openfl.display

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AVM1Movie

AVM1Movie is a simple class that represents AVM1 movie clips, which use ActionScript 1.0 or 2.0. (AVM1 is the ActionScript virtual machine used to run ActionScript 1.0 and 2.0. AVM2 is the ActionScript virtual machine used to run ActionScript 3.0.) When a Flash Player 8, or older, SWF file is loaded by a Loader object, an AVM1Movie object is created. The AVM1Movie object can use methods and properties inherited from the DisplayObject class (such as x, y, width, and so on). However, no interoperability (such as calling methods or using parameters) between the AVM1Movie object and AVM2 objects is allowed.

Application

Bitmap

The Bitmap class represents display objects that represent bitmap images. These can be images that you load with the openfl.Assets or openfl.display.Loader classes, or they can be images that you create with the Bitmap() constructor.

BitmapData

The BitmapData class lets you work with the data(pixels) of a Bitmap object. You can use the methods of the BitmapData class to create arbitrarily sized transparent or opaque bitmap images and manipulate them in various ways at runtime. You can also access the BitmapData for a bitmap image that you load with the openfl.Assets or openfl.display.Loader classes.

BitmapDataChannel

The BitmapDataChannel class is an enumeration of constant values that indicate which channel to use: red, blue, green, or alpha transparency.

BlendMode

A class that provides constant values for visual blend mode effects. These constants are used in the following:

CairoRenderer

CanvasRenderer

CapsStyle

The CapsStyle class is an enumeration of constant values that specify the caps style to use in drawing lines. The constants are provided for use as values in the caps parameter of the openfl.display.Graphics.lineStyle() method. You can specify the following three types of caps:

DOMElement

DOMRenderer

DisplayObject

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.

DisplayObjectContainer

The DisplayObjectContainer class is the base class for all objects that can serve as display object containers on the display list. The display list manages all objects displayed in the Flash runtimes. Use the DisplayObjectContainer class to arrange the display objects in the display list. Each DisplayObjectContainer object has its own child list for organizing the z-order of the objects. The z-order is the front-to-back order that determines which object is drawn in front, which is behind, and so on.

DisplayObjectRenderer

DisplayObjectShader

FPS

FrameLabel

The FrameLabel object contains properties that specify a frame number and the corresponding label name. The Scene class includes a labels property, which is an array of FrameLabel objects for the scene.

GradientType

The GradientType class provides values for the type parameter in the beginGradientFill() and lineGradientStyle() methods of the openfl.display.Graphics class.

Graphics

The Graphics class contains a set of methods that you can use to create a vector shape. Display objects that support drawing include Sprite and Shape objects. Each of these classes includes a graphics property that is a Graphics object. The following are among those helper functions provided for ease of use: drawRect(), drawRoundRect(), drawCircle(), and drawEllipse().

GraphicsBitmapFill

Defines a bitmap fill. The bitmap can be smoothed, repeated or tiled to fill the area; or manipulated using a transformation matrix. Use a GraphicsBitmapFill object with the Graphics.drawGraphicsData() method. Drawing a GraphicsBitmapFill object is the equivalent of calling the Graphics.beginBitmapFill() method.

GraphicsEndFill

Indicates the end of a graphics fill. Use a GraphicsEndFill object with the Graphics.drawGraphicsData() method.

GraphicsGradientFill

Defines a gradient fill. Use a GraphicsGradientFill object with the Graphics.drawGraphicsData() method. Drawing a GraphicsGradientFill object is the equivalent of calling the Graphics.beginGradientFill() method.

GraphicsPath

A collection of drawing commands and the coordinate parameters for those commands.

GraphicsPathCommand

Defines the values to use for specifying path-drawing commands.

GraphicsPathWinding

The GraphicsPathWinding class provides values for the openfl.display.GraphicsPath.winding property and the openfl.display.Graphics.drawPath() method to determine the direction to draw a path. A clockwise path is positively wound, and a counter-clockwise path is negatively wound:

GraphicsQuadPath

GraphicsShader

GraphicsShaderFill

Defines a shader fill. Use a GraphicsShaderFill object with the Graphics.drawGraphicsData() method. Drawing a GraphicsShaderFill object is the equivalent of calling the Graphics.beginShaderFill() method.

GraphicsSolidFill

Defines a solid fill.

GraphicsStroke

Defines a line style or stroke.

GraphicsTrianglePath

Defines an ordered set of triangles that can be rendered using either (u,v) fill coordinates or a normal fill. Each triangle in the path is represented by three sets of (x, y) coordinates, each of which is one point of the triangle. The triangle vertices do not contain z coordinates and do not necessarily represent 3D faces. However a triangle path can be used to support the rendering of 3D geometry in a 2D space.

IBitmapDrawable

IGraphicsData

IGraphicsFill

IGraphicsPath

IGraphicsStroke

ITileContainer

InteractiveObject

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.

InterpolationMethod

The InterpolationMethod class provides values for the interpolationMethod parameter in the Graphics.beginGradientFill() and Graphics.lineGradientStyle() methods. This parameter determines the RGB space to use when rendering the gradient.

JPEGEncoderOptions

JointStyle

The JointStyle class is an enumeration of constant values that specify the joint style to use in drawing lines. These constants are provided for use as values in the joints parameter of the openfl.display.Graphics.lineStyle() method. The method supports three types of joints: miter, round, and bevel, as the following example shows:

LineScaleMode

The LineScaleMode class provides values for the scaleMode parameter in the Graphics.lineStyle() method.

Loader

The Loader class is used to load SWF files or image (JPG, PNG, or GIF) files. Use the load() method to initiate loading. The loaded display object is added as a child of the Loader object.

LoaderInfo

The LoaderInfo class provides information about a loaded SWF file or a loaded image file(JPEG, GIF, or PNG). LoaderInfo objects are available for any display object. The information provided includes load progress, the URLs of the loader and loaded content, the number of bytes total for the media, and the nominal height and width of the media.

MovieClip

The MovieClip class inherits from the following classes: Sprite, DisplayObjectContainer, InteractiveObject, DisplayObject, and EventDispatcher.

OpenGLRenderer

PNGEncoderOptions

PixelSnapping

The PixelSnapping class is an enumeration of constant values for setting the pixel snapping options by using the pixelSnapping property of a Bitmap object.

Preloader

Shader

// TODO: Document GLSL Shaders A Shader instance represents a Pixel Bender shader kernel in ActionScript. To use a shader in your application, you create a Shader instance for it. You then use that Shader instance in the appropriate way according to the effect you want to create. For example, to use the shader as a filter, you assign the Shader instance to the shader property of a ShaderFilter object. A shader defines a function that executes on all the pixels in an image, one pixel at a time. The result of each call to the function is the output color at that pixel coordinate in the image. A shader can specify one or more input images, which are images whose content can be used in determining the output of the function. A shader can also specify one or more parameters, which are input values that can be used in calculating the function output. In a single shader execution, the input and parameter values are constant. The only thing that varies is the coordinate of the pixel whose color is the function result. Shader function calls for multiple output pixel coordinates execute in parallel to improve shader execution performance.

ShaderData

// TODO: Document GLSL Shaders A ShaderData object contains properties representing any parameters and inputs for a shader kernel, as well as properties containing any metadata specified for the shader. These properties are added to the ShaderData object when it is created. The properties' names match the names specified in the shader's source code. The data type of each property varies according to what aspect of the shader the property represents. The properties that represent shader parameters are ShaderParameter instances, the properties that represent input images are ShaderInput instances, and the properties that represent shader metadata are instances of the ActionScript class corresponding to their data type (for example, a String instance for textual metadata and a uint for uint metadata).

