Adobe® Flash® Platform용 ActionScript® 3.0 참조 설명서
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spark.effects.supportClasses 

AnimateTransitionShaderInstance  - AS3 Flex

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언어 요소

전역 상수
전역 함수
연산자
명령문, 키워드 및 지시문
특수 유형 연산자

부록

새로운 내용
컴파일러 오류
컴파일러 경고
런타임 오류
ActionScript 3으로 마이그레이션
지원되는 문자 세트
MXML 전용 태그
모션 XML 요소
Timed Text 태그
사용되지 않는 요소의 목록
액세스 가능성 구현 상수
ActionScript 예제 사용 방법
법적 고지 사항
패키지spark.effects.supportClasses
클래스public class AnimateTransitionShaderInstance
상속AnimateTransitionShaderInstance Inheritance AnimateInstance Inheritance EffectInstance Inheritance EventDispatcher Inheritance Object

언어 버전: ActionScript 3.0
제품 버전: Flex 4
런타임 버전: 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.

관련 API 요소



공용 속성
 속성정의 주체
  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
[읽기 전용] The name of the effect class, such as "FadeInstance".
EffectInstance
 Inheritedconstructor : Object
지정된 객체 인스턴스의 클래스 객체 또는 생성자 함수에 대한 참조입니다.
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
[재정의] 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
 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
보호 속성
 속성정의 주체
 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
공용 메서드
 메서드정의 주체
  
Constructor.
AnimateTransitionShaderInstance
 Inherited
addEventListener(type:String, listener:Function, useCapture:Boolean = false, priority:int = 0, useWeakReference:Boolean = false):void
리스너에서 이벤트 알림을 받을 수 있도록 EventDispatcher 객체에 이벤트 리스너 객체를 등록합니다.
EventDispatcher
 Inherited
이벤트를 이벤트 흐름으로 전달합니다.
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
EventDispatcher 객체에 특정 유형의 이벤트에 대한 리스너가 등록되어 있는지 여부를 확인합니다.
EventDispatcher
 Inherited
지정된 속성이 객체에 정의되어 있는지 여부를 나타냅니다.
Object
 Inherited
This method is called if the effect was triggered by the EffectManager.
EffectInstance
 Inherited
Object 클래스의 인스턴스가 매개 변수로 지정된 객체의 프로토타입 체인에 있는지 여부를 나타냅니다.
Object
 Inherited
Pauses the effect until you call the resume() method.
EffectInstance
 Inherited
Plays the effect instance on the target.
EffectInstance
 Inherited
지정된 속성이 존재하고 열거 가능한지 여부를 나타냅니다.
Object
 Inherited
removeEventListener(type:String, listener:Function, useCapture:Boolean = false):void
EventDispatcher 객체에서 리스너를 제거합니다.
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
루프 작업에서 동적 속성을 사용할 수 있는지 여부를 설정합니다.
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
로캘별 규칙에 따라 서식이 지정된 이 객체의 문자열 표현을 반환합니다.
Object
 Inherited
지정된 객체의 문자열 표현을 반환합니다.
Object
 Inherited
지정된 객체의 프리미티브 값을 반환합니다.
Object
 Inherited
이 EventDispatcher 객체 또는 조상 객체에 지정한 이벤트 유형에 대한 이벤트 리스너가 등록되어 있는지 여부를 확인합니다.
EventDispatcher
이벤트
 이벤트 요약 정의 주체
 Inherited[브로드캐스트 이벤트] Flash Player 또는 AIR 응용 프로그램이 운영 체제 포커스를 얻어 활성화될 때 전달됩니다.EventDispatcher
 Inherited[브로드캐스트 이벤트] Flash Player 또는 AIR 응용 프로그램이 운영 체제 포커스를 잃고 비활성화될 때 전달됩니다.EventDispatcher
속성 세부 정보

bitmapFrom

속성
public var bitmapFrom:BitmapData

언어 버전: ActionScript 3.0
제품 버전: Flex 4
런타임 버전: 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

속성 
public var bitmapTo:BitmapData

언어 버전: ActionScript 3.0
제품 버전: Flex 4
런타임 버전: 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

속성 
protected var shader:Shader

언어 버전: ActionScript 3.0
제품 버전: Flex 4
런타임 버전: 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

속성 
public var shaderByteCode:ByteArray

언어 버전: ActionScript 3.0
제품 버전: Flex 4
런타임 버전: 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

속성 
protected var shaderFilter:ShaderFilter

언어 버전: ActionScript 3.0
제품 버전: Flex 4
런타임 버전: 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

속성 
public var shaderProperties:Object

언어 버전: ActionScript 3.0
제품 버전: Flex 4
런타임 버전: 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};
     

생성자 세부 정보

AnimateTransitionShaderInstance

()생성자
public function AnimateTransitionShaderInstance(target:Object)

언어 버전: ActionScript 3.0
제품 버전: Flex 4
런타임 버전: Flash Player 10, AIR 1.5

Constructor.

매개 변수
target:Object — The Object to animate with this effect.




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