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Class InteractiveObject

The InteractiveObject class is the abstract base class for all display objects with which the user can interact, using the mouse, keyboard, or other user input device.

You cannot instantiate the InteractiveObject class directly. A call to the new InteractiveObject() constructor throws an ArgumentError exception.

The InteractiveObject class itself does not include any APIs for rendering content onscreen. To create a custom subclass of the InteractiveObject class, extend one of the subclasses that do have APIs for rendering content onscreen, such as the Sprite, SimpleButton, TextField, or MovieClip classes.

:event

clear Dispatched when the user selects 'Clear'(or 'Delete') from the text context menu. This event is dispatched to the object that currently has focus. If the object that currently has focus is a TextField, the default behavior of this event is to cause any currently selected text in the text field to be deleted.

:event

click Dispatched when a user presses and releases the main button of the user's pointing device over the same InteractiveObject. For a click event to occur, it must always follow this series of events in the order of occurrence: mouseDown event, then mouseUp. The target object must be identical for both of these events; otherwise the click event does not occur. Any number of other mouse events can occur at any time between the mouseDown or mouseUp events; the click event still occurs.

:event

contextMenu Dispatched when a user gesture triggers the context menu associated with this interactive object in an AIR application.

:event

copy Dispatched when the user activates the platform-specific accelerator key combination for a copy operation or selects 'Copy' from the text context menu. This event is dispatched to the object that currently has focus. If the object that currently has focus is a TextField, the default behavior of this event is to cause any currently selected text in the text field to be copied to the clipboard.

:event

cut Dispatched when the user activates the platform-specific accelerator key combination for a cut operation or selects 'Cut' from the text context menu. This event is dispatched to the object that currently has focus. If the object that currently has focus is a TextField, the default behavior of this event is to cause any currently selected text in the text field to be cut to the clipboard.

:event

doubleClick Dispatched when a user presses and releases the main button of a pointing device twice in rapid succession over the same InteractiveObject when that object's doubleClickEnabled flag is set to true. For a doubleClick event to occur, it must immediately follow the following series of events: mouseDown, mouseUp, click, mouseDown, mouseUp. All of these events must share the same target as the doubleClick event. The second click, represented by the second mouseDown and mouseUp events, must occur within a specific period of time after the click event. The allowable length of this period varies by operating system and can often be configured by the user. If the target is a selectable text field, the word under the pointer is selected as the default behavior. If the target InteractiveObject does not have its doubleClickEnabled flag set to true it receives two click events.

                          The `doubleClickEnabled`
                          property defaults to `false`.

                          The double-click text selection behavior
                          of a TextField object is not related to the
                          `doubleClick` event. Use
                          `TextField.doubleClickEnabled` to
                          control TextField selections.
:event

focusIn Dispatched after a display object gains focus. This situation happens when a user highlights the object with a pointing device or keyboard navigation. The recipient of such focus is called the target object of this event, while the corresponding InteractiveObject instance that lost focus because of this change is called the related object. A reference to the related object is stored in the receiving object's relatedObject property. The shiftKey property is not used. This event follows the dispatch of the previous object's focusOut event.

:event

focusOut Dispatched after a display object loses focus. This happens when a user highlights a different object with a pointing device or keyboard navigation. The object that loses focus is called the target object of this event, while the corresponding InteractiveObject instance that receives focus is called the related object. A reference to the related object is stored in the target object's relatedObject property. The shiftKey property is not used. This event precedes the dispatch of the focusIn event by the related object.

:event

gesturePan Dispatched when the user moves a point of contact over the InteractiveObject instance on a touch-enabled device(such as moving a finger from left to right over a display object on a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as a mouseOver event and as a touchOver event.

                          Specifically, if a user moves a finger
                          over an InteractiveObject, the
                          InteractiveObject instance can dispatch a
                          `mouseOver` event or a
                          `touchOver` event or a
                          `gesturePan` event, or all if the
                          current environment supports it. Choose how
                          you want to handle the user interaction. Use
                          the openfl.ui.Multitouch class to manage touch
                          event handling(enable touch gesture event
                          handling, simple touch point event handling,
                          or disable touch events so only mouse events
                          are dispatched). If you choose to handle the
                          `mouseOver` event, then the same
                          event handler will run on a touch-enabled
                          device and a mouse enabled device. However,
                          if you choose to handle the
                          `gesturePan` event, you can design
                          your event handler to respond to the specific
                          needs of a touch-enabled environment and
                          provide users with a richer touch-enabled
                          experience. You can also handle both events,
                          separately, to provide a different response
                          for a touch event than a mouse event.

                          **Note:** See the Multitouch class for
                          environment compatibility information.
:event

gesturePressAndTap Dispatched when the user creates a point of contact with an InteractiveObject instance, then taps on a touch-enabled device(such as placing several fingers over a display object to open a menu and then taps one finger to select a menu item on a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as a combination of several mouse events, as well.

                          Specifically, if a user moves a finger
                          over an InteractiveObject, and then provides
                          a secondary tap, the InteractiveObject
                          instance can dispatch a
                          `mouseOver` event and a
                          `click` event(among others) as
                          well as the `gesturePressAndTap`
                          event, or all if the current environment
                          supports it. Choose how you want to handle
                          the user interaction. Use the
                          openfl.ui.Multitouch class to manage touch
                          event handling(enable touch gesture event
                          handling, simple touch point event handling,
                          or disable touch events so only mouse events
                          are dispatched). If you choose to handle the
                          `mouseOver` event, then the same
                          event handler will run on a touch-enabled
                          device and a mouse enabled device. However,
                          if you choose to handle the
                          `gesturePressAndTap` event, you
                          can design your event handler to respond to
                          the specific needs of a touch-enabled
                          environment and provide users with a richer
                          touch-enabled experience. You can also handle
                          both events, separately, to provide a
                          different response for a touch event than a
                          mouse event.

                          When handling the properties of the event
                          object, note that the `localX` and
                          `localY` properties are set to the
                          primary point of contact(the "push"). The
                          `offsetX` and `offsetY`
                          properties are the distance to the secondary
                          point of contact(the "tap").
:event

gestureRotate Dispatched when the user performs a rotation gesture at a point of contact with an InteractiveObject instance(such as touching two fingers and rotating them over a display object on a mobile phone or tablet with a touch screen). Two-finger rotation is a common rotation gesture, but each device and operating system can have its own requirements to indicate rotation. Some devices might also interpret this contact as a combination of several mouse events, as well.

                          Specifically, if a user moves a finger
                          over an InteractiveObject, the
                          InteractiveObject instance can dispatch a
                          `mouseOver` event and a
                          `click` event(among others), in
                          addition to the `gestureRotate`
                          event, or all if the current environment
                          supports it. Choose how you want to handle
                          the user interaction. Use the
                          openfl.ui.Multitouch class to manage touch
                          event handling(enable touch gesture event
                          handling, simple touch point event handling,
                          or disable touch events so only mouse events
                          are dispatched). If you choose to handle the
                          `mouseOver` event, then the same
                          event handler will run on a touch-enabled
                          device and a mouse enabled device. However,
                          if you choose to handle the
                          `gestureRotate` event, you can
                          design your event handler to respond to the
                          specific needs of a touch-enabled environment
                          and provide users with a richer touch-enabled
                          experience. You can also handle both events,
                          separately, to provide a different response
                          for a touch event than a mouse event.

