class openfl.display.InteractiveObject extends DisplayObject
Available on all platforms
Sub classes | ||||||
![]() | DisplayObjectContainer, TextField |
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The InteractiveObject class is the abstract base class for all display objects with which the user can interact, using the mouse, keyboard, or other user input device.
You cannot instantiate the InteractiveObject class directly. A call to
the new InteractiveObject()
constructor throws an
ArgumentError
exception.
The InteractiveObject class itself does not include any APIs for rendering content onscreen. To create a custom subclass of the InteractiveObject class, extend one of the subclasses that do have APIs for rendering content onscreen, such as the Sprite, SimpleButton, TextField, or MovieClip classes.
@event clear Dispatched when the user selects 'Clear'(or
'Delete') from the text context menu. This
event is dispatched to the object that
currently has focus. If the object that
currently has focus is a TextField, the
default behavior of this event is to cause
any currently selected text in the text field
to be deleted.
@event click Dispatched when a user presses and releases
the main button of the user's pointing device
over the same InteractiveObject. For a click
event to occur, it must always follow this
series of events in the order of occurrence:
mouseDown event, then mouseUp. The target
object must be identical for both of these
events; otherwise the click
event does not occur. Any number of other
mouse events can occur at any time between
the mouseDown
or
mouseUp
events; the
click
event still occurs.
@event contextMenu Dispatched when a user gesture triggers the
context menu associated with this interactive
object in an AIR application.
@event copy Dispatched when the user activates the
platform-specific accelerator key combination
for a copy operation or selects 'Copy' from
the text context menu. This event is
dispatched to the object that currently has
focus. If the object that currently has focus
is a TextField, the default behavior of this
event is to cause any currently selected text
in the text field to be copied to the
clipboard.
@event cut Dispatched when the user activates the
platform-specific accelerator key combination
for a cut operation or selects 'Cut' from the
text context menu. This event is dispatched
to the object that currently has focus. If
the object that currently has focus is a
TextField, the default behavior of this event
is to cause any currently selected text in
the text field to be cut to the clipboard.
@event doubleClick Dispatched when a user presses and releases
the main button of a pointing device twice in
rapid succession over the same
InteractiveObject when that object's
doubleClickEnabled
flag is set
to true
. For a
doubleClick
event to occur, it
must immediately follow the following series
of events: mouseDown
,
mouseUp
, click
,
mouseDown
, mouseUp
.
All of these events must share the same
target as the doubleClick
event.
The second click, represented by the second
mouseDown
and
mouseUp
events, must occur
within a specific period of time after the
click
event. The allowable
length of this period varies by operating
system and can often be configured by the
user. If the target is a selectable text
field, the word under the pointer is selected
as the default behavior. If the target
InteractiveObject does not have its
doubleClickEnabled
flag set to
true
it receives two
click
events.
The doubleClickEnabled
property defaults to false
.
The double-click text selection behavior
of a TextField object is not related to the
doubleClick
event. Use
TextField.doubleClickEnabled
to
control TextField selections.
relatedObject
property. The
shiftKey
property is not used.
This event follows the dispatch of the
previous object's focusOut
event.
@event focusOut Dispatched after a display object
loses focus. This happens when a user
highlights a different object with a pointing
device or keyboard navigation. The object
that loses focus is called the target object
of this event, while the corresponding
InteractiveObject instance that receives
focus is called the related object. A
reference to the related object is stored in
the target object's
relatedObject
property. The
shiftKey
property is not used.
This event precedes the dispatch of the
focusIn
event by the related
object.
@event gesturePan Dispatched when the user moves a point of
contact over the InteractiveObject instance
on a touch-enabled device(such as moving a
finger from left to right over a display
object on a mobile phone or tablet with a
touch screen). Some devices might also
interpret this contact as a
mouseOver
event and as a
touchOver
event.
