Dependency for AwayJS applications requiring a heirarchical scenegraph: contains data structures for a collection of display object types, as well as geometric prefabs for simple 2D & 3D objects.
adapters
used for scripting
base
Enums for various display object settings, root data classes for timeline and touch data
bounds
(to be moved to view module)
controllers
Custom interaction controls for display objects
display
display objects that can be added to a scene heirarchy, including basic billboards, lines and text, as well as more configurable Sprite objects that expose the graphics API
errors
Error types
events
Event objects for scene classes
factories
Interface for timelines
lightpickers
Objects for selecting lightsources (to be moved to materials module)
managers
manager classes for fonts and frame scripts
prefabs
Generator clases for simple display objects such as Cube, Sphere, Torus etc
shadowmappers
Helper classes for shadows (to be moved to materials module)
text
Helper classes for text
tools
Merge tool for combining display objects (or a heirarchy of display objects) into a single sprite
utils
Cast tool for converting data types (deprecated)
Creates a new DisplayObject
instance.
adapter is used to provide MovieClip to scripts taken from different platforms setter typically managed by factory. getter defaults to AwayJS class
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).
If set to true
, NME will use the software renderer to cache
an internal bitmap representation of the display object. For native targets,
this is often much slower than the default hardware renderer. When you
are using the Flash target, this caching may increase performance for display
objects that contain complex vector content.
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).
An object that can contain any extra data.
A unique id for the asset, used to identify assets in an associative array
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
.
The original name used for this asset in the resource (e.g. file) in which
it was found. This may not be the same as name
, which may
have changed due to of a name conflict.
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.
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.
Dispatch an 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 Scene coordinates, or Scene 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 Scene(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 Scene.
An object created with the Point class. The Point object specifies the x and y coordinates as properties.
A Point object with coordinates relative to the display object.
Converts a two-dimensional point from the Scene(global) coordinates to a three-dimensional display object's(local) coordinates.
To use this method, first create an instance of the Vector3D class. The x,
y and z values that you assign to the Vector3D object represent global
coordinates because they are relative to the origin(0,0,0) of the scene. Then
pass the Vector3D object to the globalToLocal3D()
method as the
position
parameter.
The method returns three-dimensional coordinates as a Vector3D object
containing x
, y
, and z
values that
are relative to the origin of the three-dimensional display object.
A Vector3D object with coordinates relative to the three-dimensional display object.
check if an object has an event listener assigned to it
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 Scene, not the display object container that
contains the display object(unless that display object container is the
Scene).
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 Scene(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 Scene(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
Scene 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 Scene.
Converts a three-dimensional point of the three-dimensional display object's(local) coordinates to a three-dimensional point in the Scene (global) coordinates.
This method allows you to convert any given x, y and z coordinates from values that are relative to the origin(0,0,0) of a specific display object(local coordinates) to values that are relative to the origin of the Scene(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 Vector3D instance that you created as the parameter to
the localToGlobal3D()
method. The method returns a new
Vector3D object with x, y and z values that relate to
the origin of the Scene instead of the origin of the display object.
A Vector3D object containing either a three-dimensional position or the coordinates of the three-dimensional display object.
A Vector3D object representing a three-dimensional position in the Scene.
Rotates the 3d object around to face a point defined relative to the local coordinates of the parent ObjectContainer3D
.
An optional vector used to define the desired up orientation of the 3d object after rotation has occurred
Moves the local point around which the object rotates.
The amount of movement along the local x axis.
The amount of movement along the local y axis.
The amount of movement along the local z axis.
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.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.Defines the animator of the display object. Default value is null
.
Defines the animator of the display object. Default value is null
.
Indicates the depth of the display object, in pixels. The depth is
calculated based on the bounds of the content of the display object. When
you set the depth
property, the scaleZ
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 depth of 0, even if you try to
set depth
to a different value.
Indicates the depth of the display object, in pixels. The depth is
calculated based on the bounds of the content of the display object. When
you set the depth
property, the scaleZ
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 depth of 0, even if you try to
set depth
to a different value.
Defines the rotation of the 3d object as a Vector3D
object containing euler angles for rotation around x, y and z axis.
Defines the rotation of the 3d object as a Vector3D
object containing euler angles for rotation around x, y and z axis.
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.
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.
Indicates the instance container index of the DisplayObject. The object can be
identified in the child list of its parent display object container by
calling the getChildByIndex()
method of the display object
container.
