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8.1 RVML User Guide
Rich Vector Markup Language (RVML) is an XML vocabulary designed for the complete XML representation of SWF movies. The RVML vocabulary provides complete coverage of all current features of SWF movies ensuring that all existing SWF movies can be represented in RVML. All graphical and media elements in an RVML document are defined as symbols and can be manipulated on a stage over a user-defined timeline.
Additional concepts from the SVG world have also been integrated into RVML. There are several key differences between the SVG and SWF models however several SVG features which can be rendered in an SWF player have been included in version 3.0 of the RVML vocabulary. All RVML elements are defined in UpperCamelCase and attributes in lowerCamelCase (e.g. <LineStyle dashArray="1 2"/>). This ensure that users porting SVG fragments to RVML are made aware of differences between the two vocabularies.
Each RVML document must reside in the RVML namespace. The identifier for this namespace is:
http://www.kineticfusion.org/RVML/3.0
There is no actual document at this location - this is simply used as an globally unique identifier for the namespace.
Each RVML document begins with a Movie element. This element defines the global attributes of the movie, including the dimensions and animation rate. A movie can have a number of child elements, each representing a logical document section:
- A Title text element specifying the title of the movie
- A Desc text element specifying the description of the movie
- A Metadata element containing any user-defined XML fragment that the author wishes to associated with the RVML document
- A DataSources element defining the external data models that can be used in the document
- An optional MovieAttributes element to specify movie attributes that are imported from external data models.
- An ActionScriptSettings element specifying document-specific compiler settings for processing ActionScript
- A Components element defining all the SWC components used in the document
- Repository elements defining a means of accessing a group of resources used in the movie
- A Definitions element defining all internal symbols used in the movie
- An InitClipActions element defining the initialization scripts for MovieClip symbols
- An ImportSymbols element defining symbols used in the movie that should imported at run-time from external movies
- An ExportSymbols Element defining movie assets defined in this movie than are available to other movies at runtime
- A Timeline element defining the stage upon which symbols and media elements can be placed and manipulated.
Symbols are used to represent the following media elements:
- External resources such as fonts, images, sounds, video or run-time import symbols
- Vector shapes and MorphShapes
- Buttons
- Text and Edit Fields
- MovieClips with independent timelines
RVML uses a pixel-based coordinate system with the origin located at the top left corner of the movie stage and the positive y-axis below the origin. Each symbol uses a local coordinate system which is mapped to the coordinate system of the parent symbol or movie on symbol placement.
8.1.1 Defining resources 8.1.2 RVML Symbols 8.1.3 KineticFusion Text Handling Features 8.1.4 Displaying Symbols and Animations 8.1.5 Adding scripting 8.1.6 Working With SWC Components
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