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spark.effects 

AnimateTransitionShader  - AS3 Flex

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(Preview)
Packagespark.effects
Classpublic class AnimateTransitionShader
InheritanceAnimateTransitionShader Inheritance Animate Inheritance Effect Inheritance EventDispatcher Inheritance Object
Subclasses CrossFade, Wipe

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


The AnimateTransitionShader effect uses Pixel Bender, which is not supported for AIR mobile applications.

The AnimateTransitionShader effect animates a transition between two bitmaps, one representing the start state (bitmapFrom), and the other representing the end state (bitmapTo).

The animation is performed by running a pixel-shader program, specified by the shader property, using the two bitmaps as input. The bitmaps are represented by an instance of the flash.display.BitmapData class. You can create your own pixel-shader program by using Adobe Pixel Bender Toolkit.

If either bitmap is not supplied, that value is determined dynamically from either the appropriate state of the target in a transition or, if the effect is not running in a transition, from the target directly. If the effect is run in a transition and the target object either goes away or comes into existence during that state change, then a fully-transparent bitmap is used to represent that object when it does not exist.

This effect can only be run on targets that are either UIComponents or GraphicElements, since capturing the bitmap of the object requires information about the object that only exists in these classes.

Because the effect is bitmap-based, and the underlying pixel-shader program expects both bitmaps to be the same size, the effect only works correctly when both bitmaps are of the same size. This means that if the target object changes size or changes orientation leading to a different size bounding box, then the effect might not play correctly.

This effect and its subclasses differ from other effects in Flex in that they are intended to work on their own, and may not have the intended result when run in parallel with other effects. This constraint comes from the fact that both of the before and after bitmaps are captured before the start of the effect. So if something happens to the target object after these bitmaps are calculated, such as another effect changing the target's properties, then those changes are not be accounted for in the pre-calculated bitmap and the results might not be as expected. To ensure correct playing of these bitmap-based effects, they should be played alone on their target objects.

MXML SyntaxexpandedHide MXML Syntax

The <s:AnimateTransitionShader> tag inherits all of the tag attributes of its superclass, and adds the following tag attributes:

  <s:AnimateTransitionShader
    Properties
    id="ID"
    bitmapFrom="no default"
    bitmapTo="no default"
    shaderByteCode="no default"
    sahderProperties="no default"
  />
  

Default MXML PropertymotionPaths

View the examples

Related API Elements



Public Properties
 PropertyDefined By
  bitmapFrom : BitmapData
The bitmap data representing the start state of this effect.
AnimateTransitionShader
  bitmapTo : BitmapData
The bitmap data representing the end state of this effect.
AnimateTransitionShader
 Inheritedconstructor : Object
A reference to the class object or constructor function for a given object instance.
Object
  shaderByteCode : Object
The bytecode for the pixel-shader program that the effect uses to animate between the two bitmaps.
AnimateTransitionShader
  shaderProperties : Object
A map of parameter name/value pairs passed to the pixel-shader program before playing.
AnimateTransitionShader
Protected Properties
 PropertyDefined By
Public Methods
 MethodDefined By
  
Constructor.
AnimateTransitionShader
 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
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
Indicates whether an instance of the Object class is in the prototype chain of the object specified as the parameter.
Object
 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
Sets the availability of a dynamic property for loop operations.
Object
 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
Protected Methods
 MethodDefined By
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
Constructor Detail
AnimateTransitionShaderExample.mxml
<?xml version="1.0" encoding="utf-8"?>
<s:Application
    xmlns:fx="http://ns.adobe.com/mxml/2009"
    xmlns:mx="library://ns.adobe.com/flex/mx"
    xmlns:s="library://ns.adobe.com/flex/spark">

    <s:states>
        <s:State name="default"/>
        <s:State name="flipped"/>
    </s:states>

    <s:transitions>
        <s:Transition id="t1">
            <s:AnimateTransitionShader
                target="{holder}"
                duration="1000"
                shaderByteCode="@Embed(source='assets/twist.pbj', mimeType='application/octet-stream')"/>
        </s:Transition>
    </s:transitions>

    <s:Panel title="AnimateTransitionShader Example"
        width="75%" height="75%" horizontalCenter="0" verticalCenter="0">

        <s:HGroup width="100%" height="100%" top="5" left="5" right="5">
            <s:Group id="holder">
                <s:BitmapImage
                    source="@Embed('assets/back2.png')"
                    visible="true" visible.flipped="false"/>
                <s:BitmapImage
                    source="@Embed('assets/c2.png')"
                    visible="false" visible.flipped="true"/>
            </s:Group>

            <!-- Directions -->
            <s:VGroup id="detailsBox"
                width="50%"
                left="0">
                <s:Label
                    width="99%"
                    color="blue"
                    text="AnimateShaderTransition animates a shader between two images. Click the 'Animate Shader' button to see the effect."/>
            </s:VGroup>
        </s:HGroup>

        <s:Rect left="0" right="0" bottom="0" height="30">
            <s:fill>
                <s:LinearGradient rotation="90">
                    <s:GradientEntry color="0xE2E2E2" />
                    <s:GradientEntry color="0xD9D9D9" />
                </s:LinearGradient>
            </s:fill>
        </s:Rect>
        <s:Button id="playButton"
            left="5" bottom="5"
            label="Animate Shader"
            click="currentState = (currentState == 'flipped') ? 'default' : 'flipped';"/>
    </s:Panel>

</s:Application>