📄 fstransformobject.java
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/*
* FSTransformObject.java
* Transform
*
* Copyright (c) 2001-2006 Flagstone Software Ltd. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification,
* are permitted provided that the following conditions are met:
*
* * Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* * Neither the name of Flagstone Software Ltd. nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
* OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
* OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.flagstone.transform;
/**
* The FSTransformObject object defines the basic set of method that an object must implement
* if it can used to represent the data structures that make up the Flash File Format
* specification.
*
* Sub-classes can be used to represent either one of the tagged data structures
* such as PlaceObject and added directly to an FSMovie or one of the data-types
* that the objects contain e.g. a colour.
*
* In addition to the methods directly relating to the coding of the object to and from the
* binary data representation that comprises the Flash File Format specification the class
* also includes a common set of methods used when validating or reporting the state of
* individual objects.
*/
public abstract class FSTransformObject extends Object implements Cloneable
{
/**
* Return the name of the class without the package prefix. This method is used when
* logging events to identify the object being encoded or decoded.
*
* @return the name of the class, e.g. FSDefineShape.
*/
public String name()
{
String className = getClass().getName();
int index = className.lastIndexOf(".")+1;
return className.substring(index, className.length());
}
/**
* Returns true if anObject is equal to this one. Objects are considered
* equal if they would generate identical binary data when they are encoded
* to a Flash file.
*
* @return true if this object would be identical to anObject when encoded.
*/
public boolean equals(Object anObject)
{
return getClass().isInstance(anObject);
}
/** Creates a deep copy of the entire object.
@return a copy of the object.
*/
public Object clone()
{
Object anObject = null;
try
{
anObject = super.clone();
}
catch (CloneNotSupportedException e)
{
throw new InternalError();
}
return anObject;
}
/**
* Generates a string representation of the event object.
*
* This method calls appendDescription with the level set to 2 which will displays the
* contents of the first level of nested objects (level 1 will only show the type of
* any nested objects).
*
* @return a string reporting the values in the attributes.
*/
public String toString()
{
StringBuffer buffer = new StringBuffer();
appendDescription(buffer, 2);
return buffer.toString();
}
/**
* AppendDescription is used to present a string description of the object including
* all nested objects up to a specified depth. This method provide a more controlled
* way of creating a string representation of an object since large objects such as
* font or shape definitions can contain dozens of nested objects.
*
* The representation of the object is appended to the StringBuffer, showing the
* name of the class and values of the attributes it contains. If the object contains
* any attributes that are objects then the object graph will be traversed up to the
* specified depth. If objects are nested at a level less than specified depth then
* the full string representation of the object is displayed. For objects at the
* specified depth only the name of the class is displayed. Any objects below this
* depth are not displayed.
*
* @param buffer a StringBuffer to which the description of each object is appended.
* @param depth the maximum level of nesting up to which objects will be displayed.
*/
public abstract void appendDescription(StringBuffer buffer, int depth);
abstract public int length(FSCoder coder);
abstract public void encode(FSCoder coder);
abstract public void decode(FSCoder coder);
}
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