# Inset (of `Code`)

class `Inset`

  Defined in Inset.sc.

  An Inset lets you create a small window on the screen which can contain its own cast, and respond to its own events and such.

## Properties

Inherited from `Code`:

Property | Description
--- | ---
name |

Defined in Inset:

Property | Description
--- | ---
picture |
anOverlay |
style |
view |
loop |
cel |
x |
y |
priority |
register |
hideTheCast |
caller |
owner |
script |
oldCast |
oldFeatures |
oldATPs |
oldMH |
oldKH |
oldDH |
oldWH |
oldObstacles |
oldStyle |
inset |
disposeNotOnMe |
modNum |
noun |
insetView |

## Methods

`init`(theCaller theOwner theRegister)

  Initializes the Inset. Generally you would override this to initialize your Inset with the necessary Props and such. Then call (super:init(rest params)).

  Parameters: | theCaller (heapPtr) – Object that gets cue()’d when the Inset is disposed. theOwner (heapPtr) – Generally a room.

`doit`()

`dispose`(param1)

`setScript`(theScript sendParams)

`handleEvent`(pEvent)

`doVerb`(theVerb)

`hideCast`(param1)

`drawInset`()

`restore`()

`refresh`()

`setInset`([theInset theCaller theRegister])

  Sets an `Inset` on this Inset! To clear the inset, pass no parameters.

  Parameters: | theInset (heapPtr) – The Inset instance. theCaller (heapPtr) – An object that will get cue()’d when the Inset is disposed.

  Example usage:

      (send myInset:setInset(anotherSubInset))

`onMe`(theObj)

`onMe`(x y)

If the Inset has a view, return true if the object is on that view.

> param heapPtr theObj:
> | An object with x and y properties.
> param number x: | The x coordinate.
> param number y: | The y coordinate.
> returns: | TRUE if the object is on the Inset’s view. If there is no view, returns TRUE.