套件 | spark.effects.supportClasses |
類別 | public class AnimateTransitionShaderInstance |
繼承 | AnimateTransitionShaderInstance AnimateInstance EffectInstance EventDispatcher Object |
語言版本: | ActionScript 3.0 |
產品版本: | Flex 4 |
執行階段版本: | Flash Player 10, AIR 1.5 |
相關 API 元素
屬性 | 定義自 | ||
---|---|---|---|
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 [唯讀]
The name of the effect class, such as "FadeInstance". | EffectInstance | ||
constructor : Object
類別物件的參照或是特定物件實體的建構函數。 | 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 [覆寫]
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 |
屬性 | 定義自 | ||
---|---|---|---|
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 |
方法 | 定義自 | ||
---|---|---|---|
Constructor. | AnimateTransitionShaderInstance | ||
addEventListener(type:String, listener:Function, useCapture:Boolean = false, priority:int = 0, useWeakReference:Boolean = false):void
會在 EventDispatcher 物件註冊事件偵聽程式,以便讓偵聽程式收到事件的通知。 | EventDispatcher | ||
會將事件傳送到事件流程。 | 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 | ||
會檢查 EventDispatcher 物件是否有對特定的事件類型註冊偵聽程式。 | EventDispatcher | ||
指出物件是否有已定義的指定屬性。 | Object | ||
This method is called if the effect was triggered by the EffectManager. | EffectInstance | ||
指出 Object 類別的實體是否位於指定為參數的物件原型鏈中。 | Object | ||
Pauses the effect until you call the resume() method. | EffectInstance | ||
Plays the effect instance on the target. | EffectInstance | ||
指出指定的屬性是否存在,以及是否可列舉。 | Object | ||
會從 EventDispatcher 物件移除偵聽程式。 | 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 | ||
為迴圈作業設定動態屬性的可用性。 | 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 | ||
傳回代表此物件的字串,根據地區特定慣例進行格式化。 | Object | ||
會傳回指定之物件的字串形式。 | Object | ||
會傳回指定之物件的基本值。 | Object | ||
檢查此 EventDispatcher 物件是否已註冊事件偵聽程式,或者此物件的任何祖系已為特定事件類型註冊事件偵聽程式。 | EventDispatcher |
bitmapFrom | 屬性 |
public var bitmapFrom:BitmapData
語言版本: | ActionScript 3.0 |
產品版本: | Flex 4 |
執行階段版本: | 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 | 屬性 |
public var bitmapTo:BitmapData
語言版本: | ActionScript 3.0 |
產品版本: | Flex 4 |
執行階段版本: | 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 | 屬性 |
protected var shader:Shader
語言版本: | ActionScript 3.0 |
產品版本: | Flex 4 |
執行階段版本: | 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 | 屬性 |
public var shaderByteCode:ByteArray
語言版本: | ActionScript 3.0 |
產品版本: | Flex 4 |
執行階段版本: | 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 | 屬性 |
protected var shaderFilter:ShaderFilter
語言版本: | ActionScript 3.0 |
產品版本: | Flex 4 |
執行階段版本: | 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 | 屬性 |
public var shaderProperties:Object
語言版本: | ActionScript 3.0 |
產品版本: | Flex 4 |
執行階段版本: | 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 | () | 建構函式 |
Tue Jun 12 2018, 03:47 PM Z