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Page Revision: 2010/05/04 21:39


AnimationExtender Server Reference

Extender used to play animations when a control's events fire

AnimationExtender Server Properties

NameDescription
OnClick OnClick Animation
OnHoverOut OnHoverOut Animation
OnHoverOver OnHoverOver Animation
OnLoad OnLoad Animation
OnMouseOut OnMouseOut Animation
OnMouseOver OnMouseOver Animation

AnimationExtender Server Methods

NameDescription
OnPreRender(System.EventArgs) Change any AnimationTarget references from server control IDs into the ClientIDs that the animation scripts are expecting.

Animation Client Reference

Animation is an abstract base class used as a starting point for all the other animations. It provides the basic mechanics for the animation (playing, pausing, stopping, timing, etc.) and leaves the actual animation to be done in the abstract methods getAnimatedValue and setValue.

Animation Client Properties

NameDescription
durationLength of the animation in seconds. The default is 1.
eventsThe collection of event handlers for this behavior. This property should only be used by derived behaviors and should not be publicly called by other code.
fpsNumber of steps per second. The default is 25.
id
isActivetrue if animation is active, false if not.
isInitialized
isPlayingtrue if animation is playing, false if not.
isUpdating
percentCompletePercentage of the animation already played.
target

Animation Client Methods

NameDescription
beginUpdate
dispose Dispose the animation
endUpdate
getAnimatedValue Determine the state of the animation after the given percentage of its duration has elapsed
initialize
interpolate The interpolate function is used to find the appropriate value between starting and ending values given the current percentage.
onEnd The onEnd method is called just after the animation is played each time.
onStart The onStart method is called just before the animation is played each time.
onStep The onStep method is called repeatedly to progress the animation through each frame
pause Pause the animation if it is playing. Calling play will resume where the animation left off.
play Play the animation from the beginning or where it was left off when paused.
play Create an animation, play it immediately, and dispose it when finished.
raiseEnded Raise the ended event
raisePropertyChangedRaises a change notification event.
raiseStarted Raise the started event
raiseStep Raise the step event
setOwner Make this animation the child of another animation
setValue Set the current state of the animation
stop Stop playing the animation.
updated

Animation Client Events

NameDescription
disposing
ended Adds an event handler for the ended event.
propertyChanged
started Adds an event handler for the started event.
step Adds an event handler for the step event.

ParentAnimation Client Reference

The ParentAnimation serves as a base class for all animations that contain children (such as , , etc.). It does not actually play the animations, so any classes that inherit from it must do so. Any animation that requires nested child animations must inherit from this class, although it will likely want to inherit off of or which will actually play their child animations.

ParentAnimation Client Properties

NameDescription
animationsArray of child animations to be played (there are no assumptions placed on order because it will matter for some derived animations like , but not for others like ). To manipulate the child animations, use the functions add, clear, remove, and removeAt.
durationLength of the animation in seconds. The default is 1.
eventsThe collection of event handlers for this behavior. This property should only be used by derived behaviors and should not be publicly called by other code.
fpsNumber of steps per second. The default is 25.
id
isActivetrue if animation is active, false if not.
isInitialized
isPlayingtrue if animation is playing, false if not.
isUpdating
percentCompletePercentage of the animation already played.
target

ParentAnimation Client Methods

NameDescription
add Add an animation as a child of this animation.
beginUpdate
clear Clear the array of child animations.
dispose Dispose of the child animations
endUpdate
getAnimatedValue Determine the state of the animation after the given percentage of its duration has elapsed
initialize Initialize the parent along with any child animations that have not yet been initialized themselves
interpolate The interpolate function is used to find the appropriate value between starting and ending values given the current percentage.
onEnd The onEnd method is called just after the animation is played each time.
onStart The onStart method is called just before the animation is played each time.
onStep The onStep method is called repeatedly to progress the animation through each frame
pause Pause the animation if it is playing. Calling play will resume where the animation left off.
play Play the animation from the beginning or where it was left off when paused.
play Create an animation, play it immediately, and dispose it when finished.
raiseEnded Raise the ended event
raisePropertyChangedRaises a change notification event.
raiseStarted Raise the started event
raiseStep Raise the step event
remove Remove the animation from the array of child animations.
removeAt Remove the animation at a given index from the array of child animations.
setOwner Make this animation the child of another animation
setValue Set the current state of the animation
stop Stop playing the animation.
updated

ParentAnimation Client Events

NameDescription
disposing
ended Adds an event handler for the ended event.
propertyChanged
started Adds an event handler for the started event.
step Adds an event handler for the step event.

