The Stage class represents the main drawing area. For SWF content running in the browser (in Flash® 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.

The Stage object is not globally accessible. You need to access it through the stage property of a DisplayObject instance.

The Stage class has several ancestor classes נDisplayObjectContainer, InteractiveObject, DisplayObject, and EventDispatcher נfrom which it inherits properties and methods. Many of these properties and methods are either inapplicable to Stage objects, or require security checks when called on a Stage object. The properties and methods that require security checks are documented as part of the Stage class.

In addition, the following inherited properties are inapplicable to Stage objects. If you try to set them, an IllegalOperationError is thrown. These properties may always be read, but since they cannot be set, they will always contain default values.

  • accessibilityProperties
  • alpha
  • blendMode
  • cacheAsBitmap
  • contextMenu
  • filters
  • focusRect
  • loaderInfo
  • mask
  • mouseEnabled
  • name
  • opaqueBackground
  • rotation
  • scale9Grid
  • scaleX
  • scaleY
  • scrollRect
  • tabEnabled
  • tabIndex
  • transform
  • visible
  • x
  • y

Some events that you might expect to be a part of the Stage class, such as enterFrame, exitFrame, frameConstructed, and render, cannot be Stage events because a reference to the Stage object cannot be guaranteed to exist in every situation where these events are used. Because these events cannot be dispatched by the Stage object, they are instead dispatched by every DisplayObject instance, which means that you can add an event listener to any DisplayObject instance to listen for these events. These events, which are part of the DisplayObject class, are called broadcast events to differentiate them from events that target a specific DisplayObject instance. Two other broadcast events, activate and deactivate, belong to DisplayObject's superclass, EventDispatcher. The activate and deactivate events behave similarly to the DisplayObject broadcast events, except that these two events are dispatched not only by all DisplayObject instances, but also by all EventDispatcher instances and instances of other EventDispatcher subclasses. For more information on broadcast events, see the DisplayObject class.

Events:

fullScreen

Dispatched when the Stage object enters, or leaves, full-screen mode. A change in full-screen mode can be initiated through Haxe code, or the user invoking a keyboard shortcut, or if the current focus leaves the full-screen window.

mouseLeave

Dispatched by the Stage object when the pointer moves out of the stage area. If the mouse button is pressed, the event is not dispatched.

orientationChange

Dispatched by the Stage object when the stage orientation changes. Orientation changes can occur when the user rotates the device, opens a slide-out keyboard, or when the setAspectRatio() is called.

Note: If the autoOrients property is false, then the stage orientation does not change when a device is rotated. Thus, StageOrientationEvents are only dispatched for device rotation when autoOrients is true.

orientationChanging

Dispatched by the Stage object when the stage orientation begins changing. Important: orientationChanging events are not dispatched on Android devices.

Note: If the autoOrients property is false, then the stage orientation does not change when a device is rotated. Thus, StageOrientationEvents are only dispatched for device rotation when autoOrients is true.

resize

Dispatched when the scaleMode property of the Stage object is set to StageScaleMode.NO_SCALE and the SWF file is resized.

stageVideoAvailability

Dispatched by the Stage object when the state of the stageVideos property changes.

Variables

read onlycontext3D:Context3D

The Context3D object associated with this Stage3D instance.

This property is initially null. To create the Context3D instance for this Stage3D object, add an event listener for the context3DCreate event and then call the requestContext3D method. The listener is called once the Context3D object has been created.

visible:Bool

Specifies whether this Stage3D object is visible.

Use this property to temporarily hide a Stage3D object on the Stage. This property defaults to true.

x:Float

The horizontal coordinate of the Stage3D display on the stage, in pixels.

This property defaults to zero.

y:Float

The vertical coordinate of the Stage3D display on the stage, in pixels.

This property defaults to zero.

Methods

@:value({ profile : BASELINE, context3DRenderMode : AUTO })requestContext3D(context3DRenderMode:Context3DRenderMode = AUTO, profile:Context3DProfile = BASELINE):Void

Request the creation of a Context3D object for this Stage3D instance.

Before calling this function, add an event listener for the context3DCreate event. If you do not, the runtime throws an exception.

Important note on device loss: GPU device loss occurs when the GPU hardware becomes unavailable to the application. The Context3D object is disposed when the GPU device is lost. GPU device loss can happen for various reasons, such as, when a mobile device runs out of battery power or a Windows device goes to a "lock screen." When the GPU becomes available again, the runtime creates a new Context3D instance and dispatches another context3DCreate event. Your application must reload all assets and reset the rendering context state whenever device loss occurs.

Design your application logic to handle the possibility of device loss and context regeneration. Do not remove the context3DCreate event listener. Do not perform actions in response to the event that should not be repeated in the application. For example, do not add anonymous functions to handle timer events because they would be duplicated after device loss. To test your application's handling of device loss, you can simulate device loss by calling the dispose() method of the Context3D object.

The following example illustrates how to request a Context3d rendering context:

if( stage.stage3Ds.length > 0 )
{
	var stage3D:Stage3D = stage.stage3Ds[0];
	stage3D.addEventListener( Event.CONTEXT3D_CREATE, myContext3DHandler );
	stage3D.requestContext3D( );
}

function myContext3DHandler ( event : Event ) : void
{
	var targetStage3D : Stage3D = cast event.target;
	InitAll3DResources( targetStage3D.context3D );
	StartRendering( targetStage3D.context3D );
}

Parameters:

context3DRenderMode

The type of rendering context to request. The default is Context3DRenderMode.AUTO for which the runtime will create a hardware-accelerated context if possible and fall back to software otherwise. Use Context3DRenderMode.SOFTWARE to request a software rendering context. Software rendering is not available on mobile devices. Software rendering is available only for Context3DProfile.BASELINE and Context3DProfile.BASELINE_CONSTRAINED.

profile

(AIR 3.4 and higher) Specifies the extent to which Flash Player supports lower-level GPUs. The default is Context3DProfile.BASELINE, which returns a Context3D instance similar to that used in previous releases. To get details of all available profiles, see openfl.display3D.Context3DProfile.

Throws:

Error

if no listeners for the context3DCreate event have been added to this Stage3D object.

ArgumentError

if this method is called again with a different context3DRenderMode before the previous call has completed.

Events:

context3DCreate

Dispatched when the requested rendering context is successfully completed.

error

Dispatched when the requested rendering context cannot be created.

requestContext3DMatchingProfiles(profiles:Vector<Context3DProfile>):Void

Request the creation of a Context3D object for this Stage3D instance.

Before calling this function, add an event listener for the context3DCreate event. If you do not, the runtime throws an exception.

Important note on device loss: GPU device loss occurs when the GPU hardware becomes unavailable to the application. The Context3D object is disposed when the GPU device is lost. GPU device loss can happen for various reasons, such as, when a mobile device runs out of battery power or a Windows device goes to a "lock screen." When the GPU becomes available again, the runtime creates a new Context3D instance and dispatches another context3DCreate event. Your application must reload all assets and reset the rendering context state whenever device loss occurs.

Design your application logic to handle the possibility of device loss and context regeneration. Do not remove the context3DCreate event listener. Do not perform actions in response to the event that should not be repeated in the application. For example, do not add anonymous functions to handle timer events because they would be duplicated after device loss. To test your application's handling of device loss, you can simulate device loss by calling the dispose() method of the Context3D object.

The following example illustrates how to request a Context3d rendering context:

if( stage.stage3Ds.length > 0 )
{
	var stage3D:Stage3D = stage.stage3Ds[0];
	stage3D.addEventListener( Event.CONTEXT3D_CREATE, myContext3DHandler );
	stage3D.requestContext3DMatchingProfiles(Vector.<string>([Context3DProfile.BASELINE, Context3DProfile.BASELINE_EXTENDED]));
}

function myContext3DHandler ( event : Event ) : Void
{
	var targetStage3D : Stage3D = cast event.target;
	if(targetStage3D.context3D.profile.localeCompare(Context3DProfile.BASELINE) == 0)
	{
		InitAll3DResources( targetStage3D.context3D );
	}
	StartRendering( targetStage3D.context3D );
}

Parameters:

profiles

(AIR 3.4 and higher) a profile arrays that developer want to use in their flash program. When developer pass profile array to Stage3D.requestContext3DMatchingProfiles, he will get a Context3D based on the high level profile in that array according to their hardware capability. The rendermode is set to AUTO, so the parameter is omitted.

Throws:

Error

if no listeners for the context3DCreate event have been added to this Stage3D object.

ArgumentError

if this method is called before the previous call has completed.

ArgumentError

if the item in array is not openfl.display3D.Context3DProfile.

Events:

context3DCreate

Dispatched when the requested rendering context is successfully completed.

error

Dispatched when the requested rendering context cannot be created. If the hardware is not available, it will not create a software context3d.

Inherited Variables

Inherited Methods

Defined by EventDispatcher

@:value({ useWeakReference : false, priority : 0, useCapture : false })addEventListener<T>(type:EventType<T>, listener:T ‑> Void, useCapture:Bool = false, priority:Int = 0, useWeakReference:Bool = false):Void

Registers an event listener object with an EventDispatcher object so that the listener receives notification of an event. You can register event listeners on all nodes in the display list for a specific type of event, phase, and priority.

After you successfully register an event listener, you cannot change its priority through additional calls to addEventListener(). To change a listener's priority, you must first call removeListener(). Then you can register the listener again with the new priority level.

