Drawing, Skinning and Degrafa This presentation covers drawing, skinning and the use of Degrafa to make things easier. Understanding the basics of drawing.

Slides:



Advertisements
Similar presentations
INTRODUCTION TO ADOBE FLASH CS4
Advertisements

1What is the Stage. 2How do you open a panel in Flash
1 Web Site Design Overview of the Internet Cookie Setton.
Tutorial 7 Planning and Creating a Flash Web Site.
© 2011 Delmar, Cengage Learning Chapter 7 Importing and Modifying Graphics.
Importing and Modifying Graphics
Dawn Pedersen Art Institute. Introduction Prior to Flash CS3, the movement of Illustrator and Photoshop documents into Flash was difficult. At that time,
Lab 10: Images and Skinning, Sound and Assets User Interface Lab: GUI Lab Oct. 30 th, 2013.
Adobe Flash CS4 – Illustrated Unit E: Optimizing and Publishing a Movie.
Chapter 4 Adding Images. Inserting and Aligning Images Using CSS When you choose graphics to add to a web page, it’s important to use graphic files in.
Agenda – Week 8, Day 1 Debrief from InDesign Transition to Flash/Animation Explore assignment Flash tutorials Lesson 1 - Workspace Lesson 2 - Drawing Lesson.
1 Flash and Animation Presented by : Behzad Sajed Khosrowshahi.
Chapter 8 – Part I Interactive Multimedia Authoring with Flash: Animation “Computers and Creativity” Richard D. Webster, COSC 109 Instructor Office: 7800.
Chapter 9 Introduction to ActionScript 3.0. Chapter 9 Lessons 1.Understand ActionScript Work with instances of movie clip symbols 3.Use code snippets.
Chapter 3 Working with Symbols and Interactivity.
What’s new in Fireworks 8 Optimization Integrated workflow Create without complexity Workflow Improvements.
Building a UI with Zen Pat McGibbon –Sales Engineer.
Lab 5: drawing and output User Interface Lab: GUI Lab Sep. 25 th, 2013.
Using Flash & Flex Together Jesse R. Warden Flex, Flash, & Flash Lite Consultant Universal Mind Blog:
Tutorial 6 Working with Bitmaps and Gradients, and Publishing Flash Files.
Advanced Level Course. Site Extras Site Extras consist of four categories: Stationeries Site Trash Designs Components.
Tutorial 2 Drawing Text, Adding Shapes, and Creating Symbols.
1 SEG3120 Analysis and Design for User Interfaces Flash Anis Zarrad Parallel Simulations and Distributed Systems (PARADISE) Research Laboratory SITE, University.
© 2011 Delmar, Cengage Learning Chapter 3 Working with Symbols and Interactivity.
© 2012 Adobe Systems Incorporated. All Rights Reserved. Copyright 2012 Adobe Systems Incorporated. All rights reserved. ® INTRODUCTION TO FLASH ANIMATION.
® Copyright 2008 Adobe Systems Incorporated. All rights reserved. ® ® 1 INTRODUCTION TO ADOBE FLASH CS3.
® Copyright 2010 Adobe Systems Incorporated. All rights reserved. ® ® 1 INTRODUCTION TO ADOBE FLASH PROFESSIONAL CS5.
UNDERSTANDING ADOBE FLASH. The Flash Interface  The flash interface provides you with:  A menu bar  Panels  A work area: stage.
Working with Symbols and Interactivity
® Copyright 2009 Adobe Systems Incorporated. All rights reserved. Adobe confidential.1 Moving from Flex 3 to Flex 4 The Good, the Bad, and the Ugly… Joan.
Session 1 SESSION 1 Working with Dreamweaver 8.0.
Creating a Logo – Lesson 3 1 Creating a Logo Lesson 3.
© 2010 Delmar, Cengage Learning Chapter 3: Working with Symbols and Interactivity.
Tutorial 1 Introducing Adobe Flash CS3 Professional
CSC 361/661 Digital Media Spring 2010 Professor Burg.
Adobe Dreamweaver CS3 Revealed CHAPTER THREE: WORKING WITH TEXT AND IMAGES.