If the DisplayObject has no parent container, index defaults to 0.
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)
.
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
flash.display.DisplayObjectContainer.mouseChildren
.
No event is dispatched by setting this property. You must use the
addEventListener()
method to create interactive
functionality.
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
flash.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.
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.
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:
Defines the local point around which the object rotates.
Defines the local point around which the object rotates.
Defines the local scale.
Defines the local scale.
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 Scene object is the Scene 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 x-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container. 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.
Indicates the x-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container. 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.
Indicates the y-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container. 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.
Indicates the y-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container. 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.
Indicates the z-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container. 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.
Indicates the z-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container. 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.
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 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.
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.
Indicates the depth 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
,
y
and z
property values, which are defined in
whole pixels.
Indicates the depth 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
,
y
and z
property values, which are defined in
whole pixels.
Indicates the horizontal skew(angle) of the object as applied from the registration point. The default registration point is(0,0).
Indicates the horizontal skew(angle) of the object as applied from the registration point. The default registration point is(0,0).
Indicates the vertical skew(angle) of an object as applied from the registration point of the object. The default registration point is(0,0).
Indicates the vertical skew(angle) of an object as applied from the registration point of the object. The default registration point is(0,0).
Indicates the depth skew(angle) of an object as applied from the registration point of the object. The default registration point is(0,0).
Indicates the depth skew(angle) of an object as applied from the registration point of the object. The default registration point is(0,0).
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:
public 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.
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 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 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.
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.
Indicates the z coordinate position along the z-axis of the DisplayObject instance relative to the 3D parent container. The z property is used for 3D coordinates, not screen or pixel coordinates.
When you set a z
property for a display object to
something other than the default value of 0
, a corresponding
Matrix3D object is automatically created. for adjusting a display object's
position and orientation in three dimensions. When working with the
z-axis, the existing behavior of x and y properties changes from screen or
pixel coordinates to positions relative to the 3D parent container.
For example, a child of the _root
at position x = 100, y =
100, z = 200 is not drawn at pixel location(100,100). The child is drawn
wherever the 3D projection calculation puts it. The calculation is:
(x
cameraFocalLength/cameraRelativeZPosition,
ycameraFocalLength/cameraRelativeZPosition)
Indicates the z coordinate position along the z-axis of the DisplayObject instance relative to the 3D parent container. The z property is used for 3D coordinates, not screen or pixel coordinates.
When you set a z
property for a display object to
something other than the default value of 0
, a corresponding
Matrix3D object is automatically created. for adjusting a display object's
position and orientation in three dimensions. When working with the
z-axis, the existing behavior of x and y properties changes from screen or
pixel coordinates to positions relative to the 3D parent container.
For example, a child of the _root
at position x = 100, y =
100, z = 200 is not drawn at pixel location(100,100). The child is drawn
wherever the 3D projection calculation puts it. The calculation is:
(x
cameraFocalLength/cameraRelativeZPosition,
ycameraFocalLength/cameraRelativeZPosition)
The TextField class is used to create display objects for text display and
input.
To create a text field dynamically, use the TextField()
constructor.
The methods of the TextField class let you set, select, and manipulate text in a dynamic or input text field that you create during authoring or at runtime.
ActionScript provides several ways to format your text at runtime. The
TextFormat class lets you set character and paragraph formatting for
TextField objects. You can apply Cascading Style Sheets(CSS) styles to
text fields by using the TextField.styleSheet
property and the
StyleSheet class. You can use CSS to style built-in HTML tags, define new
formatting tags, or apply styles. You can assign HTML formatted text, which
optionally uses CSS styles, directly to a text field. HTML text that you
assign to a text field can contain embedded media(movie clips, SWF files,
GIF files, PNG files, and JPEG files). The text wraps around the embedded
media in the same way that a web browser wraps text around media embedded
in an HTML document.
Flash Player supports a subset of HTML tags that you can use to format
text. See the list of supported HTML tags in the description of the
htmlText
property.
Creates a new TextField instance. After you create the TextField instance,
call the addChild()
or addChildAt()
method of
the parent DisplayObjectContainer object to add the TextField instance to
the display list.
The default size for a text field is 100 x 100 pixels.
Specifies the format applied to newly inserted text, such as text entered
by a user or text inserted with the replaceSelectedText()
method.
Note: When selecting characters to be replaced with
setSelection()
and replaceSelectedText()
, the
defaultTextFormat
will be applied only if the text has been
selected up to and including the last character. Here is an example:
public my_txt:TextField new TextField(); my_txt.text = "Flash Macintosh version"; public my_fmt:TextFormat = new TextFormat(); my_fmt.color = 0xFF0000; my_txt.defaultTextFormat = my_fmt; my_txt.setSelection(6,15); // partial text selected - defaultTextFormat not applied my_txt.setSelection(6,23); // text selected to end - defaultTextFormat applied my_txt.replaceSelectedText("Windows version");
When you access the defaultTextFormat
property, the
returned TextFormat object has all of its properties defined. No property
is null
.
Note: You can't set this property if a style sheet is applied to the text field.
The color of the text in a text field, in hexadecimal format. The
hexadecimal color system uses six digits to represent color values. Each
digit has 16 possible values or characters. The characters range from 0-9
and then A-F. For example, black is 0x000000
; white is
0xFFFFFF
.
A Boolean value that indicates whether the text field has word wrap. If
the value of wordWrap
is true
, the text field
has word wrap; if the value is false
, the text field does not
have word wrap. The default value is false
.
adapter is used to provide MovieClip to scripts taken from different platforms setter typically managed by factory. getter defaults to AwayJS class
When set to true
and the text field is not in focus, Flash
Player highlights the selection in the text field in gray. When set to
false
and the text field is not in focus, Flash Player does
not highlight the selection in the text field.
The type of anti-aliasing used for this text field. Use
flash.text.AntiAliasType
constants for this property. You can
control this setting only if the font is embedded(with the
embedFonts
property set to true
). The default
setting is flash.text.AntiAliasType.NORMAL
.
To set values for this property, use the following string values:
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).
If set to true
, NME will use the software renderer to cache
an internal bitmap representation of the display object. For native targets,
this is often much slower than the default hardware renderer. When you
are using the Flash target, this caching may increase performance for display
objects that contain complex vector content.
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).
A Boolean value that specifies whether extra white space(spaces, line
breaks, and so on) in a text field with HTML text is removed. The default
value is false
. The condenseWhite
property only
affects text set with the htmlText
property, not the
text
property. If you set text with the text
property, condenseWhite
is ignored.
If condenseWhite
is set to true
, use standard
HTML commands such as
and to place line
breaks in the text field.
Set the condenseWhite
property before setting the
htmlText
property.
Specifies whether the text field is a password text field. If the value of
this property is true
, the text field is treated as a
password text field and hides the input characters using asterisks instead
of the actual characters. If false
, the text field is not
treated as a password text field. When password mode is enabled, the Cut
and Copy commands and their corresponding keyboard shortcuts will not
function. This security mechanism prevents an unscrupulous user from using
the shortcuts to discover a password on an unattended computer.
Specifies whether to render by using embedded font outlines. If
false
, Flash Player renders the text field by using device
fonts.
If you set the embedFonts
property to true
for a text field, you must specify a font for that text by using the
font
property of a TextFormat object applied to the text
field. If the specified font is not embedded in the SWF file, the text is
not displayed.
An object that can contain any extra data.
The type of grid fitting used for this text field. This property applies
only if the flash.text.AntiAliasType
property of the text
field is set to flash.text.AntiAliasType.ADVANCED
.
The type of grid fitting used determines whether Flash Player forces strong horizontal and vertical lines to fit to a pixel or subpixel grid, or not at all.
For the flash.text.GridFitType
property, you can use the
following string values:
Contains the HTML representation of the text field contents.
Flash Player supports the following HTML tags:
Flash Player and AIR also support explicit character codes, such as &(ASCII ampersand) and €(Unicode € symbol).
A unique id for the asset, used to identify assets in an associative array
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
.
The maximum number of characters that the text field can contain, as
entered by a user. A script can insert more text than
maxChars
allows; the maxChars
property indicates
only how much text a user can enter. If the value of this property is
0
, a user can enter an unlimited amount of text.
A Boolean value that indicates whether Flash Player automatically scrolls
multiline text fields when the user clicks a text field and rolls the
mouse wheel. By default, this value is true
. This property is
useful if you want to prevent mouse wheel scrolling of text fields, or
implement your own text field scrolling.
