⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 fsbuttonsound.java

📁 利用opensource的开源jar实现生成flash文件
💻 JAVA
字号:
/*
 * 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());
    }
}

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -