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////////////////////////////////////////////////////////////////////////////////
//
// Licensed to the Apache Software Foundation (ASF) under one or more
// contributor license agreements. See the NOTICE file distributed with
// this work for additional information regarding copyright ownership.
// The ASF licenses this file to You under the Apache License, Version 2.0
// (the "License"); you may not use this file except in compliance with
// the License. You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
////////////////////////////////////////////////////////////////////////////////
package mx.messaging.events
{
import flash.events.Event;
import mx.messaging.Channel;
/**
* The ChannelEvent is used to propagate channel events within the messaging system.
*
* @langversion 3.0
* @playerversion Flash 9
* @playerversion AIR 1.1
* @productversion BlazeDS 4
* @productversion LCDS 3
*/
public class ChannelEvent extends Event
{
//--------------------------------------------------------------------------
//
// Static Constants
//
//--------------------------------------------------------------------------
/**
* The CONNECT event type; indicates that the Channel connected to its
* endpoint.
* <p>The value of this constant is <code>"channelConnect"</code>.</p>
*
* <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>channel</code></td><td>The channel that generated this event.</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,
* myButton is the value of the <code>currentTarget</code>. </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>reconnecting</code></td><td> Indicates whether the channel
* that generated this event is reconnecting.</td></tr>
* <tr><td><code>rejected</code></td><td> Indicates whether the channel that
* generated this event was rejected. This would be true in the event that
* the channel has been disconnected due to inactivity and should not attempt to
* failover or connect on an alternate channel.</td></tr>
* </table>
* @eventType channelConnect
*
* @langversion 3.0
* @playerversion Flash 9
* @playerversion AIR 1.1
* @productversion BlazeDS 4
* @productversion LCDS 3
*/
public static const CONNECT:String = "channelConnect";
/**
* The DISCONNECT event type; indicates that the Channel disconnected from its
* endpoint.
* <p>The value of this constant is <code>"channelDisconnect"</code>.</p>
*
* <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>channel</code></td><td>The channel that generated this event.</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,
* myButton is the value of the <code>currentTarget</code>. </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>reconnecting</code></td><td> Indicates whether the channel
* that generated this event is reconnecting.</td></tr>
* <tr><td><code>rejected</code></td><td> Indicates whether the channel that
* generated this event was rejected. This would be true in the event that
* the channel has been disconnected due to inactivity and should not attempt to
* failover or connect on an alternate channel.</td></tr>
* </table>
* @eventType channelDisconnect
*
* @langversion 3.0
* @playerversion Flash 9
* @playerversion AIR 1.1
* @productversion BlazeDS 4
* @productversion LCDS 3
*/
public static const DISCONNECT:String = "channelDisconnect";
//--------------------------------------------------------------------------
//
// Static Methods
//
//--------------------------------------------------------------------------
/**
* Utility method to create a new ChannelEvent that doesn't bubble and
* is not cancelable.
*
* @param type The ChannelEvent type.
*
* @param channel The Channel generating the event.
*
* @param reconnecting Indicates whether the Channel is in the process of
* reconnecting or not.
*
* @param rejected Indicates whether the Channel's connection has been rejected,
* which suppresses automatic reconnection.
*
* @param connected Indicates whether the Channel that generated this event
* is already connected.
*
* @return New ChannelEvent.
*
* @langversion 3.0
* @playerversion Flash 9
* @playerversion AIR 1.1
* @productversion BlazeDS 4
* @productversion LCDS 3
*/
public static function createEvent(type:String, channel:Channel = null,
reconnecting:Boolean = false, rejected:Boolean = false, connected:Boolean = false):ChannelEvent
{
return new ChannelEvent(type, false, false, channel, reconnecting, rejected, connected);
}
//--------------------------------------------------------------------------
//
// Constructor
//
//--------------------------------------------------------------------------
/**
* Constructs an instance of this event with the specified type and Channel
* instance.
*
* @param type The ChannelEvent type.
*
* @param bubbles Specifies whether the event can bubble up the display
* list hierarchy.
*
* @param cancelable Indicates whether the behavior associated with the
* event can be prevented; used by the RPC subclasses.
*
* @param channel The Channel generating the event.
*
* @param reconnecting Indicates whether the Channel is in the process of
* reconnecting or not.
*
* @param rejected Indicates whether the Channel's connection has been rejected,
* which suppresses automatic reconnection.
*
* @param connected Indicates whether the Channel that generated this event
* is already connected.
*
* @langversion 3.0
* @playerversion Flash 9
* @playerversion AIR 1.1
* @productversion BlazeDS 4
* @productversion LCDS 3
*/
public function ChannelEvent(type:String, bubbles:Boolean = false, cancelable:Boolean = false,
channel:Channel = null, reconnecting:Boolean = false, rejected:Boolean = false,
connected:Boolean = false)
{
super(type, bubbles, cancelable);
this.channel = channel;
this.reconnecting = reconnecting;
this.rejected = rejected;
this.connected = connected;
}
//--------------------------------------------------------------------------
//
// Variables
//
//--------------------------------------------------------------------------
/**
* The Channel that generated this event.
*
* @langversion 3.0
* @playerversion Flash 9
* @playerversion AIR 1.1
* @productversion BlazeDS 4
* @productversion LCDS 3
*/
public var channel:Channel;
/**
* Indicates whether the Channel that generated this event is already connected.
*
* @langversion 3.0
* @playerversion Flash 9
* @playerversion AIR 1.1
* @productversion BlazeDS 4
* @productversion LCDS 3
*/
public var connected:Boolean;
/**
* Indicates whether the Channel that generated this event is reconnecting.
*
* @langversion 3.0
* @playerversion Flash 9
* @playerversion AIR 1.1
* @productversion BlazeDS 4
* @productversion LCDS 3
*/
public var reconnecting:Boolean;
/**
* Indicates whether the Channel that generated this event was rejected.
* This would be true in the event that the channel has been
* disconnected due to inactivity and should not attempt to failover or
* connect on an alternate channel.
*
* @langversion 3.0
* @playerversion Flash 9
* @playerversion AIR 1.1
* @productversion BlazeDS 4
* @productversion LCDS 3
*/
public var rejected:Boolean;
//--------------------------------------------------------------------------
//
// Properties
//
//--------------------------------------------------------------------------
//----------------------------------
// channelId
//----------------------------------
/**
* @private
*/
public function get channelId():String
{
if (channel != null)
{
return channel.id;
}
return null;
}
//--------------------------------------------------------------------------
//
// Overridden Methods
//
//--------------------------------------------------------------------------
/**
* Clones the ChannelEvent.
*
* @return Copy of this ChannelEvent.
*
* @langversion 3.0
* @playerversion Flash 9
* @playerversion AIR 1.1
* @productversion BlazeDS 4
* @productversion LCDS 3
*/
override public function clone():Event
{
return new ChannelEvent(type, bubbles, cancelable, channel, reconnecting, rejected, connected);
}
/**
* Returns a string representation of the ChannelEvent.
*
* @return String representation of the ChannelEvent.
*
* @langversion 3.0
* @playerversion Flash 9
* @playerversion AIR 1.1
* @productversion BlazeDS 4
* @productversion LCDS 3
*/
override public function toString():String
{
return formatToString("ChannelEvent", "channelId", "reconnecting", "rejected", "type", "bubbles", "cancelable", "eventPhase");
}
}
}