Indicates whether field is a multiline text field. If the value is
true
, the text field is multiline; if the value is
false
, the text field is a single-line text field. In a field
of type TextFieldType.INPUT
, the multiline
value
determines whether the Enter
key creates a new line(a value
of false
, and the Enter
key is ignored). If you
paste text into a TextField
with a multiline
value of false
, newlines are stripped out of the text.
The original name used for this asset in the resource (e.g. file) in which
it was found. This may not be the same as name
, which may
have changed due to of a name conflict.
Indicates the set of characters that a user can enter into the text field.
If the value of the restrict
property is null
,
you can enter any character. If the value of the restrict
property is an empty string, you cannot enter any character. If the value
of the restrict
property is a string of characters, you can
enter only characters in the string into the text field. The string is
scanned from left to right. You can specify a range by using the hyphen
(-) character. Only user interaction is restricted; a script can put any
text into the text field.
If the string begins with a caret(^) character, all characters are initially accepted and succeeding characters in the string are excluded from the set of accepted characters. If the string does not begin with a caret(^) character, no characters are initially accepted and succeeding characters in the string are included in the set of accepted characters.
The following example allows only uppercase characters, spaces, and numbers to be entered into a text field:
my_txt.restrict = "A-Z 0-9";
The following example includes all characters, but excludes lowercase letters:
my_txt.restrict = "^a-z";
You can use a backslash to enter a ^ or - verbatim. The accepted backslash sequences are -, \^ or \. The backslash must be an actual character in the string, so when specified in ActionScript, a double backslash must be used. For example, the following code includes only the dash(-) and caret(^):
my_txt.restrict = "\\-\\^";
The ^ can be used anywhere in the string to toggle between including characters and excluding characters. The following code includes only uppercase letters, but excludes the uppercase letter Q:
my_txt.restrict = "A-Z^Q";
You can use the \u
escape sequence to construct
restrict
strings. The following code includes only the
characters from ASCII 32(space) to ASCII 126(tilde).
my_txt.restrict = "\u0020-\u007E";
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.
The current horizontal scrolling position. If the scrollH
property is 0, the text is not horizontally scrolled. This property value
is an integer that represents the horizontal position in pixels.
The units of horizontal scrolling are pixels, whereas the units of vertical scrolling are lines. Horizontal scrolling is measured in pixels because most fonts you typically use are proportionally spaced; that is, the characters can have different widths. Flash Player performs vertical scrolling by line because users usually want to see a complete line of text rather than a partial line. Even if a line uses multiple fonts, the height of the line adjusts to fit the largest font in use.
Note: The scrollH
property is zero-based, not
1-based like the scrollV
vertical scrolling property.
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 vertical position of text in a text field. The scrollV
property is useful for directing users to a specific paragraph in a long
passage, or creating scrolling text fields.
The units of vertical scrolling are lines, whereas the units of horizontal scrolling are pixels. If the first line displayed is the first line in the text field, scrollV is set to 1(not 0). Horizontal scrolling is measured in pixels because most fonts are proportionally spaced; that is, the characters can have different widths. Flash performs vertical scrolling by line because users usually want to see a complete line of text rather than a partial line. Even if there are multiple fonts on a line, the height of the line adjusts to fit the largest font in use.
A Boolean value that indicates whether the text field is selectable. The
value true
indicates that the text is selectable. The
selectable
property controls whether a text field is
selectable, not whether a text field is editable. A dynamic text field can
be selectable even if it is not editable. If a dynamic text field is not
selectable, the user cannot select its text.
If selectable
is set to false
, the text in
the text field does not respond to selection commands from the mouse or
keyboard, and the text cannot be copied with the Copy command. If
selectable
is set to true
, the text in the text
field can be selected with the mouse or keyboard, and the text can be
copied with the Copy command. You can select text this way even if the
text field is a dynamic text field instead of an input text field.
The sharpness of the glyph edges in this text field. This property applies
only if the flash.text.AntiAliasType
property of the text
field is set to flash.text.AntiAliasType.ADVANCED
. The range
for sharpness
is a number from -400 to 400. If you attempt to
set sharpness
to a value outside that range, Flash sets the
property to the nearest value in the range(either -400 or 400).
Attaches a style sheet to the text field. For information on creating style sheets, see the StyleSheet class and the ActionScript 3.0 Developer's Guide.
You can change the style sheet associated with a text field at any
time. If you change the style sheet in use, the text field is redrawn with
the new style sheet. You can set the style sheet to null
or
undefined
to remove the style sheet. If the style sheet in
use is removed, the text field is redrawn without a style sheet.
