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@awayjs/scene

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import { __extends } from "tslib"; import { Transform, TransformEvent, Matrix3D, Vector3D, AssetBase, } from '@awayjs/core'; import { BlendMode } from '@awayjs/stage'; import { BoundingVolumeType, HierarchicalProperty, AlignmentMode, OrientationMode, } from '@awayjs/view'; import { StyleEvent, ElementsType, } from '@awayjs/renderer'; import { PrimitiveCubePrefab } from '../prefabs/PrimitiveCubePrefab'; import { PrimitiveSpherePrefab } from '../prefabs/PrimitiveSpherePrefab'; import { Sprite } from './Sprite'; import { Settings } from '../Settings'; /** * 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 flash. 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. * * <p>The DisplayObject class supports fbasic functionality like the <i>x</i> * and <i>y</i> position of an object, as well as more advanced properties of * the object such as its transformation matrix. </p> * * <p>DisplayObject is an abstract base class; therefore, you cannot call * DisplayObject directly. Invoking <code>new DisplayObject()</code> throws an * <code>ArgumentError</code> exception. </p> * * <p>All display objects inherit from the DisplayObject class.</p> * * <p>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.</p> * * <p>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 <code>added</code> 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: * <code>activate</code> and <code>deactivate</code>.</p> * * <p>Some properties previously used in the ActionScript 1.0 and 2.0 * MovieClip, TextField, and Button classes(such as <code>_alpha</code>, * <code>_height</code>, <code>_pName</code>, <code>_width</code>, * <code>_x</code>, <code>_y</code>, and others) have equivalents in the * ActionScript 3.0 DisplayObject class that are renamed so that they no * longer begin with the underscore(_) character.</p> * * <p>For more information, see the "Display Programming" chapter of the * <i>ActionScript 3.0 Developer's Guide</i>.</p> * * @event added Dispatched when a display object is added to the * display list. The following methods trigger this * event: * <code>DisplayObjectContainer.addChild()</code>, * <code>DisplayObjectContainer.addChildAt()</code>. * @event addedToScene Dispatched when a display object is added to the on * scene 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: * <code>DisplayObjectContainer.addChild()</code>, * <code>DisplayObjectContainer.addChildAt()</code>. * @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: * <code>removeChild()</code> and * <code>removeChildAt()</code>. * * <p>The following methods of a * DisplayObjectContainer object also generate this * event if an object must be removed to make room for * the new object: <code>addChild()</code>, * <code>addChildAt()</code>, and * <code>setChildIndex()</code>. </p> * @event removedFromScene 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: * <code>removeChild()</code> and * <code>removeChildAt()</code>. * * <p>The following methods of a * DisplayObjectContainer object also generate this * event if an object must be removed to make room for * the new object: <code>addChild()</code>, * <code>addChildAt()</code>, and * <code>setChildIndex()</code>. </p> * @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 * <code>invalidate()</code> method of the Scene * object each time you want a <code>render</code> * event to be dispatched. <code>Render</code> events * are dispatched to an object only if there is mutual * trust between it and the object that called * <code>Scene.invalidate()</code>. This event is a * broadcast event, which means that it is dispatched * by all display objects with a listener registered * for this event. * * <p><b>Note: </b>This event is not dispatched if the * display is not rendering. This is the case when the * content is either minimized or obscured. </p> */ var DisplayObject = /** @class */ (function (_super) { __extends(DisplayObject, _super); /** * Creates a new <code>DisplayObject</code> instance. */ function DisplayObject() { var _this = _super.call(this) || this; _this._renderObjects = {}; _this._containerNodes = {}; _this._mouseChildren = true; _this._sessionID = -1; _this._avmDepthID = -1; _this._alignmentMode = AlignmentMode.REGISTRATION_POINT; _this._visible = true; _this._maskId = -1; _this._mouseEnabled = true; _this._maskMode = false; _this.isSlice9ScaledMC = false; _this.isSlice9ScaledSprite = false; _this.isAVMScene = false; // this is needed for AVM1 - todo: maybe do this on adapters ? _this.placeObjectTag = null; /** * 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 * <code>BlendMode.NORMAL</code>. * * <p>The <code>blendMode</code> 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 <code>blendMode</code> is set to * <code>BlendMode.LIGHTEN</code>, 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.