📄 fsbuttonsound.java
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/*
* FSButtonSOund.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;
/**
FSButtonSound defines the sounds that are played when an event occurs in a button.
<p>A sound is played for only a subset of the events that a button responds to:</p>
<table>
<tr><td>rollOut</td><td>The cursor exits the active area of the button.</td></tr>
<tr><td>rollOver</td><td>The cursor enters the active area of the button.</td></tr>
<tr><td>press</td><td>The mouse button is clicked and the cursor is inside the active area of the button.</td></tr>
<tr><td>release</td><td>The mouse button is released while the cursor is inside the active area of the button.</td></tr>
</table>
<table>
<tr><th align="left" colspan="2">Attributes</th></tr>
<tr>
<td><a name="FSButtonSound_0">type</a></td>
<td>Identifies the data structure when it is encoded. The type attribute is read-only and may be used when iterating through the objects in an FSMovie object to identify the object class without using run-time type checking.</td>
</tr>
<tr>
<td><a name="FSButtonSound_1">identifier</a></td>
<td>the identifier of an FSDefineButton or FSDefineButton2 object that define the button.</td>
</tr>
<tr>
<td><a name="FSButtonSound_3">sound[rollOut]</a></td>
<td>An FSSound object that describes how the sound will be played for a rollOver event.</td>
</tr>
<tr>
<td><a name="FSButtonSound_2">sound[rollOver]</a></td>
<td>An FSSound object that describes how the sound will be played for a rollOver event.</td>
</tr>
<tr>
<td><a name="FSButtonSound_4">sound[press]</a></td>
<td>An FSSound object that describes how the sound will be played for a press event.</td>
</tr>
<tr>
<td><a name="FSButtonSound_5">sound[release]</a></td>
<td>An FSSound object that describes how the sound will be played for a release event.</td>
</tr>
</table>
<p><b>Important:</b> If the identifier in the FSSound object for an event is set to zero then the corresponding FSSound object will not be encoded when the object is encoded to a Flash file. This compresses the object when the sounds for only a sub-set of the events are defined.</p>
<h1 class="datasheet">History</h1>
<p>The FSButtonSound class represents the DefineButtonSound structure from the Macromedia Flash (SWF) File Format Specification. It was introduced in Flash 2.</p>
*/
public class FSButtonSound extends FSMovieObject
{
private int identifier = 0;
private FSSound[] sound = new FSSound[] {null, null, null, null};
/**
* Construct an FSButtonSound object, initalizing it with values
* decoded from an encoded object.
*
* @param coder an FSCoder containing the binary data.
*/
public FSButtonSound(FSCoder coder)
{
super(ButtonSound);
decode(coder);
}
/** Constructs an FSButtonSound object that defines the sound played for a single button event.
@param anIdentifier the identifier of the FSDefineButton or FSDefineButton2 object that defines the button.
@param eventCode the event that identifies when the sound id played, must be either FSButtonEvent.rollOver, FSButtonEvent.rollOut, FSButtonEvent.press or FSButtonEvent.release.
@param aSound an FSSound object that identifies a sound and controls how it is played.
*/
public FSButtonSound(int anIdentifier, int eventCode, FSSound aSound)
{
super(ButtonSound);
setIdentifier(anIdentifier);
setSoundForEvent(eventCode, aSound);
}
/**
* Constructs an FSButtonSound object by copying values from an existing
* object.
*
* @param obj an FSButtonSound object.
*/
public FSButtonSound(FSButtonSound obj)
{
super(obj);
identifier = obj.identifier;
for (int i=0; i<4; i++)
{
if (obj.sound[i] != null)
sound[i] = new FSSound(obj.sound[i]);
}
}
/** Gets the identifier of the button that this object applies to.
@return the identifier of the button.
*/
public int getIdentifier() { return identifier; }
/** Gets the FSSound object for the specified event.
@param eventCode the code representing the button event, must be either FSButtonEvent.rollOver, FSButtonEvent.rollOut, FSButtonEvent.press or FSButtonEvent.release.
@return the FSSound that identifies and controls the sound that will be played for the event.
*/
public FSSound getSoundForEvent(int eventCode)
{
FSSound aSound = null;
if (eventCode == FSButtonEvent.RollOut)
aSound = sound[0];
else if (eventCode == FSButtonEvent.RollOver)
aSound = sound[1];
else if (eventCode == FSButtonEvent.Press)
aSound = sound[2];
else
aSound = sound[3];
return aSound;
}
/** Sets the identifier of the button that this object applies to.
@param anIdentifier the identifier of the button which this object applies to.
*/
public void setIdentifier(int anIdentifier)
{
identifier = anIdentifier;
}
/** Sets the FSSound object for the specified button event.
@param eventCode the code representing the button event, must be either FSButtonEvent.rollOver, FSButtonEvent.rollOut, FSButtonEvent.press or FSButtonEvent.release.
@param aSound an FSSound object that identifies and controls how the sound is played.
*/
public void setSoundForEvent(int eventCode, FSSound aSound)
{
if (eventCode == FSButtonEvent.RollOut)
sound[0] = aSound;
else if (eventCode == FSButtonEvent.RollOver)
sound[1] = aSound;
else if (eventCode == FSButtonEvent.Press)
sound[2] = aSound;
else
sound[3] = aSound;
}
public Object clone()
{
FSButtonSound anObject = (FSButtonSound)super.clone();
for (int i=0; i<4; i++)
{
anObject.sound[i] = (sound[i] != null) ? (FSSound)sound[i].clone() : null;
}
return anObject;
}
public boolean equals(Object anObject)
{
boolean result = false;
if (super.equals(anObject))
{
FSButtonSound typedObject = (FSButtonSound)anObject;
result = identifier == typedObject.identifier;
for (int i=0; i<4; i++)
{
if (sound[i] != null)
result = result && sound[i].equals(typedObject.sound[i]);
else
result = result && sound[i] == typedObject.sound[i];
}
}
return result;
}
public void appendDescription(StringBuffer buffer, int depth)
{
buffer.append(name());
if (depth > 0)
{
buffer.append(name() + ": {");
Transform.append(buffer, "identifier", identifier);
if (depth-1 > 0)
{
for (int i=0; i<4; i++)
{
buffer.append("sound[" + i + "] = ");
if (sound[i] != null)
sound[i].appendDescription(buffer, depth);
else
buffer.append("null; ");
}
}
else
{
for (int i=0; i<4; i++)
{
buffer.append("sound[" + i + "] =");
if (sound[i] != null)
Transform.append(buffer, sound[i].name(), depth);
else
buffer.append("null");
}
}
buffer.append("}");
}
}
public int length(FSCoder coder)
{
super.length(coder);
length += 2;
for (int i=0; i<4; i++)
{
if (sound[i] != null && sound[i].getIdentifier() != 0)
length += sound[i].length(coder);
else
length += 2;
}
return length;
}
public void encode(FSCoder coder)
{
super.encode(coder);
coder.writeWord(identifier, 2);
for (int i=0; i<4; i++)
{
if (sound[i] != null && sound[i].getIdentifier() != 0)
sound[i].encode(coder);
else
coder.writeWord(0, 2);
}
coder.endObject(name());
}
public void decode(FSCoder coder)
{
super.decode(coder);
identifier = coder.readWord(2, false);
for (int i=0; i<4; i++)
{
if (coder.scanWord(2, false) > 0)
sound[i] = new FSSound(coder);
else
coder.readWord(2, false);
}
coder.endObject(name());
}
}
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