[swfmill] Implement "class stubs" in swfmill, what would be the best way to go about it?
r_j_humphreys at yahoo.co.uk
Sat Nov 7 03:47:05 PST 2009
I am a comlplete novice here, but my understanding was that there was already a class attribute. Of course I cannot make it actually work...
I am referring to 'Assigning a Class to a MovieClip' on
Perhaps you could tweak this so that it works as required? Or will that break something else?
From: "armencho at gmail.com" <armencho at gmail.com>
To: swfmill at osflash.org
Sent: Sat, 7 November, 2009 11:17:13
Subject: [swfmill] Implement "class stubs" in swfmill, what would be the best way to go about it?
I have a free weekend, and I could do some developing.
In light of my previous messages, on "runtime asset loading", I am
considering to put my fingers where my mouth is. Can't promise good
results fast, in fact can't promise anything, but if I were to start
hacking, what do you people think is the right way to do this?
My idea is to add a "class" attribute to some tags of the simple
dialect, which will have swfmill generate class stubs for the asset.
In some cases the "class" attribute is the only thing you need, no
need for "id" or "name".
<bitmap class="my.package.MyBitmapData" import="path/to/mybitmap.png" />
Similiar for other types of assets like fonts, sounds etc.
Am I making any sense here?
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