awayjs-display
Version:
AwayJS displaylist classes
994 lines • 56.2 kB
TypeScript
import BlendMode from "awayjs-core/lib/image/BlendMode";
import Box from "awayjs-core/lib/geom/Box";
import ColorTransform from "awayjs-core/lib/geom/ColorTransform";
import Sphere from "awayjs-core/lib/geom/Sphere";
import Matrix3D from "awayjs-core/lib/geom/Matrix3D";
import Point from "awayjs-core/lib/geom/Point";
import Rectangle from "awayjs-core/lib/geom/Rectangle";
import Vector3D from "awayjs-core/lib/geom/Vector3D";
import AssetBase from "awayjs-core/lib/library/AssetBase";
import LoaderInfo from "awayjs-core/lib/library/LoaderInfo";
import EventBase from "awayjs-core/lib/events/EventBase";
import IDisplayObjectAdapter from "../adapters/IDisplayObjectAdapter";
import DisplayObjectContainer from "../display/DisplayObjectContainer";
import Scene from "../display/Scene";
import ControllerBase from "../controllers/ControllerBase";
import IBitmapDrawable from "../base/IBitmapDrawable";
import Transform from "../base/Transform";
import PartitionBase from "../partition/PartitionBase";
import IPickingCollider from "../pick/IPickingCollider";
import PickingCollision from "../pick/PickingCollision";
import IEntity from "../display/IEntity";
import PrefabBase from "../prefabs/PrefabBase";
import ITraverser from "../ITraverser";
/**
* 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 basic 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>_name</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>
*/
declare class DisplayObject extends AssetBase implements IBitmapDrawable, IEntity {
_iIsRoot: boolean;
_adapter: IDisplayObjectAdapter;
private _queuedEvents;
private _loaderInfo;
private _mouseX;
private _mouseY;
private _root;
private _bounds;
_pBoxBounds: Box;
private _boxBoundsInvalid;
_pSphereBounds: Sphere;
private _sphereBoundsInvalid;
private _debugVisible;
_pName: string;
_pScene: Scene;
_pParent: DisplayObjectContainer;
_pSceneTransform: Matrix3D;
_pIsEntity: boolean;
_pIsContainer: boolean;
_sessionID: number;
_depthID: number;
private _explicitPartition;
_pImplicitPartition: PartitionBase;
private _sceneTransformChanged;
private _sceneChanged;
private _transform;
private _inverseSceneTransform;
private _inverseSceneTransformDirty;
private _scenePosition;
private _scenePositionDirty;
private _explicitVisibility;
private _explicitMaskId;
_explicitMasks: Array<DisplayObject>;
_pImplicitVisibility: boolean;
_pImplicitMaskId: number;
_pImplicitMasks: Array<Array<DisplayObject>>;
_pImplicitMaskIds: Array<Array<number>>;
private _explicitMouseEnabled;
_pImplicitMouseEnabled: boolean;
_pImplicitColorTransform: ColorTransform;
private _listenToSceneTransformChanged;
private _listenToSceneChanged;
private _matrix3DDirty;
private _positionDirty;
private _rotationDirty;
private _skewDirty;
private _scaleDirty;
private _eulers;
_width: number;
_height: number;
_depth: number;
private _pivot;
private _pivotScale;
private _orientationMatrix;
private _pickingCollider;
private _pickingCollision;
private _shaderPickingDetails;
_boundsType: string;
_iSourcePrefab: PrefabBase;
private _inheritColorTransform;
private _maskMode;
_hierarchicalPropsDirty: number;
private _tempVector3D;
/**
* adapter is used to provide MovieClip to scripts taken from different platforms
* setter typically managed by factory
*/
adapter: IDisplayObjectAdapter;
inheritColorTransform: boolean;
/**
*
*/
alignmentMode: string;
/**
* 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.