Note: If the style sheet is removed, the contents of both
TextField.text
and TextField.htmlText
change to
incorporate the formatting previously applied by the style sheet. To
preserve the original TextField.htmlText
contents without the
formatting, save the value in a variable before removing the style
sheet.
The thickness of the glyph edges in this text field. This property applies
only when AntiAliasType
is set to
AntiAliasType.ADVANCED
.
The range for thickness
is a number from -200 to 200. If
you attempt to set thickness
to a value outside that range,
the property is set to the nearest value in the range(either -200 or
200).
The type of the text field. Either one of the following TextFieldType
constants: TextFieldType.DYNAMIC
, which specifies a dynamic
text field, which a user cannot edit, or TextFieldType.INPUT
,
which specifies an input text field, which a user can edit.
Specifies whether to copy and paste the text formatting along with the
text. When set to true
, Flash Player copies and pastes
formatting(such as alignment, bold, and italics) when you copy and paste
between text fields. Both the origin and destination text fields for the
copy and paste procedure must have useRichTextClipboard
set
to true
. The default value is false
.
Appends the string specified by the newText
parameter to the
end of the text of the text field. This method is more efficient than an
addition assignment(+=
) on a text
property
(such as someTextField.text += moreText
), particularly for a
text field that contains a significant amount of content.
The string to append to the existing text.
*tells the Textfield that a paragraph is defined completly. e.g. the textfield will start a new line for future added text.
Dispatch an 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 is the bounding box of the character.
The zero-based index value for the character(for example, the first position is 0, the second position is 1, and so on).
A rectangle with x
and y
minimum and
maximum values defining the bounding box of the character.
Returns the zero-based index value of the character at the point specified
by the x
and y
parameters.
The x coordinate of the character.
The y coordinate of the character.
The zero-based index value of the character(for example, the first position is 0, the second position is 1, and so on). Returns -1 if the point is not over any character.
Given a character index, returns the index of the first character in the same paragraph.
The zero-based index value of the character(for example, the first character is 0, the second character is 1, and so on).
The zero-based index value of the first character in the same paragraph.
Returns a DisplayObject reference for the given id
, for an
image or SWF file that has been added to an HTML-formatted text field by
using an
tag. The
tag is in the
following format:

The id
to match(in the id
attribute
of the
tag).
The display object corresponding to the image or SWF file with the
matching id
attribute in the
tag
of the text field. For media loaded from an external source, this
object is a Loader object, and, once loaded, the media object is a
child of that Loader object. For media embedded in the SWF file,
it is the loaded object. If no
tag with the
matching id
exists, the method returns
null
.
Returns the zero-based index value of the line at the point specified by
the x
and y
parameters.
The x coordinate of the line.
The y coordinate of the line.
The zero-based index value of the line(for example, the first line is 0, the second line is 1, and so on). Returns -1 if the point is not over any line.
Returns the zero-based index value of the line containing the character
specified by the charIndex
parameter.
The zero-based index value of the character(for example, the first character is 0, the second character is 1, and so on).
The zero-based index value of the line.
Returns the number of characters in a specific text line.
The line number for which you want the length.
The number of characters in the line.
Returns metrics information about a given text line.
The line number for which you want metrics information.
A TextLineMetrics object.
Returns the character index of the first character in the line that the
lineIndex
parameter specifies.
The zero-based index value of the line(for example, the first line is 0, the second line is 1, and so on).
The zero-based index value of the first character in the line.
Returns the text of the line specified by the lineIndex
parameter.
The zero-based index value of the line(for example, the first line is 0, the second line is 1, and so on).
The text string contained in the specified line.
Given a character index, returns the length of the paragraph containing
the given character. The length is relative to the first character in the
paragraph(as returned by getFirstCharInParagraph()
), not to
the character index passed in.
The zero-based index value of the character(for example, the first character is 0, the second character is 1, and so on).
Returns the number of characters in the paragraph.
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 Scene coordinates, or Scene 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.
Returns a TextFormat object that contains formatting information for the
range of text that the beginIndex
and endIndex
parameters specify. Only properties that are common to the entire text
specified are set in the resulting TextFormat object. Any property that is
mixed, meaning that it has different values at different points in
the text, has a value of null
.
If you do not specify values for these parameters, this method is applied to all the text in the text field.
