DSTEngine/hGameTest/node_modules/openfl/docs/classes/openfl.display.interactiveobject.html
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<a href="openfl.display.interactiveobject.html">InteractiveObject</a>
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<h1>Class InteractiveObject</h1>
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<p>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.</p>
</div>
<p>You cannot instantiate the InteractiveObject class directly. A call to
the <code>new InteractiveObject()</code> constructor throws an
<code>ArgumentError</code> exception.</p>
<p>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.</p>
<dl class="tsd-comment-tags">
<dt>:event</dt>
<dd><p>clear Dispatched when the user selects &#39;Clear&#39;(or
&#39;Delete&#39;) 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.</p>
</dd>
<dt>:event</dt>
<dd><p>click Dispatched when a user presses and releases
the main button of the user&#39;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 <code>click</code>
event does not occur. Any number of other
mouse events can occur at any time between
the <code>mouseDown</code> or
<code>mouseUp</code> events; the
<code>click</code> event still occurs.</p>
</dd>
<dt>:event</dt>
<dd><p>contextMenu Dispatched when a user gesture triggers the
context menu associated with this interactive
object in an AIR application.</p>
</dd>
<dt>:event</dt>
<dd><p>copy Dispatched when the user activates the
platform-specific accelerator key combination
for a copy operation or selects &#39;Copy&#39; 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.</p>
</dd>
<dt>:event</dt>
<dd><p>cut Dispatched when the user activates the
platform-specific accelerator key combination
for a cut operation or selects &#39;Cut&#39; 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.</p>
</dd>
<dt>:event</dt>
<dd><p>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&#39;s
<code>doubleClickEnabled</code> flag is set
to <code>true</code>. For a
<code>doubleClick</code> event to occur, it
must immediately follow the following series
of events: <code>mouseDown</code>,
<code>mouseUp</code>, <code>click</code>,
<code>mouseDown</code>, <code>mouseUp</code>.
All of these events must share the same
target as the <code>doubleClick</code> event.
The second click, represented by the second
<code>mouseDown</code> and
<code>mouseUp</code> events, must occur
within a specific period of time after the
<code>click</code> 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
<code>doubleClickEnabled</code> flag set to
<code>true</code> it receives two
<code>click</code> events.</p>
<pre><code> The `doubleClickEnabled`
<span class="hljs-keyword">property</span> defaults <span class="hljs-keyword">to</span> `<span class="hljs-literal">false</span>`.
The <span class="hljs-built_in">double</span>-click <span class="hljs-keyword">text</span> selection behavior
<span class="hljs-keyword">of</span> a TextField <span class="hljs-built_in">object</span> <span class="hljs-keyword">is</span> <span class="hljs-keyword">not</span> related <span class="hljs-keyword">to</span> the
`doubleClick` <span class="hljs-keyword">event</span>. Use
`TextField.doubleClickEnabled` <span class="hljs-keyword">to</span>
control TextField selections.
</code></pre></dd>
<dt>:event</dt>
<dd><p>focusIn Dispatched <em>after</em> 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&#39;s
<code>relatedObject</code> property. The
<code>shiftKey</code> property is not used.
This event follows the dispatch of the
previous object&#39;s <code>focusOut</code>
event.</p>
</dd>
<dt>:event</dt>
<dd><p>focusOut Dispatched <em>after</em> 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&#39;s
<code>relatedObject</code> property. The
<code>shiftKey</code> property is not used.
This event precedes the dispatch of the
<code>focusIn</code> event by the related
object.</p>
</dd>
<dt>:event</dt>
<dd><p>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
<code>mouseOver</code> event and as a
<code>touchOver</code> event.</p>
<pre><code> Specifically, <span class="hljs-keyword">if</span> a<span class="hljs-built_in"> user </span>moves a finger
over an InteractiveObject, the
InteractiveObject<span class="hljs-built_in"> instance </span>can dispatch a
`mouseOver` event <span class="hljs-keyword">or</span> a
`touchOver` event <span class="hljs-keyword">or</span> a
`gesturePan` event, <span class="hljs-keyword">or</span> all <span class="hljs-keyword">if</span> the
current environment supports it. Choose how
you want <span class="hljs-keyword">to</span> handle the<span class="hljs-built_in"> user </span>interaction. Use
the openfl.ui.Multitouch class <span class="hljs-keyword">to</span> manage touch
event handling(<span class="hljs-builtin-name">enable</span> touch gesture event
handling,<span class="hljs-built_in"> simple </span>touch point event handling,
<span class="hljs-keyword">or</span> <span class="hljs-builtin-name">disable</span> touch events so only mouse events
are dispatched). <span class="hljs-keyword">If</span> you choose <span class="hljs-keyword">to</span> handle the
`mouseOver` event, then the same
event handler will <span class="hljs-builtin-name">run</span> on a touch-enabled
device <span class="hljs-keyword">and</span> a mouse enabled device. However,
<span class="hljs-keyword">if</span> you choose <span class="hljs-keyword">to</span> handle the
`gesturePan` event, you can design
your event handler <span class="hljs-keyword">to</span> respond <span class="hljs-keyword">to</span> the specific
needs of a touch-enabled environment <span class="hljs-keyword">and</span>
provide<span class="hljs-built_in"> users </span>with a richer touch-enabled
experience. You can also handle both events,
separately, <span class="hljs-keyword">to</span> provide a different response
<span class="hljs-keyword">for</span> a touch event than a mouse event.
**Note:** See the Multitouch class <span class="hljs-keyword">for</span>
environment compatibility information.
</code></pre></dd>
<dt>:event</dt>
<dd><p>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.</p>
<pre><code> Specifically, <span class="hljs-keyword">if</span> a<span class="hljs-built_in"> user </span>moves a finger
over an InteractiveObject, <span class="hljs-keyword">and</span> then provides
a secondary tap, the InteractiveObject
<span class="hljs-built_in"> instance </span>can dispatch a
`mouseOver` event <span class="hljs-keyword">and</span> a
`click` event(among others) as
well as the `gesturePressAndTap`
event, <span class="hljs-keyword">or</span> all <span class="hljs-keyword">if</span> the current environment
supports it. Choose how you want <span class="hljs-keyword">to</span> handle
the<span class="hljs-built_in"> user </span>interaction. Use the
openfl.ui.Multitouch class <span class="hljs-keyword">to</span> manage touch
event handling(<span class="hljs-builtin-name">enable</span> touch gesture event
handling,<span class="hljs-built_in"> simple </span>touch point event handling,
<span class="hljs-keyword">or</span> <span class="hljs-builtin-name">disable</span> touch events so only mouse events
are dispatched). <span class="hljs-keyword">If</span> you choose <span class="hljs-keyword">to</span> handle the
`mouseOver` event, then the same
event handler will <span class="hljs-builtin-name">run</span> on a touch-enabled
device <span class="hljs-keyword">and</span> a mouse enabled device. However,
<span class="hljs-keyword">if</span> you choose <span class="hljs-keyword">to</span> handle the
`gesturePressAndTap` event, you
can design your event handler <span class="hljs-keyword">to</span> respond <span class="hljs-keyword">to</span>
the specific needs of a touch-enabled
environment <span class="hljs-keyword">and</span> provide<span class="hljs-built_in"> users </span>with a richer
touch-enabled experience. You can also handle
both events, separately, <span class="hljs-keyword">to</span> provide a
different response <span class="hljs-keyword">for</span> a touch event than a
mouse event.
When handling the properties of the event
object,<span class="hljs-built_in"> note </span>that the `localX` <span class="hljs-keyword">and</span>
`localY` properties are <span class="hljs-builtin-name">set</span> <span class="hljs-keyword">to</span> the
primary point of contact(the <span class="hljs-string">"push"</span>). The
`offsetX` <span class="hljs-keyword">and</span> `offsetY`
properties are the distance <span class="hljs-keyword">to</span> the secondary
point of contact(the <span class="hljs-string">"tap"</span>).
</code></pre></dd>
<dt>:event</dt>
<dd><p>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.</p>
<pre><code> Specifically, <span class="hljs-keyword">if</span> a<span class="hljs-built_in"> user </span>moves a finger
over an InteractiveObject, the
InteractiveObject<span class="hljs-built_in"> instance </span>can dispatch a
`mouseOver` event <span class="hljs-keyword">and</span> a
`click` event(among others), <span class="hljs-keyword">in</span>
addition <span class="hljs-keyword">to</span> the `gestureRotate`
event, <span class="hljs-keyword">or</span> all <span class="hljs-keyword">if</span> the current environment
supports it. Choose how you want <span class="hljs-keyword">to</span> handle
the<span class="hljs-built_in"> user </span>interaction. Use the
openfl.ui.Multitouch class <span class="hljs-keyword">to</span> manage touch
event handling(<span class="hljs-builtin-name">enable</span> touch gesture event
handling,<span class="hljs-built_in"> simple </span>touch point event handling,
<span class="hljs-keyword">or</span> <span class="hljs-builtin-name">disable</span> touch events so only mouse events
are dispatched). <span class="hljs-keyword">If</span> you choose <span class="hljs-keyword">to</span> handle the
`mouseOver` event, then the same
event handler will <span class="hljs-builtin-name">run</span> on a touch-enabled
device <span class="hljs-keyword">and</span> a mouse enabled device. However,
<span class="hljs-keyword">if</span> you choose <span class="hljs-keyword">to</span> handle the
`gestureRotate` event, you can
design your event handler <span class="hljs-keyword">to</span> respond <span class="hljs-keyword">to</span> the
specific needs of a touch-enabled environment
<span class="hljs-keyword">and</span> provide<span class="hljs-built_in"> users </span>with a richer touch-enabled
experience. You can also handle both events,
separately, <span class="hljs-keyword">to</span> provide a different response
<span class="hljs-keyword">for</span> a touch event than a mouse event.
When handling the properties of the event
object,<span class="hljs-built_in"> note </span>that the `localX` <span class="hljs-keyword">and</span>
`localY` properties are <span class="hljs-builtin-name">set</span> <span class="hljs-keyword">to</span> the
primary point of contact. The
`offsetX` <span class="hljs-keyword">and</span> `offsetY`
properties are the distance <span class="hljs-keyword">to</span> the point of
contact where the rotation gesture is
complete.
**Note:** See the Multitouch class <span class="hljs-keyword">for</span>
environment compatibility information.
</code></pre></dd>
<dt>:event</dt>
<dd><p>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.</p>
<pre><code> Specifically, <span class="hljs-keyword">if</span> a<span class="hljs-built_in"> user </span>moves a finger
over an InteractiveObject, <span class="hljs-keyword">and</span> then moves the
fingers together, the InteractiveObject
<span class="hljs-built_in"> instance </span>can dispatch a `rollOver`
event <span class="hljs-keyword">and</span> a `rollOut` event(among
others), <span class="hljs-keyword">in</span> addition <span class="hljs-keyword">to</span> the
`gestureSwipe` event, <span class="hljs-keyword">or</span> all <span class="hljs-keyword">if</span>
the current environment supports it. Choose
how you want <span class="hljs-keyword">to</span> handle the<span class="hljs-built_in"> user </span>interaction.
<span class="hljs-keyword">If</span> you choose <span class="hljs-keyword">to</span> handle the
`rollOver` event, then the same
event handler will <span class="hljs-builtin-name">run</span> on a touch-enabled
device <span class="hljs-keyword">and</span> a mouse enabled device. However,
<span class="hljs-keyword">if</span> you choose <span class="hljs-keyword">to</span> handle the
`gestureSwipe` event, you can
design your event handler <span class="hljs-keyword">to</span> respond <span class="hljs-keyword">to</span> the
specific needs of a touch-enabled environment
<span class="hljs-keyword">and</span> provide<span class="hljs-built_in"> users </span>with a richer touch-enabled
experience. You can also handle both events,
separately, <span class="hljs-keyword">to</span> provide a different response
<span class="hljs-keyword">for</span> a touch event than a mouse event.
When handling the properties of the event
object,<span class="hljs-built_in"> note </span>that the `localX` <span class="hljs-keyword">and</span>
`localY` properties are <span class="hljs-builtin-name">set</span> <span class="hljs-keyword">to</span> the
primary point of contact. The
`offsetX` <span class="hljs-keyword">and</span> `offsetY`
properties are the distance <span class="hljs-keyword">to</span> the point of
contact where the swipe gesture is
complete.
**Note:** <span class="hljs-keyword">While</span> some devices using the
Mac OS operating<span class="hljs-built_in"> system </span>can interpret a
four-finger swipe, this API only supports a
three-finger swipe.
</code></pre></dd>
<dt>:event</dt>
<dd><p>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
<code>doubleClick</code> event.</p>
<pre><code> Specifically, <span class="hljs-keyword">if</span> a<span class="hljs-built_in"> user </span>taps two fingers
over an InteractiveObject, the
InteractiveObject<span class="hljs-built_in"> instance </span>can dispatch a
`doubleClick` event <span class="hljs-keyword">or</span> a
`gestureTwoFingerTap` event, <span class="hljs-keyword">or</span>
both <span class="hljs-keyword">if</span> the current environment supports it.
Choose how you want <span class="hljs-keyword">to</span> handle the<span class="hljs-built_in"> user
</span> interaction. Use the openfl.ui.Multitouch
class <span class="hljs-keyword">to</span> manage touch event handling(<span class="hljs-builtin-name">enable</span>
touch gesture event handling,<span class="hljs-built_in"> simple </span>touch
point event handling, <span class="hljs-keyword">or</span> <span class="hljs-builtin-name">disable</span> touch events
so only mouse events are dispatched). <span class="hljs-keyword">If</span> you
choose <span class="hljs-keyword">to</span> handle the `doubleClick`
event, then the same event handler will <span class="hljs-builtin-name">run</span>
on a touch-enabled device <span class="hljs-keyword">and</span> a mouse enabled
device. However, <span class="hljs-keyword">if</span> you choose <span class="hljs-keyword">to</span> handle the
`gestureTwoFingerTap` event, you
can design your event handler <span class="hljs-keyword">to</span> respond <span class="hljs-keyword">to</span>
the specific needs of a touch-enabled
environment <span class="hljs-keyword">and</span> provide<span class="hljs-built_in"> users </span>with a richer
touch-enabled experience. You can also handle
both events, separately, <span class="hljs-keyword">to</span> provide a
different response <span class="hljs-keyword">for</span> a touch event than a
mouse event.
**Note:** See the Multitouch class <span class="hljs-keyword">for</span>
environment compatibility information.
</code></pre></dd>
<dt>:event</dt>
<dd><p>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.</p>
<pre><code> Specifically, <span class="hljs-keyword">if</span> a<span class="hljs-built_in"> user </span>moves a finger
over an InteractiveObject, <span class="hljs-keyword">and</span> then moves the
fingers apart, the InteractiveObject<span class="hljs-built_in"> instance
</span> can dispatch a `mouseOver` event
<span class="hljs-keyword">and</span> a `click` event(among
others), <span class="hljs-keyword">in</span> addition <span class="hljs-keyword">to</span> the
`gestureZoom` event, <span class="hljs-keyword">or</span> all <span class="hljs-keyword">if</span> the
current environment supports it. Choose how
you want <span class="hljs-keyword">to</span> handle the<span class="hljs-built_in"> user </span>interaction. Use
the openfl.ui.Multitouch class <span class="hljs-keyword">to</span> manage touch
event handling(<span class="hljs-builtin-name">enable</span> touch gesture event
handling,<span class="hljs-built_in"> simple </span>touch point event handling,
<span class="hljs-keyword">or</span> <span class="hljs-builtin-name">disable</span> touch events so only mouse events
are dispatched). <span class="hljs-keyword">If</span> you choose <span class="hljs-keyword">to</span> handle the
`mouseOver` event, then the same
event handler will <span class="hljs-builtin-name">run</span> on a touch-enabled
device <span class="hljs-keyword">and</span> a mouse enabled device. However,
<span class="hljs-keyword">if</span> you choose <span class="hljs-keyword">to</span> handle the
`gestureZoom` event, you can
design your event handler <span class="hljs-keyword">to</span> respond <span class="hljs-keyword">to</span> the
specific needs of a touch-enabled environment
<span class="hljs-keyword">and</span> provide<span class="hljs-built_in"> users </span>with a richer touch-enabled
experience. You can also handle both events,
separately, <span class="hljs-keyword">to</span> provide a different response
<span class="hljs-keyword">for</span> a touch event than a mouse event.
When handling the properties of the event
object,<span class="hljs-built_in"> note </span>that the `localX` <span class="hljs-keyword">and</span>
`localY` properties are <span class="hljs-builtin-name">set</span> <span class="hljs-keyword">to</span> the
primary point of contact. The
`offsetX` <span class="hljs-keyword">and</span> `offsetY`
properties are the distance <span class="hljs-keyword">to</span> the point of
contact where the zoom gesture is
complete.
**Note:** See the Multitouch class <span class="hljs-keyword">for</span>
environment compatibility information.
</code></pre></dd>
<dt>:event</dt>
<dd><p>imeStartComposition This event is dispatched to any client app
that supports inline input with an IME</p>
</dd>
<dt>:event</dt>
<dd><p>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
<code>keyUp</code> event.</p>
<pre><code> In AIR, canceling this event prevents <span class="hljs-keyword">the</span>
<span class="hljs-keyword">character</span> <span class="hljs-built_in">from</span> being entered <span class="hljs-keyword">into</span> <span class="hljs-keyword">a</span> <span class="hljs-keyword">text</span>
field.
</code></pre></dd>
<dt>:event</dt>
<dd><p>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
<code>focusIn</code> and
<code>focusOut</code> events.</p>
<pre><code> This event is dispatched <span class="hljs-keyword">to</span> the object
that currently has focus. The related object
<span class="hljs-keyword">for</span> this event is the InteractiveObject
<span class="hljs-built_in"> instance </span>that receives focus <span class="hljs-keyword">if</span> you <span class="hljs-keyword">do</span> <span class="hljs-keyword">not</span>
prevent the<span class="hljs-built_in"> default </span>behavior. You can prevent
the change <span class="hljs-keyword">in</span> focus by calling the
`preventDefault()` method <span class="hljs-keyword">in</span> an
event listener that is properly registered
with the target object. Focus changes <span class="hljs-keyword">and</span>
`focusIn` <span class="hljs-keyword">and</span>
`focusOut` events are dispatched
by default.
</code></pre></dd>
<dt>:event</dt>
<dd><p>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
<code>keyDown</code> event and has the
following characteristics:</p>
</dd>
<dt>:event</dt>
<dd><p>middleClick Dispatched when a user presses and releases
the middle button of the user&#39;s pointing
device over the same InteractiveObject. For a
<code>middleClick</code> event to occur, it
must always follow this series of events in
the order of occurrence:
<code>middleMouseDown</code> event, then
<code>middleMouseUp</code>. The target object
must be identical for both of these events;
otherwise the <code>middleClick</code> event
does not occur. Any number of other mouse
events can occur at any time between the
<code>middleMouseDown</code> or
<code>middleMouseUp</code> events; the
<code>middleClick</code> event still occurs.</p>
</dd>
<dt>:event</dt>
<dd><p>middleMouseDown Dispatched when a user presses the middle
pointing device button over an
InteractiveObject instance.</p>
</dd>
<dt>:event</dt>
<dd><p>middleMouseUp Dispatched when a user releases the pointing
device button over an InteractiveObject
instance.</p>
</dd>
<dt>:event</dt>
<dd><p>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 <code>downState</code> display object as
the default behavior. If the target is a
selectable text field, the text field begins
selection as the default behavior.</p>
</dd>
<dt>:event</dt>
<dd><p>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
<code>focusIn</code> and
<code>focusOut</code> events.</p>
<pre><code> This event is dispatched <span class="hljs-keyword">to</span> the object
that currently has focus. The related object
<span class="hljs-keyword">for</span> this event is the InteractiveObject
<span class="hljs-built_in"> instance </span>that receives focus <span class="hljs-keyword">if</span> you <span class="hljs-keyword">do</span> <span class="hljs-keyword">not</span>
prevent the<span class="hljs-built_in"> default </span>behavior. You can prevent
the change <span class="hljs-keyword">in</span> focus by calling
`preventDefault()` <span class="hljs-keyword">in</span> an event
listener that is properly registered with the
target object. The `shiftKey`
property is <span class="hljs-keyword">not</span> used. Focus changes <span class="hljs-keyword">and</span>
`focusIn` <span class="hljs-keyword">and</span>
`focusOut` events are dispatched
by default.
</code></pre></dd>
<dt>:event</dt>
<dd><p>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.</p>
</dd>
<dt>:event</dt>
<dd><p>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
<code>relatedObject</code> is the object the
pointing device has moved to. If the target
is a SimpleButton instance, the button
displays the <code>upState</code> display
object as the default behavior.</p>
<pre><code> The `mouseOut` event is
dispatched <span class="hljs-keyword">each</span> <span class="hljs-built_in">time</span> <span class="hljs-keyword">the</span> mouse leaves <span class="hljs-keyword">the</span>
area <span class="hljs-keyword">of</span> <span class="hljs-keyword">any</span> child object <span class="hljs-keyword">of</span> <span class="hljs-keyword">the</span> display
object container, even <span class="hljs-keyword">if</span> <span class="hljs-keyword">the</span> mouse remains
over another child object <span class="hljs-keyword">of</span> <span class="hljs-keyword">the</span> display
object container. This is different behavior
than <span class="hljs-keyword">the</span> purpose <span class="hljs-keyword">of</span> <span class="hljs-keyword">the</span> `rollOut`
event, which is <span class="hljs-built_in">to</span> simplify <span class="hljs-keyword">the</span> coding <span class="hljs-keyword">of</span>
rollover behaviors <span class="hljs-keyword">for</span> display object
containers <span class="hljs-keyword">with</span> children. When <span class="hljs-keyword">the</span> mouse
leaves <span class="hljs-keyword">the</span> area <span class="hljs-keyword">of</span> <span class="hljs-keyword">a</span> display object <span class="hljs-keyword">or</span> <span class="hljs-keyword">the</span>
area <span class="hljs-keyword">of</span> <span class="hljs-keyword">any</span> <span class="hljs-keyword">of</span> its children <span class="hljs-built_in">to</span> go <span class="hljs-built_in">to</span> <span class="hljs-keyword">an</span>
object that is <span class="hljs-keyword">not</span> <span class="hljs-literal">one</span> <span class="hljs-keyword">of</span> its children, <span class="hljs-keyword">the</span>
display object dispatches <span class="hljs-keyword">the</span>
`rollOut` event.The
`rollOut` events are dispatched
consecutively up <span class="hljs-keyword">the</span> parent chain <span class="hljs-keyword">of</span> <span class="hljs-keyword">the</span>
object, starting <span class="hljs-keyword">with</span> <span class="hljs-keyword">the</span> object <span class="hljs-keyword">and</span> ending
<span class="hljs-keyword">with</span> <span class="hljs-keyword">the</span> highest parent that is neither <span class="hljs-keyword">the</span>
root nor <span class="hljs-keyword">an</span> ancestor <span class="hljs-keyword">of</span> <span class="hljs-keyword">the</span>
`relatedObject`.
</code></pre></dd>
<dt>:event</dt>
<dd><p>mouseOver Dispatched when the user moves a pointing
device over an InteractiveObject instance.
The <code>relatedObject</code> is the object
that was previously under the pointing
device. If the target is a SimpleButton
instance, the object displays the
<code>overState</code> or
<code>upState</code> display object,
depending on whether the mouse button is
down, as the default behavior.</p>
<pre><code> The `mouseOver` event is
dispatched <span class="hljs-keyword">each</span> <span class="hljs-built_in">time</span> <span class="hljs-keyword">the</span> mouse enters <span class="hljs-keyword">the</span>
area <span class="hljs-keyword">of</span> <span class="hljs-keyword">any</span> child object <span class="hljs-keyword">of</span> <span class="hljs-keyword">the</span> display
object container, even <span class="hljs-keyword">if</span> <span class="hljs-keyword">the</span> mouse was
already over another child object <span class="hljs-keyword">of</span> <span class="hljs-keyword">the</span>
display object container. This is different
behavior than <span class="hljs-keyword">the</span> purpose <span class="hljs-keyword">of</span> <span class="hljs-keyword">the</span>
`rollOver` event, which is <span class="hljs-built_in">to</span>
simplify <span class="hljs-keyword">the</span> coding <span class="hljs-keyword">of</span> rollout behaviors <span class="hljs-keyword">for</span>
display object containers <span class="hljs-keyword">with</span> children. When
<span class="hljs-keyword">the</span> mouse enters <span class="hljs-keyword">the</span> area <span class="hljs-keyword">of</span> <span class="hljs-keyword">a</span> display object
<span class="hljs-keyword">or</span> <span class="hljs-keyword">the</span> area <span class="hljs-keyword">of</span> <span class="hljs-keyword">any</span> <span class="hljs-keyword">of</span> its children <span class="hljs-built_in">from</span> <span class="hljs-keyword">an</span>
object that is <span class="hljs-keyword">not</span> <span class="hljs-literal">one</span> <span class="hljs-keyword">of</span> its children, <span class="hljs-keyword">the</span>
display object dispatches <span class="hljs-keyword">the</span>
`rollOver` event. The
`rollOver` events are dispatched
consecutively down <span class="hljs-keyword">the</span> parent chain <span class="hljs-keyword">of</span> <span class="hljs-keyword">the</span>
object, starting <span class="hljs-keyword">with</span> <span class="hljs-keyword">the</span> highest parent that
is neither <span class="hljs-keyword">the</span> root nor <span class="hljs-keyword">an</span> ancestor <span class="hljs-keyword">of</span> <span class="hljs-keyword">the</span>
`relatedObject` <span class="hljs-keyword">and</span> ending <span class="hljs-keyword">with</span>
<span class="hljs-keyword">the</span> object.
</code></pre></dd>
<dt>:event</dt>
<dd><p>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
<code>upState</code> display object. If the
target is a selectable text field, the text
field ends selection as the default behavior.</p>
</dd>
<dt>:event</dt>
<dd><p>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.</p>
</dd>
<dt>:event</dt>
<dd><p>nativeDragComplete Dispatched by the drag initiator
InteractiveObject when the user releases the
drag gesture.</p>
<pre><code> The event's dropAction property indicates
the action <span class="hljs-keyword">set</span> <span class="hljs-keyword">by</span> the drag target <span class="hljs-keyword">object</span>; a
value of "none"
(`DragActions.NONE`) indicates
that the <span class="hljs-keyword">drop</span> was canceled <span class="hljs-keyword">or</span> was <span class="hljs-keyword">not</span>
accepted.
The <span class="hljs-string">`nativeDragComplete`</span> <span class="hljs-keyword">event</span>
<span class="hljs-keyword">handler</span> <span class="hljs-keyword">is</span> a convenient place <span class="hljs-keyword">to</span> <span class="hljs-keyword">update</span> the
state <span class="hljs-keyword">of</span> the initiating display <span class="hljs-keyword">object</span>, <span class="hljs-keyword">for</span>
example, <span class="hljs-keyword">by</span> removing an item <span class="hljs-keyword">from</span> a <span class="hljs-keyword">list</span>(<span class="hljs-keyword">on</span>
a drag <span class="hljs-keyword">action</span> <span class="hljs-keyword">of</span> <span class="hljs-string">"move"</span>), <span class="hljs-keyword">or</span> <span class="hljs-keyword">by</span> changing the
visual properties.
</code></pre></dd>
<dt>:event</dt>
<dd><p>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().</p>
<pre><code> Access the dropped data using the event
object `clipboard` property.
The <span class="hljs-keyword">handler</span> <span class="hljs-keyword">for</span> this <span class="hljs-keyword">event</span> should <span class="hljs-keyword">set</span> the
<span class="hljs-string">`DragManager.dropAction`</span> property
<span class="hljs-keyword">to</span> provide feedback <span class="hljs-keyword">to</span> the initiator <span class="hljs-keyword">object</span>
about which drag <span class="hljs-keyword">action</span> was taken. <span class="hljs-keyword">If</span> <span class="hljs-keyword">no</span>
<span class="hljs-keyword">value</span> <span class="hljs-keyword">is</span> <span class="hljs-keyword">set</span>, the DragManager will <span class="hljs-keyword">select</span> a
<span class="hljs-keyword">default</span> <span class="hljs-keyword">value</span> <span class="hljs-keyword">from</span> the <span class="hljs-keyword">list</span> <span class="hljs-keyword">of</span> allowed
actions.
</code></pre></dd>
<dt>:event</dt>
<dd><p>nativeDragEnter Dispatched by an InteractiveObject when a
drag gesture enters its boundary.</p>
<pre><code> Handle either <span class="hljs-keyword">the</span>
`nativeDragEnter` <span class="hljs-keyword">or</span>
`nativeDragOver` events <span class="hljs-built_in">to</span> allow
<span class="hljs-keyword">the</span> display object <span class="hljs-built_in">to</span> become <span class="hljs-keyword">the</span> drop
target.
To determine whether <span class="hljs-keyword">the</span> dispatching
display object can accept <span class="hljs-keyword">the</span> drop, check <span class="hljs-keyword">the</span>
suitability <span class="hljs-keyword">of</span> <span class="hljs-keyword">the</span> data <span class="hljs-keyword">in</span>
`clipboard` property <span class="hljs-keyword">of</span> <span class="hljs-keyword">the</span> event
object, <span class="hljs-keyword">and</span> <span class="hljs-keyword">the</span> allowed drag actions <span class="hljs-keyword">in</span> <span class="hljs-keyword">the</span>
`allowedActions` property.
</code></pre></dd>
<dt>:event</dt>
<dd><p>nativeDragExit Dispatched by an InteractiveObject when a
drag gesture leaves its boundary.</p>
</dd>
<dt>:event</dt>
<dd><p>nativeDragOver Dispatched by an InteractiveObject
continually while a drag gesture remains
within its boundary.</p>
<pre><code> `nativeDragOver` events are
dispatched whenever <span class="hljs-keyword">the</span> mouse is moved. On
Windows <span class="hljs-keyword">and</span> Mac, they are also dispatched <span class="hljs-keyword">on</span>
<span class="hljs-keyword">a</span> <span class="hljs-keyword">short</span> timer interval even when <span class="hljs-keyword">the</span> mouse
has <span class="hljs-keyword">not</span> moved.
