import Transform from "../geom/Transform"; import Rectangle from "../geom/Rectangle"; import Point from "../geom/Point"; import Matrix from "../geom/Matrix"; import BitmapFilter from "../filters/BitmapFilter"; import EventDispatcher from "../events/EventDispatcher"; import Event from "../events/Event"; import Stage from "./Stage"; import Shader from "./Shader"; import LoaderInfo from "./LoaderInfo"; import IBitmapDrawable from "./IBitmapDrawable"; import DisplayObjectContainer from "./DisplayObjectContainer"; import BlendMode from "./BlendMode"; declare namespace openfl.display { /** * 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 openfl. 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 an * `ArgumentError` 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` and `deactivate`. * * 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 * OpenFL 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 * _OpenFL Developer's Guide_. * * @event added Dispatched when a display object is added to the * display list. The following methods trigger this * event: * `DisplayObjectContainer.addChild()`, * `DisplayObjectContainer.addChildAt()`. * @event addedToStage Dispatched when a display object is added to the on * stage display list, either directly or through the * addition of a sub tree in which the display object * is contained. The following methods trigger this * event: * `DisplayObjectContainer.addChild()`, * `DisplayObjectContainer.addChildAt()`. * @event enterFrame [broadcast event] Dispatched when the playhead is * entering a new frame. If the playhead is not * moving, or if there is only one frame, this event * is dispatched continuously in conjunction with the * frame rate. This event is a broadcast event, which * means that it is dispatched by all display objects * with a listener registered for this event. * @event exitFrame [broadcast event] Dispatched when the playhead is * exiting the current frame. All frame scripts have * been run. If the playhead is not moving, or if * there is only one frame, this event is dispatched * continuously in conjunction with the frame rate. * This event is a broadcast event, which means that * it is dispatched by all display objects with a * listener registered for this event. * @event frameConstructed [broadcast event] Dispatched after the constructors * of frame display objects have run but before frame * scripts have run. If the playhead is not moving, or * if there is only one frame, this event is * dispatched continuously in conjunction with the * frame rate. This event is a broadcast event, which * means that it is dispatched by all display objects * with a listener registered for this event. * @event removed Dispatched when a display object is about to be * removed from the display list. Two methods of the * DisplayObjectContainer class generate this event: * `removeChild()` and * `removeChildAt()`. * * The following methods of a * DisplayObjectContainer object also generate this * event if an object must be removed to make room for * the new object: `addChild()`, * `addChildAt()`, and * `setChildIndex()`. * @event removedFromStage Dispatched when a display object is about to be * removed from the display list, either directly or * through the removal of a sub tree in which the * display object is contained. Two methods of the * DisplayObjectContainer class generate this event: * `removeChild()` and * `removeChildAt()`. * * The following methods of a * DisplayObjectContainer object also generate this * event if an object must be removed to make room for * the new object: `addChild()`, * `addChildAt()`, and * `setChildIndex()`. * @event render [broadcast event] Dispatched when the display list * is about to be updated and rendered. This event * provides the last opportunity for objects listening * for this event to make changes before the display * list is rendered. You must call the * `invalidate()` method of the Stage * object each time you want a `render` * event to be dispatched. `Render` events * are dispatched to an object only if there is mutual * trust between it and the object that called * `Stage.invalidate()`. This event is a * broadcast event, which means that it is dispatched * by all display objects with a listener registered * for this event. * * **Note:** This event is not dispatched if the * display is not rendering. This is the case when the * content is either minimized or obscured. * * @see [Display programming](https://books.openfl.org/openfl-developers-guide/display-programming/) * @see [Basics of display programming](https://books.openfl.org/openfl-developers-guide/display-programming/basics-of-display-programming.html) * @see [Core display classes](https://books.openfl.org/openfl-developers-guide/display-programming/core-display-classes.html) * @see [Working with display