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| 5 | <!-- Generated by javadoc (build 1.6.0_26) on Sun Jan 27 20:37:07 CET 2013 --> |
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| 7 | Group (libgdx API) |
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| 40 | <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1"> <A HREF="../../../../../overview-summary.html"><FONT CLASS="NavBarFont1"><B>Overview</B></FONT></A> </TD> |
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| 42 | <TD BGCOLOR="#FFFFFF" CLASS="NavBarCell1Rev"> <FONT CLASS="NavBarFont1Rev"><B>Class</B></FONT> </TD> |
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| 52 | |||
| 53 | libgdx API |
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| 54 | <style> |
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| 73 | <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d"><B>PREV CLASS</B></A> |
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| 74 | <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d"><B>NEXT CLASS</B></A></FONT></TD> |
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| 92 | <TR> |
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| 93 | <TD VALIGN="top" CLASS="NavBarCell3"><FONT SIZE="-2"> |
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| 94 | SUMMARY: NESTED | FIELD | <A HREF="#constructor_summary">CONSTR</A> | <A HREF="#method_summary">METHOD</A></FONT></TD> |
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| 96 | DETAIL: FIELD | <A HREF="#constructor_detail">CONSTR</A> | <A HREF="#method_detail">METHOD</A></FONT></TD> |
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| 102 | <HR> |
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| 103 | <!-- ======== START OF CLASS DATA ======== --> |
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| 104 | <H2> |
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| 105 | <FONT SIZE="-1"> |
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| 106 | com.badlogic.gdx.scenes.scene2d</FONT> |
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| 107 | <BR> |
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| 108 | Class Group</H2> |
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| 109 | <PRE> |
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| 110 | java.lang.Object |
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| 111 | <IMG SRC="../../../../../resources/inherit.gif" ALT="extended by "><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">com.badlogic.gdx.scenes.scene2d.Actor</A> |
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| 112 | <IMG SRC="../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.scenes.scene2d.Group</B> |
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| 113 | </PRE> |
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| 114 | <DL> |
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| 115 | <DT><B>All Implemented Interfaces:</B> <DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/utils/Cullable.html" title="interface in com.badlogic.gdx.scenes.scene2d.utils">Cullable</A></DD> |
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| 116 | </DL> |
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| 117 | <DL> |
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| 118 | <DT><B>Direct Known Subclasses:</B> <DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">WidgetGroup</A></DD> |
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| 119 | </DL> |
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| 120 | <HR> |
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| 121 | <DL> |
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| 122 | <DT><PRE>public class <B>Group</B><DT>extends <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A><DT>implements <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/utils/Cullable.html" title="interface in com.badlogic.gdx.scenes.scene2d.utils">Cullable</A></DL> |
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| 123 | </PRE> |
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| 124 | |||
| 125 | <P> |
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| 126 | 2D scene graph node that may contain other actors. |
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| 127 | <p> |
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| 128 | Actors have a z-order equal to the order they were inserted into the group. Actors inserted later will be drawn on top of |
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| 129 | actors added earlier. Touch events that hit more than one actor are distributed to topmost actors first. |
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| 130 | <P> |
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| 131 | |||
| 132 | <P> |
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| 133 | <DL> |
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| 134 | <DT><B>Author:</B></DT> |
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| 135 | <DD>mzechner, Nathan Sweet</DD> |
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| 136 | </DL> |
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| 137 | <HR> |
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| 138 | |||
| 139 | <P> |
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| 140 | |||
| 141 | <!-- ======== CONSTRUCTOR SUMMARY ======== --> |
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| 142 | |||
| 143 | <A NAME="constructor_summary"><!-- --></A> |
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| 144 | <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> |
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| 145 | <TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"> |
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| 146 | <TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2"> |
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| 147 | <B>Constructor Summary</B></FONT></TH> |
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| 148 | </TR> |
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| 149 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 150 | <TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#Group()">Group</A></B>()</CODE> |
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| 151 | |||
| 152 | <BR> |
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| 153 | </TD> |
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| 154 | </TR> |
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| 155 | </TABLE> |
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| 156 | |
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| 157 | <!-- ========== METHOD SUMMARY =========== --> |
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| 158 | |||
| 159 | <A NAME="method_summary"><!-- --></A> |
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| 160 | <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> |
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| 161 | <TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"> |
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| 162 | <TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2"> |
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| 163 | <B>Method Summary</B></FONT></TH> |
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| 164 | </TR> |
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| 165 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 166 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 167 | <CODE> void</CODE></FONT></TD> |
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| 168 | <TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#act(float)">act</A></B>(float delta)</CODE> |