Handle either <span class="hljs-keyword">the</span>
`nativeDragOver` <span class="hljs-keyword">or</span>
`nativeDragEnter` events <span class="hljs-built_in">to</span> allow
<span class="hljs-keyword">the</span> display object <span class="hljs-built_in">to</span> become <span class="hljs-keyword">the</span> drop
target.
To determine whether <span class="hljs-keyword">the</span> dispatching
display object can accept <span class="hljs-keyword">the</span> drop, check <span class="hljs-keyword">the</span>
suitability <span class="hljs-keyword">of</span> <span class="hljs-keyword">the</span> data <span class="hljs-keyword">in</span>
`clipboard` property <span class="hljs-keyword">of</span> <span class="hljs-keyword">the</span> event
object, <span class="hljs-keyword">and</span> <span class="hljs-keyword">the</span> allowed drag actions <span class="hljs-keyword">in</span> <span class="hljs-keyword">the</span>
`allowedActions` property.
</code></pre></dd>
<dt>:event</dt>
<dd><p>nativeDragStart Dispatched at the beginning of a drag
operation by the InteractiveObject that is
specified as the drag initiator in the
DragManager.doDrag() call.</p>
</dd>
<dt>:event</dt>
<dd><p>nativeDragUpdate Dispatched during a drag operation by the
InteractiveObject that is specified as the
drag initiator in the DragManager.doDrag()
call.</p>
<pre><code> `nativeDragUpdate` events are
<span class="hljs-keyword">not</span> dispatched <span class="hljs-keyword">on</span> Linux.
</code></pre></dd>
<dt>:event</dt>
<dd><p>paste Dispatched when the user activates the
platform-specific accelerator key combination
for a paste operation or selects &#39;Paste&#39; 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.</p>
</dd>
<dt>:event</dt>
<dd><p>rightClick Dispatched when a user presses and releases
the right button of the user&#39;s pointing
device over the same InteractiveObject. For a
<code>rightClick</code> event to occur, it
must always follow this series of events in
the order of occurrence:
<code>rightMouseDown</code> event, then
<code>rightMouseUp</code>. The target object
must be identical for both of these events;
otherwise the <code>rightClick</code> event
does not occur. Any number of other mouse
events can occur at any time between the
<code>rightMouseDown</code> or
<code>rightMouseUp</code> events; the
<code>rightClick</code> event still occurs.</p>
</dd>
<dt>:event</dt>
<dd><p>rightMouseDown Dispatched when a user presses the pointing
device button over an InteractiveObject
instance.</p>
</dd>
<dt>:event</dt>
<dd><p>rightMouseUp Dispatched when a user releases the pointing
device button over an InteractiveObject
instance.</p>
</dd>
<dt>:event</dt>
<dd><p>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
<code>relatedObject</code> is the object that
the pointing device has moved to. The
<code>rollOut</code> 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
<code>relatedObject</code>.</p>
<pre><code> The purpose <span class="hljs-keyword">of</span> <span class="hljs-keyword">the</span> `rollOut`
event is <span class="hljs-built_in">to</span> simplify <span class="hljs-keyword">the</span> coding <span class="hljs-keyword">of</span> rollover
behaviors <span class="hljs-keyword">for</span> display object containers <span class="hljs-keyword">with</span>
children. When <span class="hljs-keyword">the</span> mouse leaves <span class="hljs-keyword">the</span> area <span class="hljs-keyword">of</span> <span class="hljs-keyword">a</span>
display object <span class="hljs-keyword">or</span> <span class="hljs-keyword">the</span> area <span class="hljs-keyword">of</span> <span class="hljs-keyword">any</span> <span class="hljs-keyword">of</span> its
children <span class="hljs-built_in">to</span> go <span class="hljs-built_in">to</span> <span class="hljs-keyword">an</span> object that is <span class="hljs-keyword">not</span> <span class="hljs-literal">one</span>
<span class="hljs-keyword">of</span> its children, <span class="hljs-keyword">the</span> display object
dispatches <span class="hljs-keyword">the</span> `rollOut` event.
This is different behavior than that <span class="hljs-keyword">of</span> <span class="hljs-keyword">the</span>
`mouseOut` event, which is
dispatched <span class="hljs-keyword">each</span> <span class="hljs-built_in">time</span> <span class="hljs-keyword">the</span> mouse leaves <span class="hljs-keyword">the</span>
area <span class="hljs-keyword">of</span> <span class="hljs-keyword">any</span> child object <span class="hljs-keyword">of</span> <span class="hljs-keyword">the</span> display
object container, even <span class="hljs-keyword">if</span> <span class="hljs-keyword">the</span> mouse remains
over another child object <span class="hljs-keyword">of</span> <span class="hljs-keyword">the</span> display
object container.
</code></pre></dd>
<dt>:event</dt>
<dd><p>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 <code>relatedObject</code> is the object
that was previously under the pointing
device. The <code>rollOver</code> 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 <code>relatedObject</code>
and ending with the object.</p>
<pre><code> The purpose <span class="hljs-keyword">of</span> <span class="hljs-keyword">the</span> `rollOver`
event is <span class="hljs-built_in">to</span> simplify <span class="hljs-keyword">the</span> coding <span class="hljs-keyword">of</span> rollout
behaviors <span class="hljs-keyword">for</span> display object containers <span class="hljs-keyword">with</span>
children. When <span class="hljs-keyword">the</span> mouse enters <span class="hljs-keyword">the</span> area <span class="hljs-keyword">of</span> <span class="hljs-keyword">a</span>
display object <span class="hljs-keyword">or</span> <span class="hljs-keyword">the</span> area <span class="hljs-keyword">of</span> <span class="hljs-keyword">any</span> <span class="hljs-keyword">of</span> its
children <span class="hljs-built_in">from</span> <span class="hljs-keyword">an</span> object that is <span class="hljs-keyword">not</span> <span class="hljs-literal">one</span> <span class="hljs-keyword">of</span>
its children, <span class="hljs-keyword">the</span> display object dispatches
<span class="hljs-keyword">the</span> `rollOver` event. This is
different behavior than that <span class="hljs-keyword">of</span> <span class="hljs-keyword">the</span>
`mouseOver` event, which is
dispatched <span class="hljs-keyword">each</span> <span class="hljs-built_in">time</span> <span class="hljs-keyword">the</span> mouse enters <span class="hljs-keyword">the</span>
area <span class="hljs-keyword">of</span> <span class="hljs-keyword">any</span> child object <span class="hljs-keyword">of</span> <span class="hljs-keyword">the</span> display
object container, even <span class="hljs-keyword">if</span> <span class="hljs-keyword">the</span> mouse was
already over another child object <span class="hljs-keyword">of</span> <span class="hljs-keyword">the</span>
display object container.
</code></pre></dd>
<dt>:event</dt>
<dd><p>selectAll Dispatched when the user activates the
platform-specific accelerator key combination
for a select all operation or selects &#39;Select
All&#39; 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.</p>
</dd>
<dt>:event</dt>
<dd><p>softKeyboardActivate Dispatched immediately after the soft
keyboard is raised.</p>
</dd>
<dt>:event</dt>
<dd><p>softKeyboardActivating Dispatched immediately before the soft
keyboard is raised.</p>
</dd>
<dt>:event</dt>
<dd><p>softKeyboardDeactivate Dispatched immediately after the soft
keyboard is lowered.</p>
</dd>
<dt>:event</dt>
<dd><p>tabChildrenChange Dispatched when the value of the object&#39;s
<code>tabChildren</code> flag changes.</p>
</dd>
<dt>:event</dt>
<dd><p>tabEnabledChange Dispatched when the object&#39;s
<code>tabEnabled</code> flag changes.</p>
</dd>
<dt>:event</dt>
<dd><p>tabIndexChange Dispatched when the value of the object&#39;s
<code>tabIndex</code> property changes.</p>
</dd>
<dt>:event</dt>
<dd><p>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.</p>
</dd>
<dt>:event</dt>
<dd><p>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
<code>mouseDown</code> event.</p>
<pre><code> Specifically, <span class="hljs-keyword">if</span> a<span class="hljs-built_in"> user </span>touches a finger
<span class="hljs-keyword">to</span> a touch screen, the InteractiveObject
<span class="hljs-built_in"> instance </span>can dispatch a
`mouseDown` event <span class="hljs-keyword">or</span> a
`touchBegin` event, <span class="hljs-keyword">or</span> both <span class="hljs-keyword">if</span> the
current environment supports it. Choose how
you want <span class="hljs-keyword">to</span> handle the<span class="hljs-built_in"> user </span>interaction. Use
the openfl.ui.Multitouch class <span class="hljs-keyword">to</span> manage touch
event handling(<span class="hljs-builtin-name">enable</span> touch gesture event
handling,<span class="hljs-built_in"> simple </span>touch point event handling,
<span class="hljs-keyword">or</span> <span class="hljs-builtin-name">disable</span> touch events so only mouse events
are dispatched). <span class="hljs-keyword">If</span> you choose <span class="hljs-keyword">to</span> handle the
`mouseDown` event, then the same
event handler will <span class="hljs-builtin-name">run</span> on a touch-enabled
device <span class="hljs-keyword">and</span> a mouse enabled device. However,
<span class="hljs-keyword">if</span> you choose <span class="hljs-keyword">to</span> handle the
`touchBegin` event, you can design
your event handler <span class="hljs-keyword">to</span> respond <span class="hljs-keyword">to</span> the specific
needs of a touch-enabled environment <span class="hljs-keyword">and</span>
provide<span class="hljs-built_in"> users </span>with a richer touch-enabled
experience. You can also handle both events,
separately, <span class="hljs-keyword">to</span> provide a different response
<span class="hljs-keyword">for</span> a touch event than a mouse event.
**Note:** See the Multitouch class <span class="hljs-keyword">for</span>
environment compatibility information.
</code></pre></dd>
<dt>:event</dt>
<dd><p>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
<code>mouseUp</code> event.</p>
<pre><code> Specifically, <span class="hljs-keyword">if</span> a<span class="hljs-built_in"> user </span>lifts a finger
<span class="hljs-keyword">from</span> a touch screen, the InteractiveObject
<span class="hljs-built_in"> instance </span>can dispatch a `mouseUp`
event <span class="hljs-keyword">or</span> a `touchEnd` event, <span class="hljs-keyword">or</span>
both <span class="hljs-keyword">if</span> the current environment supports it.
Choose how you want <span class="hljs-keyword">to</span> handle the<span class="hljs-built_in"> user
</span> interaction. Use the openfl.ui.Multitouch
class <span class="hljs-keyword">to</span> manage touch event handling(<span class="hljs-builtin-name">enable</span>
touch gesture event handling,<span class="hljs-built_in"> simple </span>touch
point event handling, <span class="hljs-keyword">or</span> <span class="hljs-builtin-name">disable</span> touch events
so only mouse events are dispatched). <span class="hljs-keyword">If</span> you
choose <span class="hljs-keyword">to</span> handle the `mouseUp`
event, then the same event handler will <span class="hljs-builtin-name">run</span>
on a touch-enabled device <span class="hljs-keyword">and</span> a mouse enabled
device. However, <span class="hljs-keyword">if</span> you choose <span class="hljs-keyword">to</span> handle the
`touchEnd` event, you can design
your event handler <span class="hljs-keyword">to</span> respond <span class="hljs-keyword">to</span> the specific
needs of a touch-enabled environment <span class="hljs-keyword">and</span>
provide<span class="hljs-built_in"> users </span>with a richer touch-enabled
experience. You can also handle both events,
separately, <span class="hljs-keyword">to</span> provide a different response
<span class="hljs-keyword">for</span> a touch event than a mouse event.
**Note:** See the Multitouch class <span class="hljs-keyword">for</span>
environment compatibility information.
</code></pre></dd>
<dt>:event</dt>
<dd><p>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
<code>mouseMove</code> event.</p>
<pre><code> Specifically, <span class="hljs-keyword">if</span> a<span class="hljs-built_in"> user </span>moves a finger
across a touch screen, the InteractiveObject
<span class="hljs-built_in"> instance </span>can dispatch a
`mouseMove` event <span class="hljs-keyword">or</span> a
`touchMove` event, <span class="hljs-keyword">or</span> both <span class="hljs-keyword">if</span> the
current environment supports it. Choose how
you want <span class="hljs-keyword">to</span> handle the<span class="hljs-built_in"> user </span>interaction. Use
the openfl.ui.Multitouch class <span class="hljs-keyword">to</span> manage touch
event handling(<span class="hljs-builtin-name">enable</span> touch gesture event
handling,<span class="hljs-built_in"> simple </span>touch point event handling,
<span class="hljs-keyword">or</span> <span class="hljs-builtin-name">disable</span> touch events so only mouse events
are dispatched). <span class="hljs-keyword">If</span> you choose <span class="hljs-keyword">to</span> handle the
`mouseMove` event, then the same
event handler will <span class="hljs-builtin-name">run</span> on a touch-enabled
device <span class="hljs-keyword">and</span> a mouse enabled device. However,
<span class="hljs-keyword">if</span> you choose <span class="hljs-keyword">to</span> handle the
`touchMove` event, you can design
your event handler <span class="hljs-keyword">to</span> respond <span class="hljs-keyword">to</span> the specific
needs of a touch-enabled environment <span class="hljs-keyword">and</span>
provide<span class="hljs-built_in"> users </span>with a richer touch-enabled
experience. You can also handle both events,
separately, <span class="hljs-keyword">to</span> provide a different response
<span class="hljs-keyword">for</span> a touch event than a mouse event.
**Note:** See the Multitouch class <span class="hljs-keyword">for</span>
environment compatibility information.
</code></pre></dd>
<dt>:event</dt>
<dd><p>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 <code>mouseOut</code>
event.</p>
<pre><code> Specifically, <span class="hljs-keyword">if</span> a<span class="hljs-built_in"> user </span>moves a finger
across a touch screen, the InteractiveObject
<span class="hljs-built_in"> instance </span>can dispatch a `mouseOut`
event <span class="hljs-keyword">or</span> a `touchOut` event, <span class="hljs-keyword">or</span>
both <span class="hljs-keyword">if</span> the current environment supports it.
Choose how you want <span class="hljs-keyword">to</span> handle the<span class="hljs-built_in"> user
</span> interaction. Use the openfl.ui.Multitouch
class <span class="hljs-keyword">to</span> manage touch event handling(<span class="hljs-builtin-name">enable</span>
touch gesture event handling,<span class="hljs-built_in"> simple </span>touch
point event handling, <span class="hljs-keyword">or</span> <span class="hljs-builtin-name">disable</span> touch events
so only mouse events are dispatched). <span class="hljs-keyword">If</span> you
choose <span class="hljs-keyword">to</span> handle the `mouseOut`
event, then the same event handler will <span class="hljs-builtin-name">run</span>
on a touch-enabled device <span class="hljs-keyword">and</span> a mouse enabled
device. However, <span class="hljs-keyword">if</span> you choose <span class="hljs-keyword">to</span> handle the
`touchOut` event, you can design
your event handler <span class="hljs-keyword">to</span> respond <span class="hljs-keyword">to</span> the specific
needs of a touch-enabled environment <span class="hljs-keyword">and</span>
provide<span class="hljs-built_in"> users </span>with a richer touch-enabled
experience. You can also handle both events,
separately, <span class="hljs-keyword">to</span> provide a different response
<span class="hljs-keyword">for</span> a touch event than a mouse event.
**Note:** See the Multitouch class <span class="hljs-keyword">for</span>
environment compatibility information.
</code></pre></dd>
<dt>:event</dt>
<dd><p>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 <code>mouseOver</code> event.</p>
<pre><code> Specifically, <span class="hljs-keyword">if</span> a<span class="hljs-built_in"> user </span>moves a finger
over an InteractiveObject, the
InteractiveObject<span class="hljs-built_in"> instance </span>can dispatch a
`mouseOver` event <span class="hljs-keyword">or</span> a
`touchOver` event, <span class="hljs-keyword">or</span> both <span class="hljs-keyword">if</span> the
current environment supports it. Choose how
you want <span class="hljs-keyword">to</span> handle the<span class="hljs-built_in"> user </span>interaction. Use
the openfl.ui.Multitouch class <span class="hljs-keyword">to</span> manage touch
event handling(<span class="hljs-builtin-name">enable</span> touch gesture event
handling,<span class="hljs-built_in"> simple </span>touch point event handling,
<span class="hljs-keyword">or</span> <span class="hljs-builtin-name">disable</span> touch events so only mouse events
are dispatched). <span class="hljs-keyword">If</span> you choose <span class="hljs-keyword">to</span> handle the
`mouseOver` event, then the same
event handler will <span class="hljs-builtin-name">run</span> on a touch-enabled
device <span class="hljs-keyword">and</span> a mouse enabled device. However,
<span class="hljs-keyword">if</span> you choose <span class="hljs-keyword">to</span> handle the
`touchOver` event, you can design
your event handler <span class="hljs-keyword">to</span> respond <span class="hljs-keyword">to</span> the specific
needs of a touch-enabled environment <span class="hljs-keyword">and</span>
provide<span class="hljs-built_in"> users </span>with a richer touch-enabled
experience. You can also handle both events,
separately, <span class="hljs-keyword">to</span> provide a different response
<span class="hljs-keyword">for</span> a touch event than a mouse event.
**Note:** See the Multitouch class <span class="hljs-keyword">for</span>
environment compatibility information.
</code></pre></dd>
<dt>:event</dt>
<dd><p>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 <code>rollOut</code> event.</p>
<pre><code> Specifically, <span class="hljs-keyword">if</span> a<span class="hljs-built_in"> user </span>moves a finger
over an InteractiveObject, the
InteractiveObject<span class="hljs-built_in"> instance </span>can dispatch a
`rollOut` event <span class="hljs-keyword">or</span> a
`touchRollOut` event, <span class="hljs-keyword">or</span> both <span class="hljs-keyword">if</span>
the current environment supports it. Choose
how you want <span class="hljs-keyword">to</span> handle the<span class="hljs-built_in"> user </span>interaction.
Use the openfl.ui.Multitouch class <span class="hljs-keyword">to</span> manage
touch event handling(<span class="hljs-builtin-name">enable</span> touch gesture
event handling,<span class="hljs-built_in"> simple </span>touch point event
handling, <span class="hljs-keyword">or</span> <span class="hljs-builtin-name">disable</span> touch events so only
mouse events are dispatched). <span class="hljs-keyword">If</span> you choose
<span class="hljs-keyword">to</span> handle the `rollOut` event,
then the same event handler will <span class="hljs-builtin-name">run</span> on a
touch-enabled device <span class="hljs-keyword">and</span> a mouse enabled
device. However, <span class="hljs-keyword">if</span> you choose <span class="hljs-keyword">to</span> handle the
`touchRollOut` event, you can
design your event handler <span class="hljs-keyword">to</span> respond <span class="hljs-keyword">to</span> the
specific needs of a touch-enabled environment
<span class="hljs-keyword">and</span> provide<span class="hljs-built_in"> users </span>with a richer touch-enabled
experience. You can also handle both events,
separately, <span class="hljs-keyword">to</span> provide a different response
<span class="hljs-keyword">for</span> a touch event than a mouse event.
**Note:** See the Multitouch class <span class="hljs-keyword">for</span>
environment compatibility information.
</code></pre></dd>
<dt>:event</dt>
<dd><p>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 <code>rollOver</code> event.</p>
<pre><code> Specifically, <span class="hljs-keyword">if</span> a<span class="hljs-built_in"> user </span>moves a finger
over an InteractiveObject, the
InteractiveObject<span class="hljs-built_in"> instance </span>can dispatch a
`rollOver` event <span class="hljs-keyword">or</span> a
`touchRollOver` event, <span class="hljs-keyword">or</span> both <span class="hljs-keyword">if</span>
the current environment supports it. Choose
how you want <span class="hljs-keyword">to</span> handle the<span class="hljs-built_in"> user </span>interaction.
Use the openfl.ui.Multitouch class <span class="hljs-keyword">to</span> manage
touch event handling(<span class="hljs-builtin-name">enable</span> touch gesture
event handling,<span class="hljs-built_in"> simple </span>touch point event
handling, <span class="hljs-keyword">or</span> <span class="hljs-builtin-name">disable</span> touch events so only
mouse events are dispatched). <span class="hljs-keyword">If</span> you choose
<span class="hljs-keyword">to</span> handle the `rollOver` event,
then the same event handler will <span class="hljs-builtin-name">run</span> on a
touch-enabled device <span class="hljs-keyword">and</span> a mouse enabled
device. However, <span class="hljs-keyword">if</span> you choose <span class="hljs-keyword">to</span> handle the
`touchRollOver` event, you can
design your event handler <span class="hljs-keyword">to</span> respond <span class="hljs-keyword">to</span> the
specific needs of a touch-enabled environment
<span class="hljs-keyword">and</span> provide<span class="hljs-built_in"> users </span>with a richer touch-enabled
experience. You can also handle both events,
separately, <span class="hljs-keyword">to</span> provide a different response
<span class="hljs-keyword">for</span> a touch event than a mouse event.
**Note:** See the Multitouch class <span class="hljs-keyword">for</span>
environment compatibility information.
</code></pre></dd>
<dt>:event</dt>
<dd><p>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
<code>click</code> event.</p>
<pre><code> Specifically, <span class="hljs-keyword">if</span> a<span class="hljs-built_in"> user </span>taps a finger over
an InteractiveObject, the InteractiveObject
<span class="hljs-built_in"> instance </span>can dispatch a `click`
event <span class="hljs-keyword">or</span> a `touchTap` event, <span class="hljs-keyword">or</span>
both <span class="hljs-keyword">if</span> the current environment supports it.
Choose how you want <span class="hljs-keyword">to</span> handle the<span class="hljs-built_in"> user
</span> interaction. Use the openfl.ui.Multitouch
class <span class="hljs-keyword">to</span> manage touch event handling(<span class="hljs-builtin-name">enable</span>
touch gesture event handling,<span class="hljs-built_in"> simple </span>touch
point event handling, <span class="hljs-keyword">or</span> <span class="hljs-builtin-name">disable</span> touch events
so only mouse events are dispatched). <span class="hljs-keyword">If</span> you
choose <span class="hljs-keyword">to</span> handle the `click`
event, then the same event handler will <span class="hljs-builtin-name">run</span>
on a touch-enabled device <span class="hljs-keyword">and</span> a mouse enabled
device. However, <span class="hljs-keyword">if</span> you choose <span class="hljs-keyword">to</span> handle the
`touchTap` event, you can design
your event handler <span class="hljs-keyword">to</span> respond <span class="hljs-keyword">to</span> the specific
needs of a touch-enabled environment <span class="hljs-keyword">and</span>
provide<span class="hljs-built_in"> users </span>with a richer touch-enabled
experience. You can also handle both events,
separately, <span class="hljs-keyword">to</span> provide a different response
<span class="hljs-keyword">for</span> a touch event than a mouse event.
**Note:** See the Multitouch class <span class="hljs-keyword">for</span>
environment compatibility information.
</code></pre></dd>
</dl>
</div>
</section>
<section class="tsd-panel tsd-hierarchy">
<h3>Hierarchy</h3>
<ul class="tsd-hierarchy">
<li>
<a href="openfl.display.displayobject.html" class="tsd-signature-type">DisplayObject</a>
<ul class="tsd-hierarchy">
<li>
<span class="target">InteractiveObject</span>
<ul class="tsd-hierarchy">
<li>
<a href="openfl.display.displayobjectcontainer.html" class="tsd-signature-type">DisplayObjectContainer</a>
</li>
<li>
<a href="openfl.text.textfield.html" class="tsd-signature-type">TextField</a>
</li>
<li>
<a href="openfl.display.simplebutton.html" class="tsd-signature-type">SimpleButton</a>
</li>
</ul>
</li>
</ul>
</li>
</ul>
</section>
<section class="tsd-panel">
<h3>Implements</h3>
<ul class="tsd-hierarchy">
<li><a href="openfl.events.ieventdispatcher.html" class="tsd-signature-type">IEventDispatcher</a></li>
<li><a href="openfl.display.ibitmapdrawable.html" class="tsd-signature-type">IBitmapDrawable</a></li>
</ul>
</section>
<section class="tsd-panel-group tsd-index-group">
<h2>Index</h2>
<section class="tsd-panel tsd-index-panel">
<div class="tsd-index-content">
<section class="tsd-index-section tsd-is-external">
<h3>Constructors</h3>
<ul class="tsd-index-list">
<li class="tsd-kind-constructor tsd-parent-kind-class tsd-is-overwrite tsd-is-external"><a href="openfl.display.interactiveobject.html#constructor" class="tsd-kind-icon">constructor</a></li>
</ul>
</section>
<section class="tsd-index-section tsd-is-external">
<h3>Properties</h3>
<ul class="tsd-index-list">
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#alpha" class="tsd-kind-icon">alpha</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#blendmode" class="tsd-kind-icon">blend<wbr>Mode</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#cacheasbitmap" class="tsd-kind-icon">cache<wbr>AsBitmap</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-external"><a href="openfl.display.interactiveobject.html#doubleclickenabled" class="tsd-kind-icon">double<wbr>Click<wbr>Enabled</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#filters" class="tsd-kind-icon">filters</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-external"><a href="openfl.display.interactiveobject.html#focusrect" class="tsd-kind-icon">focus<wbr>Rect</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#height" class="tsd-kind-icon">height</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#loaderinfo" class="tsd-kind-icon">loader<wbr>Info</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#mask" class="tsd-kind-icon">mask</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-external"><a href="openfl.display.interactiveobject.html#mouseenabled" class="tsd-kind-icon">mouse<wbr>Enabled</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#mousex" class="tsd-kind-icon">mouseX</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#mousey" class="tsd-kind-icon">mouseY</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#name" class="tsd-kind-icon">name</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-external"><a href="openfl.display.interactiveobject.html#needssoftkeyboard" class="tsd-kind-icon">needs<wbr>Soft<wbr>Keyboard</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#opaquebackground" class="tsd-kind-icon">opaque<wbr>Background</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#parent" class="tsd-kind-icon">parent</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#root" class="tsd-kind-icon">root</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#rotation" class="tsd-kind-icon">rotation</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#scale9grid" class="tsd-kind-icon">scale9<wbr>Grid</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#scalex" class="tsd-kind-icon">scaleX</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#scaley" class="tsd-kind-icon">scaleY</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#scrollrect" class="tsd-kind-icon">scroll<wbr>Rect</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-external"><a href="openfl.display.interactiveobject.html#softkeyboardinputareaofinterest" class="tsd-kind-icon">soft<wbr>Keyboard<wbr>Input<wbr>Area<wbr>OfInterest</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#stage" class="tsd-kind-icon">stage</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-external"><a href="openfl.display.interactiveobject.html#tabenabled" class="tsd-kind-icon">tab<wbr>Enabled</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-external"><a href="openfl.display.interactiveobject.html#tabindex" class="tsd-kind-icon">tab<wbr>Index</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#transform" class="tsd-kind-icon">transform</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#visible" class="tsd-kind-icon">visible</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#width" class="tsd-kind-icon">width</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#x" class="tsd-kind-icon">x</a></li>
<li class="tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#y" class="tsd-kind-icon">y</a></li>
</ul>
</section>
<section class="tsd-index-section tsd-is-external">
<h3>Methods</h3>
<ul class="tsd-index-list">
<li class="tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#addeventlistener" class="tsd-kind-icon">add<wbr>Event<wbr>Listener</a></li>
<li class="tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#dispatchevent" class="tsd-kind-icon">dispatch<wbr>Event</a></li>
<li class="tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#getbounds" class="tsd-kind-icon">get<wbr>Bounds</a></li>
<li class="tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#getrect" class="tsd-kind-icon">get<wbr>Rect</a></li>
<li class="tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#globaltolocal" class="tsd-kind-icon">global<wbr>ToLocal</a></li>
<li class="tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#haseventlistener" class="tsd-kind-icon">has<wbr>Event<wbr>Listener</a></li>
<li class="tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#hittestobject" class="tsd-kind-icon">hit<wbr>Test<wbr>Object</a></li>
<li class="tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#hittestpoint" class="tsd-kind-icon">hit<wbr>Test<wbr>Point</a></li>
<li class="tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#localtoglobal" class="tsd-kind-icon">local<wbr>ToGlobal</a></li>
<li class="tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#removeeventlistener" class="tsd-kind-icon">remove<wbr>Event<wbr>Listener</a></li>
<li class="tsd-kind-method tsd-parent-kind-class tsd-is-external"><a href="openfl.display.interactiveobject.html#requestsoftkeyboard" class="tsd-kind-icon">request<wbr>Soft<wbr>Keyboard</a></li>
<li class="tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#tostring" class="tsd-kind-icon">to<wbr>String</a></li>
<li class="tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external"><a href="openfl.display.interactiveobject.html#willtrigger" class="tsd-kind-icon">will<wbr>Trigger</a></li>
</ul>
</section>
</div>
</section>
</section>
<section class="tsd-panel-group tsd-member-group tsd-is-external">
<h2>Constructors</h2>
<section class="tsd-panel tsd-member tsd-kind-constructor tsd-parent-kind-class tsd-is-overwrite tsd-is-external">
<a name="constructor" class="tsd-anchor"></a>
<h3>constructor</h3>
<ul class="tsd-signatures tsd-kind-constructor tsd-parent-kind-class tsd-is-overwrite tsd-is-external">
<li class="tsd-signature tsd-kind-icon">new <wbr>Interactive<wbr>Object<span class="tsd-signature-symbol">(</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><a href="openfl.display.interactiveobject.html" class="tsd-signature-type">InteractiveObject</a></li>
</ul>
<ul class="tsd-descriptions">
<li class="tsd-description">
<aside class="tsd-sources">
<p>Overrides <a href="openfl.events.eventdispatcher.html">EventDispatcher</a>.<a href="openfl.events.eventdispatcher.html#constructor">constructor</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/InteractiveObject.d.ts#L1119">lib/openfl/display/InteractiveObject.d.ts:1119</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>Calling the <code>new InteractiveObject()</code> constructor throws an
<code>ArgumentError</code> exception. You can, however, call constructors
for the following subclasses of InteractiveObject:</p>
</div>
<ul>
<li><code>new SimpleButton()</code></li>
<li><code>new TextField()</code></li>
<li><code>new Loader()</code></li>
<li><code>new Sprite()</code></li>
<li><code>new MovieClip()</code></li>
</ul>
</div>
<h4 class="tsd-returns-title">Returns <a href="openfl.display.interactiveobject.html" class="tsd-signature-type">InteractiveObject</a></h4>
</li>
</ul>
</section>
</section>
<section class="tsd-panel-group tsd-member-group tsd-is-external">
<h2>Properties</h2>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="alpha" class="tsd-anchor"></a>
<h3>alpha</h3>
<div class="tsd-signature tsd-kind-icon">alpha<span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">number</span></div>
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#alpha">alpha</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L159">lib/openfl/display/DisplayObject.d.ts:159</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>Indicates the alpha transparency value of the object specified. Valid
values are 0(fully transparent) to 1(fully opaque). The default value is</p>
<ol>
<li>Display objects with <code>alpha</code> set to 0 <em>are</em> active,
even though they are invisible.</li>
</ol>
</div>
</div>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="blendmode" class="tsd-anchor"></a>