objects](https://books.openfl.org/openfl-developers-guide/display-programming/working-with-display-objects/) * @see [Adding display objects to the display list](https://books.openfl.org/openfl-developers-guide/display-programming/working-with-display-objects/adding-display-objects-to-the-display-list.html) * @see [Traversing the display list](https://books.openfl.org/openfl-developers-guide/display-programming/working-with-display-objects/traversing-the-display-list.html) * @see [Panning and scrolling display objects](https://books.openfl.org/openfl-developers-guide/display-programming/manipulating-display-objects/panning-and-scrolling-display-objects.html) * @see [Caching display objects](https://books.openfl.org/openfl-developers-guide/display-programming/manipulating-display-objects/caching-display-objects.html) * @see [Setting an opaque background](https://books.openfl.org/openfl-developers-guide/display-programming/manipulating-display-objects/setting-an-opaque-background.html) * @see [Applying blending modes](https://books.openfl.org/openfl-developers-guide/display-programming/manipulating-display-objects/applying-blending-modes.html) * @see [Adjusting display object colors](https://books.openfl.org/openfl-developers-guide/display-programming/manipulating-display-objects/adjusting-displayobject-colors.html) * @see [Handling events for display objects](https://books.openfl.org/openfl-developers-guide/display-programming/working-with-display-objects/handling-events-for-display-objects.html) * @see [Choosing a display object subclass](https://books.openfl.org/openfl-developers-guide/display-programming/working-with-display-objects/choosing-a-displayobject-subclass.html) * @see [Manipulating display objects](https://books.openfl.org/openfl-developers-guide/display-programming/manipulating-display-objects/) * @see [Animating objects](https://books.openfl.org/openfl-developers-guide/display-programming/animating-objects.html) * @see [Loading display content dynamically](https://books.openfl.org/openfl-developers-guide/display-programming/loading-display-content-dynamically/) * */ export class DisplayObject extends EventDispatcher implements IBitmapDrawable { protected constructor(); /** * Indicates the alpha transparency value of the object specified. Valid * values are 0 (fully transparent) to 1 (fully opaque). The default value is 1. * Display objects with `alpha` set to 0 _are_ active, even though they are invisible. * * @see [Fading objects](https://books.openfl.org/openfl-developers-guide/display-programming/manipulating-display-objects/fading-objects.html) * */ get alpha(): number; set alpha(value: number) /** * 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). * * ![Square Number 1](/images/blendMode-0a.jpg) ![Circle Number 2](/images/blendMode-0b.jpg) * * | BlendMode Constant | Illustration | Description | * | --- | --- | --- | * | `BlendMode.NORMAL` | ![blend mode NORMAL](/images/blendMode-1.jpg) | The display object appears in front of the background. Pixel values of the display object override those of the background. Where the display object is transparent, the background is visible. | * | `BlendMode.LAYER` | ![blend mode LAYER](/images/blendMode-2.jpg) | Forces the creation of a transparency group for the display object. This means that the display object is pre-composed in a temporary buffer before it is processed further. This is done automatically if the display object is pre-cached using bitmap caching or if the display object is a display object container with at least one child object with a `blendMode` setting other than `BlendMode.NORMAL`. Not supported under GPU rendering. | * | `BlendMode.MULTIPLY` | ![blend mode MULTIPLY](/images/blendMode-3.jpg) | Multiplies the values of the display object constituent colors by the colors of the background color, and then normalizes by dividing by 0xFF, resulting in darker colors. This setting is commonly used for shadows and depth effects.
For example, if a constituent color (such as red) of one pixel in the display object and the corresponding color of the pixel in the background both have the value 0x88, the multiplied result is 0x4840. Dividing by 0xFF yields a value of 0x48 for that constituent color, which is a darker shade than the color of the display object or the color of the background. | * | `BlendMode.SCREEN` | ![blend mode SCREEN](/images/blendMode-4.jpg) | Multiplies the complement (inverse) of the display object color by the complement of the background color, resulting in a bleaching effect. This setting is commonly used for highlights or to remove black areas of the display object. | * | `BlendMode.LIGHTEN` | ![blend mode LIGHTEN](/images/blendMode-5.jpg) | Selects the lighter of the constituent colors of the display object and the color of the background (the colors with the larger values). This setting is commonly used for superimposing type.
For example, if the display object has a pixel with an RGB value of 0xFFCC33, and the background pixel has an RGB value of 0xDDF800, the resulting RGB value for the displayed pixel is 0xFFF833 (because 0xFF > 0xDD, 0xCC < 0xF8, and 0x33 > 0x00 = 33). Not supported under GPU rendering. | * | `BlendMode.DARKEN` | ![blend mode DARKEN](/images/blendMode-6.jpg) | Selects the darker of the constituent colors of the display object and the colors of the background (the colors with the smaller values). This setting is commonly used for superimposing type.
For example, if the display object has a pixel with an RGB value of 0xFFCC33, and the background pixel has an RGB value of 0xDDF800, the resulting RGB value for the displayed pixel is 0xDDCC00 (because 0xFF > 0xDD, 0xCC < 0xF8, and 0x33 > 0x00 = 33). Not supported under GPU rendering. | * | `BlendMode.DIFFERENCE` | ![blend mode DIFFERENCE](/images/blendMode-7.jpg) | Compares the constituent colors of the display object with the colors of its background, and subtracts the darker of the values of the two constituent colors from the lighter value. This setting is commonly used for more vibrant colors.
For example, if the display object has a pixel with an RGB value of 0xFFCC33, and the background pixel has an RGB value of 0xDDF800, the resulting RGB value for the displayed pixel is 0x222C33 (because 0xFF - 0xDD = 0x22, 0xF8 - 0xCC = 0x2C, and 0x33 - 0x00 = 0x33). | * | `BlendMode.ADD` | ![blend mode ADD](/images/blendMode-8.jpg) | Adds the values of the constituent colors of the display object to the colors of its background, applying a ceiling of 0xFF. This setting is commonly used for animating a lightening dissolve between two objects.
For example, if the display object has a pixel with an RGB value of 0xAAA633, and the background pixel has an RGB value of 0xDD2200, the resulting RGB value for the displayed pixel is 0xFFC833 (because 0xAA + 0xDD > 0xFF, 0xA6 + 0x22 = 0xC8, and 0x33 + 0x00 = 0x33). | * | `BlendMode.SUBTRACT` | ![blend mode SUBTRACT](/images/blendMode-9.jpg) | Subtracts the values of the constituent colors in the display object from the values of the background color, applying a floor of 0. This setting is commonly used for animating a darkening dissolve between two objects.
For example, if the display object has a pixel with an RGB value of 0xAA2233, and the background pixel has an RGB value of 0xDDA600, the resulting RGB value for the displayed pixel is 0x338400 (because 0xDD - 0xAA = 0x33, 0xA6 - 0x22 = 0x84, and 0x00 - 0x33 < 0x00). | * | `BlendMode.INVERT` | ![blend mode INVERT](/images/blendMode-10.jpg) | Inverts the background. | * | `BlendMode.ALPHA` | ![blend mode ALPHA](/images/blendMode-11.jpg) | Applies the alpha value of each pixel of the display object to the background. This requires the `blendMode` setting of the parent display object to be set to `BlendMode.LAYER`. For example, in the illustration, the parent display object, which is a white background, has `blendMode = BlendMode.LAYER`. Not supported under GPU rendering. | * | `BlendMode.ERASE` | ![blend mode ERASE](/images/blendMode-12.jpg) | Erases the background based on the alpha value of the display object. This requires the `blendMode` of the parent display object to be set to `BlendMode.LAYER`. For example, in the illustration, the parent display object, which is a white background, has `blendMode = BlendMode.LAYER`. Not supported under GPU rendering. | * | `BlendMode.OVERLAY` | ![blend mode OVERLAY](/images/blendMode-13.jpg) | Adjusts the color of each pixel based on the darkness of the background. If the background is lighter than 50% gray, the display object and background colors are screened, which results in a lighter color. If the background is darker than 50% gray, the colors are multiplied, which results in a darker color. This setting is commonly used for shading effects. Not supported under GPU rendering. | * | `BlendMode.HARDLIGHT` | ![blend mode HARDLIGHT](/images/blendMode-14.jpg) | Adjusts the color of each pixel based on the darkness of the display object. If the display object is lighter than 50% gray, the display object and background colors are screened, which results in a lighter color. If the display object is darker than 50% gray, the colors are multiplied, which results in a darker color. This setting is commonly used for shading effects. Not supported under GPU rendering. | * | `BlendMode.SHADER` | N/A | Adjusts the color using a custom shader routine. The shader that is used is specified as the Shader instance