*/
alpha: number;
/**
* 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>
*/
blendMode: BlendMode;
/**
*
*/
boundsType: string;
/**
* If set to <code>true</code>, NME will use the software renderer to cache
* an internal bitmap representation of the display object. For native targets,
* this is often much slower than the default hardware renderer. When you
* are using the Flash target, this caching may increase performance for display
* objects that contain complex vector content.
*
* <p>All vector data for a display object that has a cached bitmap is drawn
* to the bitmap instead of the main display. If
* <code>cacheAsBitmapMatrix</code> is null or unsupported, the bitmap is
* then copied to the main display as unstretched, unrotated pixels snapped
* to the nearest pixel boundaries. Pixels are mapped 1 to 1 with the parent
* object. If the bounds of the bitmap change, the bitmap is recreated
* instead of being stretched.</p>
*
* <p>If <code>cacheAsBitmapMatrix</code> is non-null and supported, the
* object is drawn to the off-screen bitmap using that matrix and the
* stretched and/or rotated results of that rendering are used to draw the
* object to the main display.</p>
*
* <p>No internal bitmap is created unless the <code>cacheAsBitmap</code>
* property is set to <code>true</code>.</p>
*
* <p>After you set the <code>cacheAsBitmap</code> property to
* <code>true</code>, the rendering does not change, however the display
* object performs pixel snapping automatically. The animation speed can be
* significantly faster depending on the complexity of the vector content.
* </p>
*
* <p>The <code>cacheAsBitmap</code> property is automatically set to
* <code>true</code> whenever you apply a filter to a display object(when
* its <code>filter</code> array is not empty), and if a display object has a
* filter applied to it, <code>cacheAsBitmap</code> is reported as
* <code>true</code> for that display object, even if you set the property to
* <code>false</code>. If you clear all filters for a display object, the
* <code>cacheAsBitmap</code> setting changes to what it was last set to.</p>
*
* <p>A display object does not use a bitmap even if the
* <code>cacheAsBitmap</code> property is set to <code>true</code> and
* instead renders from vector data in the following cases:</p>
*
* <ul>
* <li>The bitmap is too large. In AIR 1.5 and Flash Player 10, the maximum
* size for a bitmap image is 8,191 pixels in width or height, and the total
* number of pixels cannot exceed 16,777,215 pixels.(So, if a bitmap image
* is 8,191 pixels wide, it can only be 2,048 pixels high.) In Flash Player 9
* and earlier, the limitation is is 2880 pixels in height and 2,880 pixels
* in width.</li>
* <li>The bitmap fails to allocate(out of memory error). </li>
* </ul>
*
* <p>The <code>cacheAsBitmap</code> property is best used with movie clips
* that have mostly static content and that do not scale and rotate
* frequently. With such movie clips, <code>cacheAsBitmap</code> can lead to
* performance increases when the movie clip is translated(when its <i>x</i>
* and <i>y</i> position is changed).</p>
*/
cacheAsBitmap: boolean;
/**
*
*/
castsShadows: boolean;
/**
* Indicates the depth of the display object, in pixels. The depth is
* calculated based on the bounds of the content of the display object. When
* you set the <code>depth</code> property, the <code>scaleZ</code> property
* is adjusted accordingly, as shown in the following code:
*
* <p>Except for TextField and Video objects, a display object with no
* content (such as an empty sprite) has a depth of 0, even if you try to
* set <code>depth</code> to a different value.</p>
*/
depth: number;
/**
* Defines the rotation of the 3d object as a <code>Vector3D</code> object containing euler angles for rotation around x, y and z axis.
*/
eulers: Vector3D;
/**
* An object that can contain any extra data.
*/
extra: Object;
/**
* 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.
