley=210 red=+0 green=2 blue=-1+255 #amplify green, invert blue + .frame 200 + .change s1 x=50 y=100 scalex=110 scaley=110 red=2-128 green=-2+255 blue=+0.7+40 #alien glow + .frame 250 + .change s1 x=0 y=0 scalex=210 scaley=210 red=8-1024 green=8-1024 blue=8-1024 #palette reduce + .frame 300 + .change s1 x=0 y=0 scalex=210 scaley=210 red=+0 green=+0 blue=+0 #back to normal + .frame 350 + .change s1 x=105 y=105 scalex=0 scaley=0 luminance=0 #fadeout +.end + + +A very useful fact is also that you can color transform the alpha component. +So to fade any object into the background, you would simply transform it's +alpha color: E.g. alpha=64 would make the object 75% transparent. +This is used in an example further below. +
+ + + + + + +
+ +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 filename="helloworld.swf" + + .font Arial filename="Arial.ttf" + .text helloworld font=Arial text="Hello World!" + .put helloworld +.end + + + +The text argument expects UTF-8 strings. So if you want to +pass any special characters (umlauts, digraphs etc.), they have to +be UTF-8 encoded. + + +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 around fonts. +

+ +

+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 filename="fontoutline.swf" + .font Arial "Arial.swf" + .textshape helloworld font=Arial size=200% text="Hello World" + .filled filled_helloworld outline=helloworld fill=blue line=3 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 filename="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 + + +While at it, you can also fill with an image: + + +.flash filename="fontimage.swf" + .font courier "Courier.swf" + .jpeg beach "beach.jpg" + .textshape text font=courier text="HOLIDAY" + + .filled filled_text outline=text fill=beach line=1 color=#2c2c2c + .put filled_text 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" +.flash filename="text5.swf" .font courier "Courier.swf" -.font helvetica "Helvetica.swf" -.text hithere text="HELLO" font=courier size=50% color=blue -.swf scene Scenery50.swf +.text hithere text="HELLO" font=courier size=200% +.jpeg scenery "scenery.jpg" -.frame 0 +.frame 1 .startclip hithere pin=center x=100 y=75 scale=50% #text clips... - .put scene # ...the image "scene" + .put scenery scale=50% .end .frame 100 .change hithere rotate+=360 pin=center scale=100% .end - - -.flash name="text6.swf" -.font courier "Courier.swf" -.font helvetica "Helvetica.swf" -.text hello text="HELLO" font=helvetica size=50% color=blue -.text world text="WORLD" font=helvetica size=50% color=red -.frame 0 - .put hello pin=center x=50 y=50 - .put world pin=center x=50 y=50 alpha=25% +

+The last two examples look similar, but their underlying structure +is different: The first is a shape object filled with +image data (that is, a texture), while the second uses a normal +text object to clip an rectangular image. (More about clipping in +the next section) +

+ +

+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 filename="text6.swf" +.font times "Times.swf" +.text hello text="HELLO" font=times size=200% color=blue +.text world text="WORLD" font=times size=200% color=red + +.frame 1 + .put hello pin=center x=50 y=50 + .put world pin=center x=50 y=50 alpha=25% .frame 200 .change hello rotate+=360 pin=center alpha=25% .change world rotate-=360 pin=center alpha=100% @@ -155,33 +349,633 @@ Boxes:
-
Color transforms +
- -.flash name="cxform.swf" version=5 +Another example for clipping against text: + + +.flash filename="textclip.swf" bbox=400x120 background=black version=6 +.font times "Times.swf" +.textshape helloworld text="HELLO WORLD" font=times size=300% +.filled helloworld1 outline=helloworld fill=blue line=0 +.filled helloworld2 outline=helloworld fill=green line=0 + +.frame 1 +.put h3=helloworld1 y=100 +.startclip h1=helloworld1 y=100 + .put h2=helloworld2 y=100 +.end + +.frame 1000 +.change h1 x=-1000 +.change h2 x=-500 +.change h3 x=-1000 +.end + + +
+ +
+ +A special type of text in SWF is the edittext, which +can be modified by the viewer. It's content can also be queried +and set from ActionScript (see below). +You can generate this type of text with the .edittext command: + + +.flash filename="edittext.swf" bbox=410x210 + .font Arial "Arial.swf" + .edittext myedittext font=Arial size=50% + width=400 height=200 + color=blue border multiline wordwrap + text="Edit me!\nClick with your mouse on this text to edit it." + .put myedittext x=3 y=3 +.end + + +
+ + + + +
+ +In the previous chapter, we learned how to create a text outline +using .textshape. The other way to create outlines is to +use the .outline command: + + +.flash filename="house.swf" + + .outline house_outline: + M 36.99 29.93 L 15.52 51.39 L 20.44 51.39 L 20.44 81.91 + L 39.73 81.91 L 39.73 62.33 L 48.36 62.33 + L 48.36 81.91 L 53.84 81.91 L 53.84 51.39 + L 58.45 51.39 L 36.99 29.93 + M 28.79 53.70 L 34.55 53.70 L 34.55 60.60 L 28.79 60.60 + L 28.79 53.70 + .end + .filled house outline=house_outline fill=grey color=grey + .put house +.end + + +The syntax of the paths inside the .outline command is the same as in svg. +That means you can use the svg editor of your choice (e.g.: inkscape) +to create these outlines. You then need to extract them out of the .xml/.svg file. +They are inside the "d" attribute of the "path" tag: + + +... + <path + style="fill:#0000ff;fill-opacity:0.75000000;fill-rule:evenodd;stroke:#000000;stroke-width:1.0000000pt;stroke-linecap:butt;stroke-linejoin:miter;stroke-opacity:1.0000000;" + d="M 369.90625 299.31250 L 155.21875 513.96875 L 204.40625 513.96875 L 204.40625 819.15625 L 397.31250 819.15625 L 397.31250 623.37500 L 483.68750 623.37500 L 483.68750 819.15625 L 538.40625 819.15625 L 538.40625 513.96875 L 584.56250 513.96875 L 369.90625 299.31250 z M 287.90625 537.00000 L 345.50000 537.00000 L 345.50000 606.09375 L 287.90625 606.09375 L 287.90625 537.00000 z " + id="rect908" /> +... + + +
+ +
+ +Outlines can be filled with gradients, bitmaps etc., just like +seen previously with .textshape: + + +.flash filename="gradients.swf" + + .outline star: + M 521,640 C 502,678 370,546 328,554 C 270,566 152,731 93,722 + C 51,716 147,549 127,512 C 98,460 -107,400 -117,341 + C -124,299 63,339 93,308 C 133,265 127,50 180,23 + C 218,3 238,195 276,213 C 330,238 532,166 575,208 + C 605,238 429,316 424,358 C 416,417 547,587 521,640 + .end + + .gradient rainbow: + 0% blue + 25% green + 50% yellow + 75% orange + 100% red + .end - .jpeg s1 "photo.jpeg" quality=80% + .gradient fire radial: + 0% white + 50% yellow + 100% red + .end + + .gradient horizon: + 0% cyan + 49% blue + 50% green + 100% peru + .end - .put s1 x=50 y=50 scalex=110 scaley=110 + .gradient transparent: + 0% #ff000000 + 100% #ff0000ff + .end + + .box scenery fill=horizon width=200 height=200 + .box bar fill=transparent width=240 height=20 + .filled star1 outline=star fill=rainbow line=1 + .filled star2 outline=star fill=fire line=1 + + .put scenery rotate=90% + .put star1 scale=10% x=-70 + .put star2 scale=10% x=-180 y=110 + .put bar x=-180 y=10 rotate=45 +.end + + + + +
+ +
+ +

+The previous example demonstrated how to fill an outline with +a gradient. +

+ +

+There are two types of gradients: radial and linear. radial gradients +have a center point and a radius (and are immune to rotations), and +linear gradients have a start point and a width (or height) and can +be rotated. +

