Adobe® Flex® 4 Language Reference
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spark.effects.supportClasses 
AnimateTransitionShaderInstance 
Packagespark.effects.supportClasses
Classpublic class AnimateTransitionShaderInstance
InheritanceAnimateTransitionShaderInstance Inheritance AnimateInstance Inheritance EffectInstance Inheritance EventDispatcher Inheritance Object

Language Version: ActionScript 3.0
Product Version: Flex 4
Runtime Versions: Flash Player 10, AIR 1.5

The AnimateTransitionShaderInstance class implements the instance class for the AnimateTransitionShader effect. Flex creates an instance of this class when it plays a AnimateTransitionShader effect; you do not create one yourself.

See also



Public Properties
 PropertyDefined 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
 InheritedclassName : String
[read-only] The name of the effect class, such as "FadeInstance".
EffectInstance
 Inheritedconstructor : Object
A reference to the class object or constructor function for a given object instance.
Object
 InheriteddisableLayout : 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
 Inheritedduration : Number
The duration of the effect, in milliseconds.
EffectInstance
 Inheritedeaser : IEaser
The easing behavior for this effect.
AnimateInstance
 Inheritedeffect : IEffect
The IEffect object that created this IEffectInstance object.
EffectInstance
 InheritedeffectTargetHost : mx.effects:IEffectTargetHost
A property that lets you access the target list-based control of a data effect.
EffectInstance
 InheritedhideFocusRing : Boolean
Determines whether the effect should hide the focus ring when starting the effect.
EffectInstance
 Inheritedinterpolator : IInterpolator
The interpolator used by this effect to calculate values between the start and end values of a property.
AnimateInstance
 InheritedmotionPaths : 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
 InheritedplayheadTime : Number
[override] Current time position of the effect.
AnimateInstance
 InheritedpropertyChanges : PropertyChanges
Specifies the PropertyChanges object containing the start and end values for the set of properties relevant to the effect's targets.
EffectInstance
 Inheritedprototype : Object
[static] A reference to the prototype object of a class or function object.
Object
 InheritedrepeatBehavior : String
The behavior of a repeating effect, which means an effect with repeatCount equal to either 0 or > 1.
AnimateInstance
 InheritedrepeatCount : int
Number of times to repeat the effect.
EffectInstance
 InheritedrepeatDelay : 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
 InheritedstartDelay : int
Amount of time, in milliseconds, to wait before starting the effect.
EffectInstance
 InheritedsuspendBackgroundProcessing : Boolean
If true, blocks all background processing while the effect is playing.
EffectInstance
 Inheritedtarget : Object
The UIComponent object to which this effect is applied.
EffectInstance
 InheritedtriggerEvent : Event
The event, if any, which triggered the playing of the effect.
EffectInstance
Protected Properties
 PropertyDefined By
 InheritedautoRemoveTarget : Boolean = false
If true, the effect retains its target during a transition and removes it when finished.
AnimateInstance
 InheritedplayCount : 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
Public Methods
 MethodDefined By
  
Constructor.
AnimateTransitionShaderInstance
 Inherited
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
 Inherited
Dispatches an event into the event flow.
EventDispatcher
 Inherited
Interrupts an effect instance that is currently playing, and jumps immediately to the end of the effect.
EffectInstance
 Inherited
Called by the end() method when the effect finishes playing.
EffectInstance
 Inherited
Called after each iteration of a repeated effect finishes playing.
EffectInstance
 Inherited
Checks whether the EventDispatcher object has any listeners registered for a specific type of event.
EventDispatcher
 Inherited
Indicates whether an object has a specified property defined.
Object
 Inherited
This method is called if the effect was triggered by the EffectManager.
EffectInstance
 Inherited
Indicates whether an instance of the Object class is in the prototype chain of the object specified as the parameter.
Object
 Inherited
Pauses the effect until you call the resume() method.
EffectInstance
 Inherited
Plays the effect instance on the target.
EffectInstance
 Inherited
Indicates whether the specified property exists and is enumerable.
Object
 Inherited
removeEventListener(type:String, listener:Function, useCapture:Boolean = false):void
Removes a listener from the EventDispatcher object.
EventDispatcher
 Inherited
Resumes the effect after it has been paused by a call to the pause() method.
EffectInstance
 Inherited
Plays the effect in reverse, starting from the current position of the effect.
EffectInstance
 Inherited
Sets the availability of a dynamic property for loop operations.
Object
 Inherited
Plays the effect instance on the target after the startDelay period has elapsed.
EffectInstance
 Inherited
Stops the effect, leaving the target in its current state.
EffectInstance
 Inherited
Returns the string representation of this object, formatted according to locale-specific conventions.
Object
 Inherited
Returns the string representation of the specified object.
Object
 Inherited
Returns the primitive value of the specified object.
Object
 Inherited
Checks whether an event listener is registered with this EventDispatcher object or any of its ancestors for the specified event type.
EventDispatcher
Events
 Event Summary Defined By
 Inherited[broadcast event] Dispatched when the Flash Player or AIR application gains operating system focus and becomes active.EventDispatcher
 Inherited[broadcast event] Dispatched when the Flash Player or AIR application operating loses system focus and is becoming inactive.EventDispatcher
Property Detail

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};
     

Constructor Detail

AnimateTransitionShaderInstance

()Constructor
public function AnimateTransitionShaderInstance(target:Object)

Language Version: ActionScript 3.0
Product Version: Flex 4
Runtime Versions: Flash Player 10, AIR 1.5

Constructor.

Parameters
target:Object — The Object to animate with this effect.