                          When handling the properties of the event
                          object, note that the `localX` and
                          `localY` properties are set to the
                          primary point of contact. The
                          `offsetX` and `offsetY`
                          properties are the distance to the point of
                          contact where the rotation gesture is
                          complete.

                          **Note:** See the Multitouch class for
                          environment compatibility information.
:event

gestureSwipe Dispatched when the user performs a swipe gesture at a point of contact with an InteractiveObject instance(such as touching three fingers to a screen and then moving them in parallel over a display object on a mobile phone or tablet with a touch screen). Moving several fingers in parallel is a common swipe gesture, but each device and operating system can have its own requirements for a swipe. Some devices might also interpret this contact as a combination of several mouse events, as well.

                          Specifically, if a user moves a finger
                          over an InteractiveObject, and then moves the
                          fingers together, the InteractiveObject
                          instance can dispatch a `rollOver`
                          event and a `rollOut` event(among
                          others), in addition to the
                          `gestureSwipe` event, or all if
                          the current environment supports it. Choose
                          how you want to handle the user interaction.
                          If you choose to handle the
                          `rollOver` event, then the same
                          event handler will run on a touch-enabled
                          device and a mouse enabled device. However,
                          if you choose to handle the
                          `gestureSwipe` event, you can
                          design your event handler to respond to the
                          specific needs of a touch-enabled environment
                          and provide users with a richer touch-enabled
                          experience. You can also handle both events,
                          separately, to provide a different response
                          for a touch event than a mouse event.

                          When handling the properties of the event
                          object, note that the `localX` and
                          `localY` properties are set to the
                          primary point of contact. The
                          `offsetX` and `offsetY`
                          properties are the distance to the point of
                          contact where the swipe gesture is
                          complete.

                          **Note:** While some devices using the
                          Mac OS operating system can interpret a
                          four-finger swipe, this API only supports a
                          three-finger swipe.
:event

gestureTwoFingerTap Dispatched when the user presses two points of contact over the same InteractiveObject instance on a touch-enabled device(such as presses and releases two fingers over a display object on a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as a doubleClick event.

                          Specifically, if a user taps two fingers
                          over an InteractiveObject, the
                          InteractiveObject instance can dispatch a
                          `doubleClick` event or a
                          `gestureTwoFingerTap` event, or
                          both if the current environment supports it.
                          Choose how you want to handle the user
                          interaction. Use the openfl.ui.Multitouch
                          class to manage touch event handling(enable
                          touch gesture event handling, simple touch
                          point event handling, or disable touch events
                          so only mouse events are dispatched). If you
                          choose to handle the `doubleClick`
                          event, then the same event handler will run
                          on a touch-enabled device and a mouse enabled
                          device. However, if you choose to handle the
                          `gestureTwoFingerTap` event, you
                          can design your event handler to respond to
                          the specific needs of a touch-enabled
                          environment and provide users with a richer
                          touch-enabled experience. You can also handle
                          both events, separately, to provide a
                          different response for a touch event than a
                          mouse event.

                          **Note:** See the Multitouch class for
                          environment compatibility information.
:event

gestureZoom Dispatched when the user performs a zoom gesture at a point of contact with an InteractiveObject instance(such as touching two fingers to a screen and then quickly spreading the fingers apart over a display object on a mobile phone or tablet with a touch screen). Moving fingers apart is a common zoom gesture, but each device and operating system can have its own requirements to indicate zoom. Some devices might also interpret this contact as a combination of several mouse events, as well.

                          Specifically, if a user moves a finger
                          over an InteractiveObject, and then moves the
                          fingers apart, the InteractiveObject instance
                          can dispatch a `mouseOver` event
                          and a `click` event(among
                          others), in addition to the
                          `gestureZoom` event, or all if the
                          current environment supports it. Choose how
                          you want to handle the user interaction. Use
                          the openfl.ui.Multitouch class to manage touch
                          event handling(enable touch gesture event
                          handling, simple touch point event handling,
                          or disable touch events so only mouse events
                          are dispatched). If you choose to handle the
                          `mouseOver` event, then the same
                          event handler will run on a touch-enabled
                          device and a mouse enabled device. However,
                          if you choose to handle the
                          `gestureZoom` event, you can
                          design your event handler to respond to the
                          specific needs of a touch-enabled environment
                          and provide users with a richer touch-enabled
                          experience. You can also handle both events,
                          separately, to provide a different response
                          for a touch event than a mouse event.

                          When handling the properties of the event
                          object, note that the `localX` and
                          `localY` properties are set to the
                          primary point of contact. The
                          `offsetX` and `offsetY`
                          properties are the distance to the point of
                          contact where the zoom gesture is
                          complete.

                          **Note:** See the Multitouch class for
                          environment compatibility information.
:event

imeStartComposition This event is dispatched to any client app that supports inline input with an IME

:event

keyDown Dispatched when the user presses a key. Mappings between keys and specific characters vary by device and operating system. This event type is generated after such a mapping occurs but before the processing of an input method editor(IME). IMEs are used to enter characters, such as Chinese ideographs, that the standard QWERTY keyboard is ill-equipped to produce. This event occurs before the keyUp event.

                          In AIR, canceling this event prevents the
                          character from being entered into a text
                          field.
:event

keyFocusChange Dispatched when the user attempts to change focus by using keyboard navigation. The default behavior of this event is to change the focus and dispatch the corresponding focusIn and focusOut events.

                          This event is dispatched to the object
                          that currently has focus. The related object
                          for this event is the InteractiveObject
                          instance that receives focus if you do not
                          prevent the default behavior. You can prevent
                          the change in focus by calling the
                          `preventDefault()` method in an
                          event listener that is properly registered
                          with the target object. Focus changes and
                          `focusIn` and
                          `focusOut` events are dispatched
                          by default.
:event

keyUp Dispatched when the user releases a key. Mappings between keys and specific characters vary by device and operating system. This event type is generated after such a mapping occurs but before the processing of an input method editor(IME). IMEs are used to enter characters, such as Chinese ideographs, that the standard QWERTY keyboard is ill-equipped to produce. This event occurs after a keyDown event and has the following characteristics:

:event

middleClick Dispatched when a user presses and releases the middle button of the user's pointing device over the same InteractiveObject. For a middleClick event to occur, it must always follow this series of events in the order of occurrence: middleMouseDown event, then middleMouseUp. The target object must be identical for both of these events; otherwise the middleClick event does not occur. Any number of other mouse events can occur at any time between the middleMouseDown or middleMouseUp events; the middleClick event still occurs.

:event

middleMouseDown Dispatched when a user presses the middle pointing device button over an InteractiveObject instance.

:event

middleMouseUp Dispatched when a user releases the pointing device button over an InteractiveObject instance.

:event

mouseDown Dispatched when a user presses the pointing device button over an InteractiveObject instance. If the target is a SimpleButton instance, the SimpleButton instance displays the downState display object as the default behavior. If the target is a selectable text field, the text field begins selection as the default behavior.

:event

mouseFocusChange Dispatched when the user attempts to change focus by using a pointer device. The default behavior of this event is to change the focus and dispatch the corresponding focusIn and focusOut events.

                          This event is dispatched to the object
                          that currently has focus. The related object
                          for this event is the InteractiveObject
                          instance that receives focus if you do not
                          prevent the default behavior. You can prevent
                          the change in focus by calling
                          `preventDefault()` in an event
                          listener that is properly registered with the
                          target object. The `shiftKey`
                          property is not used. Focus changes and
                          `focusIn` and
                          `focusOut` events are dispatched
                          by default.
:event

mouseMove Dispatched when a user moves the pointing device while it is over an InteractiveObject. If the target is a text field that the user is selecting, the selection is updated as the default behavior.

:event

mouseOut Dispatched when the user moves a pointing device away from an InteractiveObject instance. The event target is the object previously under the pointing device. The relatedObject is the object the pointing device has moved to. If the target is a SimpleButton instance, the button displays the upState display object as the default behavior.

                          The `mouseOut` event is
                          dispatched each time the mouse leaves the
                          area of any child object of the display
                          object container, even if the mouse remains
                          over another child object of the display
                          object container. This is different behavior
                          than the purpose of the `rollOut`
                          event, which is to simplify the coding of
                          rollover behaviors for display object
                          containers with children. When the mouse
                          leaves the area of a display object or the
                          area of any of its children to go to an
                          object that is not one of its children, the
                          display object dispatches the
                          `rollOut` event.The
                          `rollOut` events are dispatched
                          consecutively up the parent chain of the
                          object, starting with the object and ending
                          with the highest parent that is neither the
                          root nor an ancestor of the
                          `relatedObject`.
:event

mouseOver Dispatched when the user moves a pointing device over an InteractiveObject instance. The relatedObject is the object that was previously under the pointing device. If the target is a SimpleButton instance, the object displays the overState or upState display object, depending on whether the mouse button is down, as the default behavior.

                          The `mouseOver` event is
                          dispatched each time the mouse enters the
                          area of any child object of the display
                          object container, even if the mouse was
                          already over another child object of the
                          display object container. This is different
                          behavior than the purpose of the
                          `rollOver` event, which is to
                          simplify the coding of rollout behaviors for
                          display object containers with children. When
                          the mouse enters the area of a display object
                          or the area of any of its children from an
                          object that is not one of its children, the
                          display object dispatches the
                          `rollOver` event. The
                          `rollOver` events are dispatched
                          consecutively down the parent chain of the
                          object, starting with the highest parent that
                          is neither the root nor an ancestor of the
                          `relatedObject` and ending with
                          the object.
:event

mouseUp Dispatched when a user releases the pointing device button over an InteractiveObject instance. If the target is a SimpleButton instance, the object displays the upState display object. If the target is a selectable text field, the text field ends selection as the default behavior.

:event

mouseWheel Dispatched when a mouse wheel is spun over an InteractiveObject instance. If the target is a text field, the text scrolls as the default behavior. Only available on Microsoft Windows operating systems.

:event

nativeDragComplete Dispatched by the drag initiator InteractiveObject when the user releases the drag gesture.

                          The event's dropAction property indicates
                          the action set by the drag target object; a
                          value of "none"
                         (`DragActions.NONE`) indicates
                          that the drop was canceled or was not
                          accepted.

                          The `nativeDragComplete` event
                          handler is a convenient place to update the
                          state of the initiating display object, for
                          example, by removing an item from a list(on
                          a drag action of "move"), or by changing the
                          visual properties.
:event

nativeDragDrop Dispatched by the target InteractiveObject when a dragged object is dropped on it and the drop has been accepted with a call to DragManager.acceptDragDrop().

                          Access the dropped data using the event
                          object `clipboard` property.

                          The handler for this event should set the
                          `DragManager.dropAction` property
                          to provide feedback to the initiator object
                          about which drag action was taken. If no
                          value is set, the DragManager will select a
                          default value from the list of allowed
                          actions.
:event

nativeDragEnter Dispatched by an InteractiveObject when a drag gesture enters its boundary.

                          Handle either the
                          `nativeDragEnter` or
                          `nativeDragOver` events to allow
                          the display object to become the drop
                          target.

                          To determine whether the dispatching
                          display object can accept the drop, check the
                          suitability of the data in
                          `clipboard` property of the event
                          object, and the allowed drag actions in the
                          `allowedActions` property.
:event

nativeDragExit Dispatched by an InteractiveObject when a drag gesture leaves its boundary.

:event

nativeDragOver Dispatched by an InteractiveObject continually while a drag gesture remains within its boundary.

                          `nativeDragOver` events are
                          dispatched whenever the mouse is moved. On
                          Windows and Mac, they are also dispatched on
                          a short timer interval even when the mouse
                          has not moved.

                          Handle either the
                          `nativeDragOver` or
                          `nativeDragEnter` events to allow
                          the display object to become the drop
                          target.

                          To determine whether the dispatching
                          display object can accept the drop, check the
                          suitability of the data in
                          `clipboard` property of the event
                          object, and the allowed drag actions in the
                          `allowedActions` property.
:event

nativeDragStart Dispatched at the beginning of a drag operation by the InteractiveObject that is specified as the drag initiator in the DragManager.doDrag() call.

:event

nativeDragUpdate Dispatched during a drag operation by the InteractiveObject that is specified as the drag initiator in the DragManager.doDrag() call.

                          `nativeDragUpdate` events are
                          not dispatched on Linux.
:event

paste Dispatched when the user activates the platform-specific accelerator key combination for a paste operation or selects 'Paste' from the text context menu. This event is dispatched to the object that currently has focus. If the object that currently has focus is a TextField, the default behavior of this event is to cause the contents of the clipboard to be pasted into the text field at the current insertion point replacing any currently selected text in the text field.

:event

rightClick Dispatched when a user presses and releases the right button of the user's pointing device over the same InteractiveObject. For a rightClick event to occur, it must always follow this series of events in the order of occurrence: rightMouseDown event, then rightMouseUp. The target object must be identical for both of these events; otherwise the rightClick event does not occur. Any number of other mouse events can occur at any time between the rightMouseDown or rightMouseUp events; the rightClick event still occurs.

:event

rightMouseDown Dispatched when a user presses the pointing device button over an InteractiveObject instance.

:event

rightMouseUp Dispatched when a user releases the pointing device button over an InteractiveObject instance.

:event

rollOut Dispatched when the user moves a pointing device away from an InteractiveObject instance. The event target is the object previously under the pointing device or a parent of that object. The relatedObject is the object that the pointing device has moved to. The rollOut events are dispatched consecutively up the parent chain of the object, starting with the object and ending with the highest parent that is neither the root nor an ancestor of the relatedObject.

                          The purpose of the `rollOut`
                          event is to simplify the coding of rollover
                          behaviors for display object containers with
                          children. When the mouse leaves the area of a
                          display object or the area of any of its
                          children to go to an object that is not one
                          of its children, the display object
                          dispatches the `rollOut` event.
                          This is different behavior than that of the
                          `mouseOut` event, which is
                          dispatched each time the mouse leaves the
                          area of any child object of the display
                          object container, even if the mouse remains
                          over another child object of the display
                          object container.
:event

rollOver Dispatched when the user moves a pointing device over an InteractiveObject instance. The event target is the object under the pointing device or a parent of that object. The relatedObject is the object that was previously under the pointing device. The rollOver events are dispatched consecutively down the parent chain of the object, starting with the highest parent that is neither the root nor an ancestor of the relatedObject and ending with the object.

                          The purpose of the `rollOver`
                          event is to simplify the coding of rollout
                          behaviors for display object containers with
                          children. When the mouse enters the area of a
                          display object or the area of any of its
                          children from an object that is not one of
                          its children, the display object dispatches
                          the `rollOver` event. This is
                          different behavior than that of the
                          `mouseOver` event, which is
                          dispatched each time the mouse enters the
                          area of any child object of the display
                          object container, even if the mouse was
                          already over another child object of the
                          display object container.
:event

selectAll Dispatched when the user activates the platform-specific accelerator key combination for a select all operation or selects 'Select All' from the text context menu. This event is dispatched to the object that currently has focus. If the object that currently has focus is a TextField, the default behavior of this event is to cause all the contents of the text field to be selected.

:event

softKeyboardActivate Dispatched immediately after the soft keyboard is raised.

:event

softKeyboardActivating Dispatched immediately before the soft keyboard is raised.

:event

softKeyboardDeactivate Dispatched immediately after the soft keyboard is lowered.

:event

tabChildrenChange Dispatched when the value of the object's tabChildren flag changes.

:event

tabEnabledChange Dispatched when the object's tabEnabled flag changes.

:event

tabIndexChange Dispatched when the value of the object's tabIndex property changes.

:event

textInput Dispatched when a user enters one or more characters of text. Various text input methods can generate this event, including standard keyboards, input method editors (IMEs), voice or speech recognition systems, and even the act of pasting plain text with no formatting or style information.

:event

touchBegin Dispatched when the user first contacts a touch-enabled device(such as touches a finger to a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as a mouseDown event.

                          Specifically, if a user touches a finger
                          to a touch screen, the InteractiveObject
                          instance can dispatch a
                          `mouseDown` event or a
                          `touchBegin` event, or both if the
                          current environment supports it. Choose how
                          you want to handle the user interaction. Use
                          the openfl.ui.Multitouch class to manage touch
                          event handling(enable touch gesture event
                          handling, simple touch point event handling,
                          or disable touch events so only mouse events
                          are dispatched). If you choose to handle the
                          `mouseDown` event, then the same
                          event handler will run on a touch-enabled
                          device and a mouse enabled device. However,
                          if you choose to handle the
                          `touchBegin` event, you can design
                          your event handler to respond to the specific
                          needs of a touch-enabled environment and
                          provide users with a richer touch-enabled
                          experience. You can also handle both events,
                          separately, to provide a different response
                          for a touch event than a mouse event.

                          **Note:** See the Multitouch class for
                          environment compatibility information.
:event

touchEnd Dispatched when the user removes contact with a touch-enabled device(such as lifts a finger off a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as a mouseUp event.

                          Specifically, if a user lifts a finger
                          from a touch screen, the InteractiveObject
                          instance can dispatch a `mouseUp`
                          event or a `touchEnd` event, or
                          both if the current environment supports it.
                          Choose how you want to handle the user
                          interaction. Use the openfl.ui.Multitouch
                          class to manage touch event handling(enable
                          touch gesture event handling, simple touch
                          point event handling, or disable touch events
                          so only mouse events are dispatched). If you
                          choose to handle the `mouseUp`
                          event, then the same event handler will run
                          on a touch-enabled device and a mouse enabled
                          device. However, if you choose to handle the
                          `touchEnd` event, you can design
                          your event handler to respond to the specific
                          needs of a touch-enabled environment and
                          provide users with a richer touch-enabled
                          experience. You can also handle both events,
                          separately, to provide a different response
                          for a touch event than a mouse event.

                          **Note:** See the Multitouch class for
                          environment compatibility information.
:event

touchMove Dispatched when the user moves the point of contact with a touch-enabled device(such as drags a finger across a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as a mouseMove event.

                          Specifically, if a user moves a finger
                          across a touch screen, the InteractiveObject
                          instance can dispatch a
                          `mouseMove` event or a
                          `touchMove` event, or both if the
                          current environment supports it. Choose how
                          you want to handle the user interaction. Use
                          the openfl.ui.Multitouch class to manage touch
                          event handling(enable touch gesture event
                          handling, simple touch point event handling,
                          or disable touch events so only mouse events
                          are dispatched). If you choose to handle the
                          `mouseMove` event, then the same
                          event handler will run on a touch-enabled
                          device and a mouse enabled device. However,
                          if you choose to handle the
                          `touchMove` event, you can design
                          your event handler to respond to the specific
                          needs of a touch-enabled environment and
                          provide users with a richer touch-enabled
                          experience. You can also handle both events,
                          separately, to provide a different response
                          for a touch event than a mouse event.

                          **Note:** See the Multitouch class for
                          environment compatibility information.
:event

touchOut Dispatched when the user moves the point of contact away from InteractiveObject instance on a touch-enabled device(such as drags a finger from one display object to another on a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as a mouseOut event.

                          Specifically, if a user moves a finger
                          across a touch screen, the InteractiveObject
                          instance can dispatch a `mouseOut`
                          event or a `touchOut` event, or
                          both if the current environment supports it.
                          Choose how you want to handle the user
                          interaction. Use the openfl.ui.Multitouch
                          class to manage touch event handling(enable
                          touch gesture event handling, simple touch
                          point event handling, or disable touch events
                          so only mouse events are dispatched). If you
                          choose to handle the `mouseOut`
                          event, then the same event handler will run
                          on a touch-enabled device and a mouse enabled
                          device. However, if you choose to handle the
                          `touchOut` event, you can design
                          your event handler to respond to the specific
                          needs of a touch-enabled environment and
                          provide users with a richer touch-enabled
                          experience. You can also handle both events,
                          separately, to provide a different response
                          for a touch event than a mouse event.

                          **Note:** See the Multitouch class for
                          environment compatibility information.
:event

touchOver Dispatched when the user moves the point of contact over an InteractiveObject instance on a touch-enabled device(such as drags a finger from a point outside a display object to a point over a display object on a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as a mouseOver event.

                          Specifically, if a user moves a finger
                          over an InteractiveObject, the
                          InteractiveObject instance can dispatch a
                          `mouseOver` event or a
                          `touchOver` event, or both if the
                          current environment supports it. Choose how
                          you want to handle the user interaction. Use
                          the openfl.ui.Multitouch class to manage touch
                          event handling(enable touch gesture event
                          handling, simple touch point event handling,
                          or disable touch events so only mouse events
                          are dispatched). If you choose to handle the
                          `mouseOver` event, then the same
                          event handler will run on a touch-enabled
                          device and a mouse enabled device. However,
                          if you choose to handle the
                          `touchOver` event, you can design
                          your event handler to respond to the specific
                          needs of a touch-enabled environment and
                          provide users with a richer touch-enabled
                          experience. You can also handle both events,
                          separately, to provide a different response
                          for a touch event than a mouse event.

                          **Note:** See the Multitouch class for
                          environment compatibility information.
:event

touchRollOut Dispatched when the user moves the point of contact away from an InteractiveObject instance on a touch-enabled device(such as drags a finger from over a display object to a point outside the display object on a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as a rollOut event.

                          Specifically, if a user moves a finger
                          over an InteractiveObject, the
                          InteractiveObject instance can dispatch a
                          `rollOut` event or a
                          `touchRollOut` event, or both if
                          the current environment supports it. Choose
                          how you want to handle the user interaction.
                          Use the openfl.ui.Multitouch class to manage
                          touch event handling(enable touch gesture
                          event handling, simple touch point event
                          handling, or disable touch events so only
                          mouse events are dispatched). If you choose
                          to handle the `rollOut` event,
                          then the same event handler will run on a
                          touch-enabled device and a mouse enabled
                          device. However, if you choose to handle the
                          `touchRollOut` event, you can
                          design your event handler to respond to the
                          specific needs of a touch-enabled environment
                          and provide users with a richer touch-enabled
                          experience. You can also handle both events,
                          separately, to provide a different response
                          for a touch event than a mouse event.

