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2 changes: 2 additions & 0 deletions SUMMARY.md
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* [Using graphics data classes](using-the-drawing-api\advanced-use-of-the-drawing-api\using-graphics-data-classes.md)
* [About using drawTriangles()](using-the-drawing-api\advanced-use-of-the-drawing-api\about-using-drawtriangles.md)
* [Chapter 5: Working with bitmaps](working-with-bitmaps\README.md)
* [Basics of working with bitmaps](working-with-bitmaps\basics-of-working-with-bitmaps.md)
* [The Bitmap and BitmapData classes](working-with-bitmaps\the-bitmap-and-bitmapdata-classes.md)
* [Manipulating pixels](working-with-bitmaps\manipulating-pixels.md)
* [Copying bitmap data](working-with-bitmaps\copying-bitmap-data.md)
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# * [Available display filters](filtering-display-objects\available-display-filters.md)
# * [Filtering display objects example: Filter Workbench](filtering-display-objects\filtering-display-objects-example-filter-workbench.md)
* [Chapter 6: Working with movie clips](working-with-movie-clips\README.md)
* [Basics of movie clips](working-with-movie-clips\basics-of-movie-clips.md)
* [Working with MovieClip objects](working-with-movie-clips\working-with-movieclip-objects.md)
* [Controlling movie clip playback](working-with-movie-clips\controlling-movie-clip-playback.md)
* [Creating MovieClip objects with Haxe](working-with-movie-clips\creating-movieclip-objects-with-haxe.md)
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2 changes: 1 addition & 1 deletion accelerometer-input/README.md
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Expand Up @@ -6,7 +6,7 @@ The Accelerometer class dispatches events based on activity detected by the devi

The accelerometer axes are normalized to the display orientation, not the physical orientation of the device. When the device re-orients the display, the accelerometer axes are re-oriented as well. Thus the y-axis is always roughly vertical when the user is holding the phone in a normal, upright viewing position — no matter which way the phone is rotated. If auto-orientation is off, for example, when SWF content in a browser is in full-screen mode, then the accelerometer axes are not re-oriented as the device is rotated.

**More Help topics**
## More Help topics

[openfl.sensors.Accelerometer](https://api.openfl.org/openfl/sensors/Accelerometer.html)
[openfl.events.AccelerometerEvent](https://api.openfl.org/openfl/events/AccelerometerEvent.html)
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2 changes: 1 addition & 1 deletion basics-of-user-interaction/README.md
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Expand Up @@ -26,7 +26,7 @@ It’s important to familiarize yourself with the following key user interaction

**Key code** A numeric code corresponding to a physical key on the keyboard.

**More Help topics**
## More Help topics

[InteractiveObject](https://api.openfl.org/openfl/display/InteractiveObject.html) [Keyboard](https://api.openfl.org/openfl/ui/Keyboard.html)

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2 changes: 1 addition & 1 deletion client-system-environment/README.md
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This discussion explains how to interact with the user’s system. It shows you how to determine what features are supported and how to build multilingual applications using the user’s installed input method editor (IME) if available. It also shows typical uses for application domains.

**More Help topics**
## More Help topics

[openfl.system.System](https://api.openfl.org/openfl/system/System.html)
[openfl.system.Capabilities](https://api.openfl.org/openfl/system/Capabilities.html)
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16 changes: 15 additions & 1 deletion display-programming/README.md
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# Chapter 2: Display programming {#chapter-10-display-programming}

Visual elements are programmed in Haxe by working with display objects on the display stage. For example, you can add, move, remove, and order display objects, apply filters and masks, draw vector and bitmap graphics, and perform three-dimensional transformations using the OpenFL display programming API. The primary classes used for display programming are part of the [openfl.display package](https://api.openfl.org/openfl/display/).
Visual elements are programmed in Haxe by working with display objects on the display stage. For example, you can add, move, remove, and order display objects, apply filters and masks, draw vector and bitmap graphics, and perform three-dimensional transformations using the OpenFL display programming API. The primary classes used for display programming are part of the [openfl.display package](https://api.openfl.org/openfl/display/).

## Section Contents

- [Basics of display programming](./basics-of-display-programming.md)
- [Core display classes](./core-display-classes.md)
- [Advantages of the display list approach](./advantages-of-the-display-list-approach.md)
- [Working with display objects](./working-with-display-objects/README.md)
- [Manipulating display objects](./manipulating-display-objects/README.md)
- [Animating objects](./animating-objects.md)
- [Loading display content dynamically](./loading-display-content-dynamically/README.md)

<!-- TODO: uncomment when this content is adapted to OpenFL
- [Stage orientation](./stage-orientation.md)
- [Display object example: SpriteArranger](./display-object-example-sprite-arranger.md) -->
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Expand Up @@ -6,4 +6,10 @@ You can load any of the following external display assets into an OpenFL applica
* An image file—This includes JPG, PNG, and GIF files.
* An AVM1 project—This is a project written in Haxe 1.0 or 2.0\. (supported only in Flash Player)

You load these assets by using the Loader class.
You load these assets by using the Loader class.

