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Interface
TransitionEffect
vfx-js/src/transition/types.ts:49 ↗import type { TransitionEffect } from "@vfx-js/core";An effect that takes part in a run.
Outside a run it is skipped and the chain passes its input through.
render also runs while the old content is held (ctx.holding); pass the input through then unless you need those frames.
update runs only while the animation plays.
- Extends
-
Effect - Extended by
-
Transition
Properties
enabled from Effect
enabled?: boolean
Whether this effect renders. (Default: true)
Set to false to skip this effect's render(): the chain passes
its input straight through to the next stage (or to the canvas if
it is the last stage), with no draw. Re-checked every frame, so it
is a cheap runtime toggle — the effect stays attached and keeps its
buffers, paying no re-init cost.
init and update still run while disabled, so stateful effects
stay warm and re-enable seamlessly. Omitting the field (or
undefined) means enabled.
Methods
dispose from Effect
dispose?(): void
end
end?(): void
Called once when the run ends, is dropped or is cancelled.
init from Effect
init?(ctx: EffectContext): void | Promise<void>
outputRect from Effect
outputRect?(dims: EffectDims): ElementRect | undefined
The rect this stage draws into, as [x, y, w, h].
Coordinates are in physical pixels, relative to the element, with the origin at the bottom-left.
Omit this method (or return undefined) when the effect does not
change the size of the content, such as a grayscale or invert
filter. The stage then draws into the same rect as its input.
Some common rects to return:
dims.contentRect— just the element, with no extra space.- The element plus
pxextra pixels on every side, for effects like blur, glow, or drop shadow:[-px, -px, elementPixel[0] + 2 * px, elementPixel[1] + 2 * px]. dims.canvasRect— the whole canvas, including thescrollPaddingarea around the viewport.
Each stage picks its own rect. If one stage returns 100×100 and the next returns 50×50, those are the sizes used; rects do not grow as the chain runs.
render
render?(ctx: TransitionEffectContext): void
Render phase. Omit to make this effect transparent in the chain.
start
start?(run: TransitionRun): void
Called once per run while the old content is held, before the first frame.
update
update?(ctx: TransitionEffectContext): void
State-update phase. ctx.src / ctx.target may point to stale /
previous-frame handles here, so ctx.draw() MUST NOT be called.
If called, the orchestrator silently ignores it.