Creates an EventDispatcher.
Registers an event listener at a certain object.
Dispatches an event to all objects that have registered listeners for its type. If an event with enabled 'bubble' property is dispatched to a display object, it will travel up along the line of parents, until it either hits the root object or someone stops its propagation manually.
Dispatches an event with the given parameters to all objects that have registered listeners for the given type. The method uses an internal pool of event objects to avoid allocations.
If called with one argument, figures out if there are any listeners registered for the given event type. If called with two arguments, also determines if a specific listener is registered.
Removes an event listener from the object.
Removes all event listeners with a certain type, or all of them if type is null. Be careful when removing all event listeners: you never know who else was listening.
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The EventDispatcher class is the base class for all classes that dispatch events. This is the Starling version of the Flash class with the same name.
The event mechanism is a key feature of Starling's architecture. Objects can communicate with each other through events. Compared the the Flash event system, Starling's event system was simplified. The main difference is that Starling events have no "Capture" phase. They are simply dispatched at the target and may optionally bubble up. They cannot move in the opposite direction.
As in the conventional Flash classes, display objects inherit from EventDispatcher and can thus dispatch events. Beware, though, that the Starling event classes are not compatible with Flash events: Starling display objects dispatch Starling events, which will bubble along Starling display objects - but they cannot dispatch Flash events or bubble along Flash display objects.
@see Event @see starling.display.DisplayObject DisplayObject