openfl.display
Here are some selections from the OpenFL Developer's Guide to help you get started with the openfl.display package:
- Display programming
- Basics of display programming
- Core display classes
- Adding display objects to the display list
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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 |
Application | The Application class is a Lime Application instance that uses OpenFL Window by default when a new window is created. |
Bitmap | The Bitmap class represents display objects that represent bitmap images.
These can be images that you load with the |
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 |
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 | BETA** |
CanvasRenderer | BETA** |
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 |
ChildAccess | The ChildAccess abstract simplifies access to nested DisplayObjects. Although performance may be somewhat slower than using direct references, this is especially useful when setting up a UI or performing non-intensive tasks. |
DOMElement | |
DOMRenderer | BETA** |
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 | The FPS class provides an easy-to-use monitor to display the current frame rate of an OpenFL project |
FocusDirection | The FocusDirection class enumerates values to be used for the |
FrameLabel | The FrameLabel object contains properties that specify a frame number and
the corresponding label name. The Scene class includes a |
FrameScript | |
GradientType | The GradientType class provides values for the |
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 |
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 |
GraphicsEndFill | Indicates the end of a graphics fill. Use a GraphicsEndFill object with the
|
GraphicsGradientFill | Defines a gradient fill.
Use a GraphicsGradientFill object with the |
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
|
GraphicsQuadPath | Defines a set of quadrilaterals. This is similar to using GraphicsPath |
GraphicsShader | |
GraphicsShaderFill | Defines a shader fill.
Use a GraphicsShaderFill object with the |
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 | The IBitmapDrawable interface is implemented by objects that can be passed
as the source parameter of the |
IGraphicsData | This interface is used to define objects that can be used as parameters in
the |
IGraphicsFill | This interface is used to define objects that can be used as fill parameters
in the |
IGraphicsPath | This interface is used to define objects that can be used as path parameters
in the |
IGraphicsStroke | This interface is used to define objects that can be used as strok
parameters in the |
ITileContainer | ITileContainer is an interface implemented by compatible tile container objects, including the Tilemap and TileContainer classes. |
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
|
JPEGEncoderOptions | The JPEGEncoderOptions class defines a compression algorithm for the
|
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 |
LineScaleMode | The LineScaleMode class provides values for the |
Loader | The Loader class is used to load SWF files or image (JPG, PNG, or GIF)
files. Use the |
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. |
NativeWindow | The NativeWindow class provides an interface for creating and controlling native desktop windows. |
NativeWindowDisplayState | The NativeWindowDisplayState class defines constants for the names of the window display states. |
NativeWindowInitOptions | The NativeWindowInitOptions class defines the initialization options used to construct a new NativeWindow instance. |
NativeWindowSystemChrome | The NativeWindowSystemChrome class defines constants for the |
NativeWindowType | The NativeWindowType class defines constants for the |
OpenGLRenderer | BETA** |
PNGEncoderOptions | The PNGEncoderOptions class defines a compression algorithm for the
|
PixelSnapping | The PixelSnapping class is an enumeration of constant values for setting
the pixel snapping options by using the |
Preloader | The Preloader class is a Lime Preloader instance that uses an OpenFL display object to display loading progress. |
Scene | The Scene class includes properties for identifying the name, labels, and
number of frames in a scene. A Scene object instance is created in Adobe
Animate (formerly Adobe Flash Professional), not by writing ActionScript
code. The MovieClip class includes a |
Screen | The Screen class provides information about the display screens available to this application. |
ScreenMode | The ScreenMode object provides information about the width, height and refresh rate of a Screen. |
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 |
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. |
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 |
ShaderParameterType | This class defines the constants that represent the possible values for
the ShaderParameter class's |
ShaderPrecision | This class defines the constants that represent the possible values for
the Shader class's |
Shape | This class is used to create lightweight shapes using the OpenFL
drawing application program interface (API). The Shape class includes a
|
SimpleButton | The SimpleButton class lets you control all instances of button symbols in a SWF file. |
SpreadMethod | The SpreadMethod class provides values for the |
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® 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
|
StageDisplayState | The StageDisplayState class provides values for the
|
StageQuality | The StageQuality class provides values for the |
StageScaleMode | The StageScaleMode class provides values for the
|
Tile | The Tile class is the base class for all objects that can be contained in a ITileContainer object. Use the Tilemap or TileContainer class to arrange the tile objects in the tile list. Tilemap or TileContainer objects can contain tile' objects, while other the Tile class is a "leaf" node that have only parents and siblings, no children. |
TileContainer | The TileContainer type is a special kind of Tile that can hold other tiles within it. |
Tilemap | The Tilemap class represents a "quad batch", or series of objects that are rendered from the same bitmap. The Tilemap class is designed to encourage the use of a single Tileset reference for best performance, but it is possible to use unique Tileset references for each Tile or TileContainer within a Tilemap. |
Tileset | The Tileset class lets you specify logical rectangles within a larger BitmapData object, to be rendered using a Tilemap instance. |
Timeline | Provides support for MovieClip animations (or a single frame Sprite) when this class is overridden. |
TriangleCulling | Defines codes for culling algorithms that determine which triangles not to render when drawing triangle paths. |
Window | The Window class is a Lime Window instance that automatically initializes an OpenFL stage for the current window. |