Specifically, if a user moves a finger
over an InteractiveObject, the
InteractiveObject instance can dispatch a
mouseOver
event or a
touchOver
event or a
gesturePan
event, or all if the
current environment supports it. Choose how
you want to handle the user interaction. Use
the openfl.ui.Multitouch class to manage touch
event handling(enable touch gesture event
handling, simple touch point event handling,
or disable touch events so only mouse events
are dispatched). If you choose to handle the
mouseOver
event, then the same
event handler will run on a touch-enabled
device and a mouse enabled device. However,
if you choose to handle the
gesturePan
event, you can design
your event handler to respond to the specific
needs of a touch-enabled environment and
provide users with a richer touch-enabled
experience. You can also handle both events,
separately, to provide a different response
for a touch event than a mouse event.
Note: See the Multitouch class for environment compatibility information.
@event gesturePressAndTap Dispatched when the user creates a point of contact with an InteractiveObject instance, then taps on a touch-enabled device(such as placing several fingers over a display object to open a menu and then taps one finger to select a menu item on a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as a combination of several mouse events, as well.
Specifically, if a user moves a finger
over an InteractiveObject, and then provides
a secondary tap, the InteractiveObject
instance can dispatch a
mouseOver
event and a
click
event(among others) as
well as the gesturePressAndTap
event, or all if the current environment
supports it. Choose how you want to handle
the user interaction. Use the
openfl.ui.Multitouch class to manage touch
event handling(enable touch gesture event
handling, simple touch point event handling,
or disable touch events so only mouse events
are dispatched). If you choose to handle the
mouseOver
event, then the same
event handler will run on a touch-enabled
device and a mouse enabled device. However,
if you choose to handle the
gesturePressAndTap
event, you
can design your event handler to respond to
the specific needs of a touch-enabled
environment and provide users with a richer
touch-enabled experience. You can also handle
both events, separately, to provide a
different response for a touch event than a
mouse event.
When handling the properties of the event
object, note that the localX
and
localY
properties are set to the
primary point of contact(the "push"). The
offsetX
and offsetY
properties are the distance to the secondary
point of contact(the "tap").
Specifically, if a user moves a finger
over an InteractiveObject, the
InteractiveObject instance can dispatch a
mouseOver
event and a
click
event(among others), in
addition to the gestureRotate
event, or all if the current environment
supports it. Choose how you want to handle
the user interaction. Use the
openfl.ui.Multitouch class to manage touch
event handling(enable touch gesture event
handling, simple touch point event handling,
or disable touch events so only mouse events
are dispatched). If you choose to handle the
mouseOver
event, then the same
event handler will run on a touch-enabled
device and a mouse enabled device. However,
if you choose to handle the
gestureRotate
event, you can
design your event handler to respond to the
specific needs of a touch-enabled environment
and provide users with a richer touch-enabled
experience. You can also handle both events,
separately, to provide a different response
for a touch event than a mouse event.
When handling the properties of the event
object, note that the localX
and
localY
properties are set to the
primary point of contact. The
offsetX
and offsetY
properties are the distance to the point of
contact where the rotation gesture is
complete.
Note: See the Multitouch class for environment compatibility information.
@event gestureSwipe Dispatched when the user performs a swipe gesture at a point of contact with an InteractiveObject instance(such as touching three fingers to a screen and then moving them in parallel over a display object on a mobile phone or tablet with a touch screen). Moving several fingers in parallel is a common swipe gesture, but each device and operating system can have its own requirements for a swipe. Some devices might also interpret this contact as a combination of several mouse events, as well.
Specifically, if a user moves a finger
over an InteractiveObject, and then moves the
fingers together, the InteractiveObject
instance can dispatch a rollOver
event and a rollOut
event(among
others), in addition to the
gestureSwipe
event, or all if
the current environment supports it. Choose
how you want to handle the user interaction.
If you choose to handle the
rollOver
event, then the same
event handler will run on a touch-enabled
device and a mouse enabled device. However,
if you choose to handle the
gestureSwipe
event, you can
design your event handler to respond to the
specific needs of a touch-enabled environment
and provide users with a richer touch-enabled
experience. You can also handle both events,
separately, to provide a different response
for a touch event than a mouse event.
When handling the properties of the event
object, note that the localX
and
localY
properties are set to the
primary point of contact. The
offsetX
and offsetY
properties are the distance to the point of
contact where the swipe gesture is
complete.
Note: While some devices using the Mac OS operating system can interpret a four-finger swipe, this API only supports a three-finger swipe.
@event gestureTwoFingerTap Dispatched when the user presses two points of contact over the same InteractiveObject instance on a touch-enabled device(such as presses and releases two fingers over a display object on a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as adoubleClick
event.
Specifically, if a user taps two fingers
over an InteractiveObject, the
InteractiveObject instance can dispatch a
doubleClick
event or a
gestureTwoFingerTap
event, or
both if the current environment supports it.
Choose how you want to handle the user
interaction. Use the openfl.ui.Multitouch
class to manage touch event handling(enable
touch gesture event handling, simple touch
point event handling, or disable touch events
so only mouse events are dispatched). If you
choose to handle the doubleClick
event, then the same event handler will run
on a touch-enabled device and a mouse enabled
device. However, if you choose to handle the
gestureTwoFingerTap
event, you
can design your event handler to respond to
the specific needs of a touch-enabled
environment and provide users with a richer
touch-enabled experience. You can also handle
both events, separately, to provide a
different response for a touch event than a
mouse event.
Note: See the Multitouch class for environment compatibility information.
@event gestureZoom Dispatched when the user performs a zoom gesture at a point of contact with an InteractiveObject instance(such as touching two fingers to a screen and then quickly spreading the fingers apart over a display object on a mobile phone or tablet with a touch screen). Moving fingers apart is a common zoom gesture, but each device and operating system can have its own requirements to indicate zoom. Some devices might also interpret this contact as a combination of several mouse events, as well.
Specifically, if a user moves a finger
over an InteractiveObject, and then moves the
fingers apart, the InteractiveObject instance
can dispatch a mouseOver
event
and a click
event(among
others), in addition to the
gestureZoom
event, or all if the
current environment supports it. Choose how
you want to handle the user interaction. Use
the openfl.ui.Multitouch class to manage touch
event handling(enable touch gesture event
handling, simple touch point event handling,
or disable touch events so only mouse events
are dispatched). If you choose to handle the
mouseOver
event, then the same
event handler will run on a touch-enabled
device and a mouse enabled device. However,
if you choose to handle the
gestureZoom
event, you can
design your event handler to respond to the
specific needs of a touch-enabled environment
and provide users with a richer touch-enabled
experience. You can also handle both events,
separately, to provide a different response
for a touch event than a mouse event.
When handling the properties of the event
object, note that the localX
and
localY
properties are set to the
primary point of contact. The
offsetX
and offsetY
properties are the distance to the point of
contact where the zoom gesture is
complete.
Note: See the Multitouch class for environment compatibility information.
@event imeStartComposition This event is dispatched to any client app that supports inline input with an IME @event keyDown Dispatched when the user presses a key. Mappings between keys and specific characters vary by device and operating system. This event type is generated after such a mapping occurs but before the processing of an input method editor(IME). IMEs are used to enter characters, such as Chinese ideographs, that the standard QWERTY keyboard is ill-equipped to produce. This event occurs before thekeyUp
event.
In AIR, canceling this event prevents the character from being entered into a text field.
@event keyFocusChange Dispatched when the user attempts to change focus by using keyboard navigation. The default behavior of this event is to change the focus and dispatch the correspondingfocusIn
and
focusOut
events.
This event is dispatched to the object
that currently has focus. The related object
for this event is the InteractiveObject
instance that receives focus if you do not
prevent the default behavior. You can prevent
the change in focus by calling the
preventDefault()
method in an
event listener that is properly registered
with the target object. Focus changes and
focusIn
and
focusOut
events are dispatched
by default.
keyDown
event and has the
following characteristics:
@event middleClick Dispatched when a user presses and releases
the middle button of the user's pointing
device over the same InteractiveObject. For a
middleClick
event to occur, it
must always follow this series of events in
the order of occurrence:
middleMouseDown
event, then
middleMouseUp
. The target object
must be identical for both of these events;
otherwise the middleClick
event
does not occur. Any number of other mouse
events can occur at any time between the
middleMouseDown
or
middleMouseUp
events; the
middleClick
event still occurs.
@event middleMouseDown Dispatched when a user presses the middle
pointing device button over an
InteractiveObject instance.
@event middleMouseUp Dispatched when a user releases the pointing
device button over an InteractiveObject
instance.
@event mouseDown Dispatched when a user presses the pointing
device button over an InteractiveObject
instance. If the target is a SimpleButton
instance, the SimpleButton instance displays
the downState
display object as
the default behavior. If the target is a
selectable text field, the text field begins
selection as the default behavior.
@event mouseFocusChange Dispatched when the user attempts to change
focus by using a pointer device. The default
behavior of this event is to change the focus
and dispatch the corresponding
focusIn
and
focusOut
events.
This event is dispatched to the object
that currently has focus. The related object
for this event is the InteractiveObject
instance that receives focus if you do not
prevent the default behavior. You can prevent
the change in focus by calling
preventDefault()
in an event
listener that is properly registered with the
target object. The shiftKey
property is not used. Focus changes and
focusIn
and
focusOut
events are dispatched
by default.
relatedObject
is the object the
pointing device has moved to. If the target
is a SimpleButton instance, the button
displays the upState
display
object as the default behavior.
The mouseOut
event is
dispatched each time the mouse leaves the
area of any child object of the display
object container, even if the mouse remains
over another child object of the display
object container. This is different behavior
than the purpose of the rollOut
event, which is to simplify the coding of
rollover behaviors for display object
containers with children. When the mouse
leaves the area of a display object or the
area of any of its children to go to an
object that is not one of its children, the
display object dispatches the
rollOut
event.The
rollOut
events are dispatched
consecutively up the parent chain of the
object, starting with the object and ending
with the highest parent that is neither the
root nor an ancestor of the
relatedObject
.
relatedObject
is the object
that was previously under the pointing
device. If the target is a SimpleButton
instance, the object displays the
overState
or
upState
display object,
depending on whether the mouse button is
down, as the default behavior.
The mouseOver
event is
dispatched each time the mouse enters the
area of any child object of the display
object container, even if the mouse was
already over another child object of the
display object container. This is different
behavior than the purpose of the
rollOver
event, which is to
simplify the coding of rollout behaviors for
display object containers with children. When
the mouse enters the area of a display object
or the area of any of its children from an
object that is not one of its children, the
display object dispatches the
rollOver
event. The
rollOver
events are dispatched
consecutively down the parent chain of the
object, starting with the highest parent that
is neither the root nor an ancestor of the
relatedObject
and ending with
the object.
upState
display object. If the
target is a selectable text field, the text
field ends selection as the default behavior.
@event mouseWheel Dispatched when a mouse wheel is spun over an
InteractiveObject instance. If the target is
a text field, the text scrolls as the default
behavior. Only available on Microsoft Windows
operating systems.
@event nativeDragComplete Dispatched by the drag initiator
InteractiveObject when the user releases the
drag gesture.
The event's dropAction property indicates
the action set by the drag target object; a
value of "none"
(DragActions.NONE
) indicates
that the drop was canceled or was not
accepted.
The nativeDragComplete
event
handler is a convenient place to update the
state of the initiating display object, for
example, by removing an item from a list(on
a drag action of "move"), or by changing the
visual properties.
Access the dropped data using the event
object clipboard
property.
The handler for this event should set the
DragManager.dropAction
property
to provide feedback to the initiator object
about which drag action was taken. If no
value is set, the DragManager will select a
default value from the list of allowed
actions.
Handle either the
nativeDragEnter
or
nativeDragOver
events to allow
the display object to become the drop
target.
To determine whether the dispatching
display object can accept the drop, check the
suitability of the data in
clipboard
property of the event
object, and the allowed drag actions in the
allowedActions
property.
nativeDragOver
events are
dispatched whenever the mouse is moved. On
Windows and Mac, they are also dispatched on
a short timer interval even when the mouse
has not moved.
Handle either the
nativeDragOver
or
nativeDragEnter
events to allow
the display object to become the drop
target.
To determine whether the dispatching
display object can accept the drop, check the
suitability of the data in
clipboard
property of the event
object, and the allowed drag actions in the
allowedActions
property.
nativeDragUpdate
events are
not dispatched on Linux.
rightClick
event to occur, it
must always follow this series of events in
the order of occurrence:
rightMouseDown
event, then
rightMouseUp
. The target object
must be identical for both of these events;
otherwise the rightClick
event
does not occur. Any number of other mouse
events can occur at any time between the
rightMouseDown
or
rightMouseUp
events; the
rightClick
event still occurs.
@event rightMouseDown Dispatched when a user presses the pointing
device button over an InteractiveObject
instance.
@event rightMouseUp Dispatched when a user releases the pointing
device button over an InteractiveObject
instance.
@event rollOut Dispatched when the user moves a pointing
device away from an InteractiveObject
instance. The event target is the object
previously under the pointing device or a
parent of that object. The
relatedObject
is the object that
the pointing device has moved to. The
rollOut
events are dispatched
consecutively up the parent chain of the
object, starting with the object and ending
with the highest parent that is neither the
root nor an ancestor of the
relatedObject
.
The purpose of the rollOut
event is to simplify the coding of rollover
behaviors for display object containers with
children. When the mouse leaves the area of a
display object or the area of any of its
children to go to an object that is not one
of its children, the display object
dispatches the rollOut
event.
This is different behavior than that of the
mouseOut
event, which is
dispatched each time the mouse leaves the
area of any child object of the display
object container, even if the mouse remains
over another child object of the display
object container.
relatedObject
is the object
that was previously under the pointing
device. The rollOver
events are
dispatched consecutively down the parent
chain of the object, starting with the
highest parent that is neither the root nor
an ancestor of the relatedObject
and ending with the object.
The purpose of the rollOver
event is to simplify the coding of rollout
behaviors for display object containers with
children. When the mouse enters the area of a
display object or the area of any of its
children from an object that is not one of
its children, the display object dispatches
the rollOver
event. This is
different behavior than that of the
mouseOver
event, which is
dispatched each time the mouse enters the
area of any child object of the display
object container, even if the mouse was
already over another child object of the
display object container.
tabChildren
flag changes.
@event tabEnabledChange Dispatched when the object's
tabEnabled
flag changes.
@event tabIndexChange Dispatched when the value of the object's
tabIndex
property changes.
@event textInput Dispatched when a user enters one or more
characters of text. Various text input
methods can generate this event, including
standard keyboards, input method editors
(IMEs), voice or speech recognition systems,
and even the act of pasting plain text with
no formatting or style information.
@event touchBegin Dispatched when the user first contacts a
touch-enabled device(such as touches a
finger to a mobile phone or tablet with a
touch screen). Some devices might also
interpret this contact as a
mouseDown
event.
Specifically, if a user touches a finger
to a touch screen, the InteractiveObject
instance can dispatch a
mouseDown
event or a
touchBegin
event, or both if the
current environment supports it. Choose how
you want to handle the user interaction. Use
the openfl.ui.Multitouch class to manage touch
event handling(enable touch gesture event
handling, simple touch point event handling,
or disable touch events so only mouse events
are dispatched). If you choose to handle the
mouseDown
event, then the same
event handler will run on a touch-enabled
device and a mouse enabled device. However,
if you choose to handle the
touchBegin
event, you can design
your event handler to respond to the specific
needs of a touch-enabled environment and
provide users with a richer touch-enabled
experience. You can also handle both events,
separately, to provide a different response
for a touch event than a mouse event.
Note: See the Multitouch class for environment compatibility information.
@event touchEnd Dispatched when the user removes contact with a touch-enabled device(such as lifts a finger off a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as amouseUp
event.
Specifically, if a user lifts a finger
from a touch screen, the InteractiveObject
instance can dispatch a mouseUp
event or a touchEnd
event, or
both if the current environment supports it.
Choose how you want to handle the user
interaction. Use the openfl.ui.Multitouch
class to manage touch event handling(enable
touch gesture event handling, simple touch
point event handling, or disable touch events
so only mouse events are dispatched). If you
choose to handle the mouseUp
event, then the same event handler will run
on a touch-enabled device and a mouse enabled
device. However, if you choose to handle the
touchEnd
event, you can design
your event handler to respond to the specific
needs of a touch-enabled environment and
provide users with a richer touch-enabled
experience. You can also handle both events,
separately, to provide a different response
for a touch event than a mouse event.
Note: See the Multitouch class for environment compatibility information.
@event touchMove Dispatched when the user moves the point of contact with a touch-enabled device(such as drags a finger across a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as amouseMove
event.
Specifically, if a user moves a finger
across a touch screen, the InteractiveObject
instance can dispatch a
mouseMove
event or a
touchMove
event, or both if the
current environment supports it. Choose how
you want to handle the user interaction. Use
the openfl.ui.Multitouch class to manage touch
event handling(enable touch gesture event
handling, simple touch point event handling,
or disable touch events so only mouse events
are dispatched). If you choose to handle the
mouseMove
event, then the same
event handler will run on a touch-enabled
device and a mouse enabled device. However,
if you choose to handle the
touchMove
event, you can design
your event handler to respond to the specific
needs of a touch-enabled environment and
provide users with a richer touch-enabled
experience. You can also handle both events,
separately, to provide a different response
for a touch event than a mouse event.
Note: See the Multitouch class for environment compatibility information.
@event touchOut Dispatched when the user moves the point of contact away from InteractiveObject instance on a touch-enabled device(such as drags a finger from one display object to another on a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as amouseOut
event.
Specifically, if a user moves a finger
across a touch screen, the InteractiveObject
instance can dispatch a mouseOut
event or a touchOut
event, or
both if the current environment supports it.
Choose how you want to handle the user
interaction. Use the openfl.ui.Multitouch
class to manage touch event handling(enable
touch gesture event handling, simple touch
point event handling, or disable touch events
so only mouse events are dispatched). If you
choose to handle the mouseOut
event, then the same event handler will run
on a touch-enabled device and a mouse enabled
device. However, if you choose to handle the
touchOut
event, you can design
your event handler to respond to the specific
needs of a touch-enabled environment and
provide users with a richer touch-enabled
experience. You can also handle both events,
separately, to provide a different response
for a touch event than a mouse event.
Note: See the Multitouch class for environment compatibility information.
@event touchOver Dispatched when the user moves the point of contact over an InteractiveObject instance on a touch-enabled device(such as drags a finger from a point outside a display object to a point over a display object on a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as amouseOver
event.
Specifically, if a user moves a finger
over an InteractiveObject, the
InteractiveObject instance can dispatch a
mouseOver
event or a
touchOver
event, or both if the
current environment supports it. Choose how
you want to handle the user interaction. Use
the openfl.ui.Multitouch class to manage touch
event handling(enable touch gesture event
handling, simple touch point event handling,
or disable touch events so only mouse events
are dispatched). If you choose to handle the
mouseOver
event, then the same
event handler will run on a touch-enabled
device and a mouse enabled device. However,
if you choose to handle the
touchOver
event, you can design
your event handler to respond to the specific
needs of a touch-enabled environment and
provide users with a richer touch-enabled
experience. You can also handle both events,
separately, to provide a different response
for a touch event than a mouse event.
Note: See the Multitouch class for environment compatibility information.
@event touchRollOut Dispatched when the user moves the point of contact away from an InteractiveObject instance on a touch-enabled device(such as drags a finger from over a display object to a point outside the display object on a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as arollOut
event.
Specifically, if a user moves a finger
over an InteractiveObject, the
InteractiveObject instance can dispatch a
rollOut
event or a
touchRollOut
event, or both if
the current environment supports it. Choose
how you want to handle the user interaction.
Use the openfl.ui.Multitouch class to manage
touch event handling(enable touch gesture
event handling, simple touch point event
handling, or disable touch events so only
mouse events are dispatched). If you choose
to handle the rollOut
event,
then the same event handler will run on a
touch-enabled device and a mouse enabled
device. However, if you choose to handle the
touchRollOut
event, you can
design your event handler to respond to the
specific needs of a touch-enabled environment
and provide users with a richer touch-enabled
experience. You can also handle both events,
separately, to provide a different response
for a touch event than a mouse event.
Note: See the Multitouch class for environment compatibility information.
@event touchRollOver Dispatched when the user moves the point of contact over an InteractiveObject instance on a touch-enabled device(such as drags a finger from a point outside a display object to a point over a display object on a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as arollOver
event.
Specifically, if a user moves a finger
over an InteractiveObject, the
InteractiveObject instance can dispatch a
rollOver
event or a
touchRollOver
event, or both if
the current environment supports it. Choose
how you want to handle the user interaction.
