Pacchetto | spark.effects.supportClasses |
Classe | public class AnimateTransitionShaderInstance |
Ereditarietà | AnimateTransitionShaderInstance AnimateInstance EffectInstance EventDispatcher Object |
Versione linguaggio: | ActionScript 3.0 |
Versione prodotto: | Flex 4 |
Versioni runtime: | Flash Player 10, AIR 1.5 |
Elementi API correlati
Proprietà | Definito da | ||
---|---|---|---|
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 [sola lettura]
The name of the effect class, such as "FadeInstance". | EffectInstance | ||
constructor : Object
Un riferimento all'oggetto classe o alla funzione di costruzione per una determinata istanza di oggetto. | 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 | ||
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 |
Proprietà | Definito da | ||
---|---|---|---|
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 |
Metodo | Definito da | ||
---|---|---|---|
Constructor. | AnimateTransitionShaderInstance | ||
addEventListener(type:String, listener:Function, useCapture:Boolean = false, priority:int = 0, useWeakReference:Boolean = false):void
Registra un oggetto listener di eventi con un oggetto EventDispatcher, in modo che il listener riceva la notifica di un evento. | EventDispatcher | ||
Invia un evento nel flusso di eventi. | 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 | ||
Verifica se per l'oggetto EventDispatcher sono presenti listener registrati per un tipo specifico di evento. | EventDispatcher | ||
Indica se per un oggetto è definita una proprietà specifica. | Object | ||
This method is called if the effect was triggered by the EffectManager. | EffectInstance | ||
Indica se un'istanza della classe Object si trova nella catena di prototipi dell'oggetto specificato come parametro. | Object | ||
Pauses the effect until you call the resume() method. | EffectInstance | ||
Plays the effect instance on the target. | EffectInstance | ||
Indica se la proprietà specificata esiste ed è enumerabile. | Object | ||
Rimuove un listener dall'oggetto EventDispatcher. | 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 | ||
Imposta la disponibilità di una proprietà dinamica per le operazioni cicliche. | 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 | ||
Restituisce la rappresentazione in formato stringa di questo oggetto, formattato in base alle convenzioni specifiche per le versioni localizzate. | Object | ||
Restituisce la rappresentazione in formato stringa dell'oggetto specificato. | Object | ||
Restituisce il valore di base dell'oggetto specificato. | Object | ||
Verifica se un listener di eventi è registrato con questo oggetto EventDispatcher o qualsiasi suo antenato per il tipo di evento specificato. | EventDispatcher |
bitmapFrom | proprietà |
public var bitmapFrom:BitmapData
Versione linguaggio: | ActionScript 3.0 |
Versione prodotto: | Flex 4 |
Versioni runtime: | 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 | proprietà |
public var bitmapTo:BitmapData
Versione linguaggio: | ActionScript 3.0 |
Versione prodotto: | Flex 4 |
Versioni runtime: | 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 | proprietà |
protected var shader:Shader
Versione linguaggio: | ActionScript 3.0 |
Versione prodotto: | Flex 4 |
Versioni runtime: | 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 | proprietà |
public var shaderByteCode:ByteArray
Versione linguaggio: | ActionScript 3.0 |
Versione prodotto: | Flex 4 |
Versioni runtime: | 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 | proprietà |
protected var shaderFilter:ShaderFilter
Versione linguaggio: | ActionScript 3.0 |
Versione prodotto: | Flex 4 |
Versioni runtime: | 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 | proprietà |
public var shaderProperties:Object
Versione linguaggio: | ActionScript 3.0 |
Versione prodotto: | Flex 4 |
Versioni runtime: | 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 | () | Funzione di costruzione |
Tue Jun 12 2018, 02:44 PM Z