## Section Contents

- [Loading display objects](./loading-display-objects.md)
- [Monitoring loading progress](./monitoring-loading-progress.md)
- [Specifying loading context](./specifying-loading-context.md)
18 changes: 17 additions & 1 deletion display-programming/manipulating-display-objects/README.md
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# Manipulating display objects {#manipulating-display-objects}

Regardless of which display object you choose to use, there are a number of manipulations that all display objects have in common as elements that are displayed on the screen. For example, they can all be positioned on the screen, moved forward or backward in the stacking order of display objects, scaled, rotated, and so forth. Because all display objects inherit this functionality from their common base class (DisplayObject), this functionality behaves the same whether you’re manipulating a TextField instance, a Video instance, a Shape instance, or any other display object. The following sections detail several of these common display object manipulations.
Regardless of which display object you choose to use, there are a number of manipulations that all display objects have in common as elements that are displayed on the screen. For example, they can all be positioned on the screen, moved forward or backward in the stacking order of display objects, scaled, rotated, and so forth. Because all display objects inherit this functionality from their common base class (DisplayObject), this functionality behaves the same whether you’re manipulating a TextField instance, a Video instance, a Shape instance, or any other display object. The following sections detail several of these common display object manipulations.

## Section Contents

- [Changing position](./changing-position.md)
- [Panning and scrolling display objects](./panning-and-scrolling-display-objects.md)
- [Manipulating size and scaling objects](./manipulating-size-and-scaling-objects.md)
- [Caching display objects](./caching-display-objects.md)
- [Setting an opaque background color](./setting-an-opaque-background-color.md)
- [Applying blending modes](./applying-blending-modes.md)
- [Adjusting DisplayObject colors](./adjusting-display-object-colors.md)
- [Rotating objects](./rotating-objects.md)
- [Fading objects](./fading-objects.md)
- [Masking display objects](./masking-display-objects.md)

<!-- TODO: uncomment when this content is adapted to OpenFL
- [Controlling distortion when scaling](./controlling-distortion-when-scaling.md)-->
12 changes: 11 additions & 1 deletion display-programming/working-with-display-objects/README.md
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# Working with display objects {#working-with-display-objects}

Now that you understand the basic concepts of the Stage, display objects, display object containers, and the display list, this section provides you with some more specific information about working with display objects in OpenFL.
Now that you understand the basic concepts of the Stage, display objects, display object containers, and the display list, this section provides you with some more specific information about working with display objects in OpenFL.

## Section Contents

- [Properties and methods of the DisplayObject classs](./properties-and-methods-of-the-displayobject-class.md)
- [Adding display objects to the display list](./adding-display-objects-to-the-display-list.md)
- [Working with display object containers](./working-with-display-object-containers.md)
- [Traversing the display list](./traversing-the-display-list.md)
- [Setting Stage properties](./setting-stage-properties.md)
- [Handling events for display objects](./handling-events-for-display-objects.md)
- [Choosing a DisplayObject subclass](./choosing-a-display-object-subclass.md)
2 changes: 1 addition & 1 deletion filtering-display-objects/README.md
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**Matrix** A grid of numbers used to perform certain mathematical calculations by applying the numbers in the grid to various values, then combining the results.

**More Help topics**
## More Help topics

[openfl.filters package](https://api.openfl.org/openfl/filters/index.html)
[openfl.display.DisplayObject.filters](https://api.openfl.org/openfl/display/DisplayObject.html#filters)
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12 changes: 11 additions & 1 deletion handling-events/README.md
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The OpenFL event-handling system interacts closely with the display list. To gain a basic understanding of the display list, read [Display programming](..\display-programming\README.md).

**More Help topics**
## Section Contents

- [Basics of handling events](./basics-of-handling-events.md)
- [The event flow](./the-event-flow.md)
- [Event objects](./event-objects.md)
- [Event listeners](./event-listeners.md)

<!-- TODO: uncomment when this content is adapted to OpenFL
- [Event handling example: Alarm Clock](./event-handling-example-alarm-clock.md) -->

## More Help topics

* [openfl.events package](https://api.openfl.org/openfl/events/)
* [Document Object Model (DOM) Level 3 Events Specification](https://www.w3.org/TR/DOM-Level-3-Events/)
8 changes: 6 additions & 2 deletions http-communications/README.md
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# Chapter 44: HTTP communications {#chapter-44-http-communications}

OpenFL applications can communicate with
HTTP-based servers to load data, images, video and to exchange messages.
OpenFL applications can communicate with HTTP-based servers to load data,
images, video and to exchange messages.

