Gnash  0.8.11dev
SymbolClassTag.h
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18 
19 #ifndef GNASH_SWF_SYMBOLCLASSTAG_H
20 #define GNASH_SWF_SYMBOLCLASSTAG_H
21 
22 #include <string>
23 #include "ControlTag.h" // for inheritance
24 #include "SWF.h" // for tag_type definition
25 #include "MovieClip.h" // for inlines
26 #include "SWFStream.h" // for inlines
27 #include "Machine.h"
28 #include "VM.h"
29 #include "sprite_definition.h"
30 #include "Global_as.h"
31 
32 // Forward declarations
33 namespace gnash {
34  class movie_definition;
35 }
36 
37 namespace gnash {
38 namespace SWF {
39 
41 //
42 class SymbolClassTag : public ControlTag
43 {
44 public:
45 
46  virtual void executeActions(MovieClip* m, DisplayList& /* dlist */) const
47  {
48  VM& vm = getVM(*getObject(m));
49  abc::Machine* mach = vm.getMachine();
50  log_debug("SymbolClassTag: Creating class %s.", _rootClass);
51  mach->instantiateClass(_rootClass, vm.getGlobal());
52  }
53 
54  static void loader(SWFStream& in, TagType tag, movie_definition& m,
55  const RunResources& /*r*/)
56  {
57  assert(tag == SYMBOLCLASS);
58 
59  if (!m.isAS3()) {
61  log_swferror("SWF contains SymbolClass tag, but is not an "
62  "AS3 SWF!");
63  );
64  throw ParserException("SymbolClass tag found in non-AS3 SWF!");
65  }
66 
67  in.ensureBytes(2);
68  boost::uint16_t num_symbols = in.read_u16();
69  log_debug("There are %u symbols.", num_symbols);
70  for (unsigned int i = 0; i < num_symbols; ++i) {
71  in.ensureBytes(2);
72  boost::uint16_t id = in.read_u16();
73  std::string name;
74  in.read_string(name);
76  log_parse("Symbol %u name %s, character %u", i, name, id);
77  );
78 
79  boost::intrusive_ptr<SymbolClassTag> st(new SymbolClassTag(name));
80 
81  if (id == 0) m.addControlTag(st);
82  else {
84  dynamic_cast<sprite_definition*>(m.getDefinitionTag(id));
85 
86  // TODO: it seems that the pp will add the control tag to
87  // the main timeline also if the id is not 0 but the
88  // sprite_definition does not exist.
89  //
90  // Manual tests show that:
91  // 1. Only the first SymbolClass tag is executed for the
92  // root Sprite. TODO: check also for other Sprites. This
93  // applies to multiple symbols in the same tag or to
94  // subsequent SymbolClass tags.
95  // 2. If the id is not a definition, the tag is added to
96  // the root Sprite (main timeline). TODO: check what
97  // happens if the sprite is defined later.
98  if (s) s->addControlTag(st);
99 
100  }
101  }
102  }
103 
104 private:
105 
106  SymbolClassTag(std::string name)
107  :
108  _rootClass(name)
109  {}
110 
111  const std::string _rootClass;
112 };
113 
114 } // namespace gnash::SWF
115 } // namespace gnash
116 
117 
118 #endif // GNASH_SWF_SYMBOLCLASSTAG_H
119 
120 
121 // Local Variables:
122 // mode: C++
123 // indent-tabs-mode: t
124 // End: