Calling the new InteractiveObject()
constructor throws an
ArgumentError
exception. You can, however, call constructors
for the following subclasses of InteractiveObject:
new SimpleButton()
new TextField()
new Loader()
new Sprite()
new MovieClip()
Indicates the alpha transparency value of the object specified. Valid values are 0(fully transparent) to 1(fully opaque). The default value is
alpha
set to 0 are active,
even though they are invisible.A value from the BlendMode class that specifies which blend mode to use. A
bitmap can be drawn internally in two ways. If you have a blend mode
enabled or an external clipping mask, the bitmap is drawn by adding a
bitmap-filled square shape to the vector render. If you attempt to set
this property to an invalid value, Flash runtimes set the value to
BlendMode.NORMAL
.
The blendMode
property affects each pixel of the display
object. Each pixel is composed of three constituent colors(red, green,
and blue), and each constituent color has a value between 0x00 and 0xFF.
Flash Player or Adobe AIR compares each constituent color of one pixel in
the movie clip with the corresponding color of the pixel in the
background. For example, if blendMode
is set to
BlendMode.LIGHTEN
, Flash Player or Adobe AIR compares the red
value of the display object with the red value of the background, and uses
the lighter of the two as the value for the red component of the displayed
color.
The following table describes the blendMode
settings. The
BlendMode class defines string values you can use. The illustrations in
the table show blendMode
values applied to a circular display
object(2) superimposed on another display object(1).
All vector data for a display object that has a cached bitmap is drawn
to the bitmap instead of the main display. If
cacheAsBitmapMatrix
is null or unsupported, the bitmap is
then copied to the main display as unstretched, unrotated pixels snapped
to the nearest pixel boundaries. Pixels are mapped 1 to 1 with the parent
object. If the bounds of the bitmap change, the bitmap is recreated
instead of being stretched.
If cacheAsBitmapMatrix
is non-null and supported, the
object is drawn to the off-screen bitmap using that matrix and the
stretched and/or rotated results of that rendering are used to draw the
object to the main display.
No internal bitmap is created unless the cacheAsBitmap
property is set to true
.
After you set the cacheAsBitmap
property to
true
, the rendering does not change, however the display
object performs pixel snapping automatically. The animation speed can be
significantly faster depending on the complexity of the vector content.
The cacheAsBitmap
property is automatically set to
true
whenever you apply a filter to a display object(when
its filter
array is not empty), and if a display object has a
filter applied to it, cacheAsBitmap
is reported as
true
for that display object, even if you set the property to
false
. If you clear all filters for a display object, the
cacheAsBitmap
setting changes to what it was last set to.
A display object does not use a bitmap even if the
cacheAsBitmap
property is set to true
and
instead renders from vector data in the following cases:
The cacheAsBitmap
property is best used with movie clips
that have mostly static content and that do not scale and rotate
frequently. With such movie clips, cacheAsBitmap
can lead to
performance increases when the movie clip is translated(when its x
and y position is changed).
Specifies whether the object receives doubleClick
events. The
default value is false
, which means that by default an
InteractiveObject instance does not receive doubleClick
events. If the doubleClickEnabled
property is set to
true
, the instance receives doubleClick
events
within its bounds. The mouseEnabled
property of the
InteractiveObject instance must also be set to true
for the
object to receive doubleClick
events.
No event is dispatched by setting this property. You must use the
addEventListener()
method to add an event listener for the
doubleClick
event.
An indexed array that contains each filter object currently associated with the display object. The openfl.filters package contains several classes that define specific filters you can use.
Filters can be applied in Flash Professional at design time, or at run
time by using ActionScript code. To apply a filter by using ActionScript,
you must make a temporary copy of the entire filters
array,
modify the temporary array, then assign the value of the temporary array
back to the filters
array. You cannot directly add a new
filter object to the filters
array.
To add a filter by using ActionScript, perform the following steps
(assume that the target display object is named
myDisplayObject
):
myDisplayObject.filters
array
to a temporary array, such as one named myFilters
.myFilters
temporary
array.myDisplayObject.filters
array.If the filters
array is undefined, you do not need to use
a temporary array. Instead, you can directly assign an array literal that
contains one or more filter objects that you create. The first example in
the Examples section adds a drop shadow filter by using code that handles
both defined and undefined filters
arrays.
To modify an existing filter object, you must use the technique of
modifying a copy of the filters
array:
filters
array to a temporary
array, such as one named myFilters
.myFilters
. For example, to set the quality property of the
first filter in the array, you could use the following code:
myFilters[0].quality = 1;
filters
array.At load time, if a display object has an associated filter, it is marked to cache itself as a transparent bitmap. From this point forward, as long as the display object has a valid filter list, the player caches the display object as a bitmap. This source bitmap is used as a source image for the filter effects. Each display object usually has two bitmaps: one with the original unfiltered source display object and another for the final image after filtering. The final image is used when rendering. As long as the display object does not change, the final image does not need updating.
The openfl.filters package includes classes for filters. For example, to create a DropShadow filter, you would write:
Indicates the height of the display object, in pixels. The height is
calculated based on the bounds of the content of the display object. When
you set the height
property, the scaleY
property
is adjusted accordingly, as shown in the following code:
Except for TextField and Video objects, a display object with no
content(such as an empty sprite) has a height of 0, even if you try to
set height
to a different value.
Returns a LoaderInfo object containing information about loading the file
to which this display object belongs. The loaderInfo
property
is defined only for the root display object of a SWF file or for a loaded
Bitmap(not for a Bitmap that is drawn with ActionScript). To find the
loaderInfo
object associated with the SWF file that contains
a display object named myDisplayObject
, use
myDisplayObject.root.loaderInfo
.
A large SWF file can monitor its download by calling
this.root.loaderInfo.addEventListener(Event.COMPLETE,
func)
.
The calling display object is masked by the specified mask
object. To ensure that masking works when the Stage is scaled, the
mask
display object must be in an active part of the display
list. The mask
object itself is not drawn. Set
mask
to null
to remove the mask.
To be able to scale a mask object, it must be on the display list. To
be able to drag a mask Sprite object(by calling its
startDrag()
method), it must be on the display list. To call
the startDrag()
method for a mask sprite based on a
mouseDown
event being dispatched by the sprite, set the
sprite's buttonMode
property to true
.
When display objects are cached by setting the
cacheAsBitmap
property to true
an the
cacheAsBitmapMatrix
property to a Matrix object, both the
mask and the display object being masked must be part of the same cached
bitmap. Thus, if the display object is cached, then the mask must be a
child of the display object. If an ancestor of the display object on the
display list is cached, then the mask must be a child of that ancestor or
one of its descendents. If more than one ancestor of the masked object is
cached, then the mask must be a descendent of the cached container closest
to the masked object in the display list.
Note: A single mask
object cannot be used to mask
more than one calling display object. When the mask
is
assigned to a second display object, it is removed as the mask of the
first object, and that object's mask
property becomes
null
.
Specifies whether this object receives mouse, or other user input,
messages. The default value is true
, which means that by
default any InteractiveObject instance that is on the display list
receives mouse events or other user input events. If
mouseEnabled
is set to false
, the instance does
not receive any mouse events(or other user input events like keyboard
events). Any children of this instance on the display list are not
affected. To change the mouseEnabled
behavior for all
children of an object on the display list, use
openfl.display.DisplayObjectContainer.mouseChildren
.
No event is dispatched by setting this property. You must use the
addEventListener()
method to create interactive
functionality.
Indicates the x coordinate of the mouse or user input device position, in pixels.
Note: For a DisplayObject that has been rotated, the returned x coordinate will reflect the non-rotated object.
Indicates the y coordinate of the mouse or user input device position, in pixels.
Note: For a DisplayObject that has been rotated, the returned y coordinate will reflect the non-rotated object.
Indicates the instance name of the DisplayObject. The object can be
identified in the child list of its parent display object container by
calling the getChildByName()
method of the display object
container.
Specifies whether a virtual keyboard(an on-screen, software keyboard) should display when this InteractiveObject instance receives focus.
By default, the value is false
and focusing an
InteractiveObject instance does not raise a soft keyboard. If the
needsSoftKeyboard
property is set to true
, the
runtime raises a soft keyboard when the InteractiveObject instance is
ready to accept user input. An InteractiveObject instance is ready to
accept user input after a programmatic call to set the Stage
focus
property or a user interaction, such as a "tap." If the
client system has a hardware keyboard available or does not support
virtual keyboards, then the soft keyboard is not raised.
The InteractiveObject instance dispatches
softKeyboardActivating
, softKeyboardActivate
,
and softKeyboardDeactivate
events when the soft keyboard
raises and lowers.
Note: This property is not supported in AIR applications on iOS.
Specifies whether the display object is opaque with a certain background color. A transparent bitmap contains alpha channel data and is drawn transparently. An opaque bitmap has no alpha channel(and renders faster than a transparent bitmap). If the bitmap is opaque, you specify its own background color to use.
If set to a number value, the surface is opaque(not transparent) with
the RGB background color that the number specifies. If set to
null
(the default value), the display object has a
transparent background.
The opaqueBackground
property is intended mainly for use
with the cacheAsBitmap
property, for rendering optimization.
For display objects in which the cacheAsBitmap
property is
set to true, setting opaqueBackground
can improve rendering
performance.
The opaque background region is not matched when calling the
hitTestPoint()
method with the shapeFlag
parameter set to true
.
The opaque background region does not respond to mouse events.
Indicates the DisplayObjectContainer object that contains this display
object. Use the parent
property to specify a relative path to
display objects that are above the current display object in the display
list hierarchy.
You can use parent
to move up multiple levels in the
display list as in the following:
For a display object in a loaded SWF file, the root
property
is the top-most display object in the portion of the display list's tree
structure represented by that SWF file. For a Bitmap object representing a
loaded image file, the root
property is the Bitmap object
itself. For the instance of the main class of the first SWF file loaded,
the root
property is the display object itself. The
root
property of the Stage object is the Stage object itself.
The root
property is set to null
for any display
object that has not been added to the display list, unless it has been
added to a display object container that is off the display list but that
is a child of the top-most display object in a loaded SWF file.
For example, if you create a new Sprite object by calling the
Sprite()
constructor method, its root
property
is null
until you add it to the display list(or to a display
object container that is off the display list but that is a child of the
top-most display object in a SWF file).
For a loaded SWF file, even though the Loader object used to load the
file may not be on the display list, the top-most display object in the
SWF file has its root
property set to itself. The Loader
object does not have its root
property set until it is added
as a child of a display object for which the root
property is
set.
Indicates the rotation of the DisplayObject instance, in degrees, from its
original orientation. Values from 0 to 180 represent clockwise rotation;
values from 0 to -180 represent counterclockwise rotation. Values outside
this range are added to or subtracted from 360 to obtain a value within
the range. For example, the statement my_video.rotation = 450
is the same as my_video.rotation = 90
.
The current scaling grid that is in effect. If set to null
,
the entire display object is scaled normally when any scale transformation
is applied.
When you define the scale9Grid
property, the display
object is divided into a grid with nine regions based on the
scale9Grid
rectangle, which defines the center region of the
grid. The eight other regions of the grid are the following areas:
You can think of the eight regions outside of the center(defined by the rectangle) as being like a picture frame that has special rules applied to it when scaled.
When the scale9Grid
property is set and a display object
is scaled, all text and gradients are scaled normally; however, for other
types of objects the following rules apply:
If a display object is rotated, all subsequent scaling is normal(and
the scale9Grid
property is ignored).
For example, consider the following display object and a rectangle that
is applied as the display object's scale9Grid
:
A common use for setting scale9Grid
is to set up a display
object to be used as a component, in which edge regions retain the same
width when the component is scaled.
Indicates the horizontal scale(percentage) of the object as applied from the registration point. The default registration point is(0,0). 1.0 equals 100% scale.
Scaling the local coordinate system changes the x
and
y
property values, which are defined in whole pixels.
Indicates the vertical scale(percentage) of an object as applied from the registration point of the object. The default registration point is(0,0). 1.0 is 100% scale.
Scaling the local coordinate system changes the x
and
y
property values, which are defined in whole pixels.
The scroll rectangle bounds of the display object. The display object is
cropped to the size defined by the rectangle, and it scrolls within the
rectangle when you change the x
and y
properties
of the scrollRect
object.
The properties of the scrollRect
Rectangle object use the
display object's coordinate space and are scaled just like the overall
display object. The corner bounds of the cropped window on the scrolling
display object are the origin of the display object(0,0) and the point
defined by the width and height of the rectangle. They are not centered
around the origin, but use the origin to define the upper-left corner of
the area. A scrolled display object always scrolls in whole pixel
increments.
You can scroll an object left and right by setting the x
property of the scrollRect
Rectangle object. You can scroll
an object up and down by setting the y
property of the
scrollRect
Rectangle object. If the display object is rotated
90° and you scroll it left and right, the display object actually scrolls
up and down.
The Stage of the display object. A Flash runtime application has only one
Stage object. For example, you can create and load multiple display
objects into the display list, and the stage
property of each
display object refers to the same Stage object(even if the display object
belongs to a loaded SWF file).
If a display object is not added to the display list, its
stage
property is set to null
.
An object with properties pertaining to a display object's matrix, color
transform, and pixel bounds. The specific properties - matrix,
colorTransform, and three read-only properties
(concatenatedMatrix
, concatenatedColorTransform
,
and pixelBounds
) - are described in the entry for the
Transform class.
Each of the transform object's properties is itself an object. This concept is important because the only way to set new values for the matrix or colorTransform objects is to create a new object and copy that object into the transform.matrix or transform.colorTransform property.
For example, to increase the tx
value of a display
object's matrix, you must make a copy of the entire matrix object, then
copy the new object into the matrix property of the transform object:
var myMatrix:Matrix =
myDisplayObject.transform.matrix; myMatrix.tx += 10;
myDisplayObject.transform.matrix = myMatrix;
You cannot directly set the tx
property. The following
code has no effect on myDisplayObject
:
myDisplayObject.transform.matrix.tx +=
10;
You can also copy an entire transform object and assign it to another
display object's transform property. For example, the following code
copies the entire transform object from myOldDisplayObj
to
myNewDisplayObj
:
myNewDisplayObj.transform = myOldDisplayObj.transform;
The resulting display object, myNewDisplayObj
, now has the
same values for its matrix, color transform, and pixel bounds as the old
display object, myOldDisplayObj
.
Note that AIR for TV devices use hardware acceleration, if it is available, for color transforms.
Whether or not the display object is visible. Display objects that are not
visible are disabled. For example, if visible=false
for an
InteractiveObject instance, it cannot be clicked.
Indicates the width of the display object, in pixels. The width is
calculated based on the bounds of the content of the display object. When
you set the width
property, the scaleX
property
is adjusted accordingly, as shown in the following code:
Except for TextField and Video objects, a display object with no
content(such as an empty sprite) has a width of 0, even if you try to set
width
to a different value.
Indicates the x coordinate of the DisplayObject instance relative to the local coordinates of the parent DisplayObjectContainer. If the object is inside a DisplayObjectContainer that has transformations, it is in the local coordinate system of the enclosing DisplayObjectContainer. Thus, for a DisplayObjectContainer rotated 90° counterclockwise, the DisplayObjectContainer's children inherit a coordinate system that is rotated 90° counterclockwise. The object's coordinates refer to the registration point position.
Indicates the y coordinate of the DisplayObject instance relative to the local coordinates of the parent DisplayObjectContainer. If the object is inside a DisplayObjectContainer that has transformations, it is in the local coordinate system of the enclosing DisplayObjectContainer. Thus, for a DisplayObjectContainer rotated 90° counterclockwise, the DisplayObjectContainer's children inherit a coordinate system that is rotated 90° counterclockwise. The object's coordinates refer to the registration point position.
Registers an event listener object with an EventDispatcher object so that the listener receives notification of an event. You can register event listeners on all nodes in the display list for a specific type of event, phase, and priority.
After you successfully register an event listener, you cannot change
its priority through additional calls to addEventListener()
.
To change a listener's priority, you must first call
removeListener()
. Then you can register the listener again
with the new priority level.
Keep in mind that after the listener is registered, subsequent calls to
addEventListener()
with a different type
or
useCapture
value result in the creation of a separate
listener registration. For example, if you first register a listener with
useCapture
set to true
, it listens only during
the capture phase. If you call addEventListener()
again using
the same listener object, but with useCapture
set to
false
, you have two separate listeners: one that listens
during the capture phase and another that listens during the target and
bubbling phases.
You cannot register an event listener for only the target phase or the bubbling phase. Those phases are coupled during registration because bubbling applies only to the ancestors of the target node.
If you no longer need an event listener, remove it by calling
removeEventListener()
, or memory problems could result. Event
listeners are not automatically removed from memory because the garbage
collector does not remove the listener as long as the dispatching object
exists(unless the useWeakReference
parameter is set to
true
).
Copying an EventDispatcher instance does not copy the event listeners attached to it.(If your newly created node needs an event listener, you must attach the listener after creating the node.) However, if you move an EventDispatcher instance, the event listeners attached to it move along with it.
If the event listener is being registered on a node while an event is being processed on this node, the event listener is not triggered during the current phase but can be triggered during a later phase in the event flow, such as the bubbling phase.
If an event listener is removed from a node while an event is being processed on the node, it is still triggered by the current actions. After it is removed, the event listener is never invoked again(unless registered again for future processing).
The type of event.
Determines whether the listener works in the
capture phase or the target and bubbling phases.
If useCapture
is set to
true
, the listener processes the
event only during the capture phase and not in the
target or bubbling phase. If
useCapture
is false
, the
listener processes the event only during the
target or bubbling phase. To listen for the event
in all three phases, call
addEventListener
twice, once with
useCapture
set to true
,
then again with useCapture
set to
false
.
The priority level of the event listener. The priority is designated by a signed 32-bit integer. The higher the number, the higher the priority. All listeners with priority n are processed before listeners of priority n-1. If two or more listeners share the same priority, they are processed in the order in which they were added. The default priority is 0.
Determines whether the reference to the listener is strong or weak. A strong reference(the default) prevents your listener from being garbage-collected. A weak reference does not.
Class-level member functions are not subject to
garbage collection, so you can set
`useWeakReference` to `true`
for class-level member functions without
subjecting them to garbage collection. If you set
`useWeakReference` to `true`
for a listener that is a nested inner function,
the function will be garbage-collected and no
longer persistent. If you create references to the
inner function(save it in another variable) then
it is not garbage-collected and stays
persistent.
Dispatches an event into the event flow. The event target is the
EventDispatcher object upon which the dispatchEvent()
method
is called.
The Event object that is dispatched into the event flow. If
the event is being redispatched, a clone of the event is
created automatically. After an event is dispatched, its
target
property cannot be changed, so you must
create a new copy of the event for redispatching to work.
A value of true
if the event was successfully
dispatched. A value of false
indicates failure or
that preventDefault()
was called on the event.
Returns a rectangle that defines the area of the display object relative
to the coordinate system of the targetCoordinateSpace
object.