</p> * * <p>The following table describes the <code>blendMode</code> settings. The * BlendMode class defines string values you can use. The illustrations in * the table show <code>blendMode</code> values applied to a circular display * object(2) superimposed on another display object(1).</p> */ _this._blendMode = BlendMode.NORMAL; /** * */ _this.castsShadows = true; /** * An indexed array that contains each filter object currently associated * with the display object. The flash.filters package contains several * classes that define specific filters you can use. * * <p>Filters can be applied in Flash Professional at design time, or at run * time by using ActionScript code. To apply a filter by using ActionScript, * you must make a temporary copy of the entire <code>filters</code> array, * modify the temporary array, then assign the value of the temporary array * back to the <code>filters</code> array. You cannot directly add a new * filter object to the <code>filters</code> array.</p> * * <p>To add a filter by using ActionScript, perform the following steps * (assume that the target display object is named * <code>myDisplayObject</code>):</p> * * <ol> * <li>Create a new filter object by using the constructor method of your * chosen filter class.</li> * <li>Assign the value of the <code>myDisplayObject.filters</code> array * to a temporary array, such as one named <code>myFilters</code>.</li> * <li>Add the new filter object to the <code>myFilters</code> temporary * array.</li> * <li>Assign the value of the temporary array to the * <code>myDisplayObject.filters</code> array.</li> * </ol> * * <p>If the <code>filters</code> 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 <code>filters</code> arrays.</p> * * <p>To modify an existing filter object, you must use the technique of * modifying a copy of the <code>filters</code> array:</p> * * <ol> * <li>Assign the value of the <code>filters</code> array to a temporary * array, such as one named <code>myFilters</code>.</li> * <li>Modify the property by using the temporary array, * <code>myFilters</code>. For example, to set the quality property of the * first filter in the array, you could use the following code: * <code>myFilters[0].quality = 1;</code></li> * <li>Assign the value of the temporary array to the <code>filters</code> * array.</li> * </ol> * * <p>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.</p> * * <p>The flash.filters package includes classes for filters. For example, to * create a DropShadow filter, you would write:</p> * * @throws ArgumentError When <code>filters</code> includes a ShaderFilter * and the shader output type is not compatible with * this operation(the shader must specify a * <code>pixel4</code> output). * @throws ArgumentError When <code>filters</code> includes a ShaderFilter * and the shader doesn't specify any image input or * the first input is not an <code>image4</code> input. * @throws ArgumentError When <code>filters</code> includes a ShaderFilter * and the shader specifies an image input that isn't * provided. * @throws ArgumentError When <code>filters</code> includes a ShaderFilter, a * ByteArray or Vector.<Number> instance as a shader * input, and the <code>width</code> and * <code>height</code> 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 <code>ShaderInput.input</code> property for * more information. */ _this._filters = null; /** * */ _this.orientationMode = OrientationMode.DEFAULT; /** * */ _this.zOffset = 0; _this.hasDispatchedAddedToStage = false; _this.cursorType = ''; _this._isInFocus = false; _this._tabEnabled = false; _this._tabIndex = -1; _this._avmDepthID = -1; //global debug bounding boxes: //this._boundsVisible=true; _this._onInvalidatePropertiesDelegate = function (event) { return _this._onInvalidateProperties(event); }; _this._onInvalidateImagesDelegate = function (event) { return _this._onInvalidateImages(event); }; //creation of associated transform object _this._transform = new Transform(null); //setup transform listeners _this._transform.addEventListener(TransformEvent.INVALIDATE_MATRIX3D, function (_event) { return _this._invalidateHierarchicalProperty(HierarchicalProperty.SCENE_TRANSFORM); }); _this._transform.addEventListener(TransformEvent.INVALIDATE_COLOR_TRANSFORM, function (_event) { return _this._invalidateHierarchicalProperty(HierarchicalProperty.COLOR_TRANSFORM); }); //bounding volume dictonary //default bounds type _this._defaultBoundingVolume = _this._getDefaultBoundingVolume(); return _this; } DisplayObject.prototype.getScriptPrecedence = function () { if (!this._parent) { return []; } var result = this._parent.getScriptPrecedence(); if (this.placeObjectTag) { result.push(this.placeObjectTag.actionBlocksPrecedence); } return result; }; DisplayObject.prototype.getMouseCursor = function () { return 'initial'; }; Object.defineProperty(DisplayObject.prototype, "tabEnabled", { get: function () { return this._tabEnabled; }, set: function (value) { this._tabEnabled = value; }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "tabIndex", { get: function () { return this._tabIndex; }, set: function (value) { this._tabIndex = value; }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "isInFocus", { get: function () { return this._isInFocus; }, set: function (value) { this._isInFocus = value; }, enumerable: false, configurable: true }); DisplayObject.prototype.setFocus = function (value, fromMouseDown, sendSoftKeyEvent) { if (fromMouseDown === void 0) { fromMouseDown = false; } if (sendSoftKeyEvent === void 0) { sendSoftKeyEvent = true; } if (this._isInFocus == value) return; this._isInFocus = value; }; Object.defineProperty(DisplayObject.prototype, "alignmentMode", { /** * */ get: function () { return this._alignmentMode; }, set: function (value) { if (this._alignmentMode == value) return; this._alignmentMode = value; this._invalidateHierarchicalProperty(HierarchicalProperty.SCENE_TRANSFORM); }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "alpha", { /** * 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 <code>alpha</code> set to 0 <i>are</i> active, * even though they are invisible. */ get: function () { return this._transform.colorTransform.alphaMultiplier; }, set: function (value) { this._transform.colorTransform.alphaMultiplier = value; this._transform.invalidateColorTransform(); }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "blendMode", { get: function () { if (!Settings.USE_UNSAFE_BLENDS) { return ''; } if (Settings.REMAP_BLEND_MODE) { return Settings.BLEND_MODE_REMAP_TABLE[this._blendMode] || this._blendMode; } return this._blendMode; }, set: function (v) { if (this._blendMode === v) { return; } this._blendMode = v; if (v === BlendMode.OVERLAY) { this._transform.invalidateColorTransform(); } this.invalidate(); }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "defaultBoundingVolume", { /** * */ get: function () { return this._defaultBoundingVolume; }, set: function (value) { if (this._defaultBoundingVolume == value) return; this._defaultBoundingVolume = value; if (this._boundsPrimitive) { this._boundsPrimitive.dispose(); this._boundsPrimitive = null; } this.invalidate(); }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "cacheAsBitmap", { get: function () { return this._bitmapCache; }, set: function (v) { if (v === this._bitmapCache) { return; } if (!Settings.USE_UNSAFE_CACHE_AS_BITMAP) { return; } v && console.warn('[@scene/DisplayObject] Unsafe cacheAsBitmap is enabled!' + 'You can disable it by `Settings.USE_UNSAFE_CACHE_AS_BITMAP = false`', this.id); this._bitmapCache = v; }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "eulers", { /** * Defines the rotation of the 3d object as a <code>Vector3D</code> * object containing euler angles for rotation around x, y and z axis. */ get: function () { if (!this._eulers) this._eulers = new Vector3D(); this._eulers.x = this.rotationX; this._eulers.y = this.rotationY; this._eulers.z = this.rotationZ; return this._eulers; }, set: function (value) { // previously this was using the setters for rotationX etc // but because this will convert from radians to degree, i changed it to update directly this._transform.rotation.x = value.x; this._transform.rotation.y = value.y; this._transform.rotation.z = value.z; this._transform.invalidateMatrix3D(); }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "filters", { get: function () { return this._filters; }, set: function (v) { if (!Settings.USE_UNSAFE_FILTERS) { return; } this._filters = v; this._invalidateStyle(); }, enumerable: false, configurable: true }); DisplayObject.prototype.updateFilters = function (_newFilters) { console.warn('[scene/DisplayObject] - updateFilters is just a stub'); }; Object.defineProperty(DisplayObject.prototype, "index", { /** * Indicates the instance container index of the DisplayObject. The object can be * identified in the child list of its parent display object container by * calling the <code>getChildByIndex()</code> method of the display object * container. * * <p>If the DisplayObject has no parent container, index defaults to 0.</p> */ get: function () { if (this._parent) return this._parent.getChildIndex(this); return 0; }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "loader", { /** * Returns a LoaderInfo object containing information about loading the file * to which this display object belongs. The <code>loaderInfo</code> 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 ActionScript). To find the * <code>loaderInfo</code> object associated with the SWF file that contains * a display object named <code>myDisplayObject</code>, use * <code>myDisplayObject.root.loaderInfo</code>. * * <p>A large SWF file can monitor its download by calling * <code>this.root.loaderInfo.addEventListener(Event.COMPLETE, * func)</code>.