Keep in mind that after the listener is registered, subsequent calls to addEventListener() with a different type or useCapture value result in the creation of a separate listener registration. For example, if you first register a listener with useCapture set to true, it listens only during the capture phase. If you call addEventListener() again using the same listener object, but with useCapture set to false, you have two separate listeners: one that listens during the capture phase and another that listens during the target and bubbling phases.

You cannot register an event listener for only the target phase or the bubbling phase. Those phases are coupled during registration because bubbling applies only to the ancestors of the target node.

If you no longer need an event listener, remove it by calling removeEventListener(), or memory problems could result. Event listeners are not automatically removed from memory because the garbage collector does not remove the listener as long as the dispatching object exists(unless the useWeakReference parameter is set to true).

Copying an EventDispatcher instance does not copy the event listeners attached to it.(If your newly created node needs an event listener, you must attach the listener after creating the node.) However, if you move an EventDispatcher instance, the event listeners attached to it move along with it.

If the event listener is being registered on a node while an event is being processed on this node, the event listener is not triggered during the current phase but can be triggered during a later phase in the event flow, such as the bubbling phase.

If an event listener is removed from a node while an event is being processed on the node, it is still triggered by the current actions. After it is removed, the event listener is never invoked again(unless registered again for future processing).

Parameters:

type

The type of event.

useCapture

Determines whether the listener works in the capture phase or the target and bubbling phases. If useCapture is set to true, the listener processes the event only during the capture phase and not in the target or bubbling phase. If useCapture is false, the listener processes the event only during the target or bubbling phase. To listen for the event in all three phases, call addEventListener twice, once with useCapture set to true, then again with useCapture set to false.

priority

The priority level of the event listener. The priority is designated by a signed 32-bit integer. The higher the number, the higher the priority. All listeners with priority n are processed before listeners of priority n-1. If two or more listeners share the same priority, they are processed in the order in which they were added. The default priority is 0.

useWeakReference

Determines whether the reference to the listener is strong or weak. A strong reference(the default) prevents your listener from being garbage-collected. A weak reference does not.

Class-level member functions are not subject to garbage collection, so you can set useWeakReference to true for class-level member functions without subjecting them to garbage collection. If you set useWeakReference to true for a listener that is a nested inner function, the function will be garbage-collected and no longer persistent. If you create references to the inner function (save it in another variable) then it is not garbage-collected and stays persistent.

Weak references are supported on some OpenFL targets only, including html5, cpp, and flash/air. On other targets, this parameter is ignored, and the reference will be strong instead.

Throws:

ArgumentError

The listener specified is not a function.

dispatchEvent(event:Event):Bool

Dispatches an event into the event flow. The event target is the EventDispatcher object upon which the dispatchEvent() method is called.

Parameters:

event

The Event object that is dispatched into the event flow. If the event is being redispatched, a clone of the event is created automatically. After an event is dispatched, its target property cannot be changed, so you must create a new copy of the event for redispatching to work.

Returns:

A value of true if the event was successfully dispatched. A value of false indicates failure or that preventDefault() was called on the event.

Throws:

Error

The event dispatch recursion limit has been reached.

hasEventListener(type:String):Bool

Checks whether the EventDispatcher object has any listeners registered for a specific type of event. This allows you to determine where an EventDispatcher object has altered handling of an event type in the event flow hierarchy. To determine whether a specific event type actually triggers an event listener, use willTrigger().

The difference between hasEventListener() and willTrigger() is that hasEventListener() examines only the object to which it belongs, whereas willTrigger() examines the entire event flow for the event specified by the type parameter.

When hasEventListener() is called from a LoaderInfo object, only the listeners that the caller can access are considered.

Parameters:

type

The type of event.

Returns:

A value of true if a listener of the specified type is registered; false otherwise.

@:value({ useCapture : false })removeEventListener<T>(type:EventType<T>, listener:T ‑> Void, useCapture:Bool = false):Void

Removes a listener from the EventDispatcher object. If there is no matching listener registered with the EventDispatcher object, a call to this method has no effect.

Parameters:

type

The type of event.

useCapture

Specifies whether the listener was registered for the capture phase or the target and bubbling phases. If the listener was registered for both the capture phase and the target and bubbling phases, two calls to removeEventListener() are required to remove both, one call with useCapture() set to true, and another call with useCapture() set to false.

toString():String

willTrigger(type:String):Bool

Checks whether an event listener is registered with this EventDispatcher object or any of its ancestors for the specified event type. This method returns true if an event listener is triggered during any phase of the event flow when an event of the specified type is dispatched to this EventDispatcher object or any of its descendants.

The difference between the hasEventListener() and the willTrigger() methods is that hasEventListener() examines only the object to which it belongs, whereas the willTrigger() method examines the entire event flow for the event specified by the type parameter.

When willTrigger() is called from a LoaderInfo object, only the listeners that the caller can access are considered.

Parameters:

type

The type of event.

Returns:

A value of true if a listener of the specified type will be triggered; false otherwise.