// Copyright � 2007. Adobe Systems Incorporated. All Rights Reserved.
package classes.fl.transitions
{
import flash.events.Event;


/**
 * The TweenEvent class represents events that are broadcast by the fl.transitions.Tween class.
 * @playerversion Flash 9
 * @langversion 3.0
 * @keyword Tween event    
 * @see fl.transitions.Tween 
 */
public class TweenEvent extends Event
{
    /**
     * Indicates that the motion has started playing. 
     *  <p>The properties of the event object have the following values:</p>
     *  <table class="innertable">
     *     <tr><th>Property</th><th>Value</th></tr>
     *     <tr><td><code>bubbles</code></td><td>false</td></tr>
     *     <tr><td><code>cancelable</code></td><td>false</td></tr>
     *     <tr><td><code>currentTarget</code></td><td>The object that defines the 
     *       event listener that handles the event. For example, if you use 
     *       <code>myButton.addEventListener()</code> to register an event listener, 
     *       <code>myButton</code> is the value of the <code>currentTarget</code> property.</td></tr>
     *     <tr><td><code>target</code></td><td>The object that dispatched the event; 
     *       it is not always the object listening for the event. 
     *       Use the <code>currentTarget</code> property to always access the 
     *       object listening for the event.</td></tr>
     *     <tr><td><code>time</code></td><td>The time of the Tween when the event occurred.</td></tr>
     *     <tr><td><code>position</code></td><td>The value of the property controlled by the Tween, when the event occurred.</td></tr>
     *  </table>
     * @playerversion Flash 9
     * @langversion 3.0
     * @keyword Tween event 
     * @eventType motionStart
     */
    public static const MOTION_START:String = 'motionStart';


    /**
     * Indicates that the Tween has been stopped
     * with an explicit call to <code>Tween.stop()</code>.
     *  <p>The properties of the event object have the following values:</p>
     *  <table class="innertable">
     *     <tr><th>Property</th><th>Value</th></tr>
     *     <tr><td><code>bubbles</code></td><td>false</td></tr>
     *     <tr><td><code>cancelable</code></td><td>false</td></tr>
     *     <tr><td><code>currentTarget</code></td><td>The object that defines the 
     *       event listener that handles the event. For example, if you use 
     *       <code>myButton.addEventListener()</code> to register an event listener, 
     *       <code>myButton</code> is the value of the <code>currentTarget</code> property.</td></tr>
     *     <tr><td><code>target</code></td><td>The object that dispatched the event; 
     *       it is not always the object listening for the event. 
     *       Use the <code>currentTarget</code> property to always access the 
     *       object listening for the event.</td></tr>
     *     <tr><td><code>time</code></td><td>The time of the Tween when the event occurred.</td></tr>
     *     <tr><td><code>position</code></td><td>The value of the property controlled by the Tween, when the event occurred.</td></tr>
     *  </table>
     * @playerversion Flash 9
     * @langversion 3.0
     * @keyword Tween event    
     * @eventType motionStop     
     */     
    public static const MOTION_STOP:String = 'motionStop';


    /**
     * Indicates that the Tween has reached the end and finished. 
     *  <p>The properties of the event object have the following values:</p>
     *  <table class="innertable">
     *     <tr><th>Property</th><th>Value</th></tr>
     *     <tr><td><code>bubbles</code></td><td>false</td></tr>
     *     <tr><td><code>cancelable</code></td><td>false</td></tr>
     *     <tr><td><code>currentTarget</code></td><td>The object that defines the 
     *       event listener that handles the event. For example, if you use 
     *       <code>myButton.addEventListener()</code> to register an event listener, 
     *       <code>myButton</code> is the value of the <code>currentTarget</code> property.</td></tr>
     *     <tr><td><code>target</code></td><td>The object that dispatched the event; 
     *       it is not always the object listening for the event. 
     *       Use the <code>currentTarget</code> property to always access the 
     *       object listening for the event.</td></tr>
     *     <tr><td><code>time</code></td><td>The time of the Tween when the event occurred.</td></tr>
     *     <tr><td><code>position</code></td><td>The value of the property controlled by the Tween, when the event occurred.</td></tr>
     *  </table>
     * @playerversion Flash 9
     * @langversion 3.0
     * @keyword Tween event    
     * @eventType motionFinish     
     */
    public static const MOTION_FINISH:String = 'motionFinish';
    
