Package | impression.players |
Class | public class BasePlayer |
Inheritance | BasePlayer ![]() |
Subclasses | AudioSequencer, CommandSequencer, MatchingPlayer, MenuPlayer, MultipleChoicePlayer, MultipleSelectPlayer, RenderingPlayer, SimulationPlayer, TimeSequencer |
Examples of storyboard types that use the BasePlayer class for display include the title
,
summary
, and placeholder
types. The BasePlayer is a face-based player; all
display is handled by the face—a shell-specific display object created to support a
given storyboard type.
Property | Defined By | ||
---|---|---|---|
alwaysCheckComplete : Boolean
Specifies how the object should handle storyboard completion. | BasePlayer | ||
narrationComplete : Boolean
Indicates whether narration has finished playing. | BasePlayer | ||
storyboard : Storyboard
Specifies the storyboard for the player. | BasePlayer |
Method | Defined By | ||
---|---|---|---|
Creates a new instance of the BasePlayer. | BasePlayer | ||
checkForComplete():void
Causes the player to examine the completion criteria for the current storyboard. | BasePlayer | ||
getStoryboardState(sb:Storyboard):String [static]
Creates a string describing the state of the storyboard. | BasePlayer | ||
resetStoryboard(sb:Storyboard):void [static]
Removes all properties set by the player. | BasePlayer | ||
setStoryboardState(sb:Storyboard, state:String):void [static]
Modifies the storyboard to match the described state passed. | BasePlayer |
Method | Defined By | ||
---|---|---|---|
initializeStoryboard():void
Initializes the storyboard. | BasePlayer | ||
loadStoryboard():void
Loads the storyboard. | BasePlayer | ||
Removes known completion criteria from the CompleteRemaining storyboard persisted property. | BasePlayer | ||
unloadStoryboard():void
Performs cleanup actions when a storyboard is unloaded. | BasePlayer |
Event | Summary | Defined By | ||
---|---|---|---|---|
Dispatched when the BasePlayer needs to resolve completion criteria beyond those defined for the class. | BasePlayer | |||
Dispatched when a storyboard is marked as complete. | BasePlayer | |||
Dispatched after a storyboard is initialized. | BasePlayer | |||
Dispatched when storyboard loading is complete. | BasePlayer | |||
Dispatched when a storyboard is loaded, but before any processing occurs. | BasePlayer | |||
Dispatched before a storyboard is unloaded. | BasePlayer |
alwaysCheckComplete | property |
alwaysCheckComplete:Boolean
Specifies how the object should handle storyboard completion.
If this property value is true
, the value of the
CompleteRemaining
persisted property is set to the
value of the CompleteWhen
persisted property each
time the storyboard is loaded. In addition, any interim completion
flags are removed. This causes the checkForComplete()
method to perform normal processing of the storyboard's
completion criteria. When all criteria have been met, the method
will then dispatch the complete
event, regardless of
the value of the complete
persisted property.
If this property value is false
, the value of the
CompleteRemaining
persisted property is set only
on initialization and the complete
event will be
dispatched only if the Complete
persisted property
value was previously false
.
Regardless of the value of this property, the complete
event will only be dispatched once while the storyboard is loaded
by the player.
The default value is false
.
public function get alwaysCheckComplete():Boolean
public function set alwaysCheckComplete(value:Boolean):void
See also
narrationComplete | property |
narrationComplete:Boolean
Indicates whether narration has finished playing.
If storyboard
is null
, the value is true
. If storyboard
is not null
, and this value is set to true
, the checkForComplete()
method is invoked. Note that it is the responsibility of the shell to play any narration or audio files
associated with the storyboard, and to determine when this property should be set.
public function get narrationComplete():Boolean
public function set narrationComplete(value:Boolean):void
See also
storyboard | property |
storyboard:Storyboard
Specifies the storyboard for the player.
If null
is passed, the current storyboard is
unloaded, the StoryboardEvent.UNLOAD
event is dispatched, and
no further action occurs.
If a non- null
storyboard object is passed, the following actions
occur, in order:
null
, the StoryboardEvent.UNLOAD
event is dispatched. If the event is not cancelled, the current storyboard is unloaded. If the event is cancelled, further processing stops.StoryboardEvent.LOAD_START
event is dispatched. If the event is not cancelled, the new storyboard is associated with the player. If the event is cancelled, further processing stops and the value of this property is set to null
. Initialized
persisted property is false
, the storyboard is initialized and the StoryboardEvent.INITIALIZE
event is dispatched.StoryboardEvent.LOAD_COMPLETE
event is dispatched.checkForComplete()
method is invoked. If all completion criteria have been met, the StoryboardEvent.COMPLETE
event is dispatched. public function get storyboard():Storyboard
public function set storyboard(value:Storyboard):void
See also
BasePlayer | () | Constructor |
public function BasePlayer()
Creates a new instance of the BasePlayer.
checkForComplete | () | method |
public function checkForComplete():void
Causes the player to examine the completion criteria for the current storyboard.
