Package | spark.effects.supportClasses |
Class | public class AnimateTransitionShaderInstance |
Inheritance | AnimateTransitionShaderInstance AnimateInstance EffectInstance EventDispatcher Object |
Language Version: | ActionScript 3.0 |
Product Version: | Flex 4 |
Runtime Versions: | Flash Player 10, AIR 1.5 |
Related API Elements
Property | Defined By | ||
---|---|---|---|
bitmapFrom : BitmapData
The bitmap data representing the start state of this effect. | AnimateTransitionShaderInstance | ||
bitmapTo : BitmapData
The bitmap data representing the end state of this effect. | AnimateTransitionShaderInstance | ||
className : String [read-only]
The name of the effect class, such as "FadeInstance". | EffectInstance | ||
constructor : Object
A reference to the class object or constructor function for a given object instance. | Object | ||
disableLayout : Boolean
If true, the effect disables layout on its
targets' parent containers, setting the containers autoLayout
property to false, and also disables any layout constraints on the
target objects. | AnimateInstance | ||
duration : Number
The duration of the effect, in milliseconds. | EffectInstance | ||
easer : IEaser
The easing behavior for this effect. | AnimateInstance | ||
effect : IEffect
The IEffect object that created this IEffectInstance object. | EffectInstance | ||
effectTargetHost : mx.effects:IEffectTargetHost
A property that lets you access the target
list-based control of a data effect. | EffectInstance | ||
hideFocusRing : Boolean
Determines whether the effect should hide
the focus ring when starting the effect. | EffectInstance | ||
interpolator : IInterpolator
The interpolator used by this effect to calculate values between
the start and end values of a property. | AnimateInstance | ||
motionPaths : Vector.<MotionPath>
A Vector of MotionPath objects, each of which holds the
name of a property being animated and the values that the property
takes during the animation. | AnimateInstance | ||
playheadTime : Number [override]
Current time position of the effect. | AnimateInstance | ||
propertyChanges : PropertyChanges
Specifies the PropertyChanges object containing
the start and end values for the set of properties
relevant to the effect's targets. | EffectInstance | ||
prototype : Object [static]
A reference to the prototype object of a class or function object. | Object | ||
repeatBehavior : String
The behavior of a repeating effect, which means an effect
with repeatCount equal to either 0 or > 1. | AnimateInstance | ||
repeatCount : int
Number of times to repeat the effect. | EffectInstance | ||
repeatDelay : int
Amount of time, in milliseconds,
to wait before repeating the effect. | EffectInstance | ||
shaderByteCode : ByteArray
The bytecode for the pixel-shader program that the effect uses
to animate between the two bitmaps. | AnimateTransitionShaderInstance | ||
shaderProperties : Object
A map of parameter name/value pairs passed to the pixel-shader program
before playing. | AnimateTransitionShaderInstance | ||
startDelay : int
Amount of time, in milliseconds,
to wait before starting the effect. | EffectInstance | ||
suspendBackgroundProcessing : Boolean
If true, blocks all background processing
while the effect is playing. | EffectInstance | ||
target : Object
The UIComponent object to which this effect is applied. | EffectInstance | ||
triggerEvent : Event
The event, if any, which triggered the playing of the effect. | EffectInstance |
Property | Defined By | ||
---|---|---|---|
autoRemoveTarget : Boolean = false
If true, the effect retains its target
during a transition and removes it when finished. | AnimateInstance | ||
playCount : int = 0
Number of times that the instance has been played. | EffectInstance | ||
shader : Shader
The Shader that is created using the shaderByteCode
property as the underlying byte code. | AnimateTransitionShaderInstance | ||
shaderFilter : ShaderFilter
The filter wrapped around the instance's shader
property. | AnimateTransitionShaderInstance |
Method | Defined By | ||
---|---|---|---|
Constructor. | AnimateTransitionShaderInstance | ||
addEventListener(type:String, listener:Function, useCapture:Boolean = false, priority:int = 0, useWeakReference:Boolean = false):void
Registers an event listener object with an EventDispatcher object so that the listener
receives notification of an event. | EventDispatcher | ||
Dispatches an event into the event flow. | EventDispatcher | ||
Interrupts an effect instance that is currently playing,
and jumps immediately to the end of the effect. | EffectInstance | ||
Called by the end() method when the effect
finishes playing. | EffectInstance | ||
Called after each iteration of a repeated effect finishes playing. | EffectInstance | ||
Checks whether the EventDispatcher object has any listeners registered for a specific type
of event. | EventDispatcher | ||
Indicates whether an object has a specified property defined. | Object | ||
This method is called if the effect was triggered by the EffectManager. | EffectInstance | ||
Indicates whether an instance of the Object class is in the prototype chain of the object specified
as the parameter. | Object | ||
Pauses the effect until you call the resume() method. | EffectInstance | ||
Plays the effect instance on the target. | EffectInstance | ||
Indicates whether the specified property exists and is enumerable. | Object | ||
Removes a listener from the EventDispatcher object. | EventDispatcher | ||
Resumes the effect after it has been paused
by a call to the pause() method. | EffectInstance | ||
Plays the effect in reverse, starting from
the current position of the effect. | EffectInstance | ||
Sets the availability of a dynamic property for loop operations. | Object | ||
Plays the effect instance on the target after the
startDelay period has elapsed. | EffectInstance | ||
Stops the effect, leaving the target in its current state. | EffectInstance | ||
Returns the string representation of this object, formatted according to locale-specific conventions. | Object | ||
Returns the string representation of the specified object. | Object | ||
Returns the primitive value of the specified object. | Object | ||
Checks whether an event listener is registered with this EventDispatcher object or any of
its ancestors for the specified event type. | EventDispatcher |
bitmapFrom | property |
public var bitmapFrom:BitmapData
Language Version: | ActionScript 3.0 |
Product Version: | Flex 4 |
Runtime Versions: | Flash Player 10, AIR 1.5 |
The bitmap data representing the start state of this effect. If this property is not set, it is calculated automatically when the effect is played by taking a snapshot of the target object, or by using a transparent bitmap if the object does not exist in the start view state of a transition.
bitmapTo | property |
public var bitmapTo:BitmapData
Language Version: | ActionScript 3.0 |
Product Version: | Flex 4 |
Runtime Versions: | Flash Player 10, AIR 1.5 |
The bitmap data representing the end state of this effect. If this property is not set, it is calculated automatically when the effect is played by taking a snapshot of the target object, or by using a transparent bitmap if the object does not exist in the end view state of a transition.
shader | property |
protected var shader:Shader
Language Version: | ActionScript 3.0 |
Product Version: | Flex 4 |
Runtime Versions: | Flash Player 10, AIR 1.5 |
The Shader that is created using the shaderByteCode
property as the underlying byte code. Each instance needs its
own separate Shader, but can share the byte code. When each instance
is played, create the Shader that the instance uses.
shaderByteCode | property |
public var shaderByteCode:ByteArray
Language Version: | ActionScript 3.0 |
Product Version: | Flex 4 |
Runtime Versions: | Flash Player 10, AIR 1.5 |
The bytecode for the pixel-shader program that the effect uses to animate between the two bitmaps. This property can be represented as either a ByteArray or as a Class representing a ByteArray (which is what results when you embed a resource).
The pixel-shader program can have arbitrary functionality and inputs, but
must, at a minimum, have three image4
inputs.
The first input, which can be named anything, should go
unused by your pixel-shader program code - it exists only to satisfy the
Flash requirement of assigning a filtered object to the
first input. Note that inputs that go completely unused in a
pixel-shader program might be optimized out, so your code should
at least reference this input once.
There must be at least two other input bitmaps
named from
and to
which represent the before and after bitmap images.
Finally, you must define one
float
parameter named progress
that contains the elapsed fraction of the effect.
You can specify two optional parameters, width
and height
. If they exist, they
are automatically set to the width and height of the
effect target.
See the Pixel Bender Toolkit documentation for more information on writing pixel-shader programs for Flash. You can also look at the source code for the CrossFade.pbk file in the frameworks\projects\flex4\src\spark\effects directory of the Flex source code.
shaderFilter | property |
protected var shaderFilter:ShaderFilter
Language Version: | ActionScript 3.0 |
Product Version: | Flex 4 |
Runtime Versions: | Flash Player 10, AIR 1.5 |
The filter wrapped around the instance's shader
property. This filter is assigned to the filters
property of the target object with every update during the animation,
so that animated updates to the underlying shader are reflected
in the filter applied to the display object that the user sees.
shaderProperties | property |
public var shaderProperties:Object
Language Version: | ActionScript 3.0 |
Product Version: | Flex 4 |
Runtime Versions: | Flash Player 10, AIR 1.5 |
A map of parameter name/value pairs passed to the pixel-shader program
before playing. For example,
to set a parameter named direction
in a
shader with a Pixel Bender pbj file in Wipe.pbj, the calling
code could do the following:
[Embed(source="Wipe.pbj", mimeType="application/octet-stream")] private var WipeCodeClass:Class; var shaderEffect = new AnimateTransitionShader(); shaderEffect.shaderByteCode = WipeCodeClass; shaderEffect.shaderProperties = {direction : 1};
AnimateTransitionShaderInstance | () | Constructor |
Mon Nov 28 2011, 06:48 AM -08:00