Copyright © 2003 Pearson Education, Inc. Chapter 2, Slide 1 by Michael Kay The Web Wizard’s Guide to Flash.
 The creation of moving pictures one frame at a time Literally 'to bring to life' e.g. make a sequence of drawings on paper, in which a character's position.
Tutorial 7 Planning and Creating a Flash Web Site.
Agenda – Week 8, Day 2 Tuesday Intro to Flash Animation process Computer animation Lesson 1 – Overview Lesson 2 – Drawing Lesson 4 – Layers Lesson 8 –
Tutorial 2 Drawing Shapes, Adding Text, and Creating Symbols.
General Purpose Packages GRAPHICS Chapter 5. General Purpose Packages Features of Graphics Packages Entering text Entering text Common tools Common tools.
Introduction to Flash Animation CS 318. Topics Introduction to Flash and animation The Flash development environment Creating Flash animations  Layers.
I MPORTING AND M ODIFYING G RAPHICS. 1. Understand and import graphics 2. Break apart bitmaps and use bitmap fills 3. Trace bitmap graphics Objectives.
Adobe/Macromedia Fireworks JAOIT 8. Fireworks – what is it? Adobe Fireworks (formerly Macromedia Fireworks) is a bitmap and vector graphics editor. It.
Introduction to Vector Graphics and Adobe Illustrator CS3
CISC 110 Day 5 OOP Part 2. 2 Outline The Display List Display List Classes Adding and Removing Objects Adding Symbol Instances Managing Object Depths.
Adobe Illustrator CS5 – Illustrated Unit C: Going Beyond the Basics.
Adobe Dreamweaver CC: The Professional Portfolio Project 3: Photographer’s Web Site Working with static images Controlling backgrounds with CSS Working.
Reading Flash. Training target: Read the following reading materials and use the reading skills mentioned in the passages above. You may also choose some.
© 2011 Delmar, Cengage Learning Chapter 10 Using ActionScript to Enhance User Experience.
XP Tutorial 7 Creating a Flash Web Site. XP New Perspectives on Macromedia Flash 82 Objectives Plan and create a Flash Web site Create a Flash template.
1 A Basic Introduction to Flash. Outline What is a flash? Macromedia Flash MX 2004 Flash concepts Flash Demos Conclusion Additional help 2.
2006 Adobe Systems Incorporated. All Rights Reserved. 1 Flex for Flash Developers Sho Kuwamoto Sr. Director, Engineering Adobe Systems, Inc.
Flash Develop Rich Internet Content and Applications –Design motion graphics or build data-driven applications Flash Document = “.fla” filename extension.
Chapter 13 Preparing Graphics for the Web. Creating Slices When you create graphics for the web, you will need to pay attention to different considerations.
Adobe Flash Professional CS5 – Illustrated Unit E: Optimizing and Publishing a Movie.
Adobe Illustrator CS5 - Illustrated Unit A:Getting Started with Adobe Illustrator CS5.
CHAPTER 5 Graphics Drawing Audio. Chapter objectives: Learn to draw to a canvas Examine the process of adding drawn elements and UI controls to a layout.
CDM105 Session 12 Macromedia FLASH MX 2004 Part 5 : Sounds, publishing your movies, and the ‘Get URL’ action.
Efficient Game Graphics From Flash MX 2004 Game Design Demystified.
© 2016 Pearson Education, Inc., Hoboken, NJ. All rights reserved.
Creating a Flash Web Site
Flash Interface, Commands and Functions
ADOBE FIREWORKS.
Animate Workspace. Objective % Utilize appropriate tools and methods to produce digital animation.
INTRODUCTION TO FLASH ANIMATION
Working with Symbols and Interactivity
Getting Started with Adobe Illustrator CS6
ANIMATE WORKSPACE Stage Timeline Properties Panel Library Panel
Presentation transcript:

Drawing, Skinning and Degrafa This presentation covers drawing, skinning and the use of Degrafa to make things easier. Understanding the basics of drawing and skinning will help you understand the why? behind Degrafas existence. What is Degrafa? Short name for the Declarative Graphics Framework. Lets you draw without ActionScript. Degrafa doesn't do anything you can't do on your own with the graphics package. Because you can draw with Degrafa, you can also skin with Degrafa.

Drawing in ActionScript MovieClip vs Sprite vs Shape Sprite is like MovieClip without the timeline (and therefore, without the overhead) Shape can be drawn on like Sprite, but it is not a display object container and cannot hold children like Sprite. FlexSprite & FlexShape These extend Sprite and Shape respectively and override the toString() method to indicate the location of the object within the DisplayObject hierarchy. UIComponent Extends FlexSprite. Implements IUIComponent, IFlexDisplayObject.

More on ActionScript Drawing Draw in AS using flash.display.Graphics Contained in Sprite and Shape objects. Includes the properties and methods for drawing lines, fills, and shapes. Drawing in this manner can be quite tedious. See Example_01_BasicDrawing.mxml for an example of drawing using the Graphics class methods. See Example_02_DrawingApp.mxml for a dynamic drawing demo.

How does Degrafa make drawing easier? Degrafa gives you MXML tags to consolidate the ActionScript code snippets. Initially, it might seem that there is not much reduction in code size. The tags will help you organize your artwork and skins (easier to maintain). Binding within these tags makes this even more powerful. Basic Drawing If you are drawing, you need a surface and you need to declare strokes, fills and geometry groups. The Surface is a simple UIComponent extension that allows Degrafa objects to be added to it's display list. See Example_03_DegrafaBasicDrawing.mxml.

More Sophisticated Drawings with Degrafa Degrafa really shines when you want to get into complex shapes. AutoShapes (recently added) provides you with a nice library of default complex shapes. Combined with strokes and fills, you can get very fancy.

The Power of the Path: Using External Tools with Degrafa Can use Illustrator SVG data to create Degrafa drawings Draw the skin or artwork in Illustrator. Export the SVG data. Use the SVG data within the Degrafa tags to re-create the artwork. See Example_05_DegrafaCustomShapes.mxml.

SkinningSkinning Skinning is the process of changing the appearance of a component by modifying or replacing its visual elements. These elements can be made up of bitmap images or SWF files (Graphical Skinning), or they can be class files that contain drawing methods that define vector images (Programmatic Skinning). Graphical Skinning Embed images in the Flex application (GIF, JPEG, PNG or SWF files containing symbols). Programmatic Skinning Extends one of the existing skin classes. Implement the required interfaces and write the rest yourself.

Graphical Skinning You can use image files or SWF symbols as skins Positives: Easy to understand and execute. Great if you know what you are doing with the CS3/CS4 Adobe applications (Flash, PhotoShop, Illustrator, Fireworks). Adobe provides templates at : Negatives: Increases file size if you embed these assets in your SWFs. Welcome to the world of Scale-Nine slicing. (not really negative) See Example_06_SimpleGraphicalSkin.mxml

Programmatic Skinning by Implementing You can create a UIComponent that implements the required interface. Which interface you implement depends upon what you are trying to create. (ie Does it need a border? Does it need to reflect states?) You can implement: mx.core.IProgrammaticSkin Ensures that any implementing class has an accessible name property, which is used to determine the state of the skin. mx.core.IBorder Ensures interface ensures that any implementing class has an accessible borderMetrics property.

Programmatic Skinning by Extending You can extend: mx.skins.ProgrammaticSkin Simple and lightweight. Used for simple graphics without borders (ie small rectangle that indicates the selected date in DateChooser component). mx.skins.Border Extends mx.skins.ProgrammaticSkin. Used to skin controls that have borders (ie Buttons). Adds borderMetrics which communicates the dimensions of the border being drawn to other classes. mx.skins.RectangularBorder Extends Border. Adds support for background images. See Example_07_SimpleProgrammaticSkin.mxml.

Degrafa and Skinning If you create a programmatic skin by using the drawing API, then you can also create the same skin using Degrafa. Degrafa artwork versus Degrafa skins: Skins need to use updateDisplayList() and other lifecycle methods to make runtime adjustments. Skins do not use the surface. Skins are instances of GraphicProgrammaticSkin, GraphicBorderSkin or GraphicRectangularBorderSkin (extend the corresponding Flex skin classes) (do you see a pattern? Degrafa just gives you tags instead of AS classes) See Example_08_SimpleDegrafaSkin.mxml.

Degrafa and Stateful Skinning Components communicate with their skins using the name of their state. (ie upSkin, overSkin) Degrafa can respond to these state names and update its structure and design accordingly. See Example_09_StatefulDegrafaSkin.mxml.

Degrafa Custom Skins using External Tools Just like we created artwork using SVG path data, we can also create skins using this method. You can use the Path or Polygon Degrafa tags with the SVG data to build skins. See Example_10_CustomDegrafaSkin.mxml.

Degrafa Skinning with CSS Degrafa also provides the CSSSkin class which lets you skin components without creating a new Degrafa skin class. You can declare the CSSSkin class in your stylesheet and then specify the customizations using CSS notation. See Example_11_CSSDegrafaSkin.mxml.

Degrafas Impact on Flex 4 The idea of describing skins using tags has heavily influenced the design of the upcoming release of Flex 4 (Gumbo). FXG syntax looks very similar to Degrafa syntax. Adobe has brought the Degrafa team onboard. Degrafa and FXG will eventually either merge or Degrafa will extend FXGs functionality.

Thats all folks! The End