                          **Note:** See the Multitouch class for
                          environment compatibility information.
:event

touchRollOver Dispatched when the user moves the point of contact over an InteractiveObject instance on a touch-enabled device(such as drags a finger from a point outside a display object to a point over a display object on a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as a rollOver event.

                          Specifically, if a user moves a finger
                          over an InteractiveObject, the
                          InteractiveObject instance can dispatch a
                          `rollOver` event or a
                          `touchRollOver` event, or both if
                          the current environment supports it. Choose
                          how you want to handle the user interaction.
                          Use the openfl.ui.Multitouch class to manage
                          touch event handling(enable touch gesture
                          event handling, simple touch point event
                          handling, or disable touch events so only
                          mouse events are dispatched). If you choose
                          to handle the `rollOver` event,
                          then the same event handler will run on a
                          touch-enabled device and a mouse enabled
                          device. However, if you choose to handle the
                          `touchRollOver` event, you can
                          design your event handler to respond to the
                          specific needs of a touch-enabled environment
                          and provide users with a richer touch-enabled
                          experience. You can also handle both events,
                          separately, to provide a different response
                          for a touch event than a mouse event.

                          **Note:** See the Multitouch class for
                          environment compatibility information.
:event

touchTap Dispatched when the user lifts the point of contact over the same InteractiveObject instance on which the contact was initiated on a touch-enabled device(such as presses and releases a finger from a single point over a display object on a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as a click event.

                          Specifically, if a user taps a finger over
                          an InteractiveObject, the InteractiveObject
                          instance can dispatch a `click`
                          event or a `touchTap` event, or
                          both if the current environment supports it.
                          Choose how you want to handle the user
                          interaction. Use the openfl.ui.Multitouch
                          class to manage touch event handling(enable
                          touch gesture event handling, simple touch
                          point event handling, or disable touch events
                          so only mouse events are dispatched). If you
                          choose to handle the `click`
                          event, then the same event handler will run
                          on a touch-enabled device and a mouse enabled
                          device. However, if you choose to handle the
                          `touchTap` event, you can design
                          your event handler to respond to the specific
                          needs of a touch-enabled environment and
                          provide users with a richer touch-enabled
                          experience. You can also handle both events,
                          separately, to provide a different response
                          for a touch event than a mouse event.

                          **Note:** See the Multitouch class for
                          environment compatibility information.

Hierarchy

Implements

Index

Constructors

constructor

Properties

alpha

alpha: number

Indicates the alpha transparency value of the object specified. Valid values are 0(fully transparent) to 1(fully opaque). The default value is

  1. Display objects with alpha set to 0 are active, even though they are invisible.

blendMode

blendMode: BlendMode

A value from the BlendMode class that specifies which blend mode to use. A bitmap can be drawn internally in two ways. If you have a blend mode enabled or an external clipping mask, the bitmap is drawn by adding a bitmap-filled square shape to the vector render. If you attempt to set this property to an invalid value, Flash runtimes set the value to BlendMode.NORMAL.

The blendMode property affects each pixel of the display object. Each pixel is composed of three constituent colors(red, green, and blue), and each constituent color has a value between 0x00 and 0xFF. Flash Player or Adobe AIR compares each constituent color of one pixel in the movie clip with the corresponding color of the pixel in the background. For example, if blendMode is set to BlendMode.LIGHTEN, Flash Player or Adobe AIR compares the red value of the display object with the red value of the background, and uses the lighter of the two as the value for the red component of the displayed color.

The following table describes the blendMode settings. The BlendMode class defines string values you can use. The illustrations in the table show blendMode values applied to a circular display object(2) superimposed on another display object(1).

cacheAsBitmap

cacheAsBitmap: boolean

All vector data for a display object that has a cached bitmap is drawn to the bitmap instead of the main display. If cacheAsBitmapMatrix is null or unsupported, the bitmap is then copied to the main display as unstretched, unrotated pixels snapped to the nearest pixel boundaries. Pixels are mapped 1 to 1 with the parent object. If the bounds of the bitmap change, the bitmap is recreated instead of being stretched.

If cacheAsBitmapMatrix is non-null and supported, the object is drawn to the off-screen bitmap using that matrix and the stretched and/or rotated results of that rendering are used to draw the object to the main display.

No internal bitmap is created unless the cacheAsBitmap property is set to true.

After you set the cacheAsBitmap property to true, the rendering does not change, however the display object performs pixel snapping automatically. The animation speed can be significantly faster depending on the complexity of the vector content.

The cacheAsBitmap property is automatically set to true whenever you apply a filter to a display object(when its filter array is not empty), and if a display object has a filter applied to it, cacheAsBitmap is reported as true for that display object, even if you set the property to false. If you clear all filters for a display object, the cacheAsBitmap setting changes to what it was last set to.

A display object does not use a bitmap even if the cacheAsBitmap property is set to true and instead renders from vector data in the following cases:

  • The bitmap is too large. In AIR 1.5 and Flash Player 10, the maximum size for a bitmap image is 8,191 pixels in width or height, and the total number of pixels cannot exceed 16,777,215 pixels.(So, if a bitmap image is 8,191 pixels wide, it can only be 2,048 pixels high.) In Flash Player 9 and earlier, the limitation is is 2880 pixels in height and 2,880 pixels in width.
  • The bitmap fails to allocate(out of memory error).

The cacheAsBitmap property is best used with movie clips that have mostly static content and that do not scale and rotate frequently. With such movie clips, cacheAsBitmap can lead to performance increases when the movie clip is translated(when its x and y position is changed).

doubleClickEnabled

doubleClickEnabled: boolean

Specifies whether the object receives doubleClick events. The default value is false, which means that by default an InteractiveObject instance does not receive doubleClick events. If the doubleClickEnabled property is set to true, the instance receives doubleClick events within its bounds. The mouseEnabled property of the InteractiveObject instance must also be set to true for the object to receive doubleClick events.

No event is dispatched by setting this property. You must use the addEventListener() method to add an event listener for the doubleClick event.

filters

filters: Array<BitmapFilter>

An indexed array that contains each filter object currently associated with the display object. The openfl.filters package contains several classes that define specific filters you can use.

Filters can be applied in Flash Professional at design time, or at run time by using ActionScript code. To apply a filter by using ActionScript, you must make a temporary copy of the entire filters array, modify the temporary array, then assign the value of the temporary array back to the filters array. You cannot directly add a new filter object to the filters array.

To add a filter by using ActionScript, perform the following steps (assume that the target display object is named myDisplayObject):

  1. Create a new filter object by using the constructor method of your chosen filter class.
  2. Assign the value of the myDisplayObject.filters array to a temporary array, such as one named myFilters.
  3. Add the new filter object to the myFilters temporary array.
  4. Assign the value of the temporary array to the myDisplayObject.filters array.

If the filters array is undefined, you do not need to use a temporary array. Instead, you can directly assign an array literal that contains one or more filter objects that you create. The first example in the Examples section adds a drop shadow filter by using code that handles both defined and undefined filters arrays.

To modify an existing filter object, you must use the technique of modifying a copy of the filters array:

  1. Assign the value of the filters array to a temporary array, such as one named myFilters.
  2. Modify the property by using the temporary array, myFilters. For example, to set the quality property of the first filter in the array, you could use the following code: myFilters[0].quality = 1;
  3. Assign the value of the temporary array to the filters array.

At load time, if a display object has an associated filter, it is marked to cache itself as a transparent bitmap. From this point forward, as long as the display object has a valid filter list, the player caches the display object as a bitmap. This source bitmap is used as a source image for the filter effects. Each display object usually has two bitmaps: one with the original unfiltered source display object and another for the final image after filtering. The final image is used when rendering. As long as the display object does not change, the final image does not need updating.