*/
/**
* Indicates the height of the display object, in pixels. The height is
* calculated based on the bounds of the content of the display object. When
* you set the <code>height</code> property, the <code>scaleY</code> property
* is adjusted accordingly, as shown in the following code:
*
* <p>Except for TextField and Video objects, a display object with no
* content (such as an empty sprite) has a height of 0, even if you try to
* set <code>height</code> to a different value.</p>
*/
height: number;
/**
* 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>
*/
readonly index: number;
/**
*
*/
readonly inverseSceneTransform: Matrix3D;
/**
*
*/
readonly isEntity: boolean;
/**
*
*/
readonly isContainer: boolean;
/**
* 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>
*/
readonly loaderInfo: LoaderInfo;
/**
* 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>
*/
mask: DisplayObject;
maskMode: boolean;
/**
* 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>
*/
mouseEnabled: boolean;
/**
* 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>
*/
readonly mouseX: number;
/**
* 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>
*/
readonly mouseY: number;
/**
* 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.
*/
name: string;
/**
*
*/
orientationMode: string;
/**
* 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.
*/
readonly parent: DisplayObjectContainer;
/**
*
*/
partition: PartitionBase;
/**
*
*/
pickingCollider: IPickingCollider;
/**
* Defines the local point around which the object rotates.
*/
pivot: Vector3D;
/**
* 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>
*/
readonly root: DisplayObjectContainer;
/**
* Indicates the rotation of the DisplayObject instance, in degrees, from its
* original orientation. 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. For example, the statement <code>my_video.rotation = 450</code>
* is the same as <code> my_video.rotation = 90</code>.
*/
rotation: number;
/**
* 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.
*/
rotationX: number;
/**
* 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.
*/
rotationY: number;
/**
* 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.
*/
rotationZ: number;
/**
* 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.
*/
scale9Grid: Rectangle;
/**
* 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>
*/
scaleX: number;
/**
* 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>
*/
scaleY: number;
/**
* 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>
*/
scaleZ: number;
/**
* Indicates the horizontal skew(angle) of the object as applied from
* the registration point. The default registration point is(0,0).
*/
skewX: number;
/**
* Indicates the vertical skew(angle) of an object as applied from the
* registration point of the object. The default registration point is(0,0).
*/
skewY: number;
/**
* Indicates the depth skew(angle) of an object as applied from the
* registration point of the object. The default registration point is(0,0).
*/
skewZ: number;
/**
*
*/
readonly scene: Scene;
/**
*
*/
readonly scenePosition: Vector3D;
readonly sceneTransform: Matrix3D;
/**
* 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>
*/
scrollRect: Rectangle;
/**
*
*/
readonly shaderPickingDetails: boolean;
/**
*
*/
debugVisible: boolean;
/**
* An object with properties pertaining to a display object's matrix, color
* transform, and pixel bounds. The specific properties - matrix,
* colorTransform, and three read-only properties
* (<code>concatenatedMatrix</code>, <code>concatenatedColorTransform</code>,
* and <code>pixelBounds</code>) - are described in the entry for the
* Transform class.
*
* <p>Each of the transform object's properties is itself an object. This
* concept is important because the only way to set new values for the matrix
* or colorTransform objects is to create a new object and copy that object
* into the transform.matrix or transform.colorTransform property.</p>
*
* <p>For example, to increase the <code>tx</code> value of a display
* object's matrix, you must make a copy of the entire matrix object, then
* copy the new object into the matrix property of the transform object:</p>
* <pre xml:space="preserve"><code> public myMatrix:Matrix =
* myDisplayObject.transform.matrix; myMatrix.tx += 10;
* myDisplayObject.transform.matrix = myMatrix; </code></pre>
*
* <p>You cannot directly set the <code>tx</code> property. The following
* code has no effect on <code>myDisplayObject</code>: </p>
* <pre xml:space="preserve"><code> myDisplayObject.transform.matrix.tx +=
* 10; </code></pre>
*
* <p>You can also copy an entire transform object and assign it to another
* display object's transform property. For example, the following code
* copies the entire transform object from <code>myOldDisplayObj</code> to
* <code>myNewDisplayObj</code>:</p>
* <code>myNewDisplayObj.transform = myOldDisplayObj.transform;</code>
*
* <p>The resulting display object, <code>myNewDisplayObj</code>, now has the
* same values for its matrix, color transform, and pixel bounds as the old
* display object, <code>myOldDisplayObj</code>.</p>
*
* <p>Note that AIR for TV devices use hardware acceleration, if it is
* available, for color transforms.</p>
*/
readonly transform: Transform;
/**
* Whether or not the display object is visible. Display objects that are not
* visible are disabled. For example, if <code>visible=false</code> for an
* InteractiveObject instance, it cannot be clicked.