<h3>blend<wbr>Mode</h3>
<div class="tsd-signature tsd-kind-icon">blend<wbr>Mode<span class="tsd-signature-symbol">:</span> <a href="../enums/openfl.display.blendmode.html" class="tsd-signature-type">BlendMode</a></div>
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#blendmode">blendMode</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L185">lib/openfl/display/DisplayObject.d.ts:185</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>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
<code>BlendMode.NORMAL</code>.</p>
</div>
<p>The <code>blendMode</code> 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 <code>blendMode</code> is set to
<code>BlendMode.LIGHTEN</code>, 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.</p>
<p>The following table describes the <code>blendMode</code> settings. The
BlendMode class defines string values you can use. The illustrations in
the table show <code>blendMode</code> values applied to a circular display
object(2) superimposed on another display object(1).</p>
</div>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="cacheasbitmap" class="tsd-anchor"></a>
<h3>cache<wbr>AsBitmap</h3>
<div class="tsd-signature tsd-kind-icon">cache<wbr>AsBitmap<span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">boolean</span></div>
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#cacheasbitmap">cacheAsBitmap</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L242">lib/openfl/display/DisplayObject.d.ts:242</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>All vector data for a display object that has a cached bitmap is drawn
to the bitmap instead of the main display. If
<code>cacheAsBitmapMatrix</code> 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.</p>
</div>
<p>If <code>cacheAsBitmapMatrix</code> 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.</p>
<p>No internal bitmap is created unless the <code>cacheAsBitmap</code>
property is set to <code>true</code>.</p>
<p>After you set the <code>cacheAsBitmap</code> property to
<code>true</code>, 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.</p>
<p>The <code>cacheAsBitmap</code> property is automatically set to
<code>true</code> whenever you apply a filter to a display object(when
its <code>filter</code> array is not empty), and if a display object has a
filter applied to it, <code>cacheAsBitmap</code> is reported as
<code>true</code> for that display object, even if you set the property to
<code>false</code>. If you clear all filters for a display object, the
<code>cacheAsBitmap</code> setting changes to what it was last set to.</p>
<p>A display object does not use a bitmap even if the
<code>cacheAsBitmap</code> property is set to <code>true</code> and
instead renders from vector data in the following cases:</p>
<ul>
<li>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.</li>
<li>The bitmap fails to allocate(out of memory error).</li>
</ul>
<p>The <code>cacheAsBitmap</code> property is best used with movie clips
that have mostly static content and that do not scale and rotate
frequently. With such movie clips, <code>cacheAsBitmap</code> can lead to
performance increases when the movie clip is translated(when its <em>x</em>
and <em>y</em> position is changed).</p>
</div>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-external">
<a name="doubleclickenabled" class="tsd-anchor"></a>
<h3>double<wbr>Click<wbr>Enabled</h3>
<div class="tsd-signature tsd-kind-icon">double<wbr>Click<wbr>Enabled<span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">boolean</span></div>
<aside class="tsd-sources">
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/InteractiveObject.d.ts#L1072">lib/openfl/display/InteractiveObject.d.ts:1072</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>Specifies whether the object receives <code>doubleClick</code> events. The
default value is <code>false</code>, which means that by default an
InteractiveObject instance does not receive <code>doubleClick</code>
events. If the <code>doubleClickEnabled</code> property is set to
<code>true</code>, the instance receives <code>doubleClick</code> events
within its bounds. The <code>mouseEnabled</code> property of the
InteractiveObject instance must also be set to <code>true</code> for the
object to receive <code>doubleClick</code> events.</p>
</div>
<p>No event is dispatched by setting this property. You must use the
<code>addEventListener()</code> method to add an event listener for the
<code>doubleClick</code> event.</p>
</div>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="filters" class="tsd-anchor"></a>
<h3>filters</h3>
<div class="tsd-signature tsd-kind-icon">filters<span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">Array</span><span class="tsd-signature-symbol">&lt;</span><a href="openfl.filters.bitmapfilter.html" class="tsd-signature-type">BitmapFilter</a><span class="tsd-signature-symbol">&gt;</span></div>
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#filters">filters</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L319">lib/openfl/display/DisplayObject.d.ts:319</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>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.</p>
</div>
<p>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 <code>filters</code> array,
modify the temporary array, then assign the value of the temporary array
back to the <code>filters</code> array. You cannot directly add a new
filter object to the <code>filters</code> array.</p>
<p>To add a filter by using ActionScript, perform the following steps
(assume that the target display object is named
<code>myDisplayObject</code>):</p>
<ol>
<li>Create a new filter object by using the constructor method of your
chosen filter class.</li>
<li>Assign the value of the <code>myDisplayObject.filters</code> array
to a temporary array, such as one named <code>myFilters</code>.</li>
<li>Add the new filter object to the <code>myFilters</code> temporary
array.</li>
<li>Assign the value of the temporary array to the
<code>myDisplayObject.filters</code> array.</li>
</ol>
<p>If the <code>filters</code> 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 <code>filters</code> arrays.</p>
<p>To modify an existing filter object, you must use the technique of
modifying a copy of the <code>filters</code> array:</p>
<ol>
<li>Assign the value of the <code>filters</code> array to a temporary
array, such as one named <code>myFilters</code>.</li>
<li>Modify the property by using the temporary array,
<code>myFilters</code>. For example, to set the quality property of the
first filter in the array, you could use the following code:
<code>myFilters[0].quality = 1;</code></li>
<li>Assign the value of the temporary array to the <code>filters</code>
array.</li>
</ol>
<p>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.</p>
<p>The openfl.filters package includes classes for filters. For example, to
create a DropShadow filter, you would write:</p>
<dl class="tsd-comment-tags">
<dt>throws</dt>
<dd><p>ArgumentError When <code>filters</code> includes a ShaderFilter
and the shader output type is not compatible with
this operation(the shader must specify a
<code>pixel4</code> output).</p>
</dd>
<dt>throws</dt>
<dd><p>ArgumentError When <code>filters</code> includes a ShaderFilter
and the shader doesn&#39;t specify any image input or
the first input is not an <code>image4</code> input.</p>
</dd>
<dt>throws</dt>
<dd><p>ArgumentError When <code>filters</code> includes a ShaderFilter
and the shader specifies an image input that isn&#39;t
provided.</p>
</dd>
<dt>throws</dt>
<dd><p>ArgumentError When <code>filters</code> includes a ShaderFilter, a
ByteArray or Vector.<Number> instance as a shader
input, and the <code>width</code> and
<code>height</code> properties aren&#39;t specified for
the ShaderInput object, or the specified values
don&#39;t match the amount of data in the input data.
See the <code>ShaderInput.input</code> property for
more information.</p>
</dd>
</dl>
</div>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-external">
<a name="focusrect" class="tsd-anchor"></a>
<h3>focus<wbr>Rect</h3>
<div class="tsd-signature tsd-kind-icon">focus<wbr>Rect<span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">boolean</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">null</span></div>
<aside class="tsd-sources">
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/InteractiveObject.d.ts#L1074">lib/openfl/display/InteractiveObject.d.ts:1074</a></li>
</ul>
</aside>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="height" class="tsd-anchor"></a>
<h3>height</h3>
<div class="tsd-signature tsd-kind-icon">height<span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">number</span></div>
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#height">height</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L331">lib/openfl/display/DisplayObject.d.ts:331</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>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 <code>height</code> property, the <code>scaleY</code> property
is adjusted accordingly, as shown in the following code:</p>
</div>
<p>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 <code>height</code> to a different value.</p>
</div>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="loaderinfo" class="tsd-anchor"></a>
<h3>loader<wbr>Info</h3>
<div class="tsd-signature tsd-kind-icon">loader<wbr>Info<span class="tsd-signature-symbol">:</span> <a href="openfl.display.loaderinfo.html" class="tsd-signature-type">LoaderInfo</a></div>
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#loaderinfo">loaderInfo</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L346">lib/openfl/display/DisplayObject.d.ts:346</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>Returns a LoaderInfo object containing information about loading the file
to which this display object belongs. The <code>loaderInfo</code> 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
<code>loaderInfo</code> object associated with the SWF file that contains
a display object named <code>myDisplayObject</code>, use
<code>myDisplayObject.root.loaderInfo</code>.</p>
</div>
<p>A large SWF file can monitor its download by calling
<code>this.root.loaderInfo.addEventListener(Event.COMPLETE,
func)</code>.</p>
</div>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="mask" class="tsd-anchor"></a>
<h3>mask</h3>
<div class="tsd-signature tsd-kind-icon">mask<span class="tsd-signature-symbol">:</span> <a href="openfl.display.displayobject.html" class="tsd-signature-type">DisplayObject</a></div>
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#mask">mask</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L379">lib/openfl/display/DisplayObject.d.ts:379</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>The calling display object is masked by the specified <code>mask</code>
object. To ensure that masking works when the Stage is scaled, the
<code>mask</code> display object must be in an active part of the display
list. The <code>mask</code> object itself is not drawn. Set
<code>mask</code> to <code>null</code> to remove the mask.</p>
</div>
<p>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
<code>startDrag()</code> method), it must be on the display list. To call
the <code>startDrag()</code> method for a mask sprite based on a
<code>mouseDown</code> event being dispatched by the sprite, set the
sprite&#39;s <code>buttonMode</code> property to <code>true</code>.</p>
<p>When display objects are cached by setting the
<code>cacheAsBitmap</code> property to <code>true</code> an the
<code>cacheAsBitmapMatrix</code> 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.</p>
<p><strong>Note:</strong> A single <code>mask</code> object cannot be used to mask
more than one calling display object. When the <code>mask</code> is
assigned to a second display object, it is removed as the mask of the
first object, and that object&#39;s <code>mask</code> property becomes
<code>null</code>.</p>
</div>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-external">
<a name="mouseenabled" class="tsd-anchor"></a>
<h3>mouse<wbr>Enabled</h3>
<div class="tsd-signature tsd-kind-icon">mouse<wbr>Enabled<span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">boolean</span></div>
<aside class="tsd-sources">
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/InteractiveObject.d.ts#L1092">lib/openfl/display/InteractiveObject.d.ts:1092</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>Specifies whether this object receives mouse, or other user input,
messages. The default value is <code>true</code>, which means that by
default any InteractiveObject instance that is on the display list
receives mouse events or other user input events. If
<code>mouseEnabled</code> is set to <code>false</code>, 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 <code>mouseEnabled</code> behavior for all
children of an object on the display list, use
<code>openfl.display.DisplayObjectContainer.mouseChildren</code>.</p>
</div>
<p> No event is dispatched by setting this property. You must use the
<code>addEventListener()</code> method to create interactive
functionality.</p>
</div>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="mousex" class="tsd-anchor"></a>
<h3>mouseX</h3>
<div class="tsd-signature tsd-kind-icon">mouseX<span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">number</span></div>
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#mousex">mouseX</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L388">lib/openfl/display/DisplayObject.d.ts:388</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>Indicates the x coordinate of the mouse or user input device position, in
pixels.</p>
</div>
<p><strong>Note</strong>: For a DisplayObject that has been rotated, the returned x
coordinate will reflect the non-rotated object.</p>
</div>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="mousey" class="tsd-anchor"></a>
<h3>mouseY</h3>
<div class="tsd-signature tsd-kind-icon">mouseY<span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">number</span></div>
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#mousey">mouseY</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L397">lib/openfl/display/DisplayObject.d.ts:397</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>Indicates the y coordinate of the mouse or user input device position, in
pixels.</p>
</div>
<p><strong>Note</strong>: For a DisplayObject that has been rotated, the returned y
coordinate will reflect the non-rotated object.</p>
</div>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="name" class="tsd-anchor"></a>
<h3>name</h3>
<div class="tsd-signature tsd-kind-icon">name<span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">string</span></div>
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#name">name</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L409">lib/openfl/display/DisplayObject.d.ts:409</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>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 <code>getChildByName()</code> method of the display object
container.</p>
</div>
<dl class="tsd-comment-tags">
<dt>throws</dt>
<dd><p>IllegalOperationError If you are attempting to set this property
on an object that was placed on the timeline
in the Flash authoring tool.</p>
</dd>
</dl>
</div>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-external">
<a name="needssoftkeyboard" class="tsd-anchor"></a>
<h3>needs<wbr>Soft<wbr>Keyboard</h3>
<div class="tsd-signature tsd-kind-icon">needs<wbr>Soft<wbr>Keyboard<span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">boolean</span></div>
<aside class="tsd-sources">
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/InteractiveObject.d.ts#L1116">lib/openfl/display/InteractiveObject.d.ts:1116</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>Specifies whether a virtual keyboard(an on-screen, software keyboard)
should display when this InteractiveObject instance receives focus.</p>
</div>
<p>By default, the value is <code>false</code> and focusing an
InteractiveObject instance does not raise a soft keyboard. If the
<code>needsSoftKeyboard</code> property is set to <code>true</code>, 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
<code>focus</code> property or a user interaction, such as a &quot;tap.&quot; If the
client system has a hardware keyboard available or does not support
virtual keyboards, then the soft keyboard is not raised.</p>
<p>The InteractiveObject instance dispatches
<code>softKeyboardActivating</code>, <code>softKeyboardActivate</code>,
and <code>softKeyboardDeactivate</code> events when the soft keyboard
raises and lowers.</p>
<p><strong>Note:</strong> This property is not supported in AIR applications on
iOS.</p>
</div>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="opaquebackground" class="tsd-anchor"></a>
<h3>opaque<wbr>Background</h3>
<div class="tsd-signature tsd-kind-icon">opaque<wbr>Background<span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">number</span><span class="tsd-signature-symbol"> | </span><span class="tsd-signature-type">null</span></div>
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#opaquebackground">opaqueBackground</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L435">lib/openfl/display/DisplayObject.d.ts:435</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>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.</p>
</div>
<p>If set to a number value, the surface is opaque(not transparent) with
the RGB background color that the number specifies. If set to
<code>null</code>(the default value), the display object has a
transparent background.</p>
<p>The <code>opaqueBackground</code> property is intended mainly for use
with the <code>cacheAsBitmap</code> property, for rendering optimization.