assigned to the blendShader property. Setting the blendShader property of a display object to a Shader instance automatically sets the display object's `blendMode` property to `BlendMode.SHADER`. If the `blendMode` property is set to `BlendMode.SHADER` without first setting the `blendShader` property, the `blendMode` property is set to `BlendMode.NORMAL`. Not supported under GPU rendering. | * * @see [Applying blending modes](https://books.openfl.org/openfl-developers-guide/display-programming/manipulating-display-objects/applying-blending-modes.html) * */ get blendMode(): BlendMode; set blendMode(value: BlendMode) /** * All vector data for a display object that has a cached bitmap is drawn * to the bitmap instead of the main display. If * `cacheAsBitmapMatrix` is null or unsupported, the bitmap is * then copied to the main display as unstretched, unrotated pixels snapped * to the nearest pixel boundaries. Pixels are mapped 1 to 1 with the parent * object. If the bounds of the bitmap change, the bitmap is recreated * instead of being stretched. * * If `cacheAsBitmapMatrix` is non-null and supported, the * object is drawn to the off-screen bitmap using that matrix and the * stretched and/or rotated results of that rendering are used to draw the * object to the main display. * * No internal bitmap is created unless the `cacheAsBitmap` * property is set to `true`. * * After you set the `cacheAsBitmap` property to * `true`, the rendering does not change, however the display * object performs pixel snapping automatically. The animation speed can be * significantly faster depending on the complexity of the vector content. * * The `cacheAsBitmap` property is automatically set to * `true` whenever you apply a filter to a display object (when * its `filter` array is not empty), and if a display object has a * filter applied to it, `cacheAsBitmap` is reported as * `true` for that display object, even if you set the property to * `false`. If you clear all filters for a display object, the * `cacheAsBitmap` setting changes to what it was last set to. * * A display object does not use a bitmap even if the * `cacheAsBitmap` property is set to `true` and * instead renders from vector data in the following cases: * * * The bitmap is too large. In AIR 1.5 and Flash Player 10, the maximum * size for a bitmap image is 8,191 pixels in width or height, and the total * number of pixels cannot exceed 16,777,215 pixels.(So, if a bitmap image * is 8,191 pixels wide, it can only be 2,048 pixels high.) In Flash Player 9 * and earlier, the limitation is is 2880 pixels in height and 2,880 pixels * in width. * * The bitmap fails to allocate (out of memory error). * * The `cacheAsBitmap` property is best used with movie clips * that have mostly static content and that do not scale and rotate * frequently. With such movie clips, `cacheAsBitmap` can lead to * performance increases when the movie clip is translated (when its _x_ * and _y_ position is changed). * * @see [Caching display objects](https://books.openfl.org/openfl-developers-guide/display-programming/manipulating-display-objects/caching-display-objects.html) * */ get cacheAsBitmap(): boolean; set cacheAsBitmap(value: boolean) /** * If non-null, this Matrix object defines how a display object is rendered when `cacheAsBitmap` is set to * `true`. The application uses this matrix as a transformation matrix that is applied when rendering the * bitmap version of the display object. * * _Adobe AIR profile support:_ This feature is supported on mobile devices, but it is not supported on desktop * operating systems. It also has limited support on AIR for TV devices. Specifically, on AIR for TV devices, * supported transformations include scaling and translation, but not rotation and skewing. See * [AIR Profile Support](http://help.adobe.com/en_US/air/build/WS144092a96ffef7cc16ddeea2126bb46b82f-8000.html) * for more information regarding API support across multiple profiles. * * With `cacheAsBitmapMatrix` set, the application retains a cached bitmap image across various 2D * transformations, including translation, rotation, and scaling. If the application uses hardware acceleration, * the object will be stored in video memory as a texture. This allows the GPU to apply the supported * transformations to the object. The GPU can perform these transformations faster than the CPU. * * To use the hardware acceleration, set Rendering to GPU in the General tab of the iPhone Settings dialog box * in Flash Professional CS5. Or set the `renderMode` property to gpu in the application descriptor file. Note * that AIR for TV devices automatically use hardware acceleration if it is available. * * For example, the following code sends an untransformed bitmap representation of the display object to the GPU: * * ```haxe * var matrix:Matrix = new Matrix(); // creates an identity matrix * mySprite.cacheAsBitmapMatrix = matrix; * mySprite.cacheAsBitmap = true; * ``` * * Usually, the identity matrix (`new Matrix()`) suffices. However, you can use another matrix, such as a * scaled-down matrix, to upload a different bitmap to the GPU. For example, the following example applies a * `cacheAsBitmapMatrix` matrix that is scaled by 0.5 on the x and y axes. The bitmap object that the GPU uses * is smaller, however the GPU adjusts its size to match the `transform.matrix` property of the display object: * * ```haxe * var matrix:Matrix = new Matrix(); // creates an identity matrix * matrix.scale(0.5, 0.5); // scales the matrix * mySprite.cacheAsBitmapMatrix = matrix; * mySprite.cacheAsBitmap = true; * ``` * * Generally, you should choose to use a matrix that transforms the display object to the size that it will * appear in the application. For example, if your application displays the bitmap version of the sprite scaled * down by a half, use a matrix that scales down by a half. If you application will display the sprite larger * than its current dimensions, use a matrix that scales up by that factor. * * **Note:** The `cacheAsBitmapMatrix` property is suitable for 2D transformations. If you need to apply * transformations in 3D, you may do so by setting a 3D property of the object and manipulating its * `transform.matrix3D` property. If the application is packaged using GPU mode, this allows the 3D transforms * to be applied to the object by the GPU. The `cacheAsBitmapMatrix` is ignored for 3D objects. * * @see [Caching display objects](https://books.openfl.org/openfl-developers-guide/display-programming/manipulating-display-objects/caching-display-objects.html) * */ get cacheAsBitmapMatrix(): Matrix; set cacheAsBitmapMatrix(value: Matrix) /** * 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 Haxe code. To apply a filter by using Haxe, * 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 Haxe, perform the following steps * (assume that the target display object is named * `myDisplayObject`): * * 1. Create a new filter object by using the constructor method of your * chosen filter class. * 2. Assign the value of the `myDisplayObject.filters` array * to a temporary array, such as one named `myFilters`. * 3. Add the new filter object to the `myFilters` temporary * array. * 4. Assign the value of the temporary array to the * `myDisplayObject.filters` array. * * If the `filters` array is undefined, you do not need to use * a temporary array. Instead, you can directly assign an array literal that * contains one or more filter objects that you create. The first example in * the Examples section adds a drop shadow filter by using code that handles * both defined and undefined `filters` arrays. * * To modify an existing filter object, you must use the technique of * modifying a copy of the `filters` array: * * 1. Assign the value of the `filters` array to a temporary * array, such as one named `myFilters`. * 2. Modify the property by using the temporary array, * `myFilters`. For example, to set the quality property of the * first filter in the array, you could use the following code: * `myFilters[0].quality = 1;` * 3. Assign the value of the temporary array to the `filters` * array. * * At load time, if a display object has an associated filter, it is * marked to cache itself as a transparent bitmap. From this point forward, * as long as the display object has a valid filter list, the player caches * the display object as a bitmap. This source bitmap is used as a source * image for the filter effects. Each display object usually has two bitmaps: * one with the original unfiltered source display object and another for the * final image after filtering. The final image is used when rendering. As * long as the display object does not change, the final image does not need * updating. * * The openfl.filters package includes classes for filters. For example, to * create a DropShadow filter, you would write: * * @throws ArgumentError When `filters` includes a ShaderFilter * and the shader output type is not compatible with * this operation (the shader must specify a * `pixel4` output). * @throws ArgumentError When `filters` includes a ShaderFilter * and the shader doesn't specify any image input or * the first input is not an `image4` input. * @throws ArgumentError When `filters` includes a ShaderFilter * and the shader specifies an image input that isn't * provided. * @throws ArgumentError When `filters` includes a ShaderFilter, a * ByteArray or Vector instance as a shader * input, and the `width` and * `height` properties aren't specified for * the ShaderInput object, or the specified values * don't match the amount of data in the input data. * See the `ShaderInput.input` property for * more information. * */ get filters(): Array; set filters(value: Array) /** * 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. * * @see [Manipulating size and scaling objects](https://books.openfl.org/openfl-developers-guide/display-programming/manipulating-display-objects/manipulating-size-and-scaling-objects.html) * */ get height(): number; set height(value: number) /** * 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 Haxe). 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)`. * */ get loaderInfo(): LoaderInfo; /** * 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`. * * @see [Masking display objects](https://books.openfl.org/openfl-developers-guide/display-programming/manipulating-display-objects/masking-display-objects.html) * */ get mask(): DisplayObject; set mask(value: DisplayObject) /** * Obtains the meta data object of the DisplayObject instance if meta data * was stored alongside the the instance of this DisplayObject in the SWF * file through a PlaceObject4 tag. * */ get metaData(): any; set metaData(value: any) /** * 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. * * @see [Capturing mouse input](https://books.openfl.org/openfl-developers-guide/mouse-input/capturing-mouse-input.html) * */ get mouseX(): number; /** * Indicates the y coordinate of the mouse or user input device position, in * pixels. * * **Note**: For a DisplayObject that has been rotated, the returned y * coordinate will reflect the non-rotated object. * * @see [Capturing mouse input](https://books.openfl.org/openfl-developers-guide/mouse-input/capturing-mouse-input.html) * */ get mouseY(): number; /** * Indicates the instance name of the DisplayObject. The object can be * identified in the child list of its parent display object container by * calling the `getChildByName()` method of the display object * container. * * @throws IllegalOperationError If you are attempting to set this property * on an object that was placed on the timeline * in the Flash authoring tool. * */ get name(): string; set name(value: string) /** * 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. * * @see [Setting an opaque background](https://books.openfl.org/openfl-developers-guide/display-programming/manipulating-display-objects/setting-an-opaque-background.html) * */ opaqueBackground: number; /** * 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: * * ```haxe * this.parent.parent.alpha = 20; * ``` * * @throws SecurityError The parent display object belongs to a security * sandbox to which you do not have access. You can * avoid this situation by having the parent movie call * the `Security.allowDomain()` method. * * @see [Traversing the display list](https://books.openfl.org/openfl-developers-guide/display-programming/working-with-display-objects/traversing-the-display-list.html) * */ parent: DisplayObjectContainer; /** * 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. * * @see [Traversing the display list](https://books.openfl.org/openfl-developers-guide/display-programming/working-with-display-objects/traversing-the-display-list.html) * */ get root(): DisplayObject; /** * 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`. * * @see [Rotating objects](https://books.openfl.org/openfl-developers-guide/display-programming/manipulating-display-objects/rotating-objects.html) * */ get rotation(): number; set rotation(value: number) /** * The current scaling grid that is in effect. If set to `null`, * the entire display object is scaled normally when any scale transformation * is applied. * * When you define the `scale9Grid` property, the display * object is divided into a grid with nine regions based on the * `scale9Grid` rectangle, which defines the center region of the * grid. The eight other regions of the grid are the following areas: * * * The upper-left corner outside of the rectangle * * The area above the rectangle * * The upper-right corner outside of the rectangle * * The area to the left of the