*/
visible: boolean;
masks: Array<DisplayObject>;
/**
* Indicates the width of the display object, in pixels. The width is
* calculated based on the bounds of the content of the display object. When
* you set the <code>width</code> property, the <code>scaleX</code> property
* is adjusted accordingly, as shown in the following code:
*
* <p>Except for TextField and Video objects, a display object with no
* content(such as an empty sprite) has a width of 0, even if you try to set
* <code>width</code> to a different value.</p>
*/
width: number;
/**
* Indicates the <i>x</i> coordinate of the DisplayObject instance relative
* to the local coordinates of the parent DisplayObjectContainer. If the
* object is inside a DisplayObjectContainer that has transformations, it is
* in the local coordinate system of the enclosing DisplayObjectContainer.
* Thus, for a DisplayObjectContainer rotated 90° counterclockwise, the
* DisplayObjectContainer's children inherit a coordinate system that is
* rotated 90° counterclockwise. The object's coordinates refer to the
* registration point position.
*/
x: number;
/**
* Indicates the <i>y</i> coordinate of the DisplayObject instance relative
* to the local coordinates of the parent DisplayObjectContainer. If the
* object is inside a DisplayObjectContainer that has transformations, it is
* in the local coordinate system of the enclosing DisplayObjectContainer.
* Thus, for a DisplayObjectContainer rotated 90° counterclockwise, the
* DisplayObjectContainer's children inherit a coordinate system that is
* rotated 90° counterclockwise. The object's coordinates refer to the
* registration point position.
*/
y: number;
/**
* Indicates the z coordinate position along the z-axis of the DisplayObject
* instance relative to the 3D parent container. The z property is used for
* 3D coordinates, not screen or pixel coordinates.
*
* <p>When you set a <code>z</code> property for a display object to
* something other than the default value of <code>0</code>, a corresponding
* Matrix3D object is automatically created. for adjusting a display object's
* position and orientation in three dimensions. When working with the
* z-axis, the existing behavior of x and y properties changes from screen or
* pixel coordinates to positions relative to the 3D parent container.</p>
*
* <p>For example, a child of the <code>_root</code> at position x = 100, y =
* 100, z = 200 is not drawn at pixel location(100,100). The child is drawn
* wherever the 3D projection calculation puts it. The calculation is:</p>
*
* <p><code>(x~~cameraFocalLength/cameraRelativeZPosition,
* y~~cameraFocalLength/cameraRelativeZPosition)</code></p>
*/
z: number;
/**
*
*/
zOffset: number;
/**
* Creates a new <code>DisplayObject</code> instance.
*/
constructor();
/**
*
*/
addEventListener(type: string, listener: (event: EventBase) => void): void;
/**
*
*/
clone(): DisplayObject;
copyTo(newInstance: DisplayObject): void;
/**
*
*/
dispose(): void;
disposeValues(): void;
/**
* Returns a rectangle that defines the area of the display object relative
* to the coordinate system of the <code>targetCoordinateSpace</code> object.
* Consider the following code, which shows how the rectangle returned can
* vary depending on the <code>targetCoordinateSpace</code> parameter that
* you pass to the method:
*
* <p><b>Note:</b> Use the <code>localToGlobal()</code> and
* <code>globalToLocal()</code> methods to convert the display object's local
* coordinates to display coordinates, or display coordinates to local
* coordinates, respectively.</p>
*
* <p>The <code>getBounds()</code> method is similar to the
* <code>getRect()</code> method; however, the Rectangle returned by the
* <code>getBounds()</code> method includes any strokes on shapes, whereas
* the Rectangle returned by the <code>getRect()</code> method does not. For
* an example, see the description of the <code>getRect()</code> method.</p>
*
* @param targetCoordinateSpace The display object that defines the
* coordinate system to use.
