openfl.filters

..
BitmapFilter

The BitmapFilter class is the base class for all image filter effects.

BitmapFilterQuality

The BitmapFilterQuality class contains values to set the rendering quality of a BitmapFilter object.

BitmapFilterShader

BitmapFilterType

The BitmapFilterType class contains values to set the type of a BitmapFilter.

BlurFilter

The BlurFilter class lets you apply a blur visual effect to display objects. A blur effect softens the details of an image. You can produce blurs that range from a softly unfocused look to a Gaussian blur, a hazy appearance like viewing an image through semi-opaque glass. When the quality property of this filter is set to low, the result is a softly unfocused look. When the quality property is set to high, it approximates a Gaussian blur filter. You can apply the filter to any display object (that is, objects that inherit from the DisplayObject class), such as MovieClip, SimpleButton, TextField, and Video objects, as well as to BitmapData objects.

ColorMatrixFilter

The ColorMatrixFilter class lets you apply a 4 x 5 matrix transformation on the RGBA color and alpha values of every pixel in the input image to produce a result with a new set of RGBA color and alpha values. It allows saturation changes, hue rotation, luminance to alpha, and various other effects. You can apply the filter to any display object (that is, objects that inherit from the DisplayObject class), such as MovieClip, SimpleButton, TextField, and Video objects, as well as to BitmapData objects. Note: For RGBA values, the most significant byte represents the red channel value, followed by green, blue, and then alpha.

ConvolutionFilter

The ConvolutionFilter class applies a matrix convolution filter effect. A convolution combines pixels in the input image with neighboring pixels to produce an image. A wide variety of image effects can be achieved through convolutions, including blurring, edge detection, sharpening, embossing, and beveling. You can apply the filter to any display object (that is, objects that inherit from the DisplayObject class), such as MovieClip, SimpleButton, TextField, and Video objects, as well as to BitmapData objects. To create a convolution filter, use the syntax new ConvolutionFilter(). The use of filters depends on the object to which you apply the filter:

DisplacementMapFilter

The DisplacementMapFilter class uses the pixel values from the specified BitmapData object (called the displacement map image) to perform a displacement of an object. You can use this filter to apply a warped or mottled effect to any object that inherits from the DisplayObject class, such as MovieClip, SimpleButton, TextField, and Video objects, as well as to BitmapData objects. The use of filters depends on the object to which you apply the filter:

DisplacementMapFilterMode

The DisplacementMapFilterMode class provides values for the mode property of the DisplacementMapFilter class.

DropShadowFilter

The DropShadowFilter class lets you add a drop shadow to display objects. The shadow algorithm is based on the same box filter that the blur filter uses. You have several options for the style of the drop shadow, including inner or outer shadow and knockout mode. You can apply the filter to any display object (that is, objects that inherit from the DisplayObject class), such as MovieClip, SimpleButton, TextField, and Video objects, as well as to BitmapData objects.

GlowFilter

The GlowFilter class lets you apply a glow effect to display objects. You have several options for the style of the glow, including inner or outer glow and knockout mode. The glow filter is similar to the drop shadow filter with the distance and angle properties of the drop shadow filter set to 0. You can apply the filter to any display object(that is, objects that inherit from the DisplayObject class), such as MovieClip, SimpleButton, TextField, and Video objects, as well as to BitmapData objects.

ShaderFilter

The ShaderFilter class applies a filter by executing a shader on the object being filtered. The filtered object is used as an input to the shader, and the shader output becomes the filter result. To create a new filter, use the constructor new ShaderFilter(). The use of filters depends on the object to which you apply the filter: