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 error event: * ErrorEvent.ERROR. The ErrorEvent class also serves as the base * class for several other error event classes, including the AsyncErrorEvent, * IOErrorEvent, SecurityErrorEvent, SQLErrorEvent, and UncaughtErrorEvent * classes.

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 eventPhase * property of the Event class.

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: *

    *
  • FocusEvent.FOCUSIN
  • *
  • FocusEvent.FOCUSOUT
  • *
  • FocusEvent.KEYFOCUSCHANGE
  • *
  • FocusEvent.MOUSEFOCUSCHANGE
  • *

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 text parameter of the IOErrorEvent * constructor is displayed.

KeyboardEvent

A KeyboardEvent object id dispatched in response to user input through a * keyboard. There are two types of keyboard events: * KeyboardEvent.KEYDOWN and KeyboardEvent.KEYUP *

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 EventDispatcher.addEventListener() on * the ancestor node with the type parameter set to the specific * mouse event you want to detect.

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: TextEvent.LINK and * TextEvent.TEXT_INPUT.

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