The following table describes three possible usages:
The TextFormat object that represents the formatting properties for the specified text.
Converts the point
object from the Scene(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 Scene.
An object created with the Point class. The Point object specifies the x and y coordinates as properties.
A Point object with coordinates relative to the display object.
Converts a two-dimensional point from the Scene(global) coordinates to a three-dimensional display object's(local) coordinates.
To use this method, first create an instance of the Vector3D class. The x,
y and z values that you assign to the Vector3D object represent global
coordinates because they are relative to the origin(0,0,0) of the scene. Then
pass the Vector3D object to the globalToLocal3D()
method as the
position
parameter.
The method returns three-dimensional coordinates as a Vector3D object
containing x
, y
, and z
values that
are relative to the origin of the three-dimensional display object.
A Vector3D object with coordinates relative to the three-dimensional display object.
check if an object has an event listener assigned to it
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 Scene, not the display object container that
contains the display object(unless that display object container is the
Scene).
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 Scene(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 Scene(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
Scene 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 Scene.
Converts a three-dimensional point of the three-dimensional display object's(local) coordinates to a three-dimensional point in the Scene (global) coordinates.
This method allows you to convert any given x, y and z coordinates from values that are relative to the origin(0,0,0) of a specific display object(local coordinates) to values that are relative to the origin of the Scene(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 Vector3D instance that you created as the parameter to
the localToGlobal3D()
method. The method returns a new
Vector3D object with x, y and z values that relate to
the origin of the Scene instead of the origin of the display object.
A Vector3D object containing either a three-dimensional position or the coordinates of the three-dimensional display object.
A Vector3D object representing a three-dimensional position in the Scene.
Rotates the 3d object around to face a point defined relative to the local coordinates of the parent ObjectContainer3D
.
An optional vector used to define the desired up orientation of the 3d object after rotation has occurred
The maximum value of scrollH
.
The maximum value of scrollV
.
Moves the local point around which the object rotates.
The amount of movement along the local x axis.
The amount of movement along the local y axis.
The amount of movement along the local z axis.
Replaces the current selection with the contents of the value
parameter. The text is inserted at the position of the current selection,
using the current default character format and default paragraph format.
The text is not treated as HTML.
You can use the replaceSelectedText()
method to insert and
delete text without disrupting the character and paragraph formatting of
the rest of the text.
Note: This method does not work if a style sheet is applied to the text field.
The string to replace the currently selected text.
Replaces the range of characters that the beginIndex
and
endIndex
parameters specify with the contents of the
newText
parameter. As designed, the text from
beginIndex
to endIndex-1
is replaced.
Note: This method does not work if a style sheet is applied to the text field.
The zero-based index value for the start position of the replacement range.
The zero-based index position of the first character after the desired text span.
The text to use to replace the specified range of characters.
Sets as selected the text designated by the index values of the first and
last characters, which are specified with the beginIndex
and
endIndex
parameters. If the two parameter values are the
same, this method sets the insertion point, as if you set the
caretIndex
property.
The zero-based index value of the first character in the selection(for example, the first character is 0, the second character is 1, and so on).
The zero-based index value of the last character in the selection.
Applies the text formatting that the format
parameter
specifies to the specified text in a text field. The value of
format
must be a TextFormat object that specifies the desired
text formatting changes. Only the non-null properties of
format
are applied to the text field. Any property of
format
that is set to null
is not applied. By
default, all of the properties of a newly created TextFormat object are
set to null
.
Note: This method does not work if a style sheet is applied to the text field.
The setTextFormat()
method changes the text formatting
applied to a range of characters or to the entire body of text in a text
field. To apply the properties of format to all text in the text field, do
not specify values for beginIndex
and endIndex
.
To apply the properties of the format to a range of text, specify values
for the beginIndex
and the endIndex
parameters.
You can use the length
property to determine the index
values.
The two types of formatting information in a TextFormat object are character level formatting and paragraph level formatting. Each character in a text field can have its own character formatting settings, such as font name, font size, bold, and italic.
For paragraphs, the first character of the paragraph is examined for the paragraph formatting settings for the entire paragraph. Examples of paragraph formatting settings are left margin, right margin, and indentation.
Any text inserted manually by the user, or replaced by the
replaceSelectedText()
method, receives the default text field
formatting for new text, and not the formatting specified for the text
insertion point. To set the default formatting for new text, use
defaultTextFormat
.