The openfl.filters package includes classes for filters. For example, to create a DropShadow filter, you would write:

throws

ArgumentError When filters includes a ShaderFilter and the shader output type is not compatible with this operation(the shader must specify a pixel4 output).

throws

ArgumentError When filters includes a ShaderFilter and the shader doesn't specify any image input or the first input is not an image4 input.

throws

ArgumentError When filters includes a ShaderFilter and the shader specifies an image input that isn't provided.

throws

ArgumentError When filters includes a ShaderFilter, a ByteArray or Vector. instance as a shader input, and the width and height properties aren't specified for the ShaderInput object, or the specified values don't match the amount of data in the input data. See the ShaderInput.input property for more information.

focusRect

focusRect: boolean | null

height

height: number

Indicates the height of the display object, in pixels. The height is calculated based on the bounds of the content of the display object. When you set the height property, the scaleY property is adjusted accordingly, as shown in the following code:

Except for TextField and Video objects, a display object with no content(such as an empty sprite) has a height of 0, even if you try to set height to a different value.

loaderInfo

loaderInfo: LoaderInfo

Returns a LoaderInfo object containing information about loading the file to which this display object belongs. The loaderInfo property is defined only for the root display object of a SWF file or for a loaded Bitmap(not for a Bitmap that is drawn with ActionScript). To find the loaderInfo object associated with the SWF file that contains a display object named myDisplayObject, use myDisplayObject.root.loaderInfo.

A large SWF file can monitor its download by calling this.root.loaderInfo.addEventListener(Event.COMPLETE, func).

mask

The calling display object is masked by the specified mask object. To ensure that masking works when the Stage is scaled, the mask display object must be in an active part of the display list. The mask object itself is not drawn. Set mask to null to remove the mask.

To be able to scale a mask object, it must be on the display list. To be able to drag a mask Sprite object(by calling its startDrag() method), it must be on the display list. To call the startDrag() method for a mask sprite based on a mouseDown event being dispatched by the sprite, set the sprite's buttonMode property to true.

When display objects are cached by setting the cacheAsBitmap property to true an the cacheAsBitmapMatrix property to a Matrix object, both the mask and the display object being masked must be part of the same cached bitmap. Thus, if the display object is cached, then the mask must be a child of the display object. If an ancestor of the display object on the display list is cached, then the mask must be a child of that ancestor or one of its descendents. If more than one ancestor of the masked object is cached, then the mask must be a descendent of the cached container closest to the masked object in the display list.

Note: A single mask object cannot be used to mask more than one calling display object. When the mask is assigned to a second display object, it is removed as the mask of the first object, and that object's mask property becomes null.

mouseEnabled

mouseEnabled: boolean

Specifies whether this object receives mouse, or other user input, messages. The default value is true, which means that by default any InteractiveObject instance that is on the display list receives mouse events or other user input events. If mouseEnabled is set to false, the instance does not receive any mouse events(or other user input events like keyboard events). Any children of this instance on the display list are not affected. To change the mouseEnabled behavior for all children of an object on the display list, use openfl.display.DisplayObjectContainer.mouseChildren.

No event is dispatched by setting this property. You must use the addEventListener() method to create interactive functionality.

mouseX

mouseX: number

Indicates the x coordinate of the mouse or user input device position, in pixels.

Note: For a DisplayObject that has been rotated, the returned x coordinate will reflect the non-rotated object.

mouseY

mouseY: number

Indicates the y coordinate of the mouse or user input device position, in pixels.

Note: For a DisplayObject that has been rotated, the returned y coordinate will reflect the non-rotated object.

name

name: string

Indicates the instance name of the DisplayObject. The object can be identified in the child list of its parent display object container by calling the getChildByName() method of the display object container.

throws

IllegalOperationError If you are attempting to set this property on an object that was placed on the timeline in the Flash authoring tool.

needsSoftKeyboard

needsSoftKeyboard: boolean

Specifies whether a virtual keyboard(an on-screen, software keyboard) should display when this InteractiveObject instance receives focus.

By default, the value is false and focusing an InteractiveObject instance does not raise a soft keyboard. If the needsSoftKeyboard property is set to true, the runtime raises a soft keyboard when the InteractiveObject instance is ready to accept user input. An InteractiveObject instance is ready to accept user input after a programmatic call to set the Stage focus property or a user interaction, such as a "tap." If the client system has a hardware keyboard available or does not support virtual keyboards, then the soft keyboard is not raised.

The InteractiveObject instance dispatches softKeyboardActivating, softKeyboardActivate, and softKeyboardDeactivate events when the soft keyboard raises and lowers.

Note: This property is not supported in AIR applications on iOS.

opaqueBackground

opaqueBackground: number | null

Specifies whether the display object is opaque with a certain background color. A transparent bitmap contains alpha channel data and is drawn transparently. An opaque bitmap has no alpha channel(and renders faster than a transparent bitmap). If the bitmap is opaque, you specify its own background color to use.

If set to a number value, the surface is opaque(not transparent) with the RGB background color that the number specifies. If set to null(the default value), the display object has a transparent background.

The opaqueBackground property is intended mainly for use with the cacheAsBitmap property, for rendering optimization. For display objects in which the cacheAsBitmap property is set to true, setting opaqueBackground can improve rendering performance.

The opaque background region is not matched when calling the hitTestPoint() method with the shapeFlag parameter set to true.

The opaque background region does not respond to mouse events.

parent

Indicates the DisplayObjectContainer object that contains this display object. Use the parent property to specify a relative path to display objects that are above the current display object in the display list hierarchy.

You can use parent to move up multiple levels in the display list as in the following:

throws

SecurityError The parent display object belongs to a security sandbox to which you do not have access. You can avoid this situation by having the parent movie call the Security.allowDomain() method.

root

For a display object in a loaded SWF file, the root property is the top-most display object in the portion of the display list's tree structure represented by that SWF file. For a Bitmap object representing a loaded image file, the root property is the Bitmap object itself. For the instance of the main class of the first SWF file loaded, the root property is the display object itself. The root property of the Stage object is the Stage object itself. The root property is set to null for any display object that has not been added to the display list, unless it has been added to a display object container that is off the display list but that is a child of the top-most display object in a loaded SWF file.

For example, if you create a new Sprite object by calling the Sprite() constructor method, its root property is null until you add it to the display list(or to a display object container that is off the display list but that is a child of the top-most display object in a SWF file).

For a loaded SWF file, even though the Loader object used to load the file may not be on the display list, the top-most display object in the SWF file has its root property set to itself. The Loader object does not have its root property set until it is added as a child of a display object for which the root property is set.

rotation

rotation: number

Indicates the rotation of the DisplayObject instance, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement my_video.rotation = 450 is the same as my_video.rotation = 90.

scale9Grid

scale9Grid: Rectangle

The current scaling grid that is in effect. If set to null, the entire display object is scaled normally when any scale transformation is applied.

When you define the scale9Grid property, the display object is divided into a grid with nine regions based on the scale9Grid rectangle, which defines the center region of the grid. The eight other regions of the grid are the following areas:

  • The upper-left corner outside of the rectangle
  • The area above the rectangle
  • The upper-right corner outside of the rectangle
  • The area to the left of the rectangle
  • The area to the right of the rectangle
  • The lower-left corner outside of the rectangle
  • The area below the rectangle
  • The lower-right corner outside of the rectangle

You can think of the eight regions outside of the center(defined by the rectangle) as being like a picture frame that has special rules applied to it when scaled.

