Part IV: Event-Driven Programming in Java

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Part IV: Event-Driven Programming
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Use startDrag() and stopDrag() along with the MOUSE_DOWN and MOUSE_UP events to click and drag. Keyboard input comes in two event types: KEY_DOWN and KEY_UP.
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KeyboardEvent objects carry information about the key that was pressed (keyCode) and the character that the key is associated with (charCode), as well as information about modi er keys held down.
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Keyboard input occurs before IMEs convert the input. On some platforms you can control the IME s operation in ActionScript. Only one object has focus at a given time. The Stage instance keeps a reference to that object in its focus property, which can be written to reset focus. Changes in focus dispatch FocusEvent events. You can prevent focus from changing by canceling some of these objects. Pressing Tab on the keyboard cycles through tab-enabled InteractiveObjects in the automatic tab order, sorted by their position on-screen. You can override automatic tab order by setting tabIndex properties on
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When the keyboard is used to set focus, a focus rectangle appears around certain display objects unless you set focusRect to false. Alternatively, you can control focus rectangles globally with the Stage instance s stageFocusRect property. Use tab ordering, focus indication, good labels, and if necessary AcessibilityProperties (covered in 41) to help screen readers access your content. Context menus may be customized up to a point by hiding some built-in menu items and adding your own custom ones. Assign a ContextMenu instance to the contextMenu property of the root display object, not the stage, to set the default context menu. To respond to a user activating your ContextMenuItems, listen for the ContextMenuEvent event.
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Timers and TimeDriven Programming
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he Timer class triggers time-based events in ActionScript 3.0. Nearly any application that involves real-world time uses a timer. Timers can be useful for animation, delaying an action, timing out when an asynchronous action takes too long to execute, triggering an action repeatedly or after a delay, or synchronizing several actions. ActionScript 3.0 also provides access to several old-school timer methods that aren t object-oriented and don t use the event framework but can have their purposes. In this chapter, I ll discuss how to set up your own timers, and offer a few tricks to help you get the most out of them.
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flash.utils.Timer flash.utils.getTimer() flash.utils.setTimeout() flash.utils.setInterval()
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Timer Basics
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For working with time, you ll be using the flash.utils.Timer class. Each instance of a Timer will, while it s running, repeatedly re events spaced out by a set amount of time. Using events rather than callback functions not only makes Timers more consistent and easier to use, but it allows you to trigger multiple functions with a single Timer. Timers are similar in some ways to for loops in that both structures can be used to repeat a bit of code several times but are otherwise quite different. for loops execute every iteration without pause and without coming up for air. No other code is executed until the for loop is nished. Long for loops can prevent your application from drawing the next frame, hanging it. Timers, on the other hand, always space out the execution of their scripts with some type of delay, and other code can execute even if a timer is running.
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Part IV: Event-Driven Programming
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Creating a Timer
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To create a timer, you use the Timer() constructor, which takes two arguments:
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delay The number of milliseconds between each time the timer event res. repeatCount The number of times the timer event will be red. The default value, zero,
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causes the timer to re inde nitely until the timer is stopped or the program ends.
All variables related to delay or time in ActionScript use milliseconds that is, thousandths of a second. So, the number 1,000 represents one second. If you are working with values in seconds for example, 120 seconds it might be easier to read if you write the numbers as 120 * 1000 instead of 120000.