PHP Velho Oeste 2024

La classe SWFAction

(PHP 5 < 5.3.0, PECL ming SVN)

Introduction

SWFAction.

Synopsis de la classe

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

Description

La syntaxe de script est basée sur le langage C, mais avec beaucoup de différences : le bytcode SWF est simplifié pour ne faire que ce dont on a besoin. Actuellement, nous ne pouvons pas implémenter des appels à des fonctions sans d'affreux hacks, car le bytecode a des valeurs de position codées en interne.

Que reste-t-il donc ? le compilateur reconnaît les instances suivantes :

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

Il n'y a pas de données typées ; toutes les valeurs d'une action SWF sont stockées sous la forme de chaînes de caractères. Les fonctions suivantes peuvent être utilisées dans les expressions :

time()
Retourne le nombre de millisecondes effectuées depuis le début d'une vidéo.
random(seed)
Retourne le nombre pseudo-aléatoire dans la rangée 0-seed.
length(expr)
Retourne la longueur de l'expression donnée.
int(number)
Retourne le nombre donné arrondi au nombre inférieur.
concat(expr, expr)
Retourne la concaténation des expressions données.
ord(expr)
Retourne le code ASCII pour le caractère donné.
chr(num)
Retourne le caractère pour le code ASCII donné.
substr(string, location, length)
Retourne la sous chaîne de la longueur length à la position location de la chaîne string donnée.

De plus, les commandes suivantes peuvent être utilisées :

duplicateClip(clip, name, depth)
Duplique la vidéo nommée clip (c'est-à-dire sprite). La nouvelle vidéo a le nom name et est à la profondeur depth.
removeClip(expr)
Efface la vidéo fournie.
trace(expr)
Écrit l'expression donnée dans l'historique des traces.
startDrag(target, lock, [left, top, right, bottom])
Démarre le déplacement de la vidéo target. L'argument lock indique si l'on verrouille la souris : utilisez 0 (FALSE) ou 1 (TRUE).
stopDrag()
Commence le déplacement.
callFrame(expr)
Appel la frame nommée, comme une fonction.
getURL(url, target, [method])
Charge l'URL donnée, dans la cible nommée. L'argument target correspond à la cible du document HTML (comme "_top" ou "_blank"). L'argument optionnel method peut être POST ou GET si vous voulez soumettre les variables au serveur.
loadMovie(url, target)
Charge l'URL donnée dans la cible nommée. L'argument target peut être le nom d'une frame, ou une des valeurs magiques : "_level0" (remplace la vidéo courante) ou "_level1" (charge la nouvelle vidéo au dessus de la vidéo courante).
nextFrame()
Se place sur la prochaine frame.
prevFrame()
Se place sur la dernière (ou, plutôt, précédente) frame.
play()
Commence à jouer la vidéo.
stop()
Arrête de jouer la vidéo.
toggleQuality()
Passe d'une qualité haute à basse, et inversement.
stopSounds()
Arrête de jouer tous les sons.
gotoFrame(num)
Se place sur la frame numéro num. Les numéros de frame commencent à 0.
gotoFrame(name)
Se place sur la frame nommée name.
setTarget(expr)
Définit le contexte de l'action.
L'expression frameLoaded(num) peut être utilisée dans les instructions if et les boucles while pour vérifier si le numéro de frame donné a déjà été chargé.

Les vidéos, c'est à dire des sprites, ont des propriétés. Vous pouvez les lire, en définir quelques unes. Voici la liste :

  • x
  • y
  • xScale
  • yScale
  • currentFrame : (lecture seule)
  • totalFrames : (lecture seule)
  • alpha : degré de transparence
  • visible : 1=on, 0=off
  • width : (lecture seule)
  • height : (lecture seule)
  • rotation
  • target : (lecture seule)
  • framesLoaded : (lecture seule)
  • name
  • dropTarget : (lecture seule)
  • url : (lecture seule)
  • highQuality : 1=high, 0=low
  • focusRect
  • soundBufTime
Donc, définir la position d'un sprite est aussi simple que /box.x = 100;. Pourquoi le slash au début ? C'est la façon dont Flash garde une trace des sprites dans une vidéo, tout comme le système de fichiers Unix : ici, la boite est au premier niveau. Si le sprite nommée "box" a un autre sprite nommé "biff" au dessous, vous pouvez définir sa position comme ceci : /box/biff.x = 100;

Sommaire

add a note add a note

User Contributed Notes 12 notes

up
1
jon at nux dot co dot uk
15 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
15 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
17 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....
up
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
19 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
21 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
20 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");
To Top