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| 169 | |||
| 170 | <BR> |
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| 171 | Updates the actor based on time.</TD> |
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| 172 | </TR> |
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| 173 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 174 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 175 | <CODE> void</CODE></FONT></TD> |
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| 176 | <TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActor(com.badlogic.gdx.scenes.scene2d.Actor)">addActor</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> actor)</CODE> |
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| 177 | |||
| 178 | <BR> |
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| 179 | Adds an actor as a child of this group.</TD> |
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| 180 | </TR> |
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| 181 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 182 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 183 | <CODE> void</CODE></FONT></TD> |
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| 184 | <TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActorAfter(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)">addActorAfter</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> actorAfter, |
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| 185 | <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> actor)</CODE> |
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| 186 | |||
| 187 | <BR> |
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| 188 | Adds an actor as a child of this group, immediately after another child actor.</TD> |
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| 189 | </TR> |
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| 190 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 191 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 192 | <CODE> void</CODE></FONT></TD> |
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| 193 | <TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActorAt(int, com.badlogic.gdx.scenes.scene2d.Actor)">addActorAt</A></B>(int index, |
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| 194 | <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> actor)</CODE> |
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| 195 | |||
| 196 | <BR> |
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| 197 | Adds an actor as a child of this group, at a specific index.</TD> |
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| 198 | </TR> |
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| 199 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 200 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 201 | <CODE> void</CODE></FONT></TD> |
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| 202 | <TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActorBefore(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)">addActorBefore</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> actorBefore, |
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| 203 | <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> actor)</CODE> |
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| 204 | |||
| 205 | <BR> |
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| 206 | Adds an actor as a child of this group, immediately before another child actor.</TD> |
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| 207 | </TR> |
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| 208 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 209 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 210 | <CODE>protected void</CODE></FONT></TD> |
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| 211 | <TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#applyTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch, com.badlogic.gdx.math.Matrix4)">applyTransform</A></B>(<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch</A> batch, |
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| 212 | <A HREF="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> transform)</CODE> |
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| 213 | |||
| 214 | <BR> |
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| 215 | Set the SpriteBatch's transformation matrix, often with the result of <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#computeTransform()"><CODE>computeTransform()</CODE></A>.</TD> |
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| 216 | </TR> |
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| 217 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 218 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 219 | <CODE>protected void</CODE></FONT></TD> |
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| 220 | <TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#childrenChanged()">childrenChanged</A></B>()</CODE> |
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| 221 | |||
| 222 | <BR> |
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| 223 | Called when actors are added to or removed from the group.</TD> |
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| 224 | </TR> |
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| 225 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 226 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 227 | <CODE> void</CODE></FONT></TD> |
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| 228 | <TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#clear()">clear</A></B>()</CODE> |
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| 229 | |||
| 230 | <BR> |
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| 231 | Removes all actors from this group.</TD> |
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| 232 | </TR> |
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| 233 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 234 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 235 | <CODE>protected <A HREF="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD> |
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| 236 | <TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#computeTransform()">computeTransform</A></B>()</CODE> |
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| 237 | |||
| 238 | <BR> |
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| 239 | Returns the transform for this group's coordinate system.</TD> |
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| 240 | </TR> |
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| 241 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 242 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 243 | <CODE> void</CODE></FONT></TD> |
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| 244 | <TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">draw</A></B>(<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch</A> batch, |
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| 245 | float parentAlpha)</CODE> |
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| 246 | |||
| 247 | <BR> |
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| 248 | Draws the group and its children.</TD> |
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| 249 | </TR> |
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| 250 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 251 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 252 | <CODE>protected void</CODE></FONT></TD> |
