La clase SWFAction

(PHP 5 < 5.3.0, PECL ming SVN)

Introducción

SWFAction.

Sinopsis de la Clase

SWFAction {
/* Métodos */
__construct ( string $script )
}

Descripción

La sintaxis de script está basada en el lenguaje C, pero con mucho extraído- la máquina de código de bytes de SWF es demasiado ingenua para hacer muchas cosas que nos gustaría. Por ejemplo, no podemos implementar llamadas a funciones sin una enorme cantidad de hackery ya que el código de bytes de salot tiene un valor de índice fuertemente codificado. No se puede introducir sus direcciones de llamada a la pila y devolver- cada función tendría que saber exactamente dónode devolver.

Entonces, ¿qué falta? El compilador reconoce los siguientes tokens:

  • break
  • for
  • continue
  • if
  • else
  • do
  • while

No existe información de tipo; todos los valores de la máquina de acciones de SWF están almacenados como cadenas. Las siguientes funciones se pueden usar en expresiones:

time()
Devuelve el número de milisegundos (?) transcurridos desde el incio de la película.
random(seed)
Devuelve un número seudo-aleatorio en el rango de semilla 0.
length(expr)
Devuelve la longitud de la expresión dada.
int(number)
Devuelve el número dado redondeado hacia abajo al entero más cercano.
concat(expr, expr)
Devuelve la concatenación de las expresiones dadas.
ord(expr)
Devuelve el código ASCII del carácter dado
chr(num)
Devuelve el caráctar del código ASCII dado
substr(string, location, length)
Devuelve la subcadena de longitud length en la ubicación location del la cadena string dada.

Además, se pueden usar los siguientes comandos:

duplicateClip(clip, name, depth)
Duplica el clip de película nominado (también conocido como sprite). El nuevo clip de película tiene el nombre de name y profundidad de depth.
removeClip(expr)
Elimina el clip de película nominado.
trace(expr)
Escribe la expresión dad la registro de rastreo. the given expression to the trace log. Dudoso ya que el plugin del navegador no hace nada con esto.
startDrag(target, lock, [left, top, right, bottom])
Empieza a dibujar el clip de película target. El argumento lock indica si bloquear el ratón (?)- use 0 (FALSE) o 1 (TRUE). Los parámetros opcionales definen un área circundante para el dibujo.
stopDrag()
Deja de arrastrar mi corazón. Y este clip de película, también.
callFrame(expr)
Llama al fotograma nominado como una función.
getURL(url, target, [method])
Carga la URL dada en el objetivo nominado. El argumento target se corresponde con los objetivos del documento HTML (como "_top" or "_blank"). El argumento opcional method puede ser POST o GET si se quieren enviar variables al servidor.
loadMovie(url, target)
Carga la URL dada en el objetivo nominado. El argumento target puede ser un nombre de fotograma (creo), o uno de los valores mágicos "_level0" (reemplaza la película actual) o "_level1" (carga la nueva película encima de la película actual).
nextFrame()
Va al siguiente fotograma.
prevFrame()
Va al último (o, mejor dicho, al previo) fotograma.
play()
Inicia la reproducción de la película.
stop()
Detiene la reproducción de la película.
toggleQuality()
Conmuta entre alta y baja calidad.
stopSounds()
Detiene la reproducción de todos los sonidos.
gotoFrame(num)
Va al fotograma número num. Los números de fotograma empiezan en 0.
gotoFrame(name)
Va al fotograma llamado name. Que lo hace muy bien, ya que yo no he añadido etiquetas de fotogramas todavía.
setTarget(expr)
Establece el contexto para la acción. O como se diga- No tengo ni idea de los que hace.
Y hay una cosa rara extra. La expresión frameLoaded(num) se puede usar en sentencias if y bucles while para verificar se el número de fotograma dado ya ha sido cargado. Bien, se supone que sí, de todos modos, nunca lo he probado y dudo seriamente que realmente funcione. En su lugar puede usar /:framesLoaded instead.