Consider the following code, which shows how the rectangle returned can
vary depending on the targetCoordinateSpace
parameter that
you pass to the method:
Note: Use the localToGlobal()
and
globalToLocal()
methods to convert the display object's local
coordinates to display coordinates, or display coordinates to local
coordinates, respectively.
The getBounds()
method is similar to the
getRect()
method; however, the Rectangle returned by the
getBounds()
method includes any strokes on shapes, whereas
the Rectangle returned by the getRect()
method does not. For
an example, see the description of the getRect()
method.
The display object that defines the coordinate system to use.
The rectangle that defines the area of the display object relative
to the targetCoordinateSpace
object's coordinate
system.
Returns a rectangle that defines the boundary of the display object, based
on the coordinate system defined by the targetCoordinateSpace
parameter, excluding any strokes on shapes. The values that the
getRect()
method returns are the same or smaller than those
returned by the getBounds()
method.
Note: Use localToGlobal()
and
globalToLocal()
methods to convert the display object's local
coordinates to Stage coordinates, or Stage coordinates to local
coordinates, respectively.
The display object that defines the coordinate system to use.
The rectangle that defines the area of the display object relative
to the targetCoordinateSpace
object's coordinate
system.
Converts the point
object from the Stage(global) coordinates
to the display object's(local) coordinates.
To use this method, first create an instance of the Point class. The
x and y values that you assign represent global coordinates
because they relate to the origin(0,0) of the main display area. Then
pass the Point instance as the parameter to the
globalToLocal()
method. The method returns a new Point object
with x and y values that relate to the origin of the display
object instead of the origin of the Stage.
A Point object with coordinates relative to the display object.
Checks whether the EventDispatcher object has any listeners registered for
a specific type of event. This allows you to determine where an
EventDispatcher object has altered handling of an event type in the event
flow hierarchy. To determine whether a specific event type actually
triggers an event listener, use willTrigger()
.
The difference between hasEventListener()
and
willTrigger()
is that hasEventListener()
examines only the object to which it belongs, whereas
willTrigger()
examines the entire event flow for the event
specified by the type
parameter.
When hasEventListener()
is called from a LoaderInfo
object, only the listeners that the caller can access are considered.
The type of event.
A value of true
if a listener of the specified type
is registered; false
otherwise.
Evaluates the bounding box of the display object to see if it overlaps or
intersects with the bounding box of the obj
display object.
The display object to test against.
true
if the bounding boxes of the display objects
intersect; false
if not.
Evaluates the display object to see if it overlaps or intersects with the
point specified by the x
and y
parameters. The
x
and y
parameters specify a point in the
coordinate space of the Stage, not the display object container that
contains the display object(unless that display object container is the
Stage).
The x coordinate to test against this object.
The y coordinate to test against this object.
Whether to check against the actual pixels of the object
(true
) or the bounding box
(false
).
true
if the display object overlaps or intersects
with the specified point; false
otherwise.
Converts the point
object from the display object's(local)
coordinates to the Stage(global) coordinates.
This method allows you to convert any given x and y coordinates from values that are relative to the origin(0,0) of a specific display object(local coordinates) to values that are relative to the origin of the Stage(global coordinates).
To use this method, first create an instance of the Point class. The x and y values that you assign represent local coordinates because they relate to the origin of the display object.
You then pass the Point instance that you created as the parameter to
the localToGlobal()
method. The method returns a new Point
object with x and y values that relate to the origin of the
Stage instead of the origin of the display object.
The name or identifier of a point created with the Point class, specifying the x and y coordinates as properties.
A Point object with coordinates relative to the Stage.
Removes a listener from the EventDispatcher object. If there is no matching listener registered with the EventDispatcher object, a call to this method has no effect.
The type of event.
Specifies whether the listener was registered for the
capture phase or the target and bubbling phases. If the
listener was registered for both the capture phase and
the target and bubbling phases, two calls to
removeEventListener()
are required to
remove both, one call with useCapture()
set
to true
, and another call with
useCapture()
set to false
.
Raises a virtual keyboard.
Calling this method focuses the InteractiveObject instance and raises
the soft keyboard, if necessary. The needsSoftKeyboard
must
also be true
. A keyboard is not raised if a hardware keyboard
is available, or if the client system does not support virtual
keyboards.
Note: This method is not supported in AIR applications on iOS.
A value of true
means that the soft keyboard request
was granted; false
means that the soft keyboard was
not raised.
Checks whether an event listener is registered with this EventDispatcher
object or any of its ancestors for the specified event type. This method
returns true
if an event listener is triggered during any
phase of the event flow when an event of the specified type is dispatched
to this EventDispatcher object or any of its descendants.
The difference between the hasEventListener()
and the
willTrigger()
methods is that hasEventListener()
examines only the object to which it belongs, whereas the
willTrigger()
method examines the entire event flow for the
event specified by the type
parameter.
When willTrigger()
is called from a LoaderInfo object,
only the listeners that the caller can access are considered.
The type of event.
A value of true
if a listener of the specified type
will be triggered; false
otherwise.
Generated using TypeDoc
The InteractiveObject class is the abstract base class for all display objects with which the user can interact, using the mouse, keyboard, or other user input device.
You cannot instantiate the InteractiveObject class directly. A call to the
new InteractiveObject()
constructor throws anArgumentError
exception.The InteractiveObject class itself does not include any APIs for rendering content onscreen. To create a custom subclass of the InteractiveObject class, extend one of the subclasses that do have APIs for rendering content onscreen, such as the Sprite, SimpleButton, TextField, or MovieClip classes.
clear Dispatched when the user selects 'Clear'(or 'Delete') from the text context menu. This event is dispatched to the object that currently has focus. If the object that currently has focus is a TextField, the default behavior of this event is to cause any currently selected text in the text field to be deleted.
click Dispatched when a user presses and releases the main button of the user's pointing device over the same InteractiveObject. For a click event to occur, it must always follow this series of events in the order of occurrence: mouseDown event, then mouseUp. The target object must be identical for both of these events; otherwise the
click
event does not occur. Any number of other mouse events can occur at any time between themouseDown
ormouseUp
events; theclick
event still occurs.contextMenu Dispatched when a user gesture triggers the context menu associated with this interactive object in an AIR application.
copy Dispatched when the user activates the platform-specific accelerator key combination for a copy operation or selects 'Copy' from the text context menu. This event is dispatched to the object that currently has focus. If the object that currently has focus is a TextField, the default behavior of this event is to cause any currently selected text in the text field to be copied to the clipboard.