rectangle * * The area to the right of the rectangle * * The lower-left corner outside of the rectangle * * The area below the rectangle * * The lower-right corner outside of the rectangle * * You can think of the eight regions outside of the center (defined by * the rectangle) as being like a picture frame that has special rules * applied to it when scaled. * * **Note:** Content that is not rendered through the `graphics` interface * of a display object will not be affected by the `scale9Grid` property. * * When the `scale9Grid` property is set and a display object * is scaled, all text and gradients are scaled normally; however, for other * types of objects the following rules apply: * * * Content in the center region is scaled normally. * * Content in the corners is not scaled. * * Content in the top and bottom regions is scaled horizontally only. * * Content in the left and right regions is scaled vertically only. * * All fills (including bitmaps, video, and gradients) are stretched to * fit their shapes. * * If a display object is rotated, all subsequent scaling is normal (and * the `scale9Grid` property is ignored). * * For example, consider the following display object and a rectangle that * is applied as the display object's `scale9Grid`: * * | | | * | --- | --- | * | ![display object image](/images/scale9Grid-a.jpg)
The display object. | ![display object scale 9 region](/images/scale9Grid-b.jpg)
The red rectangle shows the scale9Grid. | * * When the display object is scaled or stretched, the objects within the rectangle scale normally, but the * objects outside of the rectangle scale according to the `scale9Grid` rules: * * | | | * | --- | --- | * | Scaled to 75%: | ![display object at 75%](/images/scale9Grid-c.jpg) | * | Scaled to 50%: | ![display object at 50%](/images/scale9Grid-d.jpg) | * | Scaled to 25%: | ![display object at 25%](/images/scale9Grid-e.jpg) | * | Stretched horizontally 150%: | ![display stretched 150%](/images/scale9Grid-f.jpg) | * * A common use for setting `scale9Grid` is to set up a display * object to be used as a component, in which edge regions retain the same * width when the component is scaled. * * @throws ArgumentError If you pass an invalid argument to the method. * */ get scale9Grid(): Rectangle; set scale9Grid(value: Rectangle) /** * 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. * * @see [Manipulating size and scaling objects](https://books.openfl.org/openfl-developers-guide/display-programming/manipulating-display-objects/manipulating-size-and-scaling-objects.html) * */ get scaleX(): number; set scaleX(value: number) /** * Indicates the vertical scale (percentage) of an object as applied from the * registration point of the object. The default registration point is (0,0). * 1.0 is 100% scale. * * Scaling the local coordinate system changes the `x` and * `y` property values, which are defined in whole pixels. * * @see [Manipulating size and scaling objects](https://books.openfl.org/openfl-developers-guide/display-programming/manipulating-display-objects/manipulating-size-and-scaling-objects.html) * */ get scaleY(): number; set scaleY(value: number) /** * 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. * * @see [Panning and scrolling display objects](https://books.openfl.org/openfl-developers-guide/display-programming/manipulating-display-objects/panning-and-scrolling-display-objects.html) * */ get scrollRect(): Rectangle; set scrollRect(value: Rectangle) /** * *BETA** * * Applies a custom Shader object to use when rendering this display object (or its children) when using * hardware rendering. This occurs as a single-pass render on this object only, if visible. In order to * apply a post-process effect to multiple display objects at once, enable `cacheAsBitmap` or use the * `filters` property with a ShaderFilter * */ get shader(): Shader; set shader(value: Shader) /** * 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`. * * @see [Traversing the display list](https://books.openfl.org/openfl-developers-guide/display-programming/working-with-display-objects/traversing-the-display-list.html) * */ stage: Stage; /** * 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. * */ get transform(): Transform; set transform(value: Transform) /** * 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. * */ get visible(): boolean; set visible(value: boolean) /** * 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. * * @see [Manipulating size and scaling