Los clips de película (ahora todos juntos- también llamados sprites) tienen propiedades. Se pueden leer todos, establecer algunos de ellos, y aquí están:

  • x
  • y
  • xScale
  • yScale
  • currentFrame - (solo lectura)
  • totalFrames - (solo lectura)
  • alpha - nivel de transparencia
  • visible - 1=on, 0=off (?)
  • width - (solo lectura)
  • height - (solo lectura)
  • rotation
  • target - (solo lectura) (???)
  • framesLoaded - (solo lectura)
  • name
  • dropTarget - (solo lectura) (???)
  • url - (solo lectura) (???)
  • highQuality - 1=high, 0=low (?)
  • focusRect - (???)
  • soundBufTime - (???)
Así, establecer la posición de un sprite es tan sencillo como /box.x = 100;. Aunque ¿por qué la barra al inicio de box? Así es como flash sigue la pista de los sprites en la película, como un sistema de archivos Unix- aquí muestra que box está en el nivel superior. Si el sprite llamado box tiene otro sprite llamado biff dentro de él, se debería establecer su position x con /box/biff.x = 100;. Al menos eso creo; corríjame si me equivoco.

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User Contributed Notes 12 notes

up
1
jon at nux dot co dot uk
16 years ago
A little story that may help some others - part 2

and this didn't work... why not.. the trace gave me a clue:

Warning: createEmptyMovieClip is not a function

After a bit of digging around I found that this was because the flash movie was not running in the right version. There is a ming option that is mentioned in other posts but does not seem to be well documented and that is:

ming_useswfversion(setversion)

This makes the world of a difference as it sets what version of flash ming outputs its movies as.

So the monent I added:

ming_useswfversion(6)

To the top of my php I not only did the createEmptyMovieClip function work but so did the loading and the variable was accessible. Huruh!

So my final code now looks like this:

<?php
    ming_useswfversion
(6);
   
   
$m = new SWFMovie();
   
$m->setRate(30.000000);
   
$m->setDimension(480, 400);
   
$m->setBackground(0xff, 0xff, 0xff);

   
$m->add(new SWFAction('
        myvar = "variable to pass to flash";
        this.createEmptyMovieClip("mc", 99999);
        mc.loadMovie ("/flash_file_created_by_hand.swf");
    '
);
   
   
header('Content-type: application/x-shockwave-flash');
   
$m->output();
?>

instead of this:

<?php
    $m
= new SWFMovie();
   
$m->setRate(30.000000);
   
$m->setDimension(480, 400);
   
$m->setBackground(0xff, 0xff, 0xff);

   
$m->add(new SWFAction('
        myvar = "variable to pass to flash";
        LoadMovie("/flash_file_created_by_hand.swf", "mc");
    '
);

   
/* -- make movie clip 'mc' that we will load flash_file_created_by_hand.swf into -- */
   
$s1 = new SWFSprite();  /* (1 frames) */
   
$s1->nextFrame();  /* (end of sprite frame 0) */
   
$i1 = $m->add($s1);
   
$i1->setName('mc');
   
$m->nextFrame();  /* (end of frame 0) */

   
header('Content-type: application/x-shockwave-flash');
   
$m->output();
?>

I dont pretend to be a flash guru.. but i know it took me a while to figure this all out.. so I thought that this post might one day be of help to someone.
up
2
diem at writeme dot com
22 years ago
Sorry Guys ....
the /box.x syntax is for fash version 4 ... and _root.box._x is used for flash version 5 ....
Ming >= 0.2 assumes version 5 by default .... to use version 4 syntax, you must use ming_useswfversion before ...
up
1
jon at nux dot co dot uk
16 years ago
A little story that may help some others - part 1

Upgrading from:

I have used ming for several years now for injecting variables into flash, usually for menus. In a recent move to a new server all the ming/php stopped working. Ming was working and properly installed but the variables just weren't apparent within the flash movie.

