package flash.events
ErrorEvent | An object dispatches an ErrorEvent object when an error causes an
* asynchronous operation to fail.
* The ErrorEvent class defines only one type of |
Event | The Event class is used as the base class for the creation of Event
* objects, which are passed as parameters to event listeners when an event
* occurs.
* The properties of the Event class carry basic information about an
* event, such as the event's type or whether the event's default behavior can
* be canceled. For many events, such as the events represented by the Event
* class constants, this basic information is sufficient. Other events,
* however, may require more detailed information. Events associated with a
* mouse click, for example, need to include additional information about the
* location of the click event and whether any keys were pressed during the
* click event. You can pass such additional information to event listeners by
* extending the Event class, which is what the MouseEvent class does.
* ActionScript 3.0 API defines several Event subclasses for common events
* that require additional information. Events associated with each of the
* Event subclasses are described in the documentation for each class. |
EventDispatcher | The EventDispatcher class is the base class for all classes that dispatch
* events. The EventDispatcher class implements the IEventDispatcher interface
* and is the base class for the DisplayObject class. The EventDispatcher
* class allows any object on the display list to be an event target and as
* such, to use the methods of the IEventDispatcher interface.
* Event targets are an important part of the Flash® Player and
* Adobe® AIR® event model. The event target serves as
* the focal point for how events flow through the display list hierarchy.
* When an event such as a mouse click or a keypress occurs, Flash Player or
* the AIR application dispatches an event object into the event flow from the
* root of the display list. The event object then makes its way through the
* display list until it reaches the event target, at which point it begins
* its return trip through the display list. This round-trip journey to the
* event target is conceptually divided into three phases: the capture phase
* comprises the journey from the root to the last node before the event
* target's node, the target phase comprises only the event target node, and
* the bubbling phase comprises any subsequent nodes encountered on the return
* trip to the root of the display list. |
EventPhase | The EventPhase class provides values for the |
FocusEvent | An object dispatches a FocusEvent object when the user changes the focus * from one object in the display list to another. There are four types of * focus events: *
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GameInputEvent | |
IEventDispatcher | |
IOErrorEvent | An IOErrorEvent object is dispatched when an error causes input or output * operations to fail. * * You can check for error events that do not have any listeners by using
* the debugger version of Flash Player or the AIR Debug Launcher(ADL). The
* string defined by the |
KeyboardEvent | A KeyboardEvent object id dispatched in response to user input through a
* keyboard. There are two types of keyboard events:
* Because mappings between keys and specific characters vary by device and
* operating system, use the TextEvent event type for processing character
* input. |
MouseEvent | A MouseEvent object is dispatched into the event flow whenever mouse events * occur. A mouse event is usually generated by a user input device, such as a * mouse or a trackball, that uses a pointer. * * When nested nodes are involved, mouse events target the deepest possible
* nested node that is visible in the display list. This node is called the
* target node. To have a target node's ancestor receive notification
* of a mouse event, use |
NetStatusEvent | |
TextEvent | An object dispatches a TextEvent object when a user enters text in a text
* field or clicks a hyperlink in an HTML-enabled text field. There are two
* types of text events: |
TouchEvent | The TouchEvent class lets you handle events on devices that detect user
* contact with the device(such as a finger on a touch screen). When a user
* interacts with a device such as a mobile phone or tablet with a touch
* screen, the user typically touches the screen with his or her fingers or a
* pointing device. You can develop applications that respond to basic touch
* events(such as a single finger tap) with the TouchEvent class. Create
* event listeners using the event types defined in this class. For user
* interaction with multiple points of contact(such as several fingers moving
* across a touch screen at the same time) use the related GestureEvent,
* PressAndTapGestureEvent, and TransformGestureEvent classes. And, use the
* properties and methods of these classes to construct event handlers that
* respond to the user touching the device.
* Use the Multitouch class to determine the current environment's support
* for touch interaction, and to manage the support of touch interaction if
* the current environment supports it. |
UncaughtErrorEvents |