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SelectionAnimation Reference

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Modified on 2010/05/04 23:26 by Stephen Walther Categorized as Uncategorized

SelectionAnimation Client Reference

The SelectionAnimation will run a single animation chosen from of its child animations. It is important to note that the SelectionAnimation ignores the duration and fps properties, and will let each of its child animations use any settings they please. This is a base class with no functional implementation, so consider using or instead.

SelectionAnimation 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

SelectionAnimation 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
getSelectedIndex Get the index of the animation that is selected to be played. If this returns an index outside the bounds of the child animations array, then nothing is played.
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

SelectionAnimation 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.