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Editorial Team
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Editorial Team
Asked: May 14, 20262026-05-14T06:41:10+00:00 2026-05-14T06:41:10+00:00

How to set a bitmap as a button so that i can apply button

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How to set a bitmap as a button so that i can apply button mode and mouse-event stuff on it, without adding the bitmap to a Movie Clip?

var bmpFull=new Bitmap(event.currentTarget.content.bitmapData);
        bmpFull.smoothing=true;
        bmpFull.name="photo";
        bmpFull.alpha=0;

        //fullMC.buttonMode=true;
        fullMC.addChild(bmpFull);
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  1. Editorial Team
    Editorial Team
    2026-05-14T06:41:11+00:00Added an answer on May 14, 2026 at 6:41 am

    Unfortunately, Bitmap objects do not extend from the InteractiveObject class – that is, they don’t have (and cannot easily get) the ability to receive mouse events.

    As pointed out by antpaw and Jeremy White in the previous answer, the simplest container class that does receive mouse events is the Sprite class. Therefore, if you wanted to have a Bitmap receive mouse events, and not use a MovieClip, you could use a Sprite:

    var bmpFull:Bitmap = new Bitmap(event.currentTarget.content.bitmapData);
    bmpFull.smoothing = true;
    bmpFull.name = "photo";
    bmpFull.alpha = 0;
    
    var bmpContainer:Sprite = new Sprite(); // can receive mouse events, for example:
    bmpContainer.addEventListener(MouseEvent.CLICK, clickHandler);
    bmpContainer.buttonMode = true; // this just makes it show the hand cursor, and is not necessary for the mouse events to work
    bmpContainer.addChild(bmpFull);
    

    In fact, I would recommend using a Sprite, as they’re simpler objects than MovieClips and thus do not require as much memory.

    Now, if you wanted to make a Bitmap dispatch mouse events without using any sort of container clip, you’d probably need to write your own extension of the Bitmap class that had it’s own event manager. That would be far, far more complicated. I highly recommend just using a Sprite as a container.

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