For display objects in which the <code>cacheAsBitmap</code> property is
set to true, setting <code>opaqueBackground</code> can improve rendering
performance.</p>
<p>The opaque background region is <em>not</em> matched when calling the
<code>hitTestPoint()</code> method with the <code>shapeFlag</code>
parameter set to <code>true</code>.</p>
<p>The opaque background region does not respond to mouse events.</p>
</div>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="parent" class="tsd-anchor"></a>
<h3>parent</h3>
<div class="tsd-signature tsd-kind-icon">parent<span class="tsd-signature-symbol">:</span> <a href="openfl.display.displayobjectcontainer.html" class="tsd-signature-type">DisplayObjectContainer</a></div>
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#parent">parent</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L451">lib/openfl/display/DisplayObject.d.ts:451</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>Indicates the DisplayObjectContainer object that contains this display
object. Use the <code>parent</code> property to specify a relative path to
display objects that are above the current display object in the display
list hierarchy.</p>
</div>
<p>You can use <code>parent</code> to move up multiple levels in the
display list as in the following:</p>
<dl class="tsd-comment-tags">
<dt>throws</dt>
<dd><p>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 <code>Security.allowDomain()</code> method.</p>
</dd>
</dl>
</div>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="root" class="tsd-anchor"></a>
<h3>root</h3>
<div class="tsd-signature tsd-kind-icon">root<span class="tsd-signature-symbol">:</span> <a href="openfl.display.displayobject.html" class="tsd-signature-type">DisplayObject</a></div>
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#root">root</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L479">lib/openfl/display/DisplayObject.d.ts:479</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>For a display object in a loaded SWF file, the <code>root</code> property
is the top-most display object in the portion of the display list&#39;s tree
structure represented by that SWF file. For a Bitmap object representing a
loaded image file, the <code>root</code> property is the Bitmap object
itself. For the instance of the main class of the first SWF file loaded,
the <code>root</code> property is the display object itself. The
<code>root</code> property of the Stage object is the Stage object itself.
The <code>root</code> property is set to <code>null</code> 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.</p>
</div>
<p>For example, if you create a new Sprite object by calling the
<code>Sprite()</code> constructor method, its <code>root</code> property
is <code>null</code> 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).</p>
<p>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 <code>root</code> property set to itself. The Loader
object does not have its <code>root</code> property set until it is added
as a child of a display object for which the <code>root</code> property is
set.</p>
</div>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="rotation" class="tsd-anchor"></a>
<h3>rotation</h3>
<div class="tsd-signature tsd-kind-icon">rotation<span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">number</span></div>
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#rotation">rotation</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L489">lib/openfl/display/DisplayObject.d.ts:489</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>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 <code>my_video.rotation = 450</code>
is the same as <code>my_video.rotation = 90</code>.</p>
</div>
</div>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="scale9grid" class="tsd-anchor"></a>
<h3>scale9<wbr>Grid</h3>
<div class="tsd-signature tsd-kind-icon">scale9<wbr>Grid<span class="tsd-signature-symbol">:</span> <a href="openfl.geom.rectangle.html" class="tsd-signature-type">Rectangle</a></div>
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#scale9grid">scale9Grid</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L553">lib/openfl/display/DisplayObject.d.ts:553</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>The current scaling grid that is in effect. If set to <code>null</code>,
the entire display object is scaled normally when any scale transformation
is applied.</p>
</div>
<p>When you define the <code>scale9Grid</code> property, the display
object is divided into a grid with nine regions based on the
<code>scale9Grid</code> rectangle, which defines the center region of the
grid. The eight other regions of the grid are the following areas:</p>
<ul>
<li>The upper-left corner outside of the rectangle</li>
<li>The area above the rectangle</li>
<li>The upper-right corner outside of the rectangle</li>
<li>The area to the left of the rectangle</li>
<li>The area to the right of the rectangle</li>
<li>The lower-left corner outside of the rectangle</li>
<li>The area below the rectangle</li>
<li>The lower-right corner outside of the rectangle</li>
</ul>
<p>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.</p>
<p>When the <code>scale9Grid</code> 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:</p>
<ul>
<li>Content in the center region is scaled normally.</li>
<li>Content in the corners is not scaled.</li>
<li>Content in the top and bottom regions is scaled horizontally only.
Content in the left and right regions is scaled vertically only.</li>
<li>All fills(including bitmaps, video, and gradients) are stretched to
fit their shapes.</li>
</ul>
<p>If a display object is rotated, all subsequent scaling is normal(and
the <code>scale9Grid</code> property is ignored).</p>
<p>For example, consider the following display object and a rectangle that
is applied as the display object&#39;s <code>scale9Grid</code>:</p>
<p>A common use for setting <code>scale9Grid</code> 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.</p>
<dl class="tsd-comment-tags">
<dt>throws</dt>
<dd><p>ArgumentError If you pass an invalid argument to the method.</p>
</dd>
</dl>
</div>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="scalex" class="tsd-anchor"></a>
<h3>scaleX</h3>
<div class="tsd-signature tsd-kind-icon">scaleX<span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">number</span></div>
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#scalex">scaleX</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L563">lib/openfl/display/DisplayObject.d.ts:563</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>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.</p>
</div>
<p>Scaling the local coordinate system changes the <code>x</code> and
<code>y</code> property values, which are defined in whole pixels.</p>
</div>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="scaley" class="tsd-anchor"></a>
<h3>scaleY</h3>
<div class="tsd-signature tsd-kind-icon">scaleY<span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">number</span></div>
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#scaley">scaleY</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L573">lib/openfl/display/DisplayObject.d.ts:573</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>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.</p>
</div>
<p>Scaling the local coordinate system changes the <code>x</code> and
<code>y</code> property values, which are defined in whole pixels.</p>
</div>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="scrollrect" class="tsd-anchor"></a>
<h3>scroll<wbr>Rect</h3>
<div class="tsd-signature tsd-kind-icon">scroll<wbr>Rect<span class="tsd-signature-symbol">:</span> <a href="openfl.geom.rectangle.html" class="tsd-signature-type">Rectangle</a></div>
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#scrollrect">scrollRect</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L601">lib/openfl/display/DisplayObject.d.ts:601</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>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 <code>x</code> and <code>y</code> properties
of the <code>scrollRect</code> object.</p>
</div>
<p>The properties of the <code>scrollRect</code> Rectangle object use the
display object&#39;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.</p>
<p>You can scroll an object left and right by setting the <code>x</code>
property of the <code>scrollRect</code> Rectangle object. You can scroll
an object up and down by setting the <code>y</code> property of the
<code>scrollRect</code> Rectangle object. If the display object is rotated
90° and you scroll it left and right, the display object actually scrolls
up and down.</p>
</div>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-external">
<a name="softkeyboardinputareaofinterest" class="tsd-anchor"></a>
<h3>soft<wbr>Keyboard<wbr>Input<wbr>Area<wbr>OfInterest</h3>
<div class="tsd-signature tsd-kind-icon">soft<wbr>Keyboard<wbr>Input<wbr>Area<wbr>OfInterest<span class="tsd-signature-symbol">:</span> <a href="openfl.geom.rectangle.html" class="tsd-signature-type">Rectangle</a></div>
<aside class="tsd-sources">
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/InteractiveObject.d.ts#L1117">lib/openfl/display/InteractiveObject.d.ts:1117</a></li>
</ul>
</aside>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="stage" class="tsd-anchor"></a>
<h3>stage</h3>
<div class="tsd-signature tsd-kind-icon">stage<span class="tsd-signature-symbol">:</span> <a href="openfl.display.stage.html" class="tsd-signature-type">Stage</a></div>
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#stage">stage</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L613">lib/openfl/display/DisplayObject.d.ts:613</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>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 <code>stage</code> property of each
display object refers to the same Stage object(even if the display object
belongs to a loaded SWF file).</p>
</div>
<p>If a display object is not added to the display list, its
<code>stage</code> property is set to <code>null</code>.</p>
</div>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-external">
<a name="tabenabled" class="tsd-anchor"></a>
<h3>tab<wbr>Enabled</h3>
<div class="tsd-signature tsd-kind-icon">tab<wbr>Enabled<span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">boolean</span></div>
<aside class="tsd-sources">
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/InteractiveObject.d.ts#L1118">lib/openfl/display/InteractiveObject.d.ts:1118</a></li>
</ul>
</aside>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-external">
<a name="tabindex" class="tsd-anchor"></a>
<h3>tab<wbr>Index</h3>
<div class="tsd-signature tsd-kind-icon">tab<wbr>Index<span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">number</span></div>
<aside class="tsd-sources">
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/InteractiveObject.d.ts#L1119">lib/openfl/display/InteractiveObject.d.ts:1119</a></li>
</ul>
</aside>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="transform" class="tsd-anchor"></a>
<h3>transform</h3>
<div class="tsd-signature tsd-kind-icon">transform<span class="tsd-signature-symbol">:</span> <a href="openfl.geom.transform.html" class="tsd-signature-type">Transform</a></div>
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#transform">transform</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L653">lib/openfl/display/DisplayObject.d.ts:653</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>An object with properties pertaining to a display object&#39;s matrix, color
transform, and pixel bounds. The specific properties - matrix,
colorTransform, and three read-only properties
(<code>concatenatedMatrix</code>, <code>concatenatedColorTransform</code>,
and <code>pixelBounds</code>) - are described in the entry for the
Transform class.</p>
</div>
<p>Each of the transform object&#39;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.</p>
<p>For example, to increase the <code>tx</code> value of a display
object&#39;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:
<code>var myMatrix:Matrix =
myDisplayObject.transform.matrix; myMatrix.tx += 10;
myDisplayObject.transform.matrix = myMatrix;</code></p>
<p>You cannot directly set the <code>tx</code> property. The following
code has no effect on <code>myDisplayObject</code>:
<code>myDisplayObject.transform.matrix.tx +=
10;</code></p>
<p>You can also copy an entire transform object and assign it to another
display object&#39;s transform property. For example, the following code
copies the entire transform object from <code>myOldDisplayObj</code> to
<code>myNewDisplayObj</code>:
<code>myNewDisplayObj.transform = myOldDisplayObj.transform;</code></p>
<p>The resulting display object, <code>myNewDisplayObj</code>, now has the
same values for its matrix, color transform, and pixel bounds as the old
display object, <code>myOldDisplayObj</code>.</p>
<p>Note that AIR for TV devices use hardware acceleration, if it is
available, for color transforms.</p>
</div>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="visible" class="tsd-anchor"></a>
<h3>visible</h3>
<div class="tsd-signature tsd-kind-icon">visible<span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">boolean</span></div>
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#visible">visible</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L660">lib/openfl/display/DisplayObject.d.ts:660</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>Whether or not the display object is visible. Display objects that are not
visible are disabled. For example, if <code>visible=false</code> for an
InteractiveObject instance, it cannot be clicked.</p>
</div>
</div>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="width" class="tsd-anchor"></a>
<h3>width</h3>
<div class="tsd-signature tsd-kind-icon">width<span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">number</span></div>
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#width">width</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L672">lib/openfl/display/DisplayObject.d.ts:672</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>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 <code>width</code> property, the <code>scaleX</code> property
is adjusted accordingly, as shown in the following code:</p>
</div>
<p>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
<code>width</code> to a different value.</p>
</div>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="x" class="tsd-anchor"></a>
<h3>x</h3>
<div class="tsd-signature tsd-kind-icon">x<span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">number</span></div>
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#x">x</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L684">lib/openfl/display/DisplayObject.d.ts:684</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>Indicates the <em>x</em> 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&#39;s children inherit a coordinate system that is
rotated 90° counterclockwise. The object&#39;s coordinates refer to the
registration point position.</p>
</div>
</div>
</section>
<section class="tsd-panel tsd-member tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="y" class="tsd-anchor"></a>
<h3>y</h3>
<div class="tsd-signature tsd-kind-icon">y<span class="tsd-signature-symbol">:</span> <span class="tsd-signature-type">number</span></div>
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#y">y</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L696">lib/openfl/display/DisplayObject.d.ts:696</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>Indicates the <em>y</em> 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&#39;s children inherit a coordinate system that is
rotated 90° counterclockwise. The object&#39;s coordinates refer to the
registration point position.</p>
</div>
</div>
</section>
</section>
<section class="tsd-panel-group tsd-member-group tsd-is-external">
<h2>Methods</h2>
<section class="tsd-panel tsd-member tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="addeventlistener" class="tsd-anchor"></a>
<h3>add<wbr>Event<wbr>Listener</h3>
<ul class="tsd-signatures tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<li class="tsd-signature tsd-kind-icon">add<wbr>Event<wbr>Listener<span class="tsd-signature-symbol">(</span>type<span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">string</span>, listener<span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">function</span>, useCapture<span class="tsd-signature-symbol">?: </span><span class="tsd-signature-type">boolean</span>, priority<span class="tsd-signature-symbol">?: </span><span class="tsd-signature-type">number</span>, useWeakReference<span class="tsd-signature-symbol">?: </span><span class="tsd-signature-type">boolean</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span></li>
</ul>
<ul class="tsd-descriptions">
<li class="tsd-description">
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.events.eventdispatcher.html">EventDispatcher</a>.<a href="openfl.events.eventdispatcher.html#addeventlistener">addEventListener</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/events/EventDispatcher.d.ts#L168">lib/openfl/events/EventDispatcher.d.ts:168</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>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.</p>
</div>
<p>After you successfully register an event listener, you cannot change
its priority through additional calls to <code>addEventListener()</code>.
To change a listener&#39;s priority, you must first call
<code>removeListener()</code>. Then you can register the listener again
with the new priority level.</p>
<p>Keep in mind that after the listener is registered, subsequent calls to
<code>addEventListener()</code> with a different <code>type</code> or
<code>useCapture</code> value result in the creation of a separate
listener registration. For example, if you first register a listener with
<code>useCapture</code> set to <code>true</code>, it listens only during
the capture phase. If you call <code>addEventListener()</code> again using
the same listener object, but with <code>useCapture</code> set to
<code>false</code>, you have two separate listeners: one that listens
during the capture phase and another that listens during the target and
bubbling phases.</p>
<p>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.</p>
<p>If you no longer need an event listener, remove it by calling
<code>removeEventListener()</code>, 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 <code>useWeakReference</code> parameter is set to
<code>true</code>).</p>
<p>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.</p>
<p>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.</p>
<p>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).</p>
<dl class="tsd-comment-tags">
<dt>throws</dt>
<dd><p>ArgumentError The <code>listener</code> specified is not a
function.</p>
</dd>
</dl>
</div>
<h4 class="tsd-parameters-title">Parameters</h4>
<ul class="tsd-parameters">
<li>
<h5>type: <span class="tsd-signature-type">string</span></h5>
<div class="tsd-comment tsd-typography">
<p>The type of event.</p>
</div>
</li>
<li>
<h5>listener: <span class="tsd-signature-type">function</span></h5>
<ul class="tsd-parameters">
<li class="tsd-parameter-siganture">
<ul class="tsd-signatures tsd-kind-type-literal">
<li class="tsd-signature tsd-kind-icon"><span class="tsd-signature-symbol">(</span>event<span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">object</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span></li>
</ul>
<ul class="tsd-descriptions">
<li class="tsd-description">
<h4 class="tsd-parameters-title">Parameters</h4>
<ul class="tsd-parameters">
<li>
<h5>event: <span class="tsd-signature-type">object</span></h5>
</li>
</ul>
<h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4>
</li>
</ul>
</li>
</ul>
</li>
<li>
<h5><span class="tsd-flag ts-flagOptional">Optional</span> useCapture: <span class="tsd-signature-type">boolean</span></h5>
<div class="tsd-comment tsd-typography">
<p>Determines whether the listener works in the
capture phase or the target and bubbling phases.
