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Because the stage captures all mouse s you can be fairly certain that any mouse up will be received by the stage. By adding a mouse up listener to the stage within the mouse down listener of the target object, you will know that the next time the mouse released it will be either for a mouse up over the original object clicked or outside of the

Test the movie and click on the box. Try clicking and releasing the mouse while it remains over the box. flash Then try clicking and dragging the mouse, releasing the mouse button while the cursor is outside the box.

As with the properties, also have an updateAfter() method. This method allows you to redraw the flash screen after the completes.

stopPropagation(): When called within an developer listener for an that bubbles, it will stop the propagation of the to the remaining objects which would otherwise receive the within the current phase and any remaining phases.

In our next example we'll create two buttons in a container window. We will set their click actions enabled or disabled from another button outside of the container. The third external button sets a property that determines whether or not the container will stop propagation for the click when detected in the capture phase of the click .

Test the movie to see how the enabler button uses the clickEnabled variable to disable or enable the buttons within the container flash from receiving the click . This technique allows mouse s like roll over to continue to function for the buttons within the window, because the clickEnabled variable is only disabling the click s. The roll over mouse won't work if flash developer london the mouseChildren property is set to false for the container.

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Actionsscript and development

You can capture s with the Dispatcher in ActionScript 3.0. You can also use it developerto create your own s. This flash encompasses dispatching new or existing s, creating new types of s, and defining new classes (based on the class) whose instances are to be passed to handlers listening for that .

To dispatch s manually, you use the dispatch method of Dispatcher. When calling dispatch you pass an object that describes the being dispatched. This then makes its way through all valid targets (multiple if propagated) causing any handlers assigned as listeners to those targets to be called (if they are listening for that particular type of ). When the handlers are called, they each receive the object passed to dispatch:

New instances are created with a type parameter and optional bubbles and developer cancelable parameters. By default, at least in the class, both bubbles and cancelable are false if not explicitly passed in as true. Subclasses of the class like Mouse accept even more parameters, and in the case of the Mouse class, the default setting for bubbles is true. For more information on using Mouse and other classes, see the ActionScript 3.0 Language Reference.

You can create your own classes by extending the core class. flash These developer custom subclasses can be used in dispatching your own custom s and have properties of your own choosing. In extending the class, however, you will want to be sure to override the default method and implement your own clone() method. Although it is not necessary in all situations, the clone method is sometimes internally used by Flash to copy instances.

Custom s are useful for indicating s which are not inherently recognized developer within Flash player. By making your own classes, you can provide handlers for those s by specifying additional information relating to your custom . This example will use a custom Bounce class that will be used with a bounce to indicate when a box on the screen has bounced off the edge of the screen.

The Bounce class, as with ActionScript 2.0 classes, will be defined in an flash developer external ActionScript file. In addition to your normal properties, which are all automatically inherited by extending the class, the Bounce class includes an additional side property allowing the user to determine which side of the screen the bouncing object originated from.

In addition to custom properties, it is a best practice to provide type constants developer in your custom classes that correspond to the different types used with the . The Bounce class will use one type of named "bounce" which will be stored in the BOUNCE constant. Here is the class definition:

Notice that a clone function was also included in the Bounce definition. Although the returned value is a Bounce instance and not specifically an instance, it's acceptable since Bounce extends , making it of the type . ( is required to be the return type of the clone function since overrides must have the same function signature as the original methods they override).

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Actionsscript and development

This is a result of the bounceHandler handler function being called on flash each bounce . developer The bounce is being dispatched within the moveBox function (which is an handler for the enter frame ) each time the box instance is given a new direction using the dispatch method.

This dispatches a new bounce from the box instance to all listeners which are able to determine that the side of the bounce was "left" using the custom side property from the object it was passed.

You may notice that even though the was dispatched from box, the bounceHandler (which was not a listener of the box instance) was still able to flash developer london receive the . This occurs because in the Bounce definition, the call to super() in the constructor (which runs the constructor), was given a second argument of true—indicating that the bubbles. That allowed propagation to pass the to all parents of the box including the one in which bounceHandler was listening (root in Flash, application in Flex).

It's easy to stick with the ActionScript 2.0 mindset where an will only flash occur for an object if that object is the target of the . With ActionScript 3.0 s and propagation, that is not always the case and you may find that some objects are receiving propagated s you didn't originally expect them to get. By checking the Phase property of the object, you can get helpful feedback and pr unwanted flash developer london propagation. If the Phase equals Phase.AT_TARGET then you can determine the 's target.

When dealing with mouse over and mouse out s, ActionScript 3.0 provides two kinds of types, Mouse.ROLL_OVER and Mouse.ROLL_OUT, and Mouse.MOUSE_OVER and Mouse.MOUSE_OUT. The difference is that the roll s won't bubble. This means you won't have confusion between mouse over and out s being propagated from an object's children.

Don't forget that all display objects in ActionScript 3.0 are inherently targeted flash for s. If you want to pr an object from being targeted, allowing objects below it to be targeted instead, set the mouseEnabled property of that object to false.

The stage can be a useful object for handling, but be cautious when doing so. The stage property is only accessible from display objects when they are within an active display list or rather, a display list that is attached to the stage and visible on th flash developer london e screen. If a display object is not contained within such a display list, its stage property is null. The same behavior applies to the root property as well.

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Actionsscript and development

The added and removed s bubble just like mouse s, flash but remember that capturing and bubbling only goes through parents, not children. Children of an instance will not receive a parent's s. This means there is no easy way for children of a container to know if that container (or any of its parents) has been added to an active display list, flash developer london thereby granting them to the stage and root properties of.

handlers listening to the same on the same target object are called in the order in which they were added. If you have an handler that is added as a listener to an object after other handlers but you want it to be called before those listeners (which may be useful when utilizing stopImmediatePropagation()), you can use the fourth parameter in addListener which lets you set priority for the listener. Listeners with the highest priority are always called first.

When you learn any new development strategies , it is useful to build flash small test files—like the developer examples described in this tutorial. Isolate the functionality flash developer london and try passing different values into the parameters to get a better understanding for how s are controlled and captured in ActionScript 3.0. Try investigating different scenarios, such as placing objects on top of each other, to see how the new handling differs from ActionScript 2.0. Tracing the results to the Output panel will give you immediate feedback regarding the s received.

Once you become familiar with how the new Dispatcher behaves, you can begin extending the class to create your own developer custom classes by defining them in an external ActionScript file. Experiment with creating custom subclasses to flash developer london dispatch your own custom s with unique properties.

By making your own classes, you can use the default parameters flash and provide new handlers for a developer custom not currently handled by Flash Player. flash developer london This strategy is very useful for determining the location of an object in relation to the screen and for enabling advanced user interactivity. Once you master using the new handling features in ActionScript 3.0, you will find that there are many new development possibilities and increased control of input tracking.

Be sure to download and explore the sample files provided at the developer beginning of this tutorial to review the concepts discussed here. As always, it is a good idea to become familiar with the -related classes and handling information available in the ActionScript 3.0 Language Reference.

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