Exemple #1
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 /// <summary>
 /// Returns the index of the specified child in the display list, or -1 if it is not in the display list.
 /// </summary>
 /// <param name="child">The child to return the index of.</param>
 /// <returns>The index of the specified child. -1 if the child is not found.</returns>
 public JsNumber getChildIndex(DisplayObject child) { return null; }
Exemple #2
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 /// <summary>
 /// Removes the specified child from the display list. Note that it is faster to use removeChildAt() if the index is already known.
 /// You can also remove multiple children, such as "removeChild(child1, child2, ...);".
 /// Returns true if the child (or children) was removed, or false if it was not in the display list.
 /// </summary>
 /// <param name="child">The child to remove.</param>
 /// <returns>true if the child (or children) was removed, or false if it was not in the display list.</returns>
 public bool removeChild(DisplayObject child) { return false; }
Exemple #3
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 /// <summary>
 /// Adds a child to the display list at the specified index, bumping children at equal or greater indexes up one, and setting its parent to this Container.
 /// You can also add multiple children, such as "addChildAt(child1, child2, ..., index);". The index must be between 0 and numChildren.
 /// For example, to add myShape under otherShape in the display list, you could use: container.addChildAt(myShape, container.getChildIndex(otherShape)).
 /// This would also bump otherShape's index up by one.
 /// Returns the last child that was added, or the last child if multiple children were added. Fails silently if the index is out of range.
 /// </summary>
 /// <param name="child">The display object to add.</param>
 /// <param name="index">The index to add the child at.</param>
 /// <returns>The child that was added, or the last child if multiple children were added.</returns>
 public DisplayObject addChildAt(DisplayObject child, JsNumber index) { return null; }
Exemple #4
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 /// <summary>
 /// Returns true if the specified display object either is this container or is a descendent. (child, grandchild, etc) of this container.
 /// </summary>
 /// <param name="child">The DisplayObject to be checked.</param>
 /// <returns>true if the specified display object either is this container or is a descendent.</returns>
 public bool contains(DisplayObject child) { return false; }
Exemple #5
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 /// <summary>
 /// Adds a frame to the sprite sheet. Note that the frame will not be drawn until you call build.
 /// The optional setup params allow you to have a function run immediately before the draw occurs.
 /// For example, this allows you to add a single source multiple times, but manipulate it or it's children to change it to generate different frames. 
 /// Note that the source's transformations (x,y,scale,rotate,alpha) will be ignored, except for regX/Y.
 /// To apply transforms to a source object and have them captured in the sprite sheet, simply place it into a Container and pass in the Container as the source.
 /// </summary>
 /// <param name="source">The source display object to draw as the frame.</param>
 /// <returns>The index of the frame that was just added, or null if a sourceRect could not be determined.</returns>
 public JsNumber addFrame(DisplayObject source) { return null; }
Exemple #6
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 /// <summary>
 /// Adds a child to the top of the display list. You can also add multiple children, such as "addChild(child1, child2, ...);".
 /// Returns the child that was added, or the last child if multiple children were added.
 /// </summary>
 /// <param name="child">The display object to add.</param>
 /// <returns>The child that was added, or the last child if multiple children were added.</returns>
 public DisplayObject addChild(DisplayObject child) { return null; }
Exemple #7
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 /// <summary>
 /// Adds a frame to the sprite sheet. Note that the frame will not be drawn until you call build.
 /// The optional setup params allow you to have a function run immediately before the draw occurs.
 /// For example, this allows you to add a single source multiple times, but manipulate it or it's children to change it to generate different frames. 
 /// Note that the source's transformations (x,y,scale,rotate,alpha) will be ignored, except for regX/Y.
 /// To apply transforms to a source object and have them captured in the sprite sheet, simply place it into a Container and pass in the Container as the source.
 /// </summary>
 /// <param name="source">The source display object to draw as the frame.</param>
 /// <param name="sourceRect">Optional. A rectangle defining the portion of the source to draw to the frame. If not specified, it will look for a getBounds method,
 /// bounds property, or nominalBounds property on the source to use. If one is not found, the frame will be skipped.</param>
 /// <returns>The index of the frame that was just added, or null if a sourceRect could not be determined.</returns>
 public JsNumber addFrame(DisplayObject source, Rectangle sourceRect) { return null; }
Exemple #8
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 /// <summary>
 /// Adds a frame to the sprite sheet. Note that the frame will not be drawn until you call build.
 /// The optional setup params allow you to have a function run immediately before the draw occurs.
 /// For example, this allows you to add a single source multiple times, but manipulate it or it's children to change it to generate different frames. 
 /// Note that the source's transformations (x,y,scale,rotate,alpha) will be ignored, except for regX/Y.
 /// To apply transforms to a source object and have them captured in the sprite sheet, simply place it into a Container and pass in the Container as the source.
 /// </summary>
 /// <param name="source">The source display object to draw as the frame.</param>
 /// <param name="sourceRect">Optional. A rectangle defining the portion of the source to draw to the frame. If not specified, it will look for a getBounds method,
 /// bounds property, or nominalBounds property on the source to use. If one is not found, the frame will be skipped.</param>
 /// <param name="scale">Optional. The scale to draw this frame at. Default is 1.</param>
 /// <param name="setupFunction">Optional. A function to call immediately before drawing this frame.</param>
 /// <returns>The index of the frame that was just added, or null if a sourceRect could not be determined.</returns>
 public JsNumber addFrame(DisplayObject source, Rectangle sourceRect, JsNumber scale, JsAction setupFunction) { return null; }
Exemple #9
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 /// <summary>
 /// Adds a frame to the sprite sheet. Note that the frame will not be drawn until you call build.
 /// The optional setup params allow you to have a function run immediately before the draw occurs.
 /// For example, this allows you to add a single source multiple times, but manipulate it or it's children to change it to generate different frames. 
 /// Note that the source's transformations (x,y,scale,rotate,alpha) will be ignored, except for regX/Y.
 /// To apply transforms to a source object and have them captured in the sprite sheet, simply place it into a Container and pass in the Container as the source.
 /// </summary>
 /// <param name="source">The source display object to draw as the frame.</param>
 /// <param name="sourceRect">Optional. A rectangle defining the portion of the source to draw to the frame. If not specified, it will look for a getBounds method,
 /// bounds property, or nominalBounds property on the source to use. If one is not found, the frame will be skipped.</param>
 /// <param name="scale">Optional. The scale to draw this frame at. Default is 1.</param>
 /// <param name="setupFunction">Optional. A function to call immediately before drawing this frame.</param>
 /// <param name="setupParams">Optional. Parameters to pass to the setup function.</param>
 /// <param name="setupScope">Optional. The scope to call the setupFunction in.</param>
 /// <returns>The index of the frame that was just added, or null if a sourceRect could not be determined.</returns>
 public JsNumber addFrame(DisplayObject source, Rectangle sourceRect, JsNumber scale, JsAction setupFunction, JsArray setupParams, object setupScope) { return null; }
Exemple #10
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 /// <summary>
 /// 
 /// </summary>
 /// <param name="type">The event type.</param>
 /// <param name="stageX">The normalized x position relative to the stage.</param>
 /// <param name="stageY">The normalized y position relative to the stage.</param>
 /// <param name="target">The display object this event relates to.</param>
 /// <param name="nativeEvent">The native DOM event related to this mouse event.</param>
 /// <param name="pointerID">The unique id for the pointer.</param>
 /// <param name="primary">Indicates whether this is the primary pointer in a multitouch environment.</param>
 /// <param name="rawX">The raw x position relative to the stage.</param>
 /// <param name="rawY">The raw y position relative to the stage.</param>
 public MouseEvent(JsString type, JsNumber stageX, JsNumber stageY, DisplayObject target, MouseEvent nativeEvent, JsNumber pointerID, bool primary, JsNumber rawX, JsNumber rawY) { }
Exemple #11
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 /// <summary>
 /// Transforms the specified x and y position from the coordinate space of this display object to the coordinate space of the target display object.
 /// Returns a Point instance with x and y properties correlating to the transformed position in the target's coordinate space.
 /// Effectively the same as calling var pt = this.localToGlobal(x, y); pt = target.globalToLocal(pt.x, pt.y);
 /// </summary>
 /// <param name="x">The x position in the source display object to transform.</param>
 /// <param name="y">The y position in the source display object to transform.</param>
 /// <param name="target">The target display object to which the coordinates will be transformed.</param>
 /// <returns>Returns a Point instance with x and y properties correlating to the transformed position in the target's coordinate space.</returns>
 public Point localToLocal(JsNumber x, JsNumber y, DisplayObject target) { return null; }