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| 253 | <TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#drawChildren(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">drawChildren</A></B>(<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch</A> batch, |
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| 254 | float parentAlpha)</CODE> |
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| 255 | |||
| 256 | <BR> |
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| 257 | Draws all children.</TD> |
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| 258 | </TR> |
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| 259 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 260 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 261 | <CODE> <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A></CODE></FONT></TD> |
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| 262 | <TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#findActor(java.lang.String)">findActor</A></B>(java.lang.String name)</CODE> |
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| 263 | |||
| 264 | <BR> |
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| 265 | Returns the first actor found with the specified name.</TD> |
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| 266 | </TR> |
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| 267 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 268 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 269 | <CODE> <A HREF="../../../../../com/badlogic/gdx/utils/SnapshotArray.html" title="class in com.badlogic.gdx.utils">SnapshotArray</A><<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>></CODE></FONT></TD> |
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| 270 | <TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#getChildren()">getChildren</A></B>()</CODE> |
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| 271 | |||
| 272 | <BR> |
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| 273 | Returns an ordered list of child actors in this group.</TD> |
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| 274 | </TR> |
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| 275 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 276 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 277 | <CODE> <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A></CODE></FONT></TD> |
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| 278 | <TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#hit(float, float, boolean)">hit</A></B>(float x, |
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| 279 | float y, |
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| 280 | boolean touchable)</CODE> |
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| 281 | |||
| 282 | <BR> |
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| 283 | Returns the deepest actor that contains the specified point and is <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getTouchable()"><CODE>touchable</CODE></A> and |
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| 284 | <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#isVisible()"><CODE>visible</CODE></A>, or null if no actor was hit.</TD> |
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| 285 | </TR> |
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| 286 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 287 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 288 | <CODE> boolean</CODE></FONT></TD> |
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| 289 | <TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#isTransform()">isTransform</A></B>()</CODE> |
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| 290 | |||
| 291 | <BR> |
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| 292 | </TD> |
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| 293 | </TR> |
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| 294 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 295 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 296 | <CODE> <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A></CODE></FONT></TD> |
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| 297 | <TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#localToDescendantCoordinates(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.math.Vector2)">localToDescendantCoordinates</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> descendant, |
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| 298 | <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> localCoords)</CODE> |
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| 299 | |||
| 300 | <BR> |
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| 301 | Converts coordinates for this group to those of a descendant actor.</TD> |
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| 302 | </TR> |
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| 303 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 304 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 305 | <CODE> boolean</CODE></FONT></TD> |
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| 306 | <TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#removeActor(com.badlogic.gdx.scenes.scene2d.Actor)">removeActor</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> actor)</CODE> |
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| 307 | |||
| 308 | <BR> |
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| 309 | Removes an actor from this group.</TD> |
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| 310 | </TR> |
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| 311 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 312 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 313 | <CODE>protected void</CODE></FONT></TD> |
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| 314 | <TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#resetTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch)">resetTransform</A></B>(<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch</A> batch)</CODE> |
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| 315 | |||
| 316 | <BR> |
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| 317 | Restores the SpriteBatch transform to what it was before <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#applyTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch, com.badlogic.gdx.math.Matrix4)"><CODE>applyTransform(SpriteBatch, Matrix4)</CODE></A>.</TD> |
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| 318 | </TR> |
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| 319 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 320 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 321 | <CODE> void</CODE></FONT></TD> |
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| 322 | <TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#setCullingArea(com.badlogic.gdx.math.Rectangle)">setCullingArea</A></B>(<A HREF="../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle</A> cullingArea)</CODE> |
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| 323 | |||
| 324 | <BR> |
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| 325 | Children completely outside of this rectangle will not be drawn.</TD> |
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| 326 | </TR> |
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| 327 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 328 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 329 | <CODE>protected void</CODE></FONT></TD> |
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| 330 | <TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#setStage(com.badlogic.gdx.scenes.scene2d.Stage)">setStage</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html" title="class in com.badlogic.gdx.scenes.scene2d">Stage</A> stage)</CODE> |
