//////////////////////////////////////////////////////////////////////////////// // // Licensed to the Apache Software Foundation (ASF) under one or more // contributor license agreements. See the NOTICE file distributed with // this work for additional information regarding copyright ownership. // The ASF licenses this file to You under the Apache License, Version 2.0 // (the "License"); you may not use this file except in compliance with // the License. You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // //////////////////////////////////////////////////////////////////////////////// package mx.effects { import mx.effects.effectClasses.PauseInstance; /** * The Pause effect is useful when sequencing effects. * It does nothing for a specified period of time or until * a specified event is dispatched by the target. * If you add a Pause effect as a child of a Sequence effect, * you can create a pause between the two other effects. * * @mxml * *

The <mx:Pause> tag * inherits all the tag attributes of its superclass, * and adds the following tag attributes:

* *
 *  <mx:Pause 
 *    id="ID" 
 *    eventName="null"
 *  />
 *  
* * @see mx.effects.effectClasses.PauseInstance * * @includeExample examples/PauseEffectExample.mxml * * @langversion 3.0 * @playerversion Flash 9 * @playerversion AIR 1.1 * @productversion Flex 3 */ public class Pause extends TweenEffect { include "../core/Version.as"; //-------------------------------------------------------------------------- // // Constructor // //-------------------------------------------------------------------------- /** * Constructor. * * @param target This argument is ignored by the Pause effect * if there is no eventName attribute assigned. If there * is an eventName, then the target must be an object * of type IEventDispatcher, because it is expected to dispatch * that named event. A null target is allowed for this effect since * a Pause effect with simply a duration property is * not acting on any specific target and therefore does not need one. * * @langversion 3.0 * @playerversion Flash 9 * @playerversion AIR 1.1 * @productversion Flex 3 */ public function Pause(target:Object = null) { // Effect requires non-null targets, so if they didn't give us one // we will create a dummy object to serve in its place. If the effect // is being used to listen to events, then they will supply a real // target of type IEventDispatcher instead, either here or separately // in the target attribute if (!target) target = new Object(); super(target); instanceClass = PauseInstance; } //-------------------------------------------------------------------------- // // Properties // //-------------------------------------------------------------------------- //---------------------------------- // eventName //---------------------------------- /** * Name of event that Pause is waiting on before ending. * This parameter must be used in conjunction with the * target property, which must be of type * IEventDispatcher; all events must originate * from some dispatcher. * *

Listening for eventName is also related to the * duration property, which acts as a timeout for the * event. If the event is not received in the time period specified * by duration, the effect will end, regardless.

* *

This property is optional; the default * action is to play without waiting for any event.

* * @langversion 3.0 * @playerversion Flash 9 * @playerversion AIR 1.1 * @productversion Flex 3 */ public var eventName:String /** * The duration property controls the amount of time that this effect * will pause. The duration also serves as a timeout on waiting for * the event to be fired, if eventName was set on this * effect. If duration is less than 0, the effect will wait * indefinitely for the event to fire. If it is set to any other time, * including 0, the effect will end either when that duration has elapsed * or when the named event fires, whichever comes first. * * @default 500 * * @see mx.effects.IEffect#duration * * @langversion 3.0 * @playerversion Flash 9 * @playerversion AIR 1.1 * @productversion Flex 3 */ override public function get duration():Number { return super.duration; } //-------------------------------------------------------------------------- // // Overridden methods // //-------------------------------------------------------------------------- /** * @private */ override protected function initInstance(instance:IEffectInstance):void { super.initInstance(instance); var pauseInstance:PauseInstance = PauseInstance(instance); pauseInstance.eventName = eventName; } /** * @private */ override public function createInstances(targets:Array = null):Array { var newInstance:IEffectInstance = createInstance(); return newInstance ? [ newInstance ] : []; } } }