Creates a new SimpleButton instance. Any or all of the display objects that represent the various button states can be set as parameters in the constructor.
The initial value for the SimpleButton up state.
The initial value for the SimpleButton over state.
The initial value for the SimpleButton down state.
The initial value for the SimpleButton hitTest state.
Indicates the alpha transparency value of the object specified. Valid values are 0(fully transparent) to 1(fully opaque). The default value is
alpha set to 0 are active,
								even though they are invisible.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).
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 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).
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.
Specifies a display object that is used as the visual object for the
								button "Down" state  - the state that the button is in when the user
							selects the hitTestState object.
A Boolean value that specifies whether a button is enabled. When a button
								is disabled(the enabled property is set to false), the
								button is visible but cannot be clicked. The default value is
								true. This property is useful if you want to disable part of
								your navigation; for example, you might want to disable a button in the
								currently displayed page so that it can't be clicked and the page cannot
							be reloaded.
Note: To prevent mouseClicks on a button, set both the
							enabled and mouseEnabled properties to
						false.
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):
myDisplayObject.filters array
							to a temporary array, such as one named myFilters.myFilters temporary
							array.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:
filters array to a temporary
							array, such as one named myFilters.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;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:
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.
Specifies a display object that is used as the hit testing object for the
								button. For a basic button, set the hitTestState property to
								the same display object as the overState property. If you do
								not set the hitTestState property, the SimpleButton is
							inactive  -  it does not respond to user input events.
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).
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.
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.
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.
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.
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.
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.
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.
Specifies a display object that is used as the visual object for the button over state - the state that the button is in when the pointer is positioned over the button.
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:
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.
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.
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:
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:
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.
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.
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.
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.
The SoundTransform object assigned to this button. A SoundTransform object includes properties for setting volume, panning, left speaker assignment, and right speaker assignment. This SoundTransform object applies to all states of the button. This SoundTransform object affects only embedded sounds.
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.
Indicates whether other display objects that are SimpleButton or MovieClip
								objects can receive user input release events. The
								trackAsMenu property lets you create menus. You can set the
								trackAsMenu property on any SimpleButton or MovieClip object.
								If the trackAsMenu property does not exist, the default
							behavior is false.
You can change the trackAsMenu property at any time; the
						modified button immediately takes on the new behavior.
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.
Specifies a display object that is used as the visual object for the button up state - the state that the button is in when the pointer is not positioned over the button.
A Boolean value that, when set to true, indicates whether the
								hand cursor is shown when the pointer rolls over a button. If this
								property is set to false, the arrow pointer cursor is
							displayed instead. The default is true.
You can change the useHandCursor property at any time; the
						modified button immediately uses the new cursor behavior.
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.
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.
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.
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.
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).
The type of event.
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.
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.
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.
Dispatches an event into the event flow. The event target is the
										EventDispatcher object upon which the dispatchEvent() method
									is called.
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.
A value of true if the event was successfully
								dispatched. A value of false indicates failure or
							that preventDefault() was called on the event.
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.
The display object that defines the coordinate system to use.
The rectangle that defines the area of the display object relative
								to the targetCoordinateSpace object's coordinate
							system.
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.
The display object that defines the coordinate system to use.
The rectangle that defines the area of the display object relative
								to the targetCoordinateSpace object's coordinate
							system.
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.
A Point object with coordinates relative to the display object.
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.
The type of event.
A value of true if a listener of the specified type
							is registered; false otherwise.
Evaluates the bounding box of the display object to see if it overlaps or
									intersects with the bounding box of the obj display object.
The display object to test against.
true if the bounding boxes of the display objects
							intersect; false if not.
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).
The x coordinate to test against this object.
The y coordinate to test against this object.
Whether to check against the actual pixels of the object
											(true) or the bounding box
										(false).
true if the display object overlaps or intersects
							with the specified point; false otherwise.
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.
The name or identifier of a point created with the Point class, specifying the x and y coordinates as properties.
A Point object with coordinates relative to the Stage.
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.
The type of event.
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.
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.
A value of true means that the soft keyboard request
								was granted; false means that the soft keyboard was
							not raised.
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.
The type of event.
A value of true if a listener of the specified type
							will be triggered; false otherwise.
Generated using TypeDoc
The SimpleButton class lets you control all instances of button symbols in a SWF file.
In Flash Professional, you can give a button an instance name in the Property inspector. SimpleButton instance names are displayed in the Movie Explorer and in the Insert Target Path dialog box in the Actions panel. After you create an instance of a button in Flash Professional, you can use the methods and properties of the SimpleButton class to manipulate buttons with ActionScript.
In ActionScript 3.0, you use the
new SimpleButton()constructor to create a SimpleButton instance.The SimpleButton class inherits from the InteractiveObject class.