## Section Contents

- [Loading external data](./loading-external-data.md)

<!-- TODO: uncomment when these documents are adapted for OpenFL
- [Web service requests](./web-service-requests.md)
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4 changes: 2 additions & 2 deletions http-communications/web-service-requests.md
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Expand Up @@ -14,7 +14,7 @@ When your application runs in a browser, you can only use web services in the sa

In AIR applications, a cross-domain policy file is not required when the web service call originates from the application security sandbox. AIR application content is never served from a remote domain, so it cannot participate in the types of attacks that cross-domain policies prevent. In HTML-based AIR applications, content in the application security sandbox can make cross-domain XMLHttpRequests. You can allow content in other security sandboxes to make cross- domain XMLHttpRequests as long as that content is loaded into an iframe.

**More Help topics**
## More Help topics

"Website controls (policy files)" on page 1051

Expand Down Expand Up @@ -455,6 +455,6 @@ SOAP builds on the general XML-RPC web service concept and provides a richer, al

The Flex framework includes libraries for accessing SOAP web services. In Flash Builder the library, rpc.swc, is automatically included in Flex projects, since it is part of the Flex framework. In Flash Professional, you can add the Flex framework.swc and rpc.swc to the library path of a project and then access the Flex classes with Haxe.

**More Help topics**
## More Help topics

[Using the Flex web service component in Flash Professional](https://tv.adobe.com/watch/adc-presents/use-the-flex-webservice-component-in-flash/) [Cristophe Coenraets: Real-time Trader Desktop for Android](https://coenraets.org/blog/air-for-android-samples/real-time-trader-desktop-for-android/)
9 changes: 9 additions & 0 deletions keyboard-input/README.md
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Expand Up @@ -18,6 +18,15 @@ An Input Method Editor (IME) allows users to type complex characters and symbols
using a standard keyboard. You can use the IME classes to enable users to take
advantage of their system IME in your applications.-->

## Section Contents

- [Capturing keyboard input](./capturing-keyboard-input.md)

<!-- TODO: uncomment if IME is implemented
- [Using the IME class](./using-the-ime-class.md)-->
<!-- TODO: uncomment if these capabilities are implemented
- [Virtual keyboards](./virtual-keyboards.md)-->

## More Help topics

- [openfl.events.KeyboardEvent](https://api.openfl.org/openfl/events/KeyboardEvent.html)
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10 changes: 8 additions & 2 deletions mouse-input/README.md
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Expand Up @@ -10,9 +10,15 @@ For information on discovering what kind of mouse support is available (such as
persistent cursor, stylus or touch input) during runtime, see
[Discovering input types](../basics-of-user-interaction.md#discovering-input-types).-->

## More Help topics
## Section Contents

- [Capturing mouse input](./capturing-mouse-input.md)

<!-- [Touch, multitouch and gesture input](../touch-multitouch-and-gesture-input/index.md) -->
<!-- TODO: uncomment when this is adapted for OpenFL
- [Mouse input example: WordSearch](./mouse-input-example-word-search.md)-->

## More Help topics

- [Touch, multitouch and gesture input](../touch-multitouch-and-gesture-input/index.md)
- [openfl.ui.Mouse](https://api.openfl.org/openfl/ui/Mouse.html)
- [openfl.events.MouseEvent](https://api.openfl.org/openfl/events/MouseEvent.html)
2 changes: 1 addition & 1 deletion sockets/README.md
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Expand Up @@ -8,7 +8,7 @@ The OpenFL API also includes the XMLSocket class. The XMLSocket class uses a Ope

Adobe AIR adds several additional classes for socket-based network programming. AIR applications can act as TCP socket servers with the ServerSocket class and can connect to socket servers requiring SSL or TLS security with the SecureSocket class. AIR applications can also send and receive Universal Datagram Protocol (UDP) messages with the DatagramSocket class.

**More Help topics**
## More Help topics

[openfl.net package](https://api.openfl.org/openfl/net/index.html)

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2 changes: 1 addition & 1 deletion storing-local-data/encrypted-local-storage.md
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Expand Up @@ -46,7 +46,7 @@ The best practices for using the ELS include:
* If you do set stronglyBound to true, do not migrate stored items during an update. Recreate the data after the update instead.
* Only store relatively small amounts of data. For larger amounts of data, use an AIR SQL database with encryption.

**More Help topics**
## More Help topics

[openfl.data.EncryptedLocalStore](https://api.openfl.org/openfl/data/EncryptedLocalStore.html)

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12 changes: 12 additions & 0 deletions touch-multitouch-and-gesture-input/README.md
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Expand Up @@ -39,6 +39,18 @@ be dispatched rapidly, as during a pan, rotate, or zoom operation. For example,
you could stop animation within a component while the user resizes it using a
zoom gesture.

## Section Contents

- [Basics of touch input](./basics-of-touch-input.md)
- [Touch support discovery](./touch-support-discovery.md)
- [Touch event handling](./touch-event-handling.md)
- [Troubleshooting](./troubleshooting.md)

<!-- TODO: uncomment when startTouchDrag is implemented
- [Touch and drag](./touch-and-drag.md)->
<!-- TODO: uncomment when gesture events are implemented
- [Gesture event handling](./gesture-event-handling.md)-->

## More Help topics

- [openfl.ui.Multitouch](https://api.openfl.org/openfl/ui/Multitouch.html)
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16 changes: 15 additions & 1 deletion using-the-drawing-api/README.md
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Although imported images and artwork are important, the functionality known as the drawing API, which allows you to draw lines and shapes in OpenFL, gives you the freedom to start an application with the computer equivalent of a blank canvas, on which you can create whatever images you wish. The ability to create your own graphics opens up broad possibilities for your applications. With the techniques covered here you can create a drawing program, make animated, interactive art, or programmatically create your own user interface elements, among many possibilities.

### More Help topics
## Section Contents

- [Basics of the drawing API](./basics-of-the-drawing-api.md)
- [Understanding the Graphics class](./understanding-the-graphics-class.md)
- [Drawing lines and curves](./drawing-lines-and-curves.md)
- [Drawing shapes using built-in methods](./drawing-shapes-using-built-in-methods.md)
- [Creating gradient lines and ills](./creating-gradient-lines-and-fills.md)
- [Using the Math class with drawing methods](./using-the-math-class-with-drawing-methods.md)
- [Animating with the drawing API](./animating-with-the-drawing-api.md)
- [Advanced use of the drawing API](./advanced-use-of-the-drawing-api/README.md)

<!-- TODO: uncomment when this content is adapted to OpenFL
- [Drawing API example: Algorithmic Visual Generator](./drawing-api-example-algorithmic-visual-generator.md)-->

## More Help topics

* [openfl.display.Graphics](https://api.openfl.org/openfl/display/Graphics.html)
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Expand Up @@ -20,4 +20,11 @@ The following reference list contains important terms that you will encounter in
* Path: A path is made up of one or more straight or curved segments. The beginning and end of each segment are marked by coordinates, which work like pins holding a wire in place. A path can be closed (for example, a circle), or open, with distinct endpoints (for example, a wavy line).
* Winding: The direction of a path as interpreted by the renderer; either positive (clockwise) or negative (counter- clockwise).
* GraphicsStroke: A class for setting the line style. While the term "stroke" isn’t part of the drawing API enhancements, the use of a class to designate a line style with its own fill property is part of the new drawing API. You can dynamically adjust a line’s style using the GraphicsStroke class.
* Fill object: Objects created using display classes like openfl.display.GraphicsBitmapFill and openfl.display.GraphicsGradientFill that are passed to the drawing command `Graphics.drawGraphicsData()`. Fill objects and the enhanced drawing commands introduce a more object-oriented programming approach to replicating `Graphics.beginBitmapFill()` and `Graphics.beginGradientFill()`.
* Fill object: Objects created using display classes like openfl.display.GraphicsBitmapFill and openfl.display.GraphicsGradientFill that are passed to the drawing command `Graphics.drawGraphicsData()`. Fill objects and the enhanced drawing commands introduce a more object-oriented programming approach to replicating `Graphics.beginBitmapFill()` and `Graphics.beginGradientFill()`.

## Section Contents

- [Drawing paths](./drawing-paths.md)
- [Defining winding rules](./defining-winding-rules.md)
- [Using graphics data classes](./using-graphics-data-classes.md)
- [About using drawTriangles](./about-using-drawtriangles.md)
13 changes: 13 additions & 0 deletions using-the-textfield-class/README.md
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Expand Up @@ -32,3 +32,16 @@ In addition to the classes in the
use the
[openfl.events.TextEvent class](https://api.openfl.org/openfl/events/TextEvent.html)
to respond to user actions related to text.

## Section Contents

- [Displaying text](./displaying-text.md)
- [Selecting and manipulating text](./selecting-and-manipulating-text.md)
- [Capturing text input](./capturing-text-input.md)
- [Restricting text input](./restricting-text-input.md)
- [Formatting text](./formatting-text.md)
- [Advanced text rendering](./advanced-text-rendering.md)
- [Working with static text](./working-with-static-text.md)

<!-- TODO: uncomment when this content is adapted for OpenFL
- [TextField Example: Newspaper-style text formatting](./textfield-example-newspaper-style-text-formatting.md)-->
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