When the scale9Grid property is set and a display object is scaled, all text and gradients are scaled normally; however, for other types of objects the following rules apply:

  • Content in the center region is scaled normally.
  • Content in the corners is not scaled.
  • Content in the top and bottom regions is scaled horizontally only. Content in the left and right regions is scaled vertically only.
  • All fills(including bitmaps, video, and gradients) are stretched to fit their shapes.

If a display object is rotated, all subsequent scaling is normal(and the scale9Grid property is ignored).

For example, consider the following display object and a rectangle that is applied as the display object's scale9Grid:

A common use for setting scale9Grid is to set up a display object to be used as a component, in which edge regions retain the same width when the component is scaled.

throws

ArgumentError If you pass an invalid argument to the method.

scaleX

scaleX: number

Indicates the horizontal scale(percentage) of the object as applied from the registration point. The default registration point is(0,0). 1.0 equals 100% scale.

Scaling the local coordinate system changes the x and y property values, which are defined in whole pixels.

scaleY

scaleY: number

Indicates the vertical scale(percentage) of an object as applied from the registration point of the object. The default registration point is(0,0). 1.0 is 100% scale.

Scaling the local coordinate system changes the x and y property values, which are defined in whole pixels.

scrollRect

scrollRect: Rectangle

The scroll rectangle bounds of the display object. The display object is cropped to the size defined by the rectangle, and it scrolls within the rectangle when you change the x and y properties of the scrollRect object.

The properties of the scrollRect Rectangle object use the display object's coordinate space and are scaled just like the overall display object. The corner bounds of the cropped window on the scrolling display object are the origin of the display object(0,0) and the point defined by the width and height of the rectangle. They are not centered around the origin, but use the origin to define the upper-left corner of the area. A scrolled display object always scrolls in whole pixel increments.

You can scroll an object left and right by setting the x property of the scrollRect Rectangle object. You can scroll an object up and down by setting the y property of the scrollRect Rectangle object. If the display object is rotated 90° and you scroll it left and right, the display object actually scrolls up and down.

softKeyboardInputAreaOfInterest

softKeyboardInputAreaOfInterest: Rectangle

stage

stage: Stage

The Stage of the display object. A Flash runtime application has only one Stage object. For example, you can create and load multiple display objects into the display list, and the stage property of each display object refers to the same Stage object(even if the display object belongs to a loaded SWF file).

If a display object is not added to the display list, its stage property is set to null.

tabEnabled

tabEnabled: boolean

tabIndex

tabIndex: number

transform

transform: Transform

An object with properties pertaining to a display object's matrix, color transform, and pixel bounds. The specific properties - matrix, colorTransform, and three read-only properties (concatenatedMatrix, concatenatedColorTransform, and pixelBounds) - are described in the entry for the Transform class.

Each of the transform object's properties is itself an object. This concept is important because the only way to set new values for the matrix or colorTransform objects is to create a new object and copy that object into the transform.matrix or transform.colorTransform property.

For example, to increase the tx value of a display object's matrix, you must make a copy of the entire matrix object, then copy the new object into the matrix property of the transform object: var myMatrix:Matrix = myDisplayObject.transform.matrix; myMatrix.tx += 10; myDisplayObject.transform.matrix = myMatrix;

You cannot directly set the tx property. The following code has no effect on myDisplayObject: myDisplayObject.transform.matrix.tx += 10;

You can also copy an entire transform object and assign it to another display object's transform property. For example, the following code copies the entire transform object from myOldDisplayObj to myNewDisplayObj: myNewDisplayObj.transform = myOldDisplayObj.transform;

The resulting display object, myNewDisplayObj, now has the same values for its matrix, color transform, and pixel bounds as the old display object, myOldDisplayObj.

Note that AIR for TV devices use hardware acceleration, if it is available, for color transforms.

visible

visible: boolean

Whether or not the display object is visible. Display objects that are not visible are disabled. For example, if visible=false for an InteractiveObject instance, it cannot be clicked.

width

width: number

Indicates the width of the display object, in pixels. The width is calculated based on the bounds of the content of the display object. When you set the width property, the scaleX property is adjusted accordingly, as shown in the following code:

Except for TextField and Video objects, a display object with no content(such as an empty sprite) has a width of 0, even if you try to set width to a different value.

x

x: number

Indicates the x coordinate of the DisplayObject instance relative to the local coordinates of the parent DisplayObjectContainer. If the object is inside a DisplayObjectContainer that has transformations, it is in the local coordinate system of the enclosing DisplayObjectContainer. Thus, for a DisplayObjectContainer rotated 90° counterclockwise, the DisplayObjectContainer's children inherit a coordinate system that is rotated 90° counterclockwise. The object's coordinates refer to the registration point position.

y

y: number

Indicates the y coordinate of the DisplayObject instance relative to the local coordinates of the parent DisplayObjectContainer. If the object is inside a DisplayObjectContainer that has transformations, it is in the local coordinate system of the enclosing DisplayObjectContainer. Thus, for a DisplayObjectContainer rotated 90° counterclockwise, the DisplayObjectContainer's children inherit a coordinate system that is rotated 90° counterclockwise. The object's coordinates refer to the registration point position.

Methods

addEventListener

  • addEventListener(type: string, listener: function, useCapture?: boolean, priority?: number, useWeakReference?: boolean): void
  • Registers an event listener object with an EventDispatcher object so that the listener receives notification of an event. You can register event listeners on all nodes in the display list for a specific type of event, phase, and priority.

    After you successfully register an event listener, you cannot change its priority through additional calls to addEventListener(). To change a listener's priority, you must first call removeListener(). Then you can register the listener again with the new priority level.

    Keep in mind that after the listener is registered, subsequent calls to addEventListener() with a different type or useCapture value result in the creation of a separate listener registration. For example, if you first register a listener with useCapture set to true, it listens only during the capture phase. If you call addEventListener() again using the same listener object, but with useCapture set to false, you have two separate listeners: one that listens during the capture phase and another that listens during the target and bubbling phases.

    You cannot register an event listener for only the target phase or the bubbling phase. Those phases are coupled during registration because bubbling applies only to the ancestors of the target node.

    If you no longer need an event listener, remove it by calling removeEventListener(), or memory problems could result. Event listeners are not automatically removed from memory because the garbage collector does not remove the listener as long as the dispatching object exists(unless the useWeakReference parameter is set to true).

    Copying an EventDispatcher instance does not copy the event listeners attached to it.(If your newly created node needs an event listener, you must attach the listener after creating the node.) However, if you move an EventDispatcher instance, the event listeners attached to it move along with it.

    If the event listener is being registered on a node while an event is being processed on this node, the event listener is not triggered during the current phase but can be triggered during a later phase in the event flow, such as the bubbling phase.

    If an event listener is removed from a node while an event is being processed on the node, it is still triggered by the current actions. After it is removed, the event listener is never invoked again(unless registered again for future processing).

    throws

    ArgumentError The listener specified is not a function.

    Parameters

    • type: string

      The type of event.

    • listener: function
        • (event: object): void
        • Parameters

          • event: object

          Returns void

    • Optional useCapture: boolean

      Determines whether the listener works in the capture phase or the target and bubbling phases. If useCapture is set to true, the listener processes the event only during the capture phase and not in the target or bubbling phase. If useCapture is false, the listener processes the event only during the target or bubbling phase. To listen for the event in all three phases, call addEventListener twice, once with useCapture set to true, then again with useCapture set to false.