+ +gradients can be freely positioned inside the object +you want to fill, by passing the x, y and width and height (or r) parameters +to .gradient. + + +.flash filename="gradients2.swf" + + .outline o: + moveTo -50,-50 + + lineTo 0,-45 + lineTo 50,-50 + + lineTo 45,0 + lineTo 50,50 + + lineTo 0,45 + lineTo -50,50 + + lineTo -45,0 + lineTo -50,-50 + .end + + .gradient horizon1 radial x=-50 y=-50 r=100: + 0% cyan + 49% blue + 50% green + 100% cyan + .end + + .gradient horizon2 radial x=0 y=0 r=50: + 0% cyan + 49% blue + 50% green + 100% cyan + .end + + .filled o1 outline=o fill=horizon1 line=0 + .filled o2 outline=o fill=horizon2 line=0 + + .put o1 x=50 y=50 + .put o2 x=150 y=50 + +.end + + +If you want to use a given gradient several times +with different x and y values, you can also first +define the gradient itself, and then position it with .texture: + + +.flash filename="gradients3.swf" + + # same outline as above, only in more terse notation + .outline o: + M -50,-50 + L 0,-45 L 50,-50 + L 45,0 L 50,50 + L 0,45 L -50,50 + L -45,0 L -50,-50 + .end + + .gradient horizon radial: + 0% cyan + 50% blue + 50% green + 100% cyan + .end + + .texture horizon1=horizon x=-50 y=-50 r=100 + .filled o1 outline=o fill=horizon1 line=0 + .put o1 x=50 y=50 + + .texture horizon2=horizon x=0 y=0 r=50 + .filled o2 outline=o fill=horizon2 line=0 + .put o2 x=150 y=50 + + .texture horizon3=horizon x=0 y=50 r=10 + .filled o3 outline=o fill=horizon3 line=0 + .put o3 x=50 y=150 + + .texture horizon4=horizon x=50 y=50 r=200 + .filled o4 outline=o fill=horizon4 line=0 + .put o4 x=150 y=150 + + .gradient bunt: + 0% black + 20% blue + 40% magenta + 60% orange + 80% cyan + 100% white + .end + + .texture bunt1=bunt x=-50 y=-50 width=100 + .filled oo1 outline=o fill=bunt1 line=0 + .put oo1 x=50 y=250 + + .texture bunt2=bunt x=-50 y=-50 width=141 height=141 rotate=45 + .filled oo2 outline=o fill=bunt2 line=0 + .put oo2 x=150 y=250 + + .texture bunt3=bunt x=-50 y=50 width=141 height=141 rotate=-45 + .filled oo3 outline=o fill=bunt3 line=0 + .put oo3 x=50 y=350 + + .texture bunt4=bunt x=50 y=50 width=100 rotate=180 + .filled oo4 outline=o fill=bunt4 line=0 + .put oo4 x=150 y=350 + +.end + + + + + +
+ +
+ + + + +
+ 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 filename="action.swf" bbox=300x300 fps=50 + +.box mybox color=blue fill=green width=100 height=100 +.put mybox + +.frame 1 + .action: + _root.angle += 0.05; + mybox._x = 100*Math.cos(_root.angle)+100; + mybox._y = 100*Math.sin(_root.angle)+100; + .end +.frame 2 + .action: + gotoFrame(0); + Play(); + .end +.frame 3 +.end + + +For much more interesting ActionScript examples, see +Laurent Lalanne's +Flash Eyes +or the +source +of Jean-Michel Sarlat's +Mandelbrot explorer. +or +Sunder Iyer's swfc pages. + +
+ + +
+ + +

+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 filename="button1.swf" fps=50 + +.box box1 color=white fill=#336633 width=50 height=50 +.box box2 color=white fill=#99cc99 width=100 height=100 +.button mybutton1 + .show box1 as=shape x=25 y=25 + .show box2 as=hover x=12.5 y=12.5 +.end + +.frame 1 + .put b1=mybutton1 + .put b2=mybutton1 x=100 red=+255 + .put b3=mybutton1 y=100 green=+255 + .put b4=mybutton1 x=100 y=100 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. +
  • +
+

+ + + + + +
+ + + +Blend modes were introduced in Flash 8. They allow to use different alrithmetrics when +it comes to putting transparent (or semi transparent) shapes or images on top of each +other. +The diffent blend modes are: + + +normal +layer +multiply +screen +lighten +darken +add +substract +difference +invert +alpha +erase +overlay +hardlight + + +For example, in order to set a "invert" blend mode: + + +.flash filename="invert.swf" fps=50 bbox=511x127 +.jpeg pic stripe.jpg +.put pic +.font arial Arial.ttf +.text txt font=arial text="Test inverted blend mode... ABCDEFGHIJKLMNOPQRSTUVWXYZ" size=200% + +.put txt x=512 y=120 blend=invert +.frame 700 +.change txt x=-4096 +.end + + +The layer blend modes is especially useful, if you want to +make sprite transparent. Compare the two stacks of rectangles +in the next example. In the left one (set without layer), when +the sprite is made transparent via alpha=50%, the rectangles +also are transparent in respect to each other- i.e., you don't get +a transparent image of a stack of rectangles, you get an image +of a stack of transparent rectangles. On the right side, the +stack is set with layer, and only the whole sprite get's +transparent. + + +.flash filename="layer.swf" fps=50 bbox=511x127 +.jpeg background stripe.jpg +.put background + +.box b1 fill=green width=100 height=100 +.box b2 fill=cyan width=100 height=100 +.box b3 fill=blue width=100 height=100 +.sprite s1 + .put b1 + .put b2 x=25 y=25 + .put b3 x=50 y=50 +.end +.sprite s2 + .put b1 + .put b2 x=25 y=25 + .put b3 x=50 y=50 +.end + +.put s1 alpha=50% +.put s2 alpha=50% x=300 blend=layer + +.end + + + + + + +