ShaderInput

// TODO: Document GLSL Shaders A ShaderInput instance represents a single input image for a shader kernel. A kernel can be defined to accept zero, one, or more source images that are used in the kernel execution. A ShaderInput instance provides a mechanism for specifying the input image that is used when the shader executes. To specify a value for the input, create a BitmapData, ByteArray, or Vector. instance containing the image data and assign it to the input property. The ShaderInput instance representing a Shader instance's input image is accessed as a property of the Shader instance's data property. The ShaderInput property has the same name as the input's name in the shader code. For example, if a shader defines an input named src, the ShaderInput instance representing the src input is available as the src property, as this example shows: myShader.data.src.image = new BitmapData(50, 50, true, 0xFF990000);` For some uses of a Shader instance, you do not need to specify an input image, because it is automatically specified by the operation. You only need to specify an input when a Shader is used for the following:

ShaderJob

// TODO: Document GLSL Shaders A ShaderJob instance is used to execute a shader operation in stand-alone mode. The shader operation executes and returns its result data. It is up to the developer to determine how to use the result. There are two primary reasons for using a shader in stand-alone mode:

ShaderParameter

TODO: Document GLSL Shaders A ShaderParameter instance represents a single input parameter of a shader kernel. A kernel can be defined to accept zero, one, or more parameters that are used in the kernel execution. A ShaderParameter provides information about the parameter, such as the type of data it expects. It also provides a mechanism for setting the parameter value that is used when the shader executes. To specify a value or values for the shader parameter, create an Array containing the value or values and assign it to the value property. A ShaderParameter instance representing a parameter for a Shader instance is accessed as a property of the Shader instance's data property. The ShaderParameter property has the same name as the parameter's name in the shader code. For example, if a shader defines a parameter named radius, the ShaderParameter instance representing the radius parameter is available as the radius property, as shown here: var radiusParam:ShaderParameter = myShader.data.radius; In addition to the defined properties of the ShaderParameter class, each ShaderParameter instance has additional properties corresponding to any metadata defined for the parameter. These properties are added to the ShaderParameter object when it is created. The properties' names match the metadata names specified in the shader's source code. The data type of each property varies according to the data type of the corresponding metadata. A text metadata value such as "description" is a String instance. A metadata property with a non-string value (such as minValue or defaultValue`) is represented as an Array instance. The number of elements and element data types correspond to the metadata values.

ShaderParameterType

This class defines the constants that represent the possible values for the ShaderParameter class's type property. Each constant represents one of the data types available in Flash Player for parameters in the Pixel Bender shader language.

ShaderPrecision

This class defines the constants that represent the possible values for the Shader class's precisionHint property. Each constant represents one of the precision modes for executing shader operations. The precision mode selection affects the following shader operations. These operations are faster on an Intel processor with the SSE instruction set:

Shape

This class is used to create lightweight shapes using the ActionScript drawing application program interface(API). The Shape class includes a graphics property, which lets you access methods from the Graphics class.

SimpleButton

The SimpleButton class lets you control all instances of button symbols in a SWF file.

SpreadMethod

The SpreadMethod class provides values for the spreadMethod parameter in the beginGradientFill() and lineGradientStyle() methods of the Graphics class.

Sprite

The Sprite class is a basic display list building block: a display list node that can display graphics and can also contain children.

Stage

The Stage class represents the main drawing area.

Stage3D

The Stage class represents the main drawing area. For SWF content running in the browser (in Flash஼/sup> Player), the Stage represents the entire area where Flash content is shown. For content running in AIR on desktop operating systems, each NativeWindow object has a corresponding Stage object.

StageAlign

The StageAlign class provides constant values to use for the Stage.align property.

StageDisplayState

The StageDisplayState class provides values for the Stage.displayState property.

StageQuality

The StageQuality class provides values for the Stage.quality property.

StageScaleMode

The StageScaleMode class provides values for the Stage.scaleMode property.

Tile

TileContainer

Tilemap

Tileset

TriangleCulling

Defines codes for culling algorithms that determine which triangles not to render when drawing triangle paths.

Window