    • Optional priority: number

      The priority level of the event listener. The priority is designated by a signed 32-bit integer. The higher the number, the higher the priority. All listeners with priority n are processed before listeners of priority n-1. If two or more listeners share the same priority, they are processed in the order in which they were added. The default priority is 0.

    • Optional useWeakReference: boolean

      Determines whether the reference to the listener is strong or weak. A strong reference(the default) prevents your listener from being garbage-collected. A weak reference does not.

                          Class-level member functions are not subject to
                          garbage collection, so you can set
                          `useWeakReference` to `true`
                          for class-level member functions without
                          subjecting them to garbage collection. If you set
                          `useWeakReference` to `true`
                          for a listener that is a nested inner function,
                          the function will be garbage-collected and no
                          longer persistent. If you create references to the
                          inner function(save it in another variable) then
                          it is not garbage-collected and stays
                          persistent.
      

    Returns void

dispatchEvent

  • dispatchEvent(event: Event): boolean
  • Dispatches an event into the event flow. The event target is the EventDispatcher object upon which the dispatchEvent() method is called.

    throws

    Error The event dispatch recursion limit has been reached.

    Parameters

    • event: Event

      The Event object that is dispatched into the event flow. If the event is being redispatched, a clone of the event is created automatically. After an event is dispatched, its target property cannot be changed, so you must create a new copy of the event for redispatching to work.

    Returns boolean

    A value of true if the event was successfully dispatched. A value of false indicates failure or that preventDefault() was called on the event.

getBounds

  • Returns a rectangle that defines the area of the display object relative to the coordinate system of the targetCoordinateSpace object. Consider the following code, which shows how the rectangle returned can vary depending on the targetCoordinateSpace parameter that you pass to the method:

    Note: Use the localToGlobal() and globalToLocal() methods to convert the display object's local coordinates to display coordinates, or display coordinates to local coordinates, respectively.

    The getBounds() method is similar to the getRect() method; however, the Rectangle returned by the getBounds() method includes any strokes on shapes, whereas the Rectangle returned by the getRect() method does not. For an example, see the description of the getRect() method.

    Parameters

    • targetCoordinateSpace: DisplayObject

      The display object that defines the coordinate system to use.

    Returns Rectangle

    The rectangle that defines the area of the display object relative to the targetCoordinateSpace object's coordinate system.

getRect

  • Returns a rectangle that defines the boundary of the display object, based on the coordinate system defined by the targetCoordinateSpace parameter, excluding any strokes on shapes. The values that the getRect() method returns are the same or smaller than those returned by the getBounds() method.

    Note: Use localToGlobal() and globalToLocal() methods to convert the display object's local coordinates to Stage coordinates, or Stage coordinates to local coordinates, respectively.

    Parameters

    • targetCoordinateSpace: DisplayObject

      The display object that defines the coordinate system to use.

    Returns Rectangle

    The rectangle that defines the area of the display object relative to the targetCoordinateSpace object's coordinate system.

globalToLocal

  • Converts the point object from the Stage(global) coordinates to the display object's(local) coordinates.

    To use this method, first create an instance of the Point class. The x and y values that you assign represent global coordinates because they relate to the origin(0,0) of the main display area. Then pass the Point instance as the parameter to the globalToLocal() method. The method returns a new Point object with x and y values that relate to the origin of the display object instead of the origin of the Stage.

    Parameters

    Returns Point

    A Point object with coordinates relative to the display object.

hasEventListener

  • hasEventListener(type: string): boolean
  • Checks whether the EventDispatcher object has any listeners registered for a specific type of event. This allows you to determine where an EventDispatcher object has altered handling of an event type in the event flow hierarchy. To determine whether a specific event type actually triggers an event listener, use willTrigger().

    The difference between hasEventListener() and willTrigger() is that hasEventListener() examines only the object to which it belongs, whereas willTrigger() examines the entire event flow for the event specified by the type parameter.

    When hasEventListener() is called from a LoaderInfo object, only the listeners that the caller can access are considered.

    Parameters

    • type: string

      The type of event.

    Returns boolean

    A value of true if a listener of the specified type is registered; false otherwise.

hitTestObject

hitTestPoint

  • hitTestPoint(x: number, y: number, shapeFlag?: boolean): boolean
  • Evaluates the display object to see if it overlaps or intersects with the point specified by the x and y parameters. The x and y parameters specify a point in the coordinate space of the Stage, not the display object container that contains the display object(unless that display object container is the Stage).

    Parameters

    • x: number

      The x coordinate to test against this object.

    • y: number

      The y coordinate to test against this object.

    • Optional shapeFlag: boolean

      Whether to check against the actual pixels of the object (true) or the bounding box (false).

    Returns boolean

    true if the display object overlaps or intersects with the specified point; false otherwise.

localToGlobal

  • Converts the point object from the display object's(local) coordinates to the Stage(global) coordinates.

    This method allows you to convert any given x and y coordinates from values that are relative to the origin(0,0) of a specific display object(local coordinates) to values that are relative to the origin of the Stage(global coordinates).

    To use this method, first create an instance of the Point class. The x and y values that you assign represent local coordinates because they relate to the origin of the display object.

    You then pass the Point instance that you created as the parameter to the localToGlobal() method. The method returns a new Point object with x and y values that relate to the origin of the Stage instead of the origin of the display object.

    Parameters

    • point: Point

      The name or identifier of a point created with the Point class, specifying the x and y coordinates as properties.

    Returns Point

    A Point object with coordinates relative to the Stage.

removeEventListener

  • removeEventListener(type: string, listener: function, useCapture?: boolean): void
  • Removes a listener from the EventDispatcher object. If there is no matching listener registered with the EventDispatcher object, a call to this method has no effect.

    Parameters

    • type: string

      The type of event.

    • listener: function
        • (event: object): void
        • Parameters

          • event: object

          Returns void

    • Optional useCapture: boolean

      Specifies whether the listener was registered for the capture phase or the target and bubbling phases. If the listener was registered for both the capture phase and the target and bubbling phases, two calls to removeEventListener() are required to remove both, one call with useCapture() set to true, and another call with useCapture() set to false.

    Returns void

requestSoftKeyboard

  • requestSoftKeyboard(): boolean
  • Raises a virtual keyboard.

    Calling this method focuses the InteractiveObject instance and raises the soft keyboard, if necessary. The needsSoftKeyboard must also be true. A keyboard is not raised if a hardware keyboard is available, or if the client system does not support virtual keyboards.

    Note: This method is not supported in AIR applications on iOS.

    Returns boolean

    A value of true means that the soft keyboard request was granted; false means that the soft keyboard was not raised.

toString

  • toString(): string

willTrigger

  • willTrigger(type: string): boolean
  • Checks whether an event listener is registered with this EventDispatcher object or any of its ancestors for the specified event type. This method returns true if an event listener is triggered during any phase of the event flow when an event of the specified type is dispatched to this EventDispatcher object or any of its descendants.

    The difference between the hasEventListener() and the willTrigger() methods is that hasEventListener() examines only the object to which it belongs, whereas the willTrigger() method examines the entire event flow for the event specified by the type parameter.

    When willTrigger() is called from a LoaderInfo object, only the listeners that the caller can access are considered.

    Parameters

    • type: string

      The type of event.

    Returns boolean

    A value of true if a listener of the specified type will be triggered; false otherwise.

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