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Packagemx.effects
Classpublic class EffectInstance
InheritanceEffectInstance Inheritance EventDispatcher Inheritance Object
SubclassesActionEffectInstance, CompositeEffectInstance, MaskEffectInstance, SoundEffectInstance, TweenEffectInstance

The EffectInstance class represents an instance of an effect playing on a target. Each target has a separate effect instance associated with it. An effect instance's lifetime is transitory. An instance is created when the effect is played on a target and is destroyed when the effect has finished playing. If there are multiple effects playing on a target at the same time (for example, a Parallel effect), there is a separate effect instance for each effect.

Effect developers must create an instance class for their custom effects.

See also

mx.effects.Effect


Public Properties
 PropertyDefined by
  className : 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
  duration : Number
Duration of the effect in milliseconds.
EffectInstance
  effect : Effect
EffectInstance
  playheadTime : Number
[read-only] Current position in time of the effect.
EffectInstance
  propertyChanges : PropertyChanges
EffectInstance
 Inheritedprototype : Object
[static] A reference to the prototype object of a class or function object.
Object
  repeatCount : int
EffectInstance
  repeatDelay : int
EffectInstance
  startDelay : int
EffectInstance
  suspendBackgroundProcessing : Boolean
EffectInstance
  target : Object
EffectInstance
  triggerEvent : Event
EffectInstance
Public Methods
 MethodDefined by
  
Constructor.
EffectInstance
 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
  
end():void
Interrupts an effect instance that is currently playing, and jumps immediately to the end of the effect.
EffectInstance
  
finishEffect():void
Called by the end() method when the effect finishes playing.
EffectInstance
  
finishRepeat():void
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
  
initEffect(event:Event):void
This method is called if the effect was triggered by the EffectManager.
EffectInstance
  
pause():void
Pauses the effect until you call the resume() method.
EffectInstance
  
play():void
Plays the effect instance on the target.
EffectInstance
 Inherited
removeEventListener(type:String, listener:Function, useCapture:Boolean = false):void
Removes a listener from the EventDispatcher object.
EventDispatcher
  
resume():void
Resumes the effect after it has been paused by a call to the pause() method.
EffectInstance
  
reverse():void
Plays the effect in reverse, starting from the current position of the effect.
EffectInstance
 Inherited
setPropertyIsEnumerable(name:String, isEnum:Boolean = true):void
Sets the availability of a dynamic property for loop operations.
Object
  
startEffect():void
Plays the effect instance on the target after the startDelay period has elapsed.
EffectInstance
 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
 EventSummaryDefined by
 Inherited Dispatched when Flash Player gains operating system focus and becomes active.EventDispatcher
 Inherited Dispatched when Flash Player loses operating system focus and is becoming inactive.EventDispatcher
Property detail
classNameproperty
className:String  [read-only]

The name of the effect class, such as "FadeInstance".

This is a short or "unqualified" class name that does not include the package name. If you need the qualified name, use the getQualifiedClassName() method in the flash.utils package.

Implementation
    public function get className():String
durationproperty 
duration:Number  [read-write]

Duration of the effect in milliseconds.

The default value is 500.

Implementation
    public function get duration():Number
    public function set duration(value:Number):void
effectproperty 
effect:Effect  [read-write]Implementation
    public function get effect():Effect
    public function set effect(value:Effect):void
playheadTimeproperty 
playheadTime:Number  [read-only]

Current position in time of the effect. This property has a value between 0 and the actual duration (which includes the value of the startDelay, repeatCount, and repeatDelay properties).

Implementation
    public function get playheadTime():Number
propertyChangesproperty 
propertyChanges:PropertyChanges  [read-write]Implementation
    public function get propertyChanges():PropertyChanges
    public function set propertyChanges(value:PropertyChanges):void
repeatCountproperty 
repeatCount:int  [read-write]Implementation
    public function get repeatCount():int
    public function set repeatCount(value:int):void
repeatDelayproperty 
repeatDelay:int  [read-write]Implementation
    public function get repeatDelay():int
    public function set repeatDelay(value:int):void
startDelayproperty 
startDelay:int  [read-write]Implementation
    public function get startDelay():int
    public function set startDelay(value:int):void
suspendBackgroundProcessingproperty 
suspendBackgroundProcessing:Boolean  [read-write]Implementation
    public function get suspendBackgroundProcessing():Boolean
    public function set suspendBackgroundProcessing(value:Boolean):void
targetproperty 
target:Object  [read-write]Implementation
    public function get target():Object
    public function set target(value:Object):void
triggerEventproperty 
triggerEvent:Event  [read-write]Implementation
    public function get triggerEvent():Event
    public function set triggerEvent(value:Event):void
Constructor detail
EffectInstance()constructor
public function EffectInstance(target:Object)

Constructor.

Parameters
target:Object — UIComponent object to animate with this effect.
Method detail
end()method
public function end():void

Interrupts an effect instance that is currently playing, and jumps immediately to the end of the effect. This method is invoked by a call to the Effect.end() method. As part of its implementation, it calls the finishEffect() method.

The effect instance dispatches an effectEnd event when you call this method as part of ending the effect.

In a subclass of EffectInstance, you can optionally override this method. As part of your override, you should call the super.end() method from the end of your override, after your logic.

See also

finishEffect()method 
public function finishEffect():void

Called by the end() method when the effect finishes playing. This function dispatches an endEffect event for the effect target.

You do not have to override this method in a subclass. You do not need to call this method when using effects, but you may need to call it if you create an effect subclass.

See also

finishRepeat()method 
public function finishRepeat():void

Called after each iteration of a repeated effect finishes playing.

You do not have to override this method in a subclass. You do not need to call this method when using effects.

initEffect()method 
public function initEffect(event:Event):void

This method is called if the effect was triggered by the EffectManager. This base class version saves the event that triggered the effect in the triggerEvent property. Each subclass should override this method.

Parameters
event:Event — The Event object that was dispatched to trigger the effect. For example, if the trigger was a mouseDownEffect, the event would be a MouseEvent with type equal to MouseEvent.MOUSEDOWN.
pause()method 
public function pause():void

Pauses the effect until you call the resume() method.

play()method 
public function play():void

Plays the effect instance on the target. Call the startEffect() method instead to make an effect start playing on an EffectInstance.

In a subclass of EffectInstance, you must override this method. The override must call the super.play() method so that an effectStart event is dispatched from the target.

resume()method 
public function resume():void

Resumes the effect after it has been paused by a call to the pause() method.

reverse()method 
public function reverse():void

Plays the effect in reverse, starting from the current position of the effect.

startEffect()method 
public function startEffect():void

Plays the effect instance on the target after the startDelay period has elapsed. Called by the Effect class. Use this function instead of the play() method when starting an EffectInstance.






collected by Jimbob 2007.05