ParallelAnimation Client Reference

The ParallelAnimation plays several animations simultaneously. It inherits from , but makes itself the owner of all its child animations to allow the use a single timer and syncrhonization mechanisms shared with all the children (in other words, the duration properties of any child animations are ignored in favor of the parent's duration). It is very useful in creating sophisticated effects through combination of simpler animations.

ParallelAnimation Client Properties

NameDescription
animationsArray of child animations to be played (there are no assumptions placed on order because it will matter for some derived animations like , but not for others like ). To manipulate the child animations, use the functions add, clear, remove, and removeAt.
durationLength of the animation in seconds. The default is 1.
eventsThe collection of event handlers for this behavior. This property should only be used by derived behaviors and should not be publicly called by other code.
fpsNumber of steps per second. The default is 25.
id
isActivetrue if animation is active, false if not.
isInitialized
isPlayingtrue if animation is playing, false if not.
isUpdating
percentCompletePercentage of the animation already played.
target

ParallelAnimation Client Methods

NameDescription
add Add an animation as a child of this animation and make ourselves its owner.
beginUpdate
clear Clear the array of child animations.
dispose Dispose of the child animations
endUpdate
getAnimatedValue Determine the state of the animation after the given percentage of its duration has elapsed
initialize Initialize the parent along with any child animations that have not yet been initialized themselves
interpolate The interpolate function is used to find the appropriate value between starting and ending values given the current percentage.
onEnd Finish playing all of the child animations
onStart Get the child animations ready to play
onStep Progress the child animations through each frame
pause Pause the animation if it is playing. Calling play will resume where the animation left off.
play Play the animation from the beginning or where it was left off when paused.
play Create an animation, play it immediately, and dispose it when finished.
raiseEnded Raise the ended event
raisePropertyChangedRaises a change notification event.
raiseStarted Raise the started event
raiseStep Raise the step event
remove Remove the animation from the array of child animations.
removeAt Remove the animation at a given index from the array of child animations.
setOwner Make this animation the child of another animation
setValue Set the current state of the animation
stop Stop playing the animation.
updated

ParallelAnimation Client Events

NameDescription
disposing
ended Adds an event handler for the ended event.
propertyChanged
started Adds an event handler for the started event.
step Adds an event handler for the step event.

SequenceAnimation Client Reference

The SequenceAnimation runs several animations one after the other. It can also repeat the sequence of animations for a specified number of iterations (which defaults to a single iteration, but will repeat forever if you specify zero or less iterations). Also, the SequenceAnimation cannot be a child of a (or any animation inheriting from it).

SequenceAnimation Client Properties

NameDescription
animationsArray of child animations to be played (there are no assumptions placed on order because it will matter for some derived animations like , but not for others like ). To manipulate the child animations, use the functions add, clear, remove, and removeAt.
durationLength of the animation in seconds. The default is 1.
eventsThe collection of event handlers for this behavior. This property should only be used by derived behaviors and should not be publicly called by other code.
fpsNumber of steps per second. The default is 25.
id
isActivetrue if animation is active, false if not.
isInfinitetrue if this animation will repeat forever, false otherwise.
isInitialized
isPlayingtrue if animation is playing, false if not.
isUpdating
iterationsNumber of times to repeatedly play the sequence. If zero or less iterations are specified, the sequence will repeat forever. The default value is 1 iteration.
percentCompletePercentage of the animation already played.
target

SequenceAnimation Client Methods

NameDescription
add Add an animation as a child of this animation.
beginUpdate
clear Clear the array of child animations.
dispose Dispose the animation
endUpdate
getAnimatedValue Determine the state of the animation after the given percentage of its duration has elapsed
initialize Initialize the parent along with any child animations that have not yet been initialized themselves
interpolate The interpolate function is used to find the appropriate value between starting and ending values given the current percentage.
onEnd The onEnd method is called just after the animation is played each time.
onStart The onStart method is called just before the animation is played each time
onStep Raises an invalid operation exception because this will only be called if a SequenceAnimation has been nested inside an (or a derived type).
pause Pause the animation if it is playing. Calling play will resume where the animation left off.
play Play the sequence of animations from the beginning or where it was left off when paused
play Create an animation, play it immediately, and dispose it when finished.
raiseEnded Raise the ended event
raisePropertyChangedRaises a change notification event.
raiseStarted Raise the started event
raiseStep Raise the step event
remove Remove the animation from the array of child animations.
removeAt Remove the animation at a given index from the array of child animations.
setOwner Make this animation the child of another animation
setValue Set the current state of the animation
stop Stop playing the entire sequence of animations
updated

SequenceAnimation Client Events

NameDescription
disposing
ended Adds an event handler for the ended event.
propertyChanged
started Adds an event handler for the started event.
step Adds an event handler for the step event.