* @return The rectangle that defines the area of the display object relative
* to the <code>targetCoordinateSpace</code> object's coordinate
* system.
*/
getBounds(targetCoordinateSpace: DisplayObject): Rectangle;
/**
* Returns a rectangle that defines the boundary of the display object, based
* on the coordinate system defined by the <code>targetCoordinateSpace</code>
* parameter, excluding any strokes on shapes. The values that the
* <code>getRect()</code> method returns are the same or smaller than those
* returned by the <code>getBounds()</code> method.
*
* <p><b>Note:</b> Use <code>localToGlobal()</code> and
* <code>globalToLocal()</code> methods to convert the display object's local
* coordinates to Scene coordinates, or Scene coordinates to local
* coordinates, respectively.</p>
*
* @param targetCoordinateSpace The display object that defines the
* coordinate system to use.
* @return The rectangle that defines the area of the display object relative
* to the <code>targetCoordinateSpace</code> object's coordinate
* system.
*/
getRect(targetCoordinateSpace?: DisplayObject): Rectangle;
getBox(targetCoordinateSpace?: DisplayObject): Box;
getSphere(targetCoordinateSpace?: DisplayObject): Sphere;
/**
* Converts the <code>point</code> object from the Scene(global) coordinates
* to the display object's(local) coordinates.
*
* <p>To use this method, first create an instance of the Point class. The
* <i>x</i> and <i>y</i> values that you assign represent global coordinates
* because they relate to the origin(0,0) of the main display area. Then
* pass the Point instance as the parameter to the
* <code>globalToLocal()</code> method. The method returns a new Point object
* with <i>x</i> and <i>y</i> values that relate to the origin of the display
* object instead of the origin of the Scene.</p>
*
* @param point An object created with the Point class. The Point object
* specifies the <i>x</i> and <i>y</i> coordinates as
* properties.
* @return A Point object with coordinates relative to the display object.
*/
globalToLocal(point: Point, target?: Point): Point;
/**
* Converts a two-dimensional point from the Scene(global) coordinates to a
* three-dimensional display object's(local) coordinates.
*
* <p>To use this method, first create an instance of the Vector3D class. The x,
* y and z values that you assign to the Vector3D object represent global
* coordinates because they are relative to the origin(0,0,0) of the scene. Then
* pass the Vector3D object to the <code>globalToLocal3D()</code> method as the
* <code>position</code> parameter.
* The method returns three-dimensional coordinates as a Vector3D object
* containing <code>x</code>, <code>y</code>, and <code>z</code> values that
* are relative to the origin of the three-dimensional display object.</p>
*
* @param point A Vector3D object representing global x, y and z coordinates in
* the scene.
* @return A Vector3D object with coordinates relative to the three-dimensional
* display object.
*/
globalToLocal3D(position: Vector3D): Vector3D;
/**
* Evaluates the bounding box of the display object to see if it overlaps or
* intersects with the bounding box of the <code>obj</code> display object.
*
* @param obj The display object to test against.
* @return <code>true</code> if the bounding boxes of the display objects
* intersect; <code>false</code> if not.
*/
hitTestObject(obj: DisplayObject): boolean;
/**
* Evaluates the display object to see if it overlaps or intersects with the
* point specified by the <code>x</code> and <code>y</code> parameters. The
* <code>x</code> and <code>y</code> parameters specify a point in the
* coordinate space of the Scene, not the display object container that
* contains the display object(unless that display object container is the
* Scene).
*
* @param x The <i>x</i> coordinate to test against this object.
* @param y The <i>y</i> coordinate to test against this object.
* @param shapeFlag Whether t