If <code>useCapture</code> is set to
<code>true</code>, the listener processes the
event only during the capture phase and not in the
target or bubbling phase. If
<code>useCapture</code> is <code>false</code>, the
listener processes the event only during the
target or bubbling phase. To listen for the event
in all three phases, call
<code>addEventListener</code> twice, once with
<code>useCapture</code> set to <code>true</code>,
then again with <code>useCapture</code> set to
<code>false</code>.</p>
</div>
</li>
<li>
<h5><span class="tsd-flag ts-flagOptional">Optional</span> priority: <span class="tsd-signature-type">number</span></h5>
<div class="tsd-comment tsd-typography">
<p>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 <em>n</em> are processed
before listeners of priority <em>n</em>-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.</p>
</div>
</li>
<li>
<h5><span class="tsd-flag ts-flagOptional">Optional</span> useWeakReference: <span class="tsd-signature-type">boolean</span></h5>
<div class="tsd-comment tsd-typography">
<p>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.</p>
<pre><code> Class-level member functions are not subject to
garbage collection, so you can <span class="hljs-keyword">set</span>
<span class="hljs-string">`useWeakReference`</span> <span class="hljs-keyword">to</span> <span class="hljs-string">`true`</span>
<span class="hljs-keyword">for</span> <span class="hljs-keyword">class</span>-<span class="hljs-keyword">level</span> <span class="hljs-keyword">member</span> functions <span class="hljs-keyword">without</span>
subjecting them <span class="hljs-keyword">to</span> garbage collection. <span class="hljs-keyword">If</span> you <span class="hljs-keyword">set</span>
<span class="hljs-string">`useWeakReference`</span> <span class="hljs-keyword">to</span> <span class="hljs-string">`true`</span>
<span class="hljs-keyword">for</span> a listener that <span class="hljs-keyword">is</span> a <span class="hljs-keyword">nested</span> <span class="hljs-keyword">inner</span> <span class="hljs-keyword">function</span>,
the <span class="hljs-keyword">function</span> will be garbage-collected <span class="hljs-keyword">and</span> <span class="hljs-keyword">no</span>
longer persistent. <span class="hljs-keyword">If</span> you <span class="hljs-keyword">create</span> <span class="hljs-keyword">references</span> <span class="hljs-keyword">to</span> the
<span class="hljs-keyword">inner</span> <span class="hljs-keyword">function</span>(<span class="hljs-keyword">save</span> it <span class="hljs-keyword">in</span> another <span class="hljs-keyword">variable</span>) <span class="hljs-keyword">then</span>
it <span class="hljs-keyword">is</span> <span class="hljs-keyword">not</span> garbage-collected <span class="hljs-keyword">and</span> stays
persistent.
</code></pre>
</div>
</li>
</ul>
<h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4>
</li>
</ul>
</section>
<section class="tsd-panel tsd-member tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="dispatchevent" class="tsd-anchor"></a>
<h3>dispatch<wbr>Event</h3>
<ul class="tsd-signatures tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<li class="tsd-signature tsd-kind-icon">dispatch<wbr>Event<span class="tsd-signature-symbol">(</span>event<span class="tsd-signature-symbol">: </span><a href="openfl.events.event.html" class="tsd-signature-type">Event</a><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">boolean</span></li>
</ul>
<ul class="tsd-descriptions">
<li class="tsd-description">
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.events.eventdispatcher.html">EventDispatcher</a>.<a href="openfl.events.eventdispatcher.html#dispatchevent">dispatchEvent</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/events/EventDispatcher.d.ts#L186">lib/openfl/events/EventDispatcher.d.ts:186</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>Dispatches an event into the event flow. The event target is the
EventDispatcher object upon which the <code>dispatchEvent()</code> method
is called.</p>
</div>
<dl class="tsd-comment-tags">
<dt>throws</dt>
<dd><p>Error The event dispatch recursion limit has been reached.</p>
</dd>
</dl>
</div>
<h4 class="tsd-parameters-title">Parameters</h4>
<ul class="tsd-parameters">
<li>
<h5>event: <a href="openfl.events.event.html" class="tsd-signature-type">Event</a></h5>
<div class="tsd-comment tsd-typography">
<p>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
<code>target</code> property cannot be changed, so you must
create a new copy of the event for redispatching to work.</p>
</div>
</li>
</ul>
<h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">boolean</span></h4>
<p>A value of <code>true</code> if the event was successfully
dispatched. A value of <code>false</code> indicates failure or
that <code>preventDefault()</code> was called on the event.</p>
</li>
</ul>
</section>
<section class="tsd-panel tsd-member tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="getbounds" class="tsd-anchor"></a>
<h3>get<wbr>Bounds</h3>
<ul class="tsd-signatures tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<li class="tsd-signature tsd-kind-icon">get<wbr>Bounds<span class="tsd-signature-symbol">(</span>targetCoordinateSpace<span class="tsd-signature-symbol">: </span><a href="openfl.display.displayobject.html" class="tsd-signature-type">DisplayObject</a><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><a href="openfl.geom.rectangle.html" class="tsd-signature-type">Rectangle</a></li>
</ul>
<ul class="tsd-descriptions">
<li class="tsd-description">
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#getbounds">getBounds</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L726">lib/openfl/display/DisplayObject.d.ts:726</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>Returns a rectangle that defines the area of the display object relative
to the coordinate system of the <code>targetCoordinateSpace</code> object.
Consider the following code, which shows how the rectangle returned can
vary depending on the <code>targetCoordinateSpace</code> parameter that
you pass to the method:</p>
</div>
<p><strong>Note:</strong> Use the <code>localToGlobal()</code> and
<code>globalToLocal()</code> methods to convert the display object&#39;s local
coordinates to display coordinates, or display coordinates to local
coordinates, respectively.</p>
<p>The <code>getBounds()</code> method is similar to the
<code>getRect()</code> method; however, the Rectangle returned by the
<code>getBounds()</code> method includes any strokes on shapes, whereas
the Rectangle returned by the <code>getRect()</code> method does not. For
an example, see the description of the <code>getRect()</code> method.</p>
</div>
<h4 class="tsd-parameters-title">Parameters</h4>
<ul class="tsd-parameters">
<li>
<h5>targetCoordinateSpace: <a href="openfl.display.displayobject.html" class="tsd-signature-type">DisplayObject</a></h5>
<div class="tsd-comment tsd-typography">
<p>The display object that defines the
coordinate system to use.</p>
</div>
</li>
</ul>
<h4 class="tsd-returns-title">Returns <a href="openfl.geom.rectangle.html" class="tsd-signature-type">Rectangle</a></h4>
<p>The rectangle that defines the area of the display object relative
to the <code>targetCoordinateSpace</code> object&#39;s coordinate
system.</p>
</li>
</ul>
</section>
<section class="tsd-panel tsd-member tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="getrect" class="tsd-anchor"></a>
<h3>get<wbr>Rect</h3>
<ul class="tsd-signatures tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<li class="tsd-signature tsd-kind-icon">get<wbr>Rect<span class="tsd-signature-symbol">(</span>targetCoordinateSpace<span class="tsd-signature-symbol">: </span><a href="openfl.display.displayobject.html" class="tsd-signature-type">DisplayObject</a><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><a href="openfl.geom.rectangle.html" class="tsd-signature-type">Rectangle</a></li>
</ul>
<ul class="tsd-descriptions">
<li class="tsd-description">
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#getrect">getRect</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L747">lib/openfl/display/DisplayObject.d.ts:747</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>Returns a rectangle that defines the boundary of the display object, based
on the coordinate system defined by the <code>targetCoordinateSpace</code>
parameter, excluding any strokes on shapes. The values that the
<code>getRect()</code> method returns are the same or smaller than those
returned by the <code>getBounds()</code> method.</p>
</div>
<p><strong>Note:</strong> Use <code>localToGlobal()</code> and
<code>globalToLocal()</code> methods to convert the display object&#39;s local
coordinates to Stage coordinates, or Stage coordinates to local
coordinates, respectively.</p>
</div>
<h4 class="tsd-parameters-title">Parameters</h4>
<ul class="tsd-parameters">
<li>
<h5>targetCoordinateSpace: <a href="openfl.display.displayobject.html" class="tsd-signature-type">DisplayObject</a></h5>
<div class="tsd-comment tsd-typography">
<p>The display object that defines the
coordinate system to use.</p>
</div>
</li>
</ul>
<h4 class="tsd-returns-title">Returns <a href="openfl.geom.rectangle.html" class="tsd-signature-type">Rectangle</a></h4>
<p>The rectangle that defines the area of the display object relative
to the <code>targetCoordinateSpace</code> object&#39;s coordinate
system.</p>
</li>
</ul>
</section>
<section class="tsd-panel tsd-member tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="globaltolocal" class="tsd-anchor"></a>
<h3>global<wbr>ToLocal</h3>
<ul class="tsd-signatures tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<li class="tsd-signature tsd-kind-icon">global<wbr>ToLocal<span class="tsd-signature-symbol">(</span>pos<span class="tsd-signature-symbol">: </span><a href="openfl.geom.point.html" class="tsd-signature-type">Point</a><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><a href="openfl.geom.point.html" class="tsd-signature-type">Point</a></li>
</ul>
<ul class="tsd-descriptions">
<li class="tsd-description">
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#globaltolocal">globalToLocal</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L767">lib/openfl/display/DisplayObject.d.ts:767</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>Converts the <code>point</code> object from the Stage(global) coordinates
to the display object&#39;s(local) coordinates.</p>
</div>
<p>To use this method, first create an instance of the Point class. The
<em>x</em> and <em>y</em> 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
<code>globalToLocal()</code> method. The method returns a new Point object
with <em>x</em> and <em>y</em> values that relate to the origin of the display
object instead of the origin of the Stage.</p>
</div>
<h4 class="tsd-parameters-title">Parameters</h4>
<ul class="tsd-parameters">
<li>
<h5>pos: <a href="openfl.geom.point.html" class="tsd-signature-type">Point</a></h5>
</li>
</ul>
<h4 class="tsd-returns-title">Returns <a href="openfl.geom.point.html" class="tsd-signature-type">Point</a></h4>
<p>A Point object with coordinates relative to the display object.</p>
</li>
</ul>
</section>
<section class="tsd-panel tsd-member tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="haseventlistener" class="tsd-anchor"></a>
<h3>has<wbr>Event<wbr>Listener</h3>
<ul class="tsd-signatures tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<li class="tsd-signature tsd-kind-icon">has<wbr>Event<wbr>Listener<span class="tsd-signature-symbol">(</span>type<span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">string</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">boolean</span></li>
</ul>
<ul class="tsd-descriptions">
<li class="tsd-description">
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.events.eventdispatcher.html">EventDispatcher</a>.<a href="openfl.events.eventdispatcher.html#haseventlistener">hasEventListener</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/events/EventDispatcher.d.ts#L209">lib/openfl/events/EventDispatcher.d.ts:209</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>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 <code>willTrigger()</code>.</p>
</div>
<p>The difference between <code>hasEventListener()</code> and
<code>willTrigger()</code> is that <code>hasEventListener()</code>
examines only the object to which it belongs, whereas
<code>willTrigger()</code> examines the entire event flow for the event
specified by the <code>type</code> parameter.</p>
<p>When <code>hasEventListener()</code> is called from a LoaderInfo
object, only the listeners that the caller can access are considered.</p>
</div>
<h4 class="tsd-parameters-title">Parameters</h4>
<ul class="tsd-parameters">
<li>
<h5>type: <span class="tsd-signature-type">string</span></h5>
<div class="tsd-comment tsd-typography">
<p>The type of event.</p>
</div>
</li>
</ul>
<h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">boolean</span></h4>
<p>A value of <code>true</code> if a listener of the specified type
is registered; <code>false</code> otherwise.</p>
</li>
</ul>
</section>
<section class="tsd-panel tsd-member tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="hittestobject" class="tsd-anchor"></a>
<h3>hit<wbr>Test<wbr>Object</h3>
<ul class="tsd-signatures tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<li class="tsd-signature tsd-kind-icon">hit<wbr>Test<wbr>Object<span class="tsd-signature-symbol">(</span>obj<span class="tsd-signature-symbol">: </span><a href="openfl.display.displayobject.html" class="tsd-signature-type">DisplayObject</a><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">boolean</span></li>
</ul>
<ul class="tsd-descriptions">
<li class="tsd-description">
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#hittestobject">hitTestObject</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L783">lib/openfl/display/DisplayObject.d.ts:783</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>Evaluates the bounding box of the display object to see if it overlaps or
intersects with the bounding box of the <code>obj</code> display object.</p>
</div>
</div>
<h4 class="tsd-parameters-title">Parameters</h4>
<ul class="tsd-parameters">
<li>
<h5>obj: <a href="openfl.display.displayobject.html" class="tsd-signature-type">DisplayObject</a></h5>
<div class="tsd-comment tsd-typography">
<p>The display object to test against.</p>
</div>
</li>
</ul>
<h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">boolean</span></h4>
<p><code>true</code> if the bounding boxes of the display objects
intersect; <code>false</code> if not.</p>
</li>
</ul>
</section>
<section class="tsd-panel tsd-member tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="hittestpoint" class="tsd-anchor"></a>
<h3>hit<wbr>Test<wbr>Point</h3>
<ul class="tsd-signatures tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<li class="tsd-signature tsd-kind-icon">hit<wbr>Test<wbr>Point<span class="tsd-signature-symbol">(</span>x<span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">number</span>, y<span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">number</span>, shapeFlag<span class="tsd-signature-symbol">?: </span><span class="tsd-signature-type">boolean</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">boolean</span></li>
</ul>
<ul class="tsd-descriptions">
<li class="tsd-description">
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#hittestpoint">hitTestPoint</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L802">lib/openfl/display/DisplayObject.d.ts:802</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>Evaluates the display object to see if it overlaps or intersects with the
point specified by the <code>x</code> and <code>y</code> parameters. The
<code>x</code> and <code>y</code> 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).</p>
</div>
</div>
<h4 class="tsd-parameters-title">Parameters</h4>
<ul class="tsd-parameters">
<li>
<h5>x: <span class="tsd-signature-type">number</span></h5>
<div class="tsd-comment tsd-typography">
<p>The <em>x</em> coordinate to test against this object.</p>
</div>
</li>
<li>
<h5>y: <span class="tsd-signature-type">number</span></h5>
<div class="tsd-comment tsd-typography">
<p>The <em>y</em> coordinate to test against this object.</p>
</div>
</li>
<li>
<h5><span class="tsd-flag ts-flagOptional">Optional</span> shapeFlag: <span class="tsd-signature-type">boolean</span></h5>
<div class="tsd-comment tsd-typography">
<p>Whether to check against the actual pixels of the object