The old server is running:
ming-0.2a_1         LGPL'ed Flash 4/5 movie output library with many languages
php4-ming-4.4.1_1   The ming shared extension for php

The new one is running:
ming-0.3.0_3        LGPL'ed Flash 4/5 movie output library with many languages
php5-ming-5.2.6_1   The ming shared extension for php

So the way I have always done this is to put all my data together in php, and then put it into an array/variable in Flash. I then create a movie clip and load my movie.swf (made by hand in flash) into the movieclip.

I know there are now cleaner ways of getting data loaded into Flash (even directly from Flash without ming) but as I have many many movies out there using ming it is far easier to change a few lines of php to get them working again than change every flash movie.

So anyhow, here is the code:

<?php
    $m
= new SWFMovie();
   
$m->setRate(30.000000);
   
$m->setDimension(480, 400);
   
$m->setBackground(0xff, 0xff, 0xff);

   
$m->add(new SWFAction('
        myvar = "variable to pass to flash";
        LoadMovie("/flash_file_created_by_hand.swf", "mc");
    '
);

   
/* -- make movie clip 'mc' that we will load flash_file_created_by_hand.swf into -- */
   
$s1 = new SWFSprite();  /* (1 frames) */
   
$s1->nextFrame();  /* (end of sprite frame 0) */
   
$i1 = $m->add($s1);
   
$i1->setName('mc');
   
$m->nextFrame();  /* (end of frame 0) */

   
header('Content-type: application/x-shockwave-flash');
   
$m->output();
?>

So what stopped working. Well this took me a while to work out, and even know I am not 100% sure but I can tell you what does work and how I got there.

Firstly I needed some more debugging, and so installing the flash debug player http://www.adobe.com/support/flashplayer/downloads.html and 'Flash Tracer' https://addons.mozilla.org/en-US/firefox/addon/3469 enabled me to see trace output of the ming movie and my loaded movie (flash_file_created_by_hand.swf).  If you don't already know then this is worth knowing about. I had to play around a bit to get the debug player to write its log file, but it is worth it.
Make sure you have the write settings when you publish your movie otherwise you will not be able to see the trace output.

So now I can see trace... well I used to this run a few checks to see for instance if the movie clip was there :

$s1->add(new SWFAction('
    trace ("location of movie clip is: " + this._target);
');   

and so I played around.. and I could see that the movie clip 'mc' was being created and that the movie flash_file_created_by_hand.swf was being loaded into  it but well not much else. So I still coudn't see what was happening to the data. I currently suspect that the loadMovie was loading the movie into level0 or _root rather than into /mc (_root.mc) as thus wiping out the ming vabiables.. but I can't be sure. Given that the trace of the target etc happens before the loadmovie function I think this is entirely possible.

Anyhow, I thought I may aswell try to do this a differt way.. that is create the movieclip from actionsript rather than with php/ming.. ie:

$m->add(new SWFAction('
    this.createEmptyMovieClip("mc", 999);
');

instead of:

/* -- make movie clip 'mc' that we will load flash_file_created_by_hand.swf into -- */
$s1 = new SWFSprite();  /* (1 frames) */
$s1->nextFrame();  /* (end of sprite frame 0) */
$i1 = $m->add($s1);
$i1->setName('mc');
$m->nextFrame();  /* (end of frame 0) */
up
1
PHP User
16 years ago
Typo in first example above:

  $m->add(new SWFAction("/box.x += 3;"));

Should be:

  $m->add(new SWFAction("box.x += 3;"));
up
1
tore dot aurstad at ntebb dot no
16 years ago
There is some difficulty adressing objects in the swfmovie using swfaction, at least when using Windows and Flash Player 9. I debugged the .swf file generated with php ming in
Adobe Flash CS3 and saw that my references on swfdisplayitems was not set correctly. I tried labelling a submovie (swfsprite object) "showmovie", but the actionscript did not seem to be able to reference the object. The debugging in Adobe Flash 9 showed the "showmovie" object to instead have the labelling "_level0.instance1", I adjusted the code and then was able to manipulate the objects in my swfmovie. The naming scheme seems to follow this "_level0.instanceX" labelling, check by debugging your .swf movies generated from php ming at least in Windows+Flash player 9 to check if swfdisplayitem's method setname also does not work here.

