This definition is used so the scaling factors applied on an object affects only the center of the object fully. The borders are only affected in one direction and the corners are not scaled (note, restrictions apply, see below.) This is quite useful to draw a scalable button or window.
Fig 1 — Sample button being scaled with a scaling grid
Moved the monolithic documentation to a multi-page hierarchical document that includes everything we had before plus many links, many terms attached to all pages (tags, English words.) And revision of most of the text for better English and clarification in some places.
Strengthen the formatting with CCK fields so all declarations look alike.
Broken up the actions from one large table to a set of pages.
Started work on the Load() feature of the SSWF library. This helped fixing several small mistakes in the documentation.
Fixed the ...
When appropriate, images can also be included in SWF files. All the images can be full color and also have an alpha channel.
Edges are used to define a shape vector based and also coordinates where images need to be drawn. The edges are always coordinates from where ever your last point was to where ever you want the next point to be (a little like a turtle in LOGO).
The coordinates are often transformed with the use of a matrix. The matrix is similar to a transformation matrix in Postscript. It includes a set of scaling factors, rotation angles and translations.
When only the scaling factors are used (no rotation) then these are ratios as one would expect. If a rotation is also applied, then the scaling ratios will be affected accordingly.
A button structure defines a state and a corresponding shape reference. The shape will be affected by the specified matrix whenever used.
There are many acceptable combinations. The object which is referenced is drawn when its state matches the current state of the button. If only the f_button_state_hit_test is set, then the shape is always displayed.
In order to define the area where the button can be clicked, it is necessary to set the f_button_state_hit_test flag to 1. Also, when this flag is set, only a shape can be referenced (no edit text, sprite or text object will work in this ...
A filter defines how to transform the objects it is attached to. The first byte is the filter type. The data following depend on the type. Because each filter is much different, they are defined in separate structures. You can attach a filter to an object using an ActionScript or the PlaceObject3 tag.
The following describes the different filters available since version 8.
Value Name Version 0 Drop Shadow 8 ...
The first record position should be 0 and the last 255. The intermediate should use the corresponding value depending on their position in the gradient effect.
By default...
Scale is a ratio. Rotate is an angle in radian. Translate is in TWIPs (1/20th of a pixel.)
This tag will be used to specify where and how to place an object in the next frame. The PlaceObject is much different and is presented separately.
The f_depth field is used to indicate at which depth the character is inserted in the current frame. There can be only one object per depth value (thus a maximum of 65536 objects can appear on a single frame).
The f_place_has_move and f_place_has_id_ref flags are used to indicate what to do at the given depth. The following table presents what happens depending on the current value.
f_place_has_move ...