cut Dispatched when the user activates the platform-specific accelerator key combination for a cut operation or selects 'Cut' from the text context menu. This event is dispatched to the object that currently has focus. If the object that currently has focus is a TextField, the default behavior of this event is to cause any currently selected text in the text field to be cut to the clipboard.
doubleClick Dispatched when a user presses and releases the main button of a pointing device twice in rapid succession over the same InteractiveObject when that object's
doubleClickEnabled
flag is set totrue
. For adoubleClick
event to occur, it must immediately follow the following series of events:mouseDown
,mouseUp
,click
,mouseDown
,mouseUp
. All of these events must share the same target as thedoubleClick
event. The second click, represented by the secondmouseDown
andmouseUp
events, must occur within a specific period of time after theclick
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 itsdoubleClickEnabled
flag set totrue
it receives twoclick
events.The `doubleClickEnabled` property defaults to `false`. The double-click text selection behavior of a TextField object is not related to the `doubleClick` event. Use `TextField.doubleClickEnabled` to control TextField selections.
focusIn Dispatched after a display object gains focus. This situation happens when a user highlights the object with a pointing device or keyboard navigation. The recipient of such focus is called the target object of this event, while the corresponding InteractiveObject instance that lost focus because of this change is called the related object. A reference to the related object is stored in the receiving object's
relatedObject
property. TheshiftKey
property is not used. This event follows the dispatch of the previous object'sfocusOut
event.focusOut Dispatched after a display object loses focus. This happens when a user highlights a different object with a pointing device or keyboard navigation. The object that loses focus is called the target object of this event, while the corresponding InteractiveObject instance that receives focus is called the related object. A reference to the related object is stored in the target object's
relatedObject
property. TheshiftKey
property is not used. This event precedes the dispatch of thefocusIn
event by the related object.gesturePan Dispatched when the user moves a point of contact over the InteractiveObject instance on a touch-enabled device(such as moving a finger from left to right over a display object on a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as a
mouseOver
event and as atouchOver
event.Specifically, if a user moves a finger over an InteractiveObject, the InteractiveObject instance can dispatch a `mouseOver` event or a `touchOver` event or a `gesturePan` event, or all if the current environment supports it. Choose how you want to handle the user interaction. Use the openfl.ui.Multitouch class to manage touch event handling(enable touch gesture event handling, simple touch point event handling, or disable touch events so only mouse events are dispatched). If you choose to handle the `mouseOver` event, then the same event handler will run on a touch-enabled device and a mouse enabled device. However, if you choose to handle the `gesturePan` event, you can design your event handler to respond to the specific needs of a touch-enabled environment and provide users with a richer touch-enabled experience. You can also handle both events, separately, to provide a different response for a touch event than a mouse event. **Note:** See the Multitouch class for environment compatibility information.
gesturePressAndTap Dispatched when the user creates a point of contact with an InteractiveObject instance, then taps on a touch-enabled device(such as placing several fingers over a display object to open a menu and then taps one finger to select a menu item on a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as a combination of several mouse events, as well.
Specifically, if a user moves a finger over an InteractiveObject, and then provides a secondary tap, the InteractiveObject instance can dispatch a `mouseOver` event and a `click` event(among others) as well as the `gesturePressAndTap` event, or all if the current environment supports it. Choose how you want to handle the user interaction. Use the openfl.ui.Multitouch class to manage touch event handling(enable touch gesture event handling, simple touch point event handling, or disable touch events so only mouse events are dispatched). If you choose to handle the `mouseOver` event, then the same event handler will run on a touch-enabled device and a mouse enabled device. However, if you choose to handle the `gesturePressAndTap` event, you can design your event handler to respond to the specific needs of a touch-enabled environment and provide users with a richer touch-enabled experience. You can also handle both events, separately, to provide a different response for a touch event than a mouse event. When handling the properties of the event object, note that the `localX` and `localY` properties are set to the primary point of contact(the "push"). The `offsetX` and `offsetY` properties are the distance to the secondary point of contact(the "tap").
gestureRotate Dispatched when the user performs a rotation gesture at a point of contact with an InteractiveObject instance(such as touching two fingers and rotating them over a display object on a mobile phone or tablet with a touch screen). Two-finger rotation is a common rotation gesture, but each device and operating system can have its own requirements to indicate rotation. Some devices might also interpret this contact as a combination of several mouse events, as well.
Specifically, if a user moves a finger over an InteractiveObject, the InteractiveObject instance can dispatch a `mouseOver` event and a `click` event(among others), in addition to the `gestureRotate` event, or all if the current environment supports it. Choose how you want to handle the user interaction. Use the openfl.ui.Multitouch class to manage touch event handling(enable touch gesture event handling, simple touch point event handling, or disable touch events so only mouse events are dispatched). If you choose to handle the `mouseOver` event, then the same event handler will run on a touch-enabled device and a mouse enabled device. However, if you choose to handle the `gestureRotate` event, you can design your event handler to respond to the specific needs of a touch-enabled environment and provide users with a richer touch-enabled experience. You can also handle both events, separately, to provide a different response for a touch event than a mouse event. When handling the properties of the event object, note that the `localX` and `localY` properties are set to the primary point of contact. The `offsetX` and `offsetY` properties are the distance to the point of contact where the rotation gesture is complete. **Note:** See the Multitouch class for environment compatibility information.
gestureSwipe Dispatched when the user performs a swipe gesture at a point of contact with an InteractiveObject instance(such as touching three fingers to a screen and then moving them in parallel over a display object on a mobile phone or tablet with a touch screen). Moving several fingers in parallel is a common swipe gesture, but each device and operating system can have its own requirements for a swipe. Some devices might also interpret this contact as a combination of several mouse events, as well.
