openfl
Version:
A fast, productive library for 2D cross-platform development.
141 lines (115 loc) • 5.28 kB
TypeScript
import DisplayObject from "./DisplayObject";
import InteractiveObject from "./InteractiveObject";
import SoundTransform from "./../media/SoundTransform";
declare namespace openfl.display {
/**
* The SimpleButton class lets you control all instances of button symbols in
* a SWF file.
*
* In Flash Professional, you can give a button an instance name in the
* Property inspector. SimpleButton instance names are displayed in the Movie
* Explorer and in the Insert Target Path dialog box in the Actions panel.
* After you create an instance of a button in Flash Professional, you can use
* the methods and properties of the SimpleButton class to manipulate buttons
* with ActionScript.
*
* In ActionScript 3.0, you use the `new SimpleButton()`
* constructor to create a SimpleButton instance.
*
* The SimpleButton class inherits from the InteractiveObject class.
*/
export class SimpleButton extends InteractiveObject {
/**
* Specifies a display object that is used as the visual object for the
* button "Down" state - the state that the button is in when the user
* selects the `hitTestState` object.
*/
public downState:DisplayObject;
protected get_downState ():DisplayObject;
protected set_downState (value:DisplayObject):DisplayObject;
/**
* A Boolean value that specifies whether a button is enabled. When a button
* is disabled(the enabled property is set to `false`), the
* button is visible but cannot be clicked. The default value is
* `true`. This property is useful if you want to disable part of
* your navigation; for example, you might want to disable a button in the
* currently displayed page so that it can't be clicked and the page cannot
* be reloaded.
*
* **Note:** To prevent mouseClicks on a button, set both the
* `enabled` and `mouseEnabled` properties to
* `false`.
*/
public enabled:boolean;
/**
* Specifies a display object that is used as the hit testing object for the
* button. For a basic button, set the `hitTestState` property to
* the same display object as the `overState` property. If you do
* not set the `hitTestState` property, the SimpleButton is
* inactive - it does not respond to user input events.
*/
public hitTestState:DisplayObject;
protected get_hitTestState ():DisplayObject;
protected set_hitTestState (value:DisplayObject):DisplayObject;
/**
* Specifies a display object that is used as the visual object for the
* button over state - the state that the button is in when the pointer is
* positioned over the button.
*/
public overState:DisplayObject;
protected get_overState ():DisplayObject;
protected set_overState (value:DisplayObject):DisplayObject;
/**
* The SoundTransform object assigned to this button. A SoundTransform object
* includes properties for setting volume, panning, left speaker assignment,
* and right speaker assignment. This SoundTransform object applies to all
* states of the button. This SoundTransform object affects only embedded
* sounds.
*/
public soundTransform:SoundTransform;
protected get_soundTransform ():SoundTransform;
protected set_soundTransform (value:SoundTransform):SoundTransform;
/**
* Indicates whether other display objects that are SimpleButton or MovieClip
* objects can receive user input release events. The
* `trackAsMenu` property lets you create menus. You can set the
* `trackAsMenu` property on any SimpleButton or MovieClip object.
* If the `trackAsMenu` property does not exist, the default
* behavior is `false`.
*
* You can change the `trackAsMenu` property at any time; the
* modified button immediately takes on the new behavior.
*/
public trackAsMenu:boolean;
/**
* Specifies a display object that is used as the visual object for the
* button up state - the state that the button is in when the pointer is
* not positioned over the button.
*/
public upState:DisplayObject;
protected get_upState ():DisplayObject;
protected set_upState (value:DisplayObject):DisplayObject;
/**
* A Boolean value that, when set to `true`, indicates whether the
* hand cursor is shown when the pointer rolls over a button. If this
* property is set to `false`, the arrow pointer cursor is
* displayed instead. The default is `true`.
*
* You can change the `useHandCursor` property at any time; the
* modified button immediately uses the new cursor behavior.
*/
public useHandCursor:boolean;
/**
* Creates a new SimpleButton instance. Any or all of the display objects
* that represent the various button states can be set as parameters in the
* constructor.
*
* @param upState The initial value for the SimpleButton up state.
* @param overState The initial value for the SimpleButton over state.
* @param downState The initial value for the SimpleButton down state.
* @param hitTestState The initial value for the SimpleButton hitTest state.
*/
public constructor (upState?:DisplayObject, overState?:DisplayObject, downState?:DisplayObject, hitTestState?:DisplayObject);
}
}
export default openfl.display.SimpleButton;