If the current storyboard is null
, invoking this method has no
effect.
The method begins by removing known satisfied completion criteria from the completeRemaining
persisted property. Once known satisified criteria are removed, ff the persisted property is not empty (""),
the CheckForCompleteEvent.CHECK_FOR_COMPLETE
event is dispatched, and the property takes
the event's completeRemaining
property value.
If the completeRemaining
property value is empty after the event returns, and the
Complete
persisted property value is to false
or the alwaysCheckComplete
property value is true
, the Complete
persisted property value is set to true
and the StoryboardEvent.COMPLETE
event is dispatched.
If the alwaysCheckComplete
property value is false
, and the Complete
persisted property value is true
, no additional processing will occur after the
CheckForCompleteEvent.CHECK_FOR_COMPLETE
event is dispatched, and the complete
event will not
occur.
See also
getStoryboardState | () | method |
public static function getStoryboardState(sb:Storyboard):String
Creates a string describing the state of the storyboard.
This method returns a single character to describe
the state of the storyboard. If the storyboard is marked complete,
"c
" is returned. If the storyboard has been
initialized, but is not marked complete, "i
" is
returned. Otherwise ".
" is returned.
Note that this string only describes the state that the player is aware of. If the shell stores additional data in the storyboard, it is the shell's responsibility to store the additional data if it is needed.
Parameters
sb:Storyboard — The storyboard to describe the state of.
|
String — The state of the storyboard.
|
initializeStoryboard | () | method |
protected function initializeStoryboard():void
Initializes the storyboard.
This method is invoked by the storyboard
property set method when a non-null
storyboard object is loaded and its Initialized
persisted property value is false
.
The storyboard
property set method will dispatch the initialized
event after
invoking this method.
The BasePlayer initializes a storyboard by setting the following properties:
Storyboard Property | Value |
---|---|
CompleteRemaining | Set to the value of the CompleteWhen persisted property. |
Initialized | Set to true . |
Descendant classes override this method to perform additional type-specific initialization.
loadStoryboard | () | method |
protected function loadStoryboard():void
Loads the storyboard.
This method is invoked by the storyboard
property set method when a non-null
storyboard object is loaded after initialization (if needed) occurs. For the BasePlayer, this method
performs the interim completion cleanup required if the alwaysCheckComplete
property value is
true
and resets the internal flag indicating whether the complete
event has
been dispatched.
Descendant classes override this method to perform additional load-related actions.
removeCompleteRemainingCriteria | () | method |
protected function removeCompleteRemainingCriteria():void
Removes known completion criteria from the CompleteRemaining
storyboard persisted property.
This method is invoked by the checkForComplete()
method if the value of the storyboard
property is not null
, and the complete
event has not been dispatched since the storyboard
was loaded.
The BasePlayer will remove the following substrings from the completeRemaining
persisted property:
Substring | Meaning |
---|---|
always; | No specific criteria defined. |
storyboardCommandsComplete; | Each ChildElement object in the storyboard's Commands property has its Complete persisted property set to true . |
narrationComplete; | The storyboard's NarrationComplete persisted property has been set to true . Note that the shell is responsible for setting this value, either directly or indirectly via the narrationComplete player property. |
Descendant classes override this method to remove additional storyboard type-specific completion criteria.
resetStoryboard | () | method |
public static function resetStoryboard(sb:Storyboard):void
Removes all properties set by the player.
Note that this method also removes interim completion properties used by the player, but not necessarily set by the player.
Parameters
sb:Storyboard — The storyboard to remove properties from.
This method removes the following properties from a storyboard:
|
setStoryboardState | () | method |
public static function setStoryboardState(sb:Storyboard, state:String):void
Modifies the storyboard to match the described state passed.
If the value of state
is "c
" (indicating a completed
storyboard), interim completion criteria will be marked as complete in addition to the overall
storyboard state.
State values created using a function other than getStoryboardState
may not work.
Parameters
sb:Storyboard — The Storyboard object to modify.
| |
state:String — A String created using the getStoryboardState() method containing the state to restore.
|
See also
unloadStoryboard | () | method |
protected function unloadStoryboard():void
Performs cleanup actions when a storyboard is unloaded.
This method is invoked by the storyboard
property set method when the current value of the property
is not null
and the unload
event has not been cancelled. For the BasePlayer, this
method removes the internal reference to the old storyboard.
Descendant classes override this method to perform additional storyboard cleanup.
checkForComplete | Event |
impression.events.CheckForCompleteEvent
impression.events.CheckForCompleteEvent.CHECK_FOR_COMPLETE
Dispatched when the BasePlayer needs to resolve completion criteria beyond those defined for the class.