    
    /**
     * Indicates that the Tween has changed and the screen has been updated.
     *  <p>The properties of the event object have the following values:</p>
     *  <table class="innertable">
     *     <tr><th>Property</th><th>Value</th></tr>
     *     <tr><td><code>bubbles</code></td><td>false</td></tr>
     *     <tr><td><code>cancelable</code></td><td>false</td></tr>
     *     <tr><td><code>currentTarget</code></td><td>The object that defines the 
     *       event listener that handles the event. For example, if you use 
     *       <code>myButton.addEventListener()</code> to register an event listener, 
     *       <code>myButton</code> is the value of the <code>currentTarget</code> property.</td></tr>
     *     <tr><td><code>target</code></td><td>The object that dispatched the event; 
     *       it is not always the object listening for the event. 
     *       Use the <code>currentTarget</code> property to always access the 
     *       object listening for the event.</td></tr>
     *     <tr><td><code>time</code></td><td>The time of the Tween when the event occurred.</td></tr>
     *     <tr><td><code>position</code></td><td>The value of the property controlled by the Tween, when the event occurred.</td></tr>
     *  </table>
     * @playerversion Flash 9
     * @langversion 3.0
     * @keyword Tween event    
     * @eventType motionChange     
     */
    public static const MOTION_CHANGE:String = 'motionChange';


    /**
     * Indicates that the Tween has resumed playing after being paused.
     *  <p>The properties of the event object have the following values:</p>
     *  <table class="innertable">
     *     <tr><th>Property</th><th>Value</th></tr>
     *     <tr><td><code>bubbles</code></td><td>false</td></tr>
     *     <tr><td><code>cancelable</code></td><td>false</td></tr>
     *     <tr><td><code>currentTarget</code></td><td>The object that defines the 
     *       event listener that handles the event. For example, if you use 
     *       <code>myButton.addEventListener()</code> to register an event listener, 
     *       <code>myButton</code> is the value of the <code>currentTarget</code> property.</td></tr>
     *     <tr><td><code>target</code></td><td>The object that dispatched the event; 
     *       it is not always the object listening for the event. 
     *       Use the <code>currentTarget</code> property to always access the 
     *       object listening for the event.</td></tr>
     *     <tr><td><code>time</code></td><td>The time of the Tween when the event occurred.</td></tr>
     *     <tr><td><code>position</code></td><td>The value of the property controlled by the Tween, when the event occurred.</td></tr>
     *  </table>
     * @playerversion Flash 9
     * @langversion 3.0
     * @keyword Tween event    
     * @eventType motionResume     
     */
    public static const MOTION_RESUME:String = 'motionResume';
    
    
    /**
     * Indicates that the Tween has restarted playing from the beginning in looping mode.
     *  <p>The properties of the event object have the following values:</p>
     *  <table class="innertable">
     *     <tr><th>Property</th><th>Value</th></tr>
     *     <tr><td><code>bubbles</code></td><td>false</td></tr>
     *     <tr><td><code>cancelable</code></td><td>false</td></tr>
     *     <tr><td><code>currentTarget</code></td><td>The object that defines the 
     *       event listener that handles the event. For example, if you use 
     *       <code>myButton.addEventListener()</code> to register an event listener, 
     *       <code>myButton</code> is the value of the <code>currentTarget</code> property.</td></tr>
     *     <tr><td><code>target</code></td><td>The object that dispatched the event; 
     *       it is not always the object listening for the event. 
     *       Use the <code>currentTarget</code> property to always access the 
     *       object listening for the event.</td></tr>
     *     <tr><td><code>time</code></td><td>The time of the Tween when the event occurred.</td></tr>
     *     <tr><td><code>position</code></td><td>The value of the property controlled by the Tween, when the event occurred.</td></tr>
     *  </table>
     * @playerversion Flash 9
     * @langversion 3.0
     * @keyword Tween event   
     * @eventType motionLoop     
     */
    public static const MOTION_LOOP:String = 'motionLoop';

	/**
	 * The time of the Tween when the event occurred.
     *
     * @playerversion Flash 9
     * @langversion 3.0
     * @keyword Tween event   
     */
	public var time:Number = NaN;
	
	/**
	 * The value of the property controlled by the Tween, when the event occurred.
     *
     * @playerversion Flash 9
     * @langversion 3.0
     * @keyword Tween event       
	 */
	public var position:Number = NaN;


 	/**
	 *  Constructor function for a TweenEvent object.
	 *
	 *  @param type The event type; indicates the action that caused the event.
	 *  @param time The time within the duration of the animation.
     *  @param position The frame of the tween.
	 *  @param bubbles Specifies whether the event can bubble up the display list hierarchy.
	 *  @param cancelable Specifies whether the behavior associated with the event can be prevented.
     *
     * @playerversion Flash 9
     * @langversion 3.0
     * @keyword Tween event       
     */     
	public function TweenEvent(type:String, time:Number, position:Number, bubbles:Boolean=false, cancelable:Boolean=false)
	{
		super(type, bubbles, cancelable);
		this.time = time;
		this.position = position;
	}


	/**
	 *  @private
	 */
	override public function clone():Event
	{
		return new TweenEvent(this.type, this.time, this.position, this.bubbles, this.cancelable);
	} 
}
}