Specifically, if a user moves a finger over an InteractiveObject, and then moves the fingers together, the InteractiveObject instance can dispatch a `rollOver` event and a `rollOut` event(among others), in addition to the `gestureSwipe` event, or all if the current environment supports it. Choose how you want to handle the user interaction. If you choose to handle the `rollOver` event, then the same event handler will run on a touch-enabled device and a mouse enabled device. However, if you choose to handle the `gestureSwipe` event, you can design your event handler to respond to the specific needs of a touch-enabled environment and provide users with a richer touch-enabled experience. You can also handle both events, separately, to provide a different response for a touch event than a mouse event. When handling the properties of the event object, note that the `localX` and `localY` properties are set to the primary point of contact. The `offsetX` and `offsetY` properties are the distance to the point of contact where the swipe gesture is complete. **Note:** While some devices using the Mac OS operating system can interpret a four-finger swipe, this API only supports a three-finger swipe.
gestureTwoFingerTap Dispatched when the user presses two points of contact over the same InteractiveObject instance on a touch-enabled device(such as presses and releases two fingers over a display object on a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as a
doubleClick
event.Specifically, if a user taps two fingers over an InteractiveObject, the InteractiveObject instance can dispatch a `doubleClick` event or a `gestureTwoFingerTap` event, or both if the current environment supports it. Choose how you want to handle the user interaction. Use the openfl.ui.Multitouch class to manage touch event handling(enable touch gesture event handling, simple touch point event handling, or disable touch events so only mouse events are dispatched). If you choose to handle the `doubleClick` event, then the same event handler will run on a touch-enabled device and a mouse enabled device. However, if you choose to handle the `gestureTwoFingerTap` event, you can design your event handler to respond to the specific needs of a touch-enabled environment and provide users with a richer touch-enabled experience. You can also handle both events, separately, to provide a different response for a touch event than a mouse event. **Note:** See the Multitouch class for environment compatibility information.
gestureZoom Dispatched when the user performs a zoom gesture at a point of contact with an InteractiveObject instance(such as touching two fingers to a screen and then quickly spreading the fingers apart over a display object on a mobile phone or tablet with a touch screen). Moving fingers apart is a common zoom gesture, but each device and operating system can have its own requirements to indicate zoom. Some devices might also interpret this contact as a combination of several mouse events, as well.
Specifically, if a user moves a finger over an InteractiveObject, and then moves the fingers apart, the InteractiveObject instance can dispatch a `mouseOver` event and a `click` event(among others), in addition to the `gestureZoom` event, or all if the current environment supports it. Choose how you want to handle the user interaction. Use the openfl.ui.Multitouch class to manage touch event handling(enable touch gesture event handling, simple touch point event handling, or disable touch events so only mouse events are dispatched). If you choose to handle the `mouseOver` event, then the same event handler will run on a touch-enabled device and a mouse enabled device. However, if you choose to handle the `gestureZoom` event, you can design your event handler to respond to the specific needs of a touch-enabled environment and provide users with a richer touch-enabled experience. You can also handle both events, separately, to provide a different response for a touch event than a mouse event. When handling the properties of the event object, note that the `localX` and `localY` properties are set to the primary point of contact. The `offsetX` and `offsetY` properties are the distance to the point of contact where the zoom gesture is complete. **Note:** See the Multitouch class for environment compatibility information.
imeStartComposition This event is dispatched to any client app that supports inline input with an IME
keyDown Dispatched when the user presses a key. Mappings between keys and specific characters vary by device and operating system. This event type is generated after such a mapping occurs but before the processing of an input method editor(IME). IMEs are used to enter characters, such as Chinese ideographs, that the standard QWERTY keyboard is ill-equipped to produce. This event occurs before the
keyUp
event.In AIR, canceling this event prevents the character from being entered into a text field.
keyFocusChange Dispatched when the user attempts to change focus by using keyboard navigation. The default behavior of this event is to change the focus and dispatch the corresponding
focusIn
andfocusOut
events.This event is dispatched to the object that currently has focus. The related object for this event is the InteractiveObject instance that receives focus if you do not prevent the default behavior. You can prevent the change in focus by calling the `preventDefault()` method in an event listener that is properly registered with the target object. Focus changes and `focusIn` and `focusOut` events are dispatched by default.
keyUp Dispatched when the user releases a key. Mappings between keys and specific characters vary by device and operating system. This event type is generated after such a mapping occurs but before the processing of an input method editor(IME). IMEs are used to enter characters, such as Chinese ideographs, that the standard QWERTY keyboard is ill-equipped to produce. This event occurs after a
keyDown
event and has the following characteristics:middleClick Dispatched when a user presses and releases the middle button of the user's pointing device over the same InteractiveObject. For a
middleClick
event to occur, it must always follow this series of events in the order of occurrence:middleMouseDown
event, thenmiddleMouseUp
. The target object must be identical for both of these events; otherwise themiddleClick
event does not occur. Any number of other mouse events can occur at any time between themiddleMouseDown
ormiddleMouseUp
events; themiddleClick
event still occurs.middleMouseDown Dispatched when a user presses the middle pointing device button over an InteractiveObject instance.
middleMouseUp Dispatched when a user releases the pointing device button over an InteractiveObject instance.
mouseDown Dispatched when a user presses the pointing device button over an InteractiveObject instance. If the target is a SimpleButton instance, the SimpleButton instance displays the
downState
display object as the default behavior. If the target is a selectable text field, the text field begins selection as the default behavior.mouseFocusChange Dispatched when the user attempts to change focus by using a pointer device. The default behavior of this event is to change the focus and dispatch the corresponding
focusIn
andfocusOut
events.This event is dispatched to the object that currently has focus. The related object for this event is the InteractiveObject instance that receives focus if you do not prevent the default behavior. You can prevent the change in focus by calling `preventDefault()` in an event listener that is properly registered with the target object. The `shiftKey` property is not used. Focus changes and `focusIn` and `focusOut` events are dispatched by default.
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.
mouseOut Dispatched when the user moves a pointing device away from an InteractiveObject instance. The event target is the object previously under the pointing device. The
relatedObject
is the object the pointing device has moved to. If the target is a SimpleButton instance, the button displays theupState
display object as the default behavior.The `mouseOut` event is dispatched each time the mouse leaves the area of any child object of the display object container, even if the mouse remains over another child object of the display object container. This is different behavior than the purpose of the `rollOut` event, which is to simplify the coding of rollover behaviors for display object containers with children. When the mouse leaves the area of a display object or the area of any of its children to go to an object that is not one of its children, the display object dispatches the `rollOut` event.The `rollOut` events are dispatched consecutively up the parent chain of the object, starting with the object and ending with the highest parent that is neither the root nor an ancestor of the `relatedObject`.
mouseOver Dispatched when the user moves a pointing device over an InteractiveObject instance. The
relatedObject
is the object that was previously under the pointing device. If the target is a SimpleButton instance, the object displays theoverState
orupState
display object, depending on whether the mouse button is down, as the default behavior.The `mouseOver` event is dispatched each time the mouse enters the area of any child object of the display object container, even if the mouse was already over another child object of the display object container. This is different behavior than the purpose of the `rollOver` event, which is to simplify the coding of rollout behaviors for display object containers with children. When the mouse enters the area of a display object or the area of any of its children from an object that is not one of its children, the display object dispatches the `rollOver` event. The `rollOver` events are dispatched consecutively down the parent chain of the object, starting with the highest parent that is neither the root nor an ancestor of the `relatedObject` and ending with the object.
mouseUp Dispatched when a user releases the pointing device button over an InteractiveObject instance. If the target is a SimpleButton instance, the object displays the
upState
display object. If the target is a selectable text field, the text field ends selection as the default behavior.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.
nativeDragComplete Dispatched by the drag initiator InteractiveObject when the user releases the drag gesture.