+An especially nice new feature of Flash 8 are filters. +

+

+The current version of swfc supports the following filters: +

+ + +dropshadow +blur +gradientglow +bevel + + +
The "dropshadow" filter + +dropsshadow can be used to add shadows below (or above) flash +objects. +Every shadow has a color, and a direction/distance parameter (angle,distance), +which controls where the shadow will be placed. +The shadow is calculated by blurring (radios blur the alpha layer of the corresponding object, +strengthening it (multiplication with strength), filling it with color +and then merging it with the background. +If the optional knockout option is given, the original object is removed, only the shadow +is visible. If the innershadow parameter is given, the shadow will be inside the +object. + + +.flash filename="shadow.swf" version=8 bbox=430x140 background=blue + .font myfont "Times.ttf" + .text mytext text="SHADOW" font=myfont size=140% color=yellow + .dropshadow myshadow color=black blur=5 angle=45 distance=50 passes=2 strength=1 + .put mytext filter=myshadow y=75 +.end + + +
+
The "bevel" filter + +

+The bevel filter essentially applies two shadows at once, at opposite directions. +It supports the same arguments as the dropshadow filter, and also the optional +ontop argument, which, if given, moves the "shadows" above the image. (useful +together with knockout). +

+ +The following example demonstrates another feature of the swfc filter implementation: filters +can also be animated. + + +.flash filename="bevel.swf" version=8 background=blue fps=12 + .font arial "Arial.ttf" + .text abc text="FILTERS" font=arial size=130% color=red + .text beveltxt text="BEVEL" font=arial size=130% color=red + + .bevel bevel0 highlight=white shadow=black blur=9 angle=45 distance=4 passes=2 strength=2 knockout + .bevel bevel1 highlight=white shadow=black blur=14 angle=45 distance=6 passes=2 strength=2 knockout + + .bevel bevel2 highlight=white shadow=black blur=7 angle=0 distance=6 passes=2 strength=1 innershadow knockout + .bevel bevel3 highlight=white shadow=black blur=7 angle=360 distance=6 passes=2 strength=1 innershadow knockout + + .put beveltxt filter=bevel0 + .put abc filter=bevel2 y=80 + .frame 50 + .change beveltxt filter=bevel1 .frame 100 - .change s1 x=0 y=0 scalex=210 scaley=210 red=-1+255 green=-1+255 blue=-1+255 #invert + .change beveltxt filter=bevel0 + .change abc filter=bevel3 +.end + + +
+
The "blur" filter + +The blur filter is probably the most simple filter- it only +takes a blur radius and a number of passes. It then performs a blur effect +by smoothening an area of blurx times blury pixels. + + +.flash filename="blur.swf" version=8 fps=50 bbox=200x200 + .font arial "Arial.ttf" + .blur myblur1 blur=100 passes=2 # blur=100 is an abbreviation for blurx=100 blury=100 + .blur myblur2 blurx=0 blury=0 passes=2 + .blur myblur3 blurx=0 blury=100 passes=2 + .textshape abc text="BLUR" font=arial size=100% + .filled fabc outline=abc line=2 color=blue fill=white + .filled fabc2 outline=abc line=2 color=red fill=yellow + .sprite mysprite + .put fabc pin=center x=100 y=100 + .put fabc2 pin=center x=100 y=100 + .frame 200 + .change fabc pin=center rotate=360 + .change fabc2 pin=center rotate=-360 + .end + .put mysprite filter=myblur1 .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 + .change mysprite filter=myblur2 .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 + .change mysprite filter=myblur3 +.end + + +
+
The "gradientglow" filter + +gradientglow is like the shadow filter, only that the +resulting shadow color is calculated from a gradient instead of a single color. + + +.flash filename="filters.swf" version=8 + .font times "Times.ttf" + .text abc text="Gradientglow" font=times size=100% color=blue + .gradient fire: + 0% black/00 + 25% red/40 + 50% orange/80 + 75% yellow/c0 + 100% white/ff + .end + .gradientglow fireglow1 gradient=fire blur=20 innershadow angle=1 distance=20 + .gradientglow fireglow2 gradient=fire blur=20 angle=0 distance=2 passes=1 knockout + .gradientglow fireglow3 gradient=fire blur=20 angle=0 distance=2 passes=1 ontop + + .put abc1=abc filter=fireglow1 + .put abc2=abc y=50 filter=fireglow2 + .put abc3=abc y=100 filter=fireglow3 .end - - -
- + +
+ +
+