</p> */ get: function () { return this._loader; }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "mask", { /** * The calling display object is masked by the specified <code>mask</code> * object. To ensure that masking works when the Stage is scaled, the * <code>mask</code> display object must be in an active part of the display * list. The <code>mask</code> object itself is not drawn. Set * <code>mask</code> to <code>null</code> to remove the mask. * * <p>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 * <code>startDrag()</code> method), it must be on the display list. To call * the <code>startDrag()</code> method for a mask sprite based on a * <code>mouseDown</code> event being dispatched by the sprite, set the * sprite's <code>buttonMode</code> property to <code>true</code>.</p> * * <p>When display objects are cached by setting the * <code>cacheAsBitmap</code> property to <code>true</code> an the * <code>cacheAsBitmapMatrix</code> 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.</p> * * <p><b>Note:</b> A single <code>mask</code> object cannot be used to mask * more than one calling display object. When the <code>mask</code> is * assigned to a second display object, it is removed as the mask of the * first object, and that object's <code>mask</code> property becomes * <code>null</code>.</p> */ set: function (value) { this.scriptMask = value; }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "maskMode", { get: function () { return this._maskMode; }, set: function (value) { if (this._maskMode == value) return; this._maskMode = value; this._maskId = value ? this.id : -1; this._updateMaskMode(); }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "pickObject", { get: function () { return this._pickObject; }, set: function (value) { if (this._pickObject == value) return; this._pickObject = (value == this) ? null : value.pickObjectFromTimeline ? value.clone() : value; if (this._pickObject) { this._pickObject.mouseChildren = false; this._pickObject.mouseEnabled = false; } }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "mouseEnabled", { /** * Specifies whether this object receives mouse, or other user input, * messages. The default value is <code>true</code>, which means that by * default any InteractiveObject instance that is on the display list * receives mouse events or other user input events. If * <code>mouseEnabled</code> is set to <code>false</code>, 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 <code>mouseEnabled</code> behavior for all * children of an object on the display list, use * <code>flash.display.DisplayObjectContainer.mouseChildren</code>. * * <p> No event is dispatched by setting this property. You must use the * <code>addEventListener()</code> method to create interactive * functionality.</p> */ get: function () { return this._mouseEnabled; }, set: function (value) { if (this._mouseEnabled == value) return; this._mouseEnabled = value; }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "mouseX", { /** * Indicates the x coordinate of the mouse or user input device position, in * pixels. * * <p><b>Note</b>: For a DisplayObject that has been rotated, the returned x * coordinate will reflect the non-rotated object.</p> */ get: function () { return this._mouseX; }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "mouseY", { /** * Indicates the y coordinate of the mouse or user input device position, in * pixels. * * <p><b>Note</b>: For a DisplayObject that has been rotated, the returned y * coordinate will reflect the non-rotated object.</p> */ get: function () { return this._mouseY; }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "name", { /** * 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 <code>getChildByName()</code> 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: function () { return this._pName ? this._pName : ''; }, set: function (value) { this._pName = value; }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "parent", { /** * Indicates the DisplayObjectContainer object that contains this display * object. Use the <code>parent</code> property to specify a relative path to * display objects that are above the current display object in the display * list hierarchy. * * <p>You can use <code>parent</code> to move up multiple levels in the * display list as in the following:</p> * * @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 <code>Security.allowDomain()</code> method. */ get: function () { return this._parent; }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "registrationPoint", { /** * Defines the local point around which the object rotates. */ get: function () { if (this._registrationMatrix3D) return new Vector3D(-this._registrationMatrix3D._rawData[12] * this.scaleX, -this._registrationMatrix3D._rawData[13] * this.scaleY, -this._registrationMatrix3D._rawData[14] * this.scaleZ); return null; }, set: function (value) { if (!value) { if (!this._registrationMatrix3D) return; this._registrationMatrix3D._rawData[12] = 0; this._registrationMatrix3D._rawData[13] = 0; this._registrationMatrix3D._rawData[14] = 0; if (this._registrationMatrix3D.isIdentity()) this._registrationMatrix3D = null; } else { if (!this._registrationMatrix3D) this._registrationMatrix3D = new Matrix3D(); this._registrationMatrix3D._rawData[12] = -value.x / this._transform.scale.x; this._registrationMatrix3D._rawData[13] = -value.y / this._transform.scale.y; this._registrationMatrix3D._rawData[14] = -value.z / this._transform.scale.z; } this._invalidateHierarchicalProperty(HierarchicalProperty.SCENE_TRANSFORM); }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "registrationScale", { /** * Defines the local scale. */ get: function () { if (this._registrationMatrix3D) return new Vector3D(this._registrationMatrix3D._rawData[0], this._registrationMatrix3D._rawData[5], this._registrationMatrix3D._rawData[10]); return null; }, set: function (value) { if (!value) { if (!this._registrationMatrix3D) return; this._registrationMatrix3D._rawData[0] = 1; this._registrationMatrix3D._rawData[5] = 1; this._registrationMatrix3D._rawData[10] = 1; if (this._registrationMatrix3D.isIdentity()) this._registrationMatrix3D = null; } else { if (!this._registrationMatrix3D) this._registrationMatrix3D = new Matrix3D(); this._registrationMatrix3D._rawData[0] = value.x; this._registrationMatrix3D._rawData[5] = value.y; this._registrationMatrix3D._rawData[10] = value.z; } this._invalidateHierarchicalProperty(HierarchicalProperty.SCENE_TRANSFORM); }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "root", { /** * For a display object in a loaded SWF file, the <code>root</code> 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 <code>root</code> property is the Bitmap object * itself. For the instance of the main class of the first SWF file loaded, * the <code>root</code> property is the display object itself. The * <code>root</code> property of the Scene object is the Scene object itself. * The <code>root</code> property is set to <code>null</code> 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. * * <p>For example, if you create a new Sprite object by calling the * <code>Sprite()</code> constructor method, its <code>root</code> property * is <code>null</code> 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).</p> * * <p>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 <code>root</code> property set to itself. The Loader * object does not have its <code>root</code> property set until it is added * as a child of a display object for which the <code>root</code> property is * set.</p> */ get: function () { return this._root; }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "rotationX", { /** * Indicates the x-axis rotation of the DisplayObject instance, in degrees, * from its original orientation relative to the 3D parent container. 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. */ get: function () { return this._transform.rotation.x; }, set: function (val) { if (this.rotationX == val) return; this._transform.rotation.x = val; this._transform.invalidateMatrix3D(); }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "rotationY", { /** * Indicates the y-axis rotation of the DisplayObject instance, in degrees, * from its original orientation relative to the 3D parent container. 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. */ get: function () { return this._transform.rotation.y; }, set: function (val) { if (this.rotationY == val) return; this._transform.rotation.y = val; this._transform.invalidateMatrix3D(); }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "rotationZ", { /** * Indicates the z-axis rotation of the DisplayObject instance, in degrees, * from its original orientation relative to the 3D parent container. 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. */ get: function () { return this._transform.rotation.z; }, set: function (val) { if (this.rotationZ == val) return; this._transform.rotation.z = val; this._transform.invalidateMatrix3D(); }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "scale9Grid", { /** * The current scaling grid that is in effect. If set to <code>null</code>, * the entire display object is scaled normally when any scale transformation * is applied. * * <p>When you define the <code>scale9Grid</code> property, the display * object is divided into a grid with nine regions based on the * <code>scale9Grid</code> rectangle, which defines the center region of the * grid. The eight other regions of the grid are the following areas: </p> * * <ul> * <li>The upper-left corner outside of the rectangle</li> * <li>The area above the rectangle </li> * <li>The upper-right corner outside of the rectangle</li> * <li>The area to the left of the rectangle</li> * <li>The area to the right of the rectangle</li> * <li>The lower-left corner outside of the rectangle</li> * <li>The area below the rectangle</li> * <li>The lower-right corner outside of the rectangle</li> * </ul> * * <p>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.