Use the openfl.ui.Multitouch class to manage
touch event handling(enable touch gesture
event handling, simple touch point event
handling, or disable touch events so only
mouse events are dispatched). If you choose
to handle the rollOver
event,
then the same event handler will run on a
touch-enabled device and a mouse enabled
device. However, if you choose to handle the
touchRollOver
event, you can
design your event handler to respond to the
specific needs of a touch-enabled environment
and provide users with a richer touch-enabled
experience. You can also handle both events,
separately, to provide a different response
for a touch event than a mouse event.
Note: See the Multitouch class for environment compatibility information.
@event touchTap Dispatched when the user lifts the point of contact over the same InteractiveObject instance on which the contact was initiated on a touch-enabled device(such as presses and releases a finger from a single point over a display object on a mobile phone or tablet with a touch screen). Some devices might also interpret this contact as aclick
event.
Specifically, if a user taps a finger over
an InteractiveObject, the InteractiveObject
instance can dispatch a click
event or a touchTap
event, or
both if the current environment supports it.
Choose how you want to handle the user
interaction. Use the openfl.ui.Multitouch
class to manage touch event handling(enable
touch gesture event handling, simple touch
point event handling, or disable touch events
so only mouse events are dispatched). If you
choose to handle the click
event, then the same event handler will run
on a touch-enabled device and a mouse enabled
device. However, if you choose to handle the
touchTap
event, you can design
your event handler to respond to the specific
needs of a touch-enabled environment and
provide users with a richer touch-enabled
experience. You can also handle both events,
separately, to provide a different response
for a touch event than a mouse event.
Note: See the Multitouch class for environment compatibility information.
Instance Fields
Specifies whether the object receives doubleClick
events. The
default value is false
, which means that by default an
InteractiveObject instance does not receive doubleClick
events. If the doubleClickEnabled
property is set to
true
, the instance receives doubleClick
events
within its bounds. The mouseEnabled
property of the
InteractiveObject instance must also be set to true
for the
object to receive doubleClick
events.
No event is dispatched by setting this property. You must use the
addEventListener()
method to add an event listener for the
doubleClick
event.
var mouseEnabled:Bool
Specifies whether this object receives mouse, or other user input,
messages. The default value is true
, which means that by
default any InteractiveObject instance that is on the display list
receives mouse events or other user input events. If
mouseEnabled
is set to false
, the instance does
not receive any mouse events(or other user input events like keyboard
events). Any children of this instance on the display list are not
affected. To change the mouseEnabled
behavior for all
children of an object on the display list, use
openfl.display.DisplayObjectContainer.mouseChildren
.
No event is dispatched by setting this property. You must use the
addEventListener()
method to create interactive
functionality.
Specifies whether a virtual keyboard(an on-screen, software keyboard) should display when this InteractiveObject instance receives focus.
By default, the value is false
and focusing an
InteractiveObject instance does not raise a soft keyboard. If the
needsSoftKeyboard
property is set to true
, the
runtime raises a soft keyboard when the InteractiveObject instance is
ready to accept user input. An InteractiveObject instance is ready to
accept user input after a programmatic call to set the Stage
focus
property or a user interaction, such as a "tap." If the
client system has a hardware keyboard available or does not support
virtual keyboards, then the soft keyboard is not raised.
The InteractiveObject instance dispatches
softKeyboardActivating
, softKeyboardActivate
,
and softKeyboardDeactivate
events when the soft keyboard
raises and lowers.
Note: This property is not supported in AIR applications on iOS.
Calling the new InteractiveObject()
constructor throws an
ArgumentError
exception. You can, however, call constructors
for the following subclasses of InteractiveObject:
new SimpleButton()
new TextField()
new Loader()
new Sprite()
new MovieClip()
function requestSoftKeyboard():Bool
Raises a virtual keyboard.
Calling this method focuses the InteractiveObject instance and raises
the soft keyboard, if necessary. The needsSoftKeyboard
must
also be true
. A keyboard is not raised if a hardware keyboard
is available, or if the client system does not support virtual
keyboards.
Note: This method is not supported in AIR applications on iOS.
returns | A value of |