Tore Aurstad, Norway
up
1
samrerb at gmail dot com
18 years ago
for creating a play/pause button I used this script:
<?php
//pause button
 
$b = new SWFButton();
 
$b->addShape(rect(0, 0xff, 0), SWFBUTTON_HIT | SWFBUTTON_UP | SWFBUTTON_DOWN | SWFBUTTON_OVER);
 
$b->addAction(new SWFAction("stop();"),SWFBUTTON_MOUSEDOWN);
 
$i = $movie->add($b);

//play button
 
$b = new SWFButton();
 
$b->addShape(rect_two(0, 0xff, 0), SWFBUTTON_HIT | SWFBUTTON_UP | SWFBUTTON_DOWN | SWFBUTTON_OVER);
 
$b->addAction(new SWFAction("play();"),SWFBUTTON_MOUSEDOWN);
 
$i = $movie->add($b);
?>
it has to be run during every frame for the buttons to be in every frame... hope that helps somebody....
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1
julien/*AT*/theoconcept.com
18 years ago
fscommand, the proper way to call a javascript function from a flash animation seems not to work in Ming at the moment, here is a commented example on how to do that :

http://blog.theoconcept.com/flashlink.php
up
1
ifrost at uos dot de
20 years ago
If you want to open an URL in a new window, define a shape ($ashape) and use this code:

<?php
$b
= new SWFButton();
$b->addShape($ashape, SWFBUTTON_HIT | SWFBUTTON_UP | SWFBUTTON_DOWN | SWFBUTTON_OVER);
$b->addAction(
    new
SWFAction(
   
'getURL("http://www.php.net","_blank");' // _blank is the target like in html
   
), SWFBUTTON_MOUSEDOWN
);
?>

But if you want it in the same window use this addAction():

<?php
$b
->addAction(
    new
SWFAction(
   
'this.getURL("http://www.php.net");'
   
), SWFBUTTON_MOUSEDOWN
);
?>
up
1
jamesNOSPAMbarros at hotNOSPAMmail dot com
22 years ago
Printing Flash Movies

When a browser tries to print flash, the autoscaling can make it look ugly. users have to right click on the flash and select "print" to get it to print properly. (so that thier flash player is handling the printing, not the browser) If you dont want to require this of your users, you can create a print button with the following action:

getURL('print:', '/');

by default, this prints ALL frames. to avoid this, just put:

$m->labelFrame("#p");
before:
$m->nextFrame();

where $m is your SWFMovie. the #p label denotes a printable frame. (this also allows you to build your movie, then throw the print button into the next frame and not have it show up when you print. )
up
0
Mark Omohundro, ajamyajax dot com
15 years ago
<?php
// tip: if you want to STOP an animation using SWFAction(),
// add a nextFrame() method immediately after, like this:

$p = new SWFSprite();
// ...
$i->rotate(15);
$p->nextFrame();
// ...
$p->add(new SWFAction("stop();"));
$p->nextFrame();  // stops right here
//(eop)

// this also seems to work, stopping a movie *exactly* where you want
// but only if not using SWFSprite() movie clips... then try the above.
$m->add(new SWFAction("stop();"));
$m->nextFrame();
//(eop)

// also: setFrames(n) doesn't seem to stop animation immediately...
// by design, or perhaps a current version/older release bug(?)
// the above was only tested with Ming 0.3beta1.  hope this helps.
?>
up
-1
jerryscript at aol dot com
20 years ago
Ming 0.3 (current cvs) can use most MX actionscript, just set the swf version to 6

ming_useswfversion(6);
up
-1
Anze
21 years ago
fscommand() doesn't work (at least in Ming 0.2a), but there is a workaround.
Instead of:
fscommand("do","something");
use:
getURL("fscommand:do","something");
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