function MouseEvent(type, bubbles, cancelable, stageX, stageY, nativeEvent, pointerID, primary, rawX, rawY, relatedTarget) {
		this.Event_constructor(type, bubbles, cancelable);
		
		
	// public properties:
		/**
		 * The normalized x position on the stage. This will always be within the range 0 to stage width.
		 * @property stageX
		 * @type Number
		*/
		this.stageX = stageX;
	
		/**
		 * The normalized y position on the stage. This will always be within the range 0 to stage height.
		 * @property stageY
		 * @type Number
		 **/
		this.stageY = stageY;
	
		/**
		 * The raw x position relative to the stage. Normally this will be the same as the stageX value, unless
		 * stage.mouseMoveOutside is true and the pointer is outside of the stage bounds.
		 * @property rawX
		 * @type Number
		*/
		this.rawX = (rawX==null)?stageX:rawX;
	
		/**
		 * The raw y position relative to the stage. Normally this will be the same as the stageY value, unless
		 * stage.mouseMoveOutside is true and the pointer is outside of the stage bounds.
		 * @property rawY
		 * @type Number
		*/
		this.rawY = (rawY==null)?stageY:rawY;
	
		/**
		 * The native MouseEvent generated by the browser. The properties and API for this
		 * event may differ between browsers. This property will be null if the
		 * EaselJS property was not directly generated from a native MouseEvent.
		 * @property nativeEvent
		 * @type HtmlMouseEvent
		 * @default null
		 **/
		this.nativeEvent = nativeEvent;
	
		/**
		 * The unique id for the pointer (touch point or cursor). This will be either -1 for the mouse, or the system
		 * supplied id value.
		 * @property pointerID
		 * @type {Number}
		 */
		this.pointerID = pointerID;
	
		/**
		 * Indicates whether this is the primary pointer in a multitouch environment. This will always be true for the mouse.
		 * For touch pointers, the first pointer in the current stack will be considered the primary pointer.
		 * @property primary
		 * @type {Boolean}
		 */
		this.primary = !!primary;
		
		/**
		 * The secondary target for the event, if applicable. This is used for {{#crossLink "DisplayObject/mouseout:event"}}{{/crossLink}}/
		 * {{#crossLink "DisplayObject/rollout:event"}}{{/crossLink}}
		 * events to indicate the object that the mouse entered from, {{#crossLink "DisplayObject/rollover:event"}}{{/crossLink}}/
		 * {{#crossLink "DisplayObject/rollover:event"}}{{/crossLink}} for the object the mouse exited,
		 * and {{#crossLink "Stage/stagemousedown:event"}}{{/crossLink}}/{{#crossLink "Stage/stagemouseup:event"}}{{/crossLink}}
		 * events for the object that was the under the cursor, if any.
		 * 
		 * Only valid interaction targets will be returned (ie. objects with mouse listeners or a cursor set).
		 * @property relatedTarget
		 * @type {DisplayObject}
		 */
		this.relatedTarget = relatedTarget;
	}
Passed as the parameter to all mouse/pointer/touch related events. For a listing of mouse events and their properties,
see the {{#crossLink "DisplayObject"}}{{/crossLink}} and {{#crossLink "Stage"}}{{/crossLink}} event listings.
@class MouseEvent
@param {String} type The event type.
@param {Boolean} bubbles Indicates whether the event will bubble through the display list.
@param {Boolean} cancelable Indicates whether the default behaviour of this event can be cancelled.
@param {Number} stageX The normalized x position relative to the stage.
@param {Number} stageY The normalized y position relative to the stage.
@param {MouseEvent} nativeEvent The native DOM event related to this mouse event.
@param {Number} pointerID The unique id for the pointer.
@param {Boolean} primary Indicates whether this is the primary pointer in a multitouch environment.
@param {Number} rawX The raw x position relative to the stage.
@param {Number} rawY The raw y position relative to the stage.
@param {DisplayObject} relatedTarget The secondary target for the event.
@extends Event
@constructor