Mouse in Anark Studio 2.5
Holds information related to the mouse.
Inherits from:
Self Properties
name | type | description |
---|---|---|
cursor | Number | Cursor type. |
cursorOverride | Number | Override cursor type. |
x | Number | (read only) X location. |
y | Number | (read only) Y location. |
Instance Properties
name | type | description |
---|---|---|
constructor | Object | A reference to the constructor class for the current object instance. [from Object] |
prototype | Object | The prototype for a class. [from Object] |
Instance Methods
name | returns | description |
---|---|---|
hasOwnProperty(propertyOrMethodName) | Boolean | Determines if the object/instance itself has the named property or method. [from Object] |
isPrototypeOf(instanceToTest) | Boolean | Determines if the calling object prototype is in the inheritance chain for the supplied argument. [from Object] |
propertyIsEnumerable(propertyOrMethodName) | Boolean |
Determines if the object/instance itself has a property or method of the supplied name which will appear in a for (prop in obj) enumeration.
[from Object]
|
toLocaleString() | String |
For most objects, the same as toString() unless explicitly overridden.
[from Object]
|
toString() | String | Returns a string representation of the object. [from Object] |
valueOf() | String |
Returns the internal this value of the object.
[from Object]
|
Description
The Mouse object is available at any time to obtain the coordinates of the mouse within the presentation window, and to access the cursor and the state of the mouse buttons. Because it is a global object, it can be accessed directly.
Mouse Example
function onMouseOver ()
{
// Turn the cursor into the pointer finger.
Mouse.cursor = 4;
}
function onMouseOut ()
{
// Reset the cursor to the system default.
Mouse.cursor = 0;
}
function onDetach ()
{
// Just in case onMouseOut didn't get called,
// reset the cursor.
Mouse.cursor = 0
}