| Package | flash.display |
| Class | public final class GraphicsBitmapFill |
| Inheritance | GraphicsBitmapFill Object |
| Implements | IGraphicsFill, IGraphicsData |
A GraphicsBitmapFill object can be used with the Graphics.drawGraphicsData() method.
when this object is drawn it is the equivalent of calling the Graphics.beginBitmapFill() method.
See also
| Property | Defined By | ||
|---|---|---|---|
| bitmapData : BitmapData
A transparent or opaque bitmap image. | GraphicsBitmapFill | ||
![]() | constructor : Object
A reference to the class object or constructor function for a given object instance. | Object | |
| matrix : Matrix
A matrix object (of the flash.geom.Matrix class), which you can use to
define transformations on the bitmap. | GraphicsBitmapFill | ||
![]() | prototype : Object [static]
A reference to the prototype object of a class or function object. | Object | |
| repeat : Boolean
Specifes whether the bitmap image should be repeat in a tiled pattern. | GraphicsBitmapFill | ||
| smooth : Boolean
Specifies whether to apply a smoothing algorithm to the bitmap image. | GraphicsBitmapFill | ||
| Method | Defined By | ||
|---|---|---|---|
GraphicsBitmapFill(bitmapData:BitmapData = null, matrix:Matrix = null, repeat:Boolean = true, smooth:Boolean = false)
Creates a new GraphicsBitmapFill object. | GraphicsBitmapFill | ||
![]() |
Indicates whether an object has a specified property defined. | Object | |
![]() |
Indicates whether an instance of the Object class is in the prototype chain of the object specified
as the parameter. | Object | |
![]() |
Indicates whether the specified property exists and is enumerable. | Object | |
![]() |
Sets the availability of a dynamic property for loop operations. | Object | |
![]() |
Returns the string representation of the specified object. | Object | |
![]() |
Returns the primitive value of the specified object. | Object | |
| bitmapData | property |
| matrix | property |
public var matrix:MatrixA matrix object (of the flash.geom.Matrix class), which you can use to define transformations on the bitmap. For instance, you can use the following matrix to rotate a bitmap by 45 degrees (pi/4 radians):
matrix = new flash.geom.Matrix();
matrix.rotate(Math.PI / 4);
See also
| repeat | property |
public var repeat:BooleanSpecifes whether the bitmap image should be repeat in a tiled pattern.
If true, the bitmap image repeats in a tiled pattern. If
false, the bitmap image does not repeat, and the outermost pixels along
the edges of the bitmap are used for any fill area that extends beyond the bitmap's bounds.
For example, consider the following bitmap (a 20 x 20-pixel checkerboard pattern):

When repeat is set to true (as in the following example), the bitmap fill
repeats the bitmap:

When repeat is set to false, the bitmap fill uses the edge
pixels for the fill area outside of the bitmap:

| smooth | property |
public var smooth:BooleanSpecifies whether to apply a smoothing algorithm to the bitmap image.
If false, upscaled bitmap images are rendered by using a
nearest-neighbor algorithm and look pixelated. If true, upscaled
bitmap images are rendered by using a bilinear algorithm. Rendering by using the nearest
neighbor algorithm is usually faster.
| GraphicsBitmapFill | () | Constructor |
public function GraphicsBitmapFill(bitmapData:BitmapData = null, matrix:Matrix = null, repeat:Boolean = true, smooth:Boolean = false)Creates a new GraphicsBitmapFill object.
ParametersbitmapData:BitmapData (default = null) — A transparent or opaque bitmap image that contains the bits to be displayed.
| |
matrix:Matrix (default = null) — A matrix object (of the flash.geom.Matrix class), which you can use to
define transformations on the bitmap.
| |
repeat:Boolean (default = true) — If true, the bitmap image repeats in a tiled pattern. If
false, the bitmap image does not repeat, and the edges of the bitmap are
used for any fill area that extends beyond the bitmap.
| |
smooth:Boolean (default = false) — If false, upscaled bitmap images are rendered by using a
nearest-neighbor algorithm and look pixelated. If true, upscaled
bitmap images are rendered by using a bilinear algorithm. Rendering by using the nearest
neighbor algorithm is usually faster.
|
See also