</p> * * <p>When the <code>scale9Grid</code> 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:</p> * * <ul> * <li>Content in the center region is scaled normally. </li> * <li>Content in the corners is not scaled. </li> * <li>Content in the top and bottom regions is scaled horizontally only. * Content in the left and right regions is scaled vertically only.</li> * <li>All fills(including bitmaps, video, and gradients) are stretched to * fit their shapes.</li> * </ul> * * <p>If a display object is rotated, all subsequent scaling is normal(and * the <code>scale9Grid</code> property is ignored).</p> * * <p>For example, consider the following display object and a rectangle that * is applied as the display object's <code>scale9Grid</code>:</p> * * <p>A common use for setting <code>scale9Grid</code> 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.</p> * * @throws ArgumentError If you pass an invalid argument to the method. */ get: function () { return this._scale9Grid; }, set: function (value) { this._scale9Grid = value; this._invalidateHierarchicalProperty(HierarchicalProperty.SCALE9); }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "scaleX", { /** * 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. * * <p>Scaling the local coordinate system changes the <code>x</code> and * <code>y</code> property values, which are defined in whole pixels. </p> */ get: function () { return this._transform.scale.x; }, set: function (val) { //this._updateAbsoluteDimension(); this._setScaleX(val); }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "scaleY", { /** * 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. * * <p>Scaling the local coordinate system changes the <code>x</code> and * <code>y</code> property values, which are defined in whole pixels. </p> */ get: function () { return this._transform.scale.y; }, set: function (val) { //this._updateAbsoluteDimension(); this._setScaleY(val); }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "scaleZ", { /** * Indicates the depth 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. * * <p>Scaling the local coordinate system changes the <code>x</code>, * <code>y</code> and <code>z</code> property values, which are defined in * whole pixels. </p> */ get: function () { return this._transform.scale.z; }, set: function (val) { //this._updateAbsoluteDimension(); this._setScaleZ(val); }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "skewX", { /** * Indicates the horizontal skew(angle) of the object as applied from * the registration point. The default registration point is(0,0). */ get: function () { return this._transform.skew.x; }, set: function (val) { if (this.skewX == val) return; this._transform.skew.x = val; this._transform.invalidateMatrix3D(); }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "skewY", { /** * Indicates the vertical skew(angle) of an object as applied from the * registration point of the object. The default registration point is(0,0). */ get: function () { return this._transform.skew.y; }, set: function (val) { if (this.skewY == val) return; this._transform.skew.y = val; this._transform.invalidateMatrix3D(); }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "skewZ", { /** * Indicates the depth skew(angle) of an object as applied from the * registration point of the object. The default registration point is(0,0). */ get: function () { return this._transform.skew.z; }, set: function (val) { if (this.skewZ == val) return; this._transform.skew.z = val; this._transform.invalidateMatrix3D(); }, enumerable: false, configurable: true }); Object.defineProperty(DisplayObject.prototype, "scrollRect", { /** * 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 <code>x</code> and <code>y</code> properties * of the <code>scrollRect</code> object. * * <p>The properties of the <code>scrollRect</code> 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. </p> * * <p>You can scroll an object left and right by setting the <code>x</code> * property of the <code>scrollRect</code> Rectangle object. You can scroll * an object up and down by setting the <code>y</code> property of the * <code>scrollRect</code> Rectangle object. If the display object is rotated * 90° and you scroll it left and right, the display object actually scrolls * up and down.</p> */ get: function () { var _a; return (_a = this._scrollRect) === null || _a === void 0 ? void 0 : _a.clone(); }, set: function (value) { var invalidatePos = true; if (!!this._scrollRect != !!value) { //invalidate masks only if scrollRect is being enabled or disabled this._invalidateHierarchicalProperty(HierarchicalProperty.MASKS); this._scrollRect = value === null || value === void 0 ? void 0 : value.clone(); } else if (this._scrollRect && !this._scrollRect.equals(value)) { this._scrollRect.copyFrom(value); } else { //invalidate position only if scrollRect changes invalidatePos = false; } if (invalidatePos) { this._transform.invalidatePosition(); if (value) { if (!this._scrollRectPrimitive) { //create ScrollRectPrimitive this._scrollRectPrimitive = new Sprite(); this._scrollRectPrimitive.maskMode = true;