[swfmill] Imported assets and associating a movieclip with a class

Brent Lang brent.lang at u1gaming.com
Wed Aug 23 11:30:06 EDT 2006



That's what I thought. I knew that I could do that with the
registerClass, but I was hoping to avoid it. I have heard about the
swfml-ll, I assume that is lowlevel that you are talking about. Could
you give me a little more information on how I could use swfml-ll to
associate the classes? 

By the way, I have been programming with Flash for about 5 years now.
But, I got pulled back into the C++ world almost exclusively about two
years ago. In the last 3 or 4 months I have gotten back into Flash. And
I have to say that I am surprised and very impressed with what has been
accomplished in open source Flash. From swfMill to MTASC to heXe. Damn
impressive. 

Thanks for all of your hard work,
brent

> -----Original Message-----
> From: swfmill-bounces at osflash.org 
> [mailto:swfmill-bounces at osflash.org] On Behalf Of daniel fischer
> Sent: Wednesday, August 23, 2006 6:15 AM
> To: swfmill at osflash.org
> Subject: Re: [swfmill] Imported assets and associating a 
> movieclip with a class
> 
> "Brent Lang" <brent.lang at u1gaming.com> (on Tue, 22 Aug 2006 
> 16:02:55 -0600):
> 
>   >         <clip id="mcXXXButtonExport" class="XXXButton" /> 
>        //
>   > where mcXXXButtonExport is defined in XXXResources.swf
> 
> no, that wont work like this. the ids in swfml-simple are not 
> related to internal ids in imported SWFs (those being 
> numeric). You could manually (either from code or with 
> swfml-ll) associate a class with a library symbol, afaik. 
> registerClass is your friend :)
> 
> -dan
> 
> --
> http://0xDF.com/
> http://iterative.org/
> 
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