A TextFormat object that contains character and paragraph formatting information.
Returns true if an embedded font is available with the specified
fontName
and fontStyle
where
Font.fontType
is flash.text.FontType.EMBEDDED
.
Starting with Flash Player 10, two kinds of embedded fonts can appear in a
SWF file. Normal embedded fonts are only used with TextField objects. CFF
embedded fonts are only used with the flash.text.engine classes. The two
types are distinguished by the fontType
property of the
Font
class, as returned by the enumerateFonts()
function.
TextField cannot use a font of type EMBEDDED_CFF
. If
embedFonts
is set to true
and the only font
available at run time with the specified name and style is of type
EMBEDDED_CFF
, Flash Player fails to render the text, as if no
embedded font were available with the specified name and style.
If both EMBEDDED
and EMBEDDED_CFF
fonts are
available with the same name and style, the EMBEDDED
font is
selected and text renders with the EMBEDDED
font.
The name of the embedded font to check.
Specifies the font style to check. Use
flash.text.FontStyle
true
if a compatible embedded font is available,
otherwise false
.
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.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.Defines the animator of the display object. Default value is null
.
Defines the animator of the display object. Default value is null
.
An integer(1-based index) that indicates the bottommost line that is
currently visible in the specified text field. Think of the text field as
a window onto a block of text. The scrollV
property is the
1-based index of the topmost visible line in the window.
All the text between the lines indicated by scrollV
and
bottomScrollV
is currently visible in the text field.
The index of the insertion point(caret) position. If no insertion point is displayed, the value is the position the insertion point would be if you restored focus to the field(typically where the insertion point last was, or 0 if the field has not had focus).
Selection span indexes are zero-based(for example, the first position is 0, the second position is 1, and so on).
Indicates the depth of the display object, in pixels. The depth is
calculated based on the bounds of the content of the display object. When
you set the depth
property, the scaleZ
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 depth of 0, even if you try to
set depth
to a different value.
Indicates the depth of the display object, in pixels. The depth is
calculated based on the bounds of the content of the display object. When
you set the depth
property, the scaleZ
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 depth of 0, even if you try to
set depth
to a different value.
Defines the rotation of the 3d object as a Vector3D
object containing euler angles for rotation around x, y and z axis.
Defines the rotation of the 3d object as a Vector3D
object containing euler angles for rotation around x, y and z axis.
Indicates the instance container index of the DisplayObject. The object can be
identified in the child list of its parent display object container by
calling the getChildByIndex()
method of the display object
container.
If the DisplayObject has no parent container, index defaults to 0.
The number of characters in a text field. A character such as tab
(\t
) counts as one character.
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)
.
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
flash.display.DisplayObjectContainer.mouseChildren
.
No event is dispatched by setting this property. You must use the
addEventListener()
method to create interactive
functionality.
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
flash.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.
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.
Defines the number of text lines in a multiline text field. If
wordWrap
property is set to true
, the number of
lines increases when text wraps.
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:
Defines the local point around which the object rotates.
Defines the local point around which the object rotates.
Defines the local scale.
Defines the local scale.
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 Scene object is the Scene 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 x-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container. 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.
Indicates the x-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container. 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.
Indicates the y-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container. 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.
Indicates the y-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container. 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.
Indicates the z-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container. 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.
Indicates the z-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container. 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.
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 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.
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.
Indicates the depth 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
,
y
and z
property values, which are defined in
whole pixels.
Indicates the depth 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
,
y
and z
property values, which are defined in
whole pixels.
The zero-based character index value of the first character in the current
selection. For example, the first character is 0, the second character is
1, and so on. If no text is selected, this property is the value of
caretIndex
.
The zero-based character index value of the last character in the current
selection. For example, the first character is 0, the second character is
1, and so on. If no text is selected, this property is the value of
caretIndex
.
Indicates the horizontal skew(angle) of the object as applied from the registration point. The default registration point is(0,0).
Indicates the horizontal skew(angle) of the object as applied from the registration point. The default registration point is(0,0).
Indicates the vertical skew(angle) of an object as applied from the registration point of the object. The default registration point is(0,0).
Indicates the vertical skew(angle) of an object as applied from the registration point of the object. The default registration point is(0,0).
Indicates the depth skew(angle) of an object as applied from the registration point of the object. The default registration point is(0,0).
Indicates the depth skew(angle) of an object as applied from the registration point of the object. The default registration point is(0,0).