The event's dropAction property indicates the action set by the drag target object; a value of "none" (`DragActions.NONE`) indicates that the drop was canceled or was not accepted. The `nativeDragComplete` event handler is a convenient place to update the state of the initiating display object, for example, by removing an item from a list(on a drag action of "move"), or by changing the visual properties.
nativeDragDrop Dispatched by the target InteractiveObject when a dragged object is dropped on it and the drop has been accepted with a call to DragManager.acceptDragDrop().
Access the dropped data using the event object `clipboard` property. The handler for this event should set the `DragManager.dropAction` property to provide feedback to the initiator object about which drag action was taken. If no value is set, the DragManager will select a default value from the list of allowed actions.
nativeDragEnter Dispatched by an InteractiveObject when a drag gesture enters its boundary.
Handle either the `nativeDragEnter` or `nativeDragOver` events to allow the display object to become the drop target. To determine whether the dispatching display object can accept the drop, check the suitability of the data in `clipboard` property of the event object, and the allowed drag actions in the `allowedActions` property.
nativeDragExit Dispatched by an InteractiveObject when a drag gesture leaves its boundary.
nativeDragOver Dispatched by an InteractiveObject continually while a drag gesture remains within its boundary.
`nativeDragOver` events are dispatched whenever the mouse is moved. On Windows and Mac, they are also dispatched on a short timer interval even when the mouse has not moved. Handle either the `nativeDragOver` or `nativeDragEnter` events to allow the display object to become the drop target. To determine whether the dispatching display object can accept the drop, check the suitability of the data in `clipboard` property of the event object, and the allowed drag actions in the `allowedActions` property.
nativeDragStart Dispatched at the beginning of a drag operation by the InteractiveObject that is specified as the drag initiator in the DragManager.doDrag() call.
nativeDragUpdate Dispatched during a drag operation by the InteractiveObject that is specified as the drag initiator in the DragManager.doDrag() call.
`nativeDragUpdate` events are not dispatched on Linux.
paste Dispatched when the user activates the platform-specific accelerator key combination for a paste operation or selects 'Paste' from the text context menu. This event is dispatched to the object that currently has focus. If the object that currently has focus is a TextField, the default behavior of this event is to cause the contents of the clipboard to be pasted into the text field at the current insertion point replacing any currently selected text in the text field.
rightClick Dispatched when a user presses and releases the right button of the user's pointing device over the same InteractiveObject. For a
rightClick
event to occur, it must always follow this series of events in the order of occurrence:rightMouseDown
event, thenrightMouseUp
. The target object must be identical for both of these events; otherwise therightClick
event does not occur. Any number of other mouse events can occur at any time between therightMouseDown
orrightMouseUp
events; therightClick
event still occurs.rightMouseDown Dispatched when a user presses the pointing device button over an InteractiveObject instance.
rightMouseUp Dispatched when a user releases the pointing device button over an InteractiveObject instance.
rollOut Dispatched when the user moves a pointing device away from an InteractiveObject instance. The event target is the object previously under the pointing device or a parent of that object. The
relatedObject
is the object that the pointing device has moved to. TherollOut
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 therelatedObject
.The purpose of the `rollOut` event is to simplify the coding of rollover behaviors for display object containers with children. When the mouse leaves the area of a display object or the area of any of its children to go to an object that is not one of its children, the display object dispatches the `rollOut` event. This is different behavior than that of the `mouseOut` event, which is dispatched each time the mouse leaves the area of any child object of the display object container, even if the mouse remains over another child object of the display object container.
rollOver Dispatched when the user moves a pointing device over an InteractiveObject instance. The event target is the object under the pointing device or a parent of that object. The
relatedObject
is the object that was previously under the pointing device. TherollOver
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 therelatedObject
and ending with the object.The purpose of the `rollOver` event is to simplify the coding of rollout behaviors for display object containers with children. When the mouse enters the area of a display object or the area of any of its children from an object that is not one of its children, the display object dispatches the `rollOver` event. This is different behavior than that of the `mouseOver` event, which is dispatched each time the mouse enters the area of any child object of the display object container, even if the mouse was already over another child object of the display object container.
selectAll Dispatched when the user activates the platform-specific accelerator key combination for a select all operation or selects 'Select All' from the text context menu. This event is dispatched to the object that currently has focus. If the object that currently has focus is a TextField, the default behavior of this event is to cause all the contents of the text field to be selected.
softKeyboardActivate Dispatched immediately after the soft keyboard is raised.
softKeyboardActivating Dispatched immediately before the soft keyboard is raised.
softKeyboardDeactivate Dispatched immediately after the soft keyboard is lowered.
tabChildrenChange Dispatched when the value of the object's
tabChildren
flag changes.tabEnabledChange Dispatched when the object's
tabEnabled
flag changes.tabIndexChange Dispatched when the value of the object's
tabIndex
property changes.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.
touchBegin Dispatched when the user first contacts a touch-enabled device(such as touches a finger to a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as a
mouseDown
event.Specifically, if a user touches a finger to a touch screen, the InteractiveObject instance can dispatch a `mouseDown` event or a `touchBegin` event, or both if the current environment supports it. Choose how you want to handle the user interaction. Use the openfl.ui.Multitouch class to manage touch event handling(enable touch gesture event handling, simple touch point event handling, or disable touch events so only mouse events are dispatched). If you choose to handle the `mouseDown` event, then the same event handler will run on a touch-enabled device and a mouse enabled device. However, if you choose to handle the `touchBegin` event, you can design your event handler to respond to the specific needs of a touch-enabled environment and provide users with a richer touch-enabled experience. You can also handle both events, separately, to provide a different response for a touch event than a mouse event. **Note:** See the Multitouch class for environment compatibility information.