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| 331 | |||
| 332 | <BR> |
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| 333 | Called by the framework when this actor or any parent is added to a group that is in the stage.</TD> |
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| 334 | </TR> |
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| 335 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 336 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 337 | <CODE> void</CODE></FONT></TD> |
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| 338 | <TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#setTransform(boolean)">setTransform</A></B>(boolean transform)</CODE> |
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| 339 | |||
| 340 | <BR> |
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| 341 | When true (the default), the SpriteBatch is transformed so children are drawn in their parent's coordinate system.</TD> |
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| 342 | </TR> |
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| 343 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 344 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 345 | <CODE> boolean</CODE></FONT></TD> |
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| 346 | <TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#swapActor(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)">swapActor</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> first, |
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| 347 | <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> second)</CODE> |
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| 348 | |||
| 349 | <BR> |
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| 350 | Swaps two actors.</TD> |
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| 351 | </TR> |
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| 352 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 353 | <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
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| 354 | <CODE> boolean</CODE></FONT></TD> |
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| 355 | <TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#swapActor(int, int)">swapActor</A></B>(int first, |
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| 356 | int second)</CODE> |
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| 357 | |||
| 358 | <BR> |
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| 359 | Swaps two actors by index.</TD> |
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| 360 | </TR> |
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| 361 | </TABLE> |
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| 362 | <A NAME="methods_inherited_from_class_com.badlogic.gdx.scenes.scene2d.Actor"><!-- --></A> |
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| 363 | <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> |
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| 364 | <TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor"> |
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| 365 | <TH ALIGN="left"><B>Methods inherited from class com.badlogic.gdx.scenes.scene2d.<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A></B></TH> |
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| 366 | </TR> |
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| 367 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 368 | <TD><CODE><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#addAction(com.badlogic.gdx.scenes.scene2d.Action)">addAction</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#addCaptureListener(com.badlogic.gdx.scenes.scene2d.EventListener)">addCaptureListener</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#addListener(com.badlogic.gdx.scenes.scene2d.EventListener)">addListener</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#clearActions()">clearActions</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#clipBegin()">clipBegin</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#clipBegin(float, float, float, float)">clipBegin</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#clipEnd()">clipEnd</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#fire(com.badlogic.gdx.scenes.scene2d.Event)">fire</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getActions()">getActions</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getCaptureListeners()">getCaptureListeners</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getColor()">getColor</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getHeight()">getHeight</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getListeners()">getListeners</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getName()">getName</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getOriginX()">getOriginX</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getOriginY()">getOriginY</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getParent()">getParent</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getRight()">getRight</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getRotation()">getRotation</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getScaleX()">getScaleX</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getScaleY()">getScaleY</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getStage()">getStage</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getTop()">getTop</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getTouchable()">getTouchable</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getWidth()">getWidth</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getX()">getX</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getY()">getY</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getZIndex()">getZIndex</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#hasParent()">hasParent</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#isAscendantOf(com.badlogic.gdx.scenes.scene2d.Actor)">isAscendantOf</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#isDescendantOf(com.badlogic.gdx.scenes.scene2d.Actor)">isDescendantOf</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#isVisible()">isVisible</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#localToAscendantCoordinates(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.math.Vector2)">localToAscendantCoordinates</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#localToParentCoordinates(com.badlogic.gdx.math.Vector2)">localToParentCoordinates</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#localToStageCoordinates(com.badlogic.gdx.math.Vector2)">localToStageCoordinates</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#notify(com.badlogic.gdx.scenes.scene2d.Event, boolean)">notify</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#parentToLocalCoordinates(com.badlogic.gdx.math.Vector2)">parentToLocalCoordinates</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#remove()">remove</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#removeAction(com.badlogic.gdx.scenes.scene2d.Action)">removeAction</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#removeCaptureListener(com.badlogic.gdx.scenes.scene2d.EventListener)">removeCaptureListener</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#removeListener(com.badlogic.gdx.scenes.scene2d.EventListener)">removeListener</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#rotate(float)">rotate</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#scale(float)">scale