When the checkForComplete
method is invoked (either directly
or indirectly as a result of setting the storyboard
property),
the player will first attempt to remove all known completion criteria from
the CompleteRemaining
persisted property. If all known criteria
have been removed, and the persisted property value is not the empty string (""),
this event will be dispatched to allow the shell the opportunity to remove
the remaining criteria.
Property | Value |
---|---|
bubbles | false |
cancelable | false ; there is no default behavior to cancel. |
currentTarget | The object that is actively processing the Event object with an event listener. |
target | The object that raised the event. |
sb | The Storyboard object assigned to the target. |
completeWhen | The completion criteria required for the storyboard. |
completeRemaining | The completion criteria not yet met by the storyboard. |
complete | Event |
impression.events.StoryboardEvent
impression.events.StoryboardEvent.COMPLETE
Dispatched when a storyboard is marked as complete.
The player marks a storyboard complete by setting the storyboard's
Complete
persisted property to true
. This occurs when
the checkForComplete()
method is invoked and the value of the
CompleteRemaining
persisted property is the empty string ("").
If the alwaysCheckComplete
property value is true
,
this event will occur when the completion criteria have been removed, even
if the storyboard was previously marked complete. If the property value is
false
, this event will only occur the first time the storyboard
is marked complete.
Property | Value |
---|---|
bubbles | false |
cancelable | false ; there is no default behavior to cancel. |
currentTarget | The object that is actively processing the Event object with an event listener. |
target | The object that raised the event. |
sb | The Storyboard object assigned to the target. |
initialize | Event |
impression.events.StoryboardEvent
impression.events.StoryboardEvent.INITIALIZE
Dispatched after a storyboard is initialized.
This event is dispatched after the storyboard has been passed to the
player. If the storyboard is null
, or the storyboard's
Initialized
persisted property is true
, initialization
does not take place, and this event will not occur.
Property | Value |
---|---|
bubbles | false |
cancelable | false ; there is no default behavior to cancel. |
currentTarget | The object that is actively processing the Event object with an event listener. |
target | The object that raised the event. |
sb | The Storyboard object assigned to the target. |
loadComplete | Event |
impression.events.StoryboardEvent
impression.events.StoryboardEvent.LOAD_COMPLETE
Dispatched when storyboard loading is complete.
This event is dispatched after the storyboard has been passed to the player, and after initialization
and storyboard processing occurs. Unlike the StoryboardEvent.INITIALIZE
event, the
StoryboardEvent.LOAD_COMPLETE
event occurs every time the storyboard is loaded. If the
current storyboard is set to null
, this event will not occur.
For face-based players, this event occurs before the storyboard
property set method finishes
executing. For rendering players, this event will occur when storyboard processing is complete and all
external assets have finished loading.
Regardless of when this event is dispatched, the player will invoke the checkForComplete()
method
when the event returns to the player.
Property | Value |
---|---|
bubbles | false |
cancelable | false ; there is no default behavior to cancel. |
currentTarget | The object that is actively processing the Event object with an event listener. |
target | The object that raised the event. |
sb | The Storyboard object assigned to the target. |
loadStart | Event |
impression.events.StoryboardEvent
impression.events.StoryboardEvent.LOAD_START
Dispatched when a storyboard is loaded, but before any processing occurs.
This event is dispatched after the storyboard has been passed to the
player, but before any processing occurs. At this point, the player does not
maintain a reference to the storyboard. If the passed storyboard is null
,
this event will not occur.
This event occurs after any unload processing the player may have performed on the previously loaded storyboard.
The StoryboardEvent.LOAD_START constant defines the value of the type property of an load start event object. This event has the following properties:Property | Value |
---|---|
bubbles | false |
cancelable | true ; canceling this event object stops the load operation. |
currentTarget | The object that is actively processing the Event object with an event listener. |
target | The object that raised the event. |
sb | The Storyboard object assigned to the target. |
unload | Event |
impression.events.StoryboardEvent
impression.events.StoryboardEvent.UNLOAD
Dispatched before a storyboard is unloaded.
This event is dispatched after a new storyboard has been passed to the
player, but before the new storyboard is associated with the storyboard.
If the current (old) storyboard is null
, this event will not
occur.
This event occurs before any unload processing the player may perform on the current storyboard.
The StoryboardEvent.UNLOAD constant defines the value of the type property of an unload event object. This event has the following properties:Property | Value |
---|---|
bubbles | false |
cancelable | true ; canceling this event object stops the unload operation. |
currentTarget | The object that is actively processing the Event object with an event listener. |
target | The object that raised the event. |
sb | The Storyboard object assigned to the target. |