if (phase == ButtonPhase.OVER)
phase = ButtonPhase.UP;
// Force a "render" event, which will cause
// to show the appropriate skin for the new phase.
That is executed inside event handlers for mouse events. The
difference is the state that is set depending if it's roll over,
roll out, and so on.
Please note that
phase is a property set/get pair that actually calls
My questions are
1. Why do you need to call updateAfterEvent if
updateDisplayList is already being called?
2. If updateAfterEvent forces rendering of the frame (which
involves calling updateDisplayList right?) why do you need to call
invalidateDisplayList yourself when changing the phase? Wouldn't
updateAfterEvent just do it?
3. What is the difference between invalidateDisplayList and