touchEnd Dispatched when the user removes contact with a touch-enabled device(such as lifts a finger off a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as a
mouseUp
event.Specifically, if a user lifts a finger from a touch screen, the InteractiveObject instance can dispatch a `mouseUp` event or a `touchEnd` event, or both if the current environment supports it. Choose how you want to handle the user interaction. Use the openfl.ui.Multitouch class to manage touch event handling(enable touch gesture event handling, simple touch point event handling, or disable touch events so only mouse events are dispatched). If you choose to handle the `mouseUp` event, then the same event handler will run on a touch-enabled device and a mouse enabled device. However, if you choose to handle the `touchEnd` event, you can design your event handler to respond to the specific needs of a touch-enabled environment and provide users with a richer touch-enabled experience. You can also handle both events, separately, to provide a different response for a touch event than a mouse event. **Note:** See the Multitouch class for environment compatibility information.
touchMove Dispatched when the user moves the point of contact with a touch-enabled device(such as drags a finger across a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as a
mouseMove
event.Specifically, if a user moves a finger across a touch screen, the InteractiveObject instance can dispatch a `mouseMove` event or a `touchMove` event, or both if the current environment supports it. Choose how you want to handle the user interaction. Use the openfl.ui.Multitouch class to manage touch event handling(enable touch gesture event handling, simple touch point event handling, or disable touch events so only mouse events are dispatched). If you choose to handle the `mouseMove` event, then the same event handler will run on a touch-enabled device and a mouse enabled device. However, if you choose to handle the `touchMove` event, you can design your event handler to respond to the specific needs of a touch-enabled environment and provide users with a richer touch-enabled experience. You can also handle both events, separately, to provide a different response for a touch event than a mouse event. **Note:** See the Multitouch class for environment compatibility information.
touchOut Dispatched when the user moves the point of contact away from InteractiveObject instance on a touch-enabled device(such as drags a finger from one display object to another on a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as a
mouseOut
event.Specifically, if a user moves a finger across a touch screen, the InteractiveObject instance can dispatch a `mouseOut` event or a `touchOut` event, or both if the current environment supports it. Choose how you want to handle the user interaction. Use the openfl.ui.Multitouch class to manage touch event handling(enable touch gesture event handling, simple touch point event handling, or disable touch events so only mouse events are dispatched). If you choose to handle the `mouseOut` event, then the same event handler will run on a touch-enabled device and a mouse enabled device. However, if you choose to handle the `touchOut` event, you can design your event handler to respond to the specific needs of a touch-enabled environment and provide users with a richer touch-enabled experience. You can also handle both events, separately, to provide a different response for a touch event than a mouse event. **Note:** See the Multitouch class for environment compatibility information.
touchOver Dispatched when the user moves the point of contact over an InteractiveObject instance on a touch-enabled device(such as drags a finger from a point outside a display object to a point over a display object on a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as a
mouseOver
event.Specifically, if a user moves a finger over an InteractiveObject, the InteractiveObject instance can dispatch a `mouseOver` event or a `touchOver` event, or both if the current environment supports it. Choose how you want to handle the user interaction. Use the openfl.ui.Multitouch class to manage touch event handling(enable touch gesture event handling, simple touch point event handling, or disable touch events so only mouse events are dispatched). If you choose to handle the `mouseOver` event, then the same event handler will run on a touch-enabled device and a mouse enabled device. However, if you choose to handle the `touchOver` event, you can design your event handler to respond to the specific needs of a touch-enabled environment and provide users with a richer touch-enabled experience. You can also handle both events, separately, to provide a different response for a touch event than a mouse event. **Note:** See the Multitouch class for environment compatibility information.
touchRollOut Dispatched when the user moves the point of contact away from an InteractiveObject instance on a touch-enabled device(such as drags a finger from over a display object to a point outside the display object on a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as a
rollOut
event.Specifically, if a user moves a finger over an InteractiveObject, the InteractiveObject instance can dispatch a `rollOut` event or a `touchRollOut` event, or both if the current environment supports it. Choose how you want to handle the user interaction. Use the openfl.ui.Multitouch class to manage touch event handling(enable touch gesture event handling, simple touch point event handling, or disable touch events so only mouse events are dispatched). If you choose to handle the `rollOut` event, then the same event handler will run on a touch-enabled device and a mouse enabled device. However, if you choose to handle the `touchRollOut` event, you can design your event handler to respond to the specific needs of a touch-enabled environment and provide users with a richer touch-enabled experience. You can also handle both events, separately, to provide a different response for a touch event than a mouse event. **Note:** See the Multitouch class for environment compatibility information.
touchRollOver Dispatched when the user moves the point of contact over an InteractiveObject instance on a touch-enabled device(such as drags a finger from a point outside a display object to a point over a display object on a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as a
rollOver
event.Specifically, if a user moves a finger over an InteractiveObject, the InteractiveObject instance can dispatch a `rollOver` event or a `touchRollOver` event, or both if the current environment supports it. Choose how you want to handle the user interaction. Use the openfl.ui.Multitouch class to manage touch event handling(enable touch gesture event handling, simple touch point event handling, or disable touch events so only mouse events are dispatched). If you choose to handle the `rollOver` event, then the same event handler will run on a touch-enabled device and a mouse enabled device. However, if you choose to handle the `touchRollOver` event, you can design your event handler to respond to the specific needs of a touch-enabled environment and provide users with a richer touch-enabled experience. You can also handle both events, separately, to provide a different response for a touch event than a mouse event. **Note:** See the Multitouch class for environment compatibility information.
touchTap Dispatched when the user lifts the point of contact over the same InteractiveObject instance on which the contact was initiated on a touch-enabled device(such as presses and releases a finger from a single point over a display object on a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as a
click
event.Specifically, if a user taps a finger over an InteractiveObject, the InteractiveObject instance can dispatch a `click` event or a `touchTap` event, or both if the current environment supports it. Choose how you want to handle the user interaction. Use the openfl.ui.Multitouch class to manage touch event handling(enable touch gesture event handling, simple touch point event handling, or disable touch events so only mouse events are dispatched). If you choose to handle the `click` event, then the same event handler will run on a touch-enabled device and a mouse enabled device. However, if you choose to handle the `touchTap` event, you can design your event handler to respond to the specific needs of a touch-enabled environment and provide users with a richer touch-enabled experience. You can also handle both events, separately, to provide a different response for a touch event than a mouse event. **Note:** See the Multitouch class for environment compatibility information.