A string that is the current text in the text field. Lines are separated
by the carriage return character('\r'
, ASCII 13). This
property contains unformatted text in the text field, without HTML tags.
To get the text in HTML form, use the htmlText
property.
A string that is the current text in the text field. Lines are separated
by the carriage return character('\r'
, ASCII 13). This
property contains unformatted text in the text field, without HTML tags.
To get the text in HTML form, use the htmlText
property.
The width of the text in pixels.
The interaction mode property, Default value is TextInteractionMode.NORMAL. On mobile platforms, the normal mode implies that the text can be scrolled but not selected. One can switch to the selectable mode through the in-built context menu on the text field. On Desktop, the normal mode implies that the text is in scrollable as well as selection mode.
The width of the text in pixels.
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:
public 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.
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.
The width of the text in pixels.
The width of the text in pixels.
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.
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.
Indicates the z coordinate position along the z-axis of the DisplayObject instance relative to the 3D parent container. The z property is used for 3D coordinates, not screen or pixel coordinates.
When you set a z
property for a display object to
something other than the default value of 0
, a corresponding
Matrix3D object is automatically created. for adjusting a display object's
position and orientation in three dimensions. When working with the
z-axis, the existing behavior of x and y properties changes from screen or
pixel coordinates to positions relative to the 3D parent container.
For example, a child of the _root
at position x = 100, y =
100, z = 200 is not drawn at pixel location(100,100). The child is drawn
wherever the 3D projection calculation puts it. The calculation is:
(x
cameraFocalLength/cameraRelativeZPosition,
ycameraFocalLength/cameraRelativeZPosition)
Indicates the z coordinate position along the z-axis of the DisplayObject instance relative to the 3D parent container. The z property is used for 3D coordinates, not screen or pixel coordinates.
When you set a z
property for a display object to
something other than the default value of 0
, a corresponding
Matrix3D object is automatically created. for adjusting a display object's
position and orientation in three dimensions. When working with the
z-axis, the existing behavior of x and y properties changes from screen or
pixel coordinates to positions relative to the 3D parent container.
For example, a child of the _root
at position x = 100, y =
100, z = 200 is not drawn at pixel location(100,100). The child is drawn
wherever the 3D projection calculation puts it. The calculation is:
(x
cameraFocalLength/cameraRelativeZPosition,
ycameraFocalLength/cameraRelativeZPosition)
Generated using TypeDoc
The DisplayObject class is the base class for all objects that can be placed on the display list. The display list manages all objects displayed in flash. Use the DisplayObjectContainer class to arrange the display objects in the display list. DisplayObjectContainer objects can have child display objects, while other display objects, such as Shape and TextField objects, are "leaf" nodes that have only parents and siblings, no children.
The DisplayObject class supports basic functionality like the x and y position of an object, as well as more advanced properties of the object such as its transformation matrix.
DisplayObject is an abstract base class; therefore, you cannot call DisplayObject directly. Invoking
new DisplayObject()
throws anArgumentError
exception.All display objects inherit from the DisplayObject class.
The DisplayObject class itself does not include any APIs for rendering content onscreen. For that reason, if you want create a custom subclass of the DisplayObject class, you will want to extend one of its subclasses that do have APIs for rendering content onscreen, such as the Shape, Sprite, Bitmap, SimpleButton, TextField, or MovieClip class.
The DisplayObject class contains several broadcast events. Normally, the target of any particular event is a specific DisplayObject instance. For example, the target of an
added
event is the specific DisplayObject instance that was added to the display list. Having a single target restricts the placement of event listeners to that target and in some cases the target's ancestors on the display list. With broadcast events, however, the target is not a specific DisplayObject instance, but rather all DisplayObject instances, including those that are not on the display list. This means that you can add a listener to any DisplayObject instance to listen for broadcast events. In addition to the broadcast events listed in the DisplayObject class's Events table, the DisplayObject class also inherits two broadcast events from the EventDispatcher class:activate
anddeactivate
.Some properties previously used in the ActionScript 1.0 and 2.0 MovieClip, TextField, and Button classes(such as
_alpha
,_height
,_name
,_width
,_x
,y
, and others) have equivalents in the ActionScript 3.0 DisplayObject class that are renamed so that they no longer begin with the underscore() character.For more information, see the "Display Programming" chapter of the ActionScript 3.0 Developer's Guide.