objects](https://books.openfl.org/openfl-developers-guide/display-programming/manipulating-display-objects/manipulating-size-and-scaling-objects.html) * */ get width(): number; set width(value: number) /** * Indicates the _x_ coordinate of the DisplayObject instance relative * to the local coordinates of the parent DisplayObjectContainer. If the * object is inside a DisplayObjectContainer that has transformations, it is * in the local coordinate system of the enclosing DisplayObjectContainer. * Thus, for a DisplayObjectContainer rotated 90° counterclockwise, the * DisplayObjectContainer's children inherit a coordinate system that is * rotated 90° counterclockwise. The object's coordinates refer to the * registration point position. * * @see [Changing position](https://books.openfl.org/openfl-developers-guide/display-programming/manipulating-display-objects/changing-position.html) * */ get x(): number; set x(value: number) /** * Indicates the _y_ coordinate of the DisplayObject instance relative * to the local coordinates of the parent DisplayObjectContainer. If the * object is inside a DisplayObjectContainer that has transformations, it is * in the local coordinate system of the enclosing DisplayObjectContainer. * Thus, for a DisplayObjectContainer rotated 90° counterclockwise, the * DisplayObjectContainer's children inherit a coordinate system that is * rotated 90° counterclockwise. The object's coordinates refer to the * registration point position. * * @see [Changing position](https://books.openfl.org/openfl-developers-guide/display-programming/manipulating-display-objects/changing-position.html) * */ get y(): number; set y(value: number) override addEventListener(type: string, listener: (arg0: T) => void, useCapture?: boolean, priority?: number, useWeakReference?: boolean): void; override dispatchEvent(event: Event): boolean; /** * 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. * * @param targetCoordinateSpace The display object that defines the * coordinate system to use. * @return The rectangle that defines the area of the display object relative * to the `targetCoordinateSpace` object's coordinate * system. * */ getBounds(targetCoordinateSpace: DisplayObject): Rectangle; /** * 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. * * @param targetCoordinateSpace The display object that defines the * coordinate system to use. * @return The rectangle that defines the area of the display object relative * to the `targetCoordinateSpace` object's coordinate * system. * */ getRect(targetCoordinateSpace: DisplayObject): Rectangle; /** * 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. * * @param point An object created with the Point class. The Point object * specifies the _x_ and _y_ coordinates as * properties. * @return A Point object with coordinates relative to the display object. * */ globalToLocal(pos: Point): Point; /** * Evaluates the bounding box of the display object to see if it overlaps or * intersects with the bounding box of the `obj` display object. * * @param obj The display object to test against. * @return `true` if the bounding boxes of the display objects * intersect; `false` if not. * */ hitTestObject(obj: DisplayObject): boolean; /** * Evaluates the display object to see if it overlaps or intersects with the * point specified by the `x` and `y` parameters. The * `x` and `y` parameters specify a point in the * coordinate space of the Stage, not the display object container that * contains the display object (unless that display object container is the * Stage). * * @param x The _x_ coordinate to test against this object. * @param y The _y_ coordinate to test against this object. * @param shapeFlag Whether to check against the actual pixels of the object * (`true`) or the bounding box * (`false`). * @return `true` if the display object overlaps or intersects * with the specified point; `false` otherwise. * */ hitTestPoint(x: number, y: number, shapeFlag?: boolean): boolean; /** * Calling the `invalidate()` method signals to have the current object * redrawn the next time the object is eligible to be rendered. * */ invalidate(): void; /** * 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. * * @param point The name or identifier of a point created with the Point * class, specifying the _x_ and _y_ coordinates as * properties. * @return A Point object with coordinates relative to the Stage. * */ localToGlobal(point: Point): Point; override removeEventListener(type: string, listener: (arg0: T) => void, useCapture?: boolean): void; } } export default openfl.display.DisplayObject;