(<code>true</code>) or the bounding box
(<code>false</code>).</p>
</div>
</li>
</ul>
<h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">boolean</span></h4>
<p><code>true</code> if the display object overlaps or intersects
with the specified point; <code>false</code> otherwise.</p>
</li>
</ul>
</section>
<section class="tsd-panel tsd-member tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="localtoglobal" class="tsd-anchor"></a>
<h3>local<wbr>ToGlobal</h3>
<ul class="tsd-signatures tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<li class="tsd-signature tsd-kind-icon">local<wbr>ToGlobal<span class="tsd-signature-symbol">(</span>point<span class="tsd-signature-symbol">: </span><a href="openfl.geom.point.html" class="tsd-signature-type">Point</a><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><a href="openfl.geom.point.html" class="tsd-signature-type">Point</a></li>
</ul>
<ul class="tsd-descriptions">
<li class="tsd-description">
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.display.displayobject.html">DisplayObject</a>.<a href="openfl.display.displayobject.html#localtoglobal">localToGlobal</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/DisplayObject.d.ts#L828">lib/openfl/display/DisplayObject.d.ts:828</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>Converts the <code>point</code> object from the display object&#39;s(local)
coordinates to the Stage(global) coordinates.</p>
</div>
<p>This method allows you to convert any given <em>x</em> and <em>y</em>
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).</p>
<p>To use this method, first create an instance of the Point class. The
<em>x</em> and <em>y</em> values that you assign represent local coordinates
because they relate to the origin of the display object.</p>
<p>You then pass the Point instance that you created as the parameter to
the <code>localToGlobal()</code> method. The method returns a new Point
object with <em>x</em> and <em>y</em> values that relate to the origin of the
Stage instead of the origin of the display object.</p>
</div>
<h4 class="tsd-parameters-title">Parameters</h4>
<ul class="tsd-parameters">
<li>
<h5>point: <a href="openfl.geom.point.html" class="tsd-signature-type">Point</a></h5>
<div class="tsd-comment tsd-typography">
<p>The name or identifier of a point created with the Point
class, specifying the <em>x</em> and <em>y</em> coordinates as
properties.</p>
</div>
</li>
</ul>
<h4 class="tsd-returns-title">Returns <a href="openfl.geom.point.html" class="tsd-signature-type">Point</a></h4>
<p>A Point object with coordinates relative to the Stage.</p>
</li>
</ul>
</section>
<section class="tsd-panel tsd-member tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="removeeventlistener" class="tsd-anchor"></a>
<h3>remove<wbr>Event<wbr>Listener</h3>
<ul class="tsd-signatures tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<li class="tsd-signature tsd-kind-icon">remove<wbr>Event<wbr>Listener<span class="tsd-signature-symbol">(</span>type<span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">string</span>, listener<span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">function</span>, useCapture<span class="tsd-signature-symbol">?: </span><span class="tsd-signature-type">boolean</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span></li>
</ul>
<ul class="tsd-descriptions">
<li class="tsd-description">
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.events.eventdispatcher.html">EventDispatcher</a>.<a href="openfl.events.eventdispatcher.html#removeeventlistener">removeEventListener</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/events/EventDispatcher.d.ts#L227">lib/openfl/events/EventDispatcher.d.ts:227</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>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.</p>
</div>
</div>
<h4 class="tsd-parameters-title">Parameters</h4>
<ul class="tsd-parameters">
<li>
<h5>type: <span class="tsd-signature-type">string</span></h5>
<div class="tsd-comment tsd-typography">
<p>The type of event.</p>
</div>
</li>
<li>
<h5>listener: <span class="tsd-signature-type">function</span></h5>
<ul class="tsd-parameters">
<li class="tsd-parameter-siganture">
<ul class="tsd-signatures tsd-kind-type-literal">
<li class="tsd-signature tsd-kind-icon"><span class="tsd-signature-symbol">(</span>event<span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">object</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">void</span></li>
</ul>
<ul class="tsd-descriptions">
<li class="tsd-description">
<h4 class="tsd-parameters-title">Parameters</h4>
<ul class="tsd-parameters">
<li>
<h5>event: <span class="tsd-signature-type">object</span></h5>
</li>
</ul>
<h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4>
</li>
</ul>
</li>
</ul>
</li>
<li>
<h5><span class="tsd-flag ts-flagOptional">Optional</span> useCapture: <span class="tsd-signature-type">boolean</span></h5>
<div class="tsd-comment tsd-typography">
<p>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
<code>removeEventListener()</code> are required to
remove both, one call with <code>useCapture()</code> set
to <code>true</code>, and another call with
<code>useCapture()</code> set to <code>false</code>.</p>
</div>
</li>
</ul>
<h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">void</span></h4>
</li>
</ul>
</section>
<section class="tsd-panel tsd-member tsd-kind-method tsd-parent-kind-class tsd-is-external">
<a name="requestsoftkeyboard" class="tsd-anchor"></a>
<h3>request<wbr>Soft<wbr>Keyboard</h3>
<ul class="tsd-signatures tsd-kind-method tsd-parent-kind-class tsd-is-external">
<li class="tsd-signature tsd-kind-icon">request<wbr>Soft<wbr>Keyboard<span class="tsd-signature-symbol">(</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">boolean</span></li>
</ul>
<ul class="tsd-descriptions">
<li class="tsd-description">
<aside class="tsd-sources">
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/display/InteractiveObject.d.ts#L1153">lib/openfl/display/InteractiveObject.d.ts:1153</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>Raises a virtual keyboard.</p>
</div>
<p>Calling this method focuses the InteractiveObject instance and raises
the soft keyboard, if necessary. The <code>needsSoftKeyboard</code> must
also be <code>true</code>. A keyboard is not raised if a hardware keyboard
is available, or if the client system does not support virtual
keyboards.</p>
<p><strong>Note:</strong> This method is not supported in AIR applications on
iOS.</p>
</div>
<h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">boolean</span></h4>
<p>A value of <code>true</code> means that the soft keyboard request
was granted; <code>false</code> means that the soft keyboard was
not raised.</p>
</li>
</ul>
</section>
<section class="tsd-panel tsd-member tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="tostring" class="tsd-anchor"></a>
<h3>to<wbr>String</h3>
<ul class="tsd-signatures tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<li class="tsd-signature tsd-kind-icon">to<wbr>String<span class="tsd-signature-symbol">(</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">string</span></li>
</ul>
<ul class="tsd-descriptions">
<li class="tsd-description">
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.events.eventdispatcher.html">EventDispatcher</a>.<a href="openfl.events.eventdispatcher.html#tostring">toString</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/events/EventDispatcher.d.ts#L230">lib/openfl/events/EventDispatcher.d.ts:230</a></li>
</ul>
</aside>
<h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">string</span></h4>
</li>
</ul>
</section>
<section class="tsd-panel tsd-member tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a name="willtrigger" class="tsd-anchor"></a>
<h3>will<wbr>Trigger</h3>
<ul class="tsd-signatures tsd-kind-method tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<li class="tsd-signature tsd-kind-icon">will<wbr>Trigger<span class="tsd-signature-symbol">(</span>type<span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">string</span><span class="tsd-signature-symbol">)</span><span class="tsd-signature-symbol">: </span><span class="tsd-signature-type">boolean</span></li>
</ul>
<ul class="tsd-descriptions">
<li class="tsd-description">
<aside class="tsd-sources">
<p>Inherited from <a href="openfl.events.eventdispatcher.html">EventDispatcher</a>.<a href="openfl.events.eventdispatcher.html#willtrigger">willTrigger</a></p>
<ul>
<li>Defined in <a href="https://github.com/openfl/openfl/blob/9921d3bf/lib/openfl/events/EventDispatcher.d.ts#L253">lib/openfl/events/EventDispatcher.d.ts:253</a></li>
</ul>
</aside>
<div class="tsd-comment tsd-typography">
<div class="lead">
<p>Checks whether an event listener is registered with this EventDispatcher
object or any of its ancestors for the specified event type. This method
returns <code>true</code> 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.</p>
</div>
<p>The difference between the <code>hasEventListener()</code> and the
<code>willTrigger()</code> methods is that <code>hasEventListener()</code>
examines only the object to which it belongs, whereas the
<code>willTrigger()</code> method examines the entire event flow for the
event specified by the <code>type</code> parameter.</p>
<p>When <code>willTrigger()</code> is called from a LoaderInfo object,
only the listeners that the caller can access are considered.</p>
</div>
<h4 class="tsd-parameters-title">Parameters</h4>
<ul class="tsd-parameters">
<li>
<h5>type: <span class="tsd-signature-type">string</span></h5>
<div class="tsd-comment tsd-typography">
<p>The type of event.</p>
</div>
</li>
</ul>
<h4 class="tsd-returns-title">Returns <span class="tsd-signature-type">boolean</span></h4>
<p>A value of <code>true</code> if a listener of the specified type
will be triggered; <code>false</code> otherwise.</p>
</li>
</ul>
</section>
</section>
</div>
<div class="col-4 col-menu menu-sticky-wrap menu-highlight">
<nav class="tsd-navigation primary">
<ul>
<li class="label tsd-is-external">
<span>Externals</span>
</li>
<li class=" tsd-kind-module tsd-parent-kind-module tsd-is-external">
<a href="../modules/openfl.desktop.html">openfl.desktop</a>
</li>
<li class="current tsd-kind-module tsd-parent-kind-module tsd-is-external">
<a href="../modules/openfl.display.html">openfl.display</a>
</li>
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<a href="../modules/openfl.display3d.html">openfl.display3D</a>
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<a href="../modules/openfl.errors.html">openfl.errors</a>
</li>
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<a href="../modules/openfl.events.html">openfl.events</a>
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<a href="../modules/openfl.external.html">openfl.external</a>
</li>
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<a href="../modules/openfl.filters.html">openfl.filters</a>
</li>
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<a href="../modules/openfl.geom.html">openfl.geom</a>
</li>
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<a href="../modules/openfl.media.html">openfl.media</a>
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<a href="../modules/openfl.net.html">openfl.net</a>
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<a href="../modules/openfl.profiler.html">openfl.profiler</a>
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<a href="../modules/openfl.sensors.html">openfl.sensors</a>
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<a href="../modules/openfl.system.html">openfl.system</a>
</li>
<li class=" tsd-kind-module tsd-parent-kind-module tsd-is-external">
<a href="../modules/openfl.text.html">openfl.text</a>
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<li class=" tsd-kind-module tsd-parent-kind-module tsd-is-external">
<a href="../modules/openfl.ui.html">openfl.ui</a>
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<a href="../modules/openfl.utils.html">openfl.utils</a>
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<ul class="before-current">
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<ul class="current">
<li class="current tsd-kind-class tsd-parent-kind-module tsd-is-external">
<a href="openfl.display.interactiveobject.html" class="tsd-kind-icon">Interactive<wbr>Object</a>
<ul>
<li class=" tsd-kind-constructor tsd-parent-kind-class tsd-is-overwrite tsd-is-external">
<a href="openfl.display.interactiveobject.html#constructor" class="tsd-kind-icon">constructor</a>
</li>
<li class=" tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a href="openfl.display.interactiveobject.html#alpha" class="tsd-kind-icon">alpha</a>
</li>
<li class=" tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a href="openfl.display.interactiveobject.html#blendmode" class="tsd-kind-icon">blend<wbr>Mode</a>
</li>
<li class=" tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a href="openfl.display.interactiveobject.html#cacheasbitmap" class="tsd-kind-icon">cache<wbr>AsBitmap</a>
</li>
<li class=" tsd-kind-property tsd-parent-kind-class tsd-is-external">
<a href="openfl.display.interactiveobject.html#doubleclickenabled" class="tsd-kind-icon">double<wbr>Click<wbr>Enabled</a>
</li>
<li class=" tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a href="openfl.display.interactiveobject.html#filters" class="tsd-kind-icon">filters</a>
</li>
<li class=" tsd-kind-property tsd-parent-kind-class tsd-is-external">
<a href="openfl.display.interactiveobject.html#focusrect" class="tsd-kind-icon">focus<wbr>Rect</a>
</li>
<li class=" tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a href="openfl.display.interactiveobject.html#height" class="tsd-kind-icon">height</a>
</li>
<li class=" tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a href="openfl.display.interactiveobject.html#loaderinfo" class="tsd-kind-icon">loader<wbr>Info</a>
</li>
<li class=" tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a href="openfl.display.interactiveobject.html#mask" class="tsd-kind-icon">mask</a>
</li>
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<a href="openfl.display.interactiveobject.html#mouseenabled" class="tsd-kind-icon">mouse<wbr>Enabled</a>
</li>
<li class=" tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a href="openfl.display.interactiveobject.html#mousex" class="tsd-kind-icon">mouseX</a>
</li>
<li class=" tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a href="openfl.display.interactiveobject.html#mousey" class="tsd-kind-icon">mouseY</a>
</li>
<li class=" tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a href="openfl.display.interactiveobject.html#name" class="tsd-kind-icon">name</a>
</li>
<li class=" tsd-kind-property tsd-parent-kind-class tsd-is-external">
<a href="openfl.display.interactiveobject.html#needssoftkeyboard" class="tsd-kind-icon">needs<wbr>Soft<wbr>Keyboard</a>
</li>
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<a href="openfl.display.interactiveobject.html#opaquebackground" class="tsd-kind-icon">opaque<wbr>Background</a>
</li>
<li class=" tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a href="openfl.display.interactiveobject.html#parent" class="tsd-kind-icon">parent</a>
</li>
<li class=" tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a href="openfl.display.interactiveobject.html#root" class="tsd-kind-icon">root</a>
</li>
<li class=" tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a href="openfl.display.interactiveobject.html#rotation" class="tsd-kind-icon">rotation</a>
</li>
<li class=" tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a href="openfl.display.interactiveobject.html#scale9grid" class="tsd-kind-icon">scale9<wbr>Grid</a>
</li>
<li class=" tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a href="openfl.display.interactiveobject.html#scalex" class="tsd-kind-icon">scaleX</a>
</li>
<li class=" tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a href="openfl.display.interactiveobject.html#scaley" class="tsd-kind-icon">scaleY</a>
</li>
<li class=" tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
<a href="openfl.display.interactiveobject.html#scrollrect" class="tsd-kind-icon">scroll<wbr>Rect</a>
</li>
<li class=" tsd-kind-property tsd-parent-kind-class tsd-is-external">
<a href="openfl.display.interactiveobject.html#softkeyboardinputareaofinterest" class="tsd-kind-icon">soft<wbr>Keyboard<wbr>Input<wbr>Area<wbr>OfInterest</a>
</li>
<li class=" tsd-kind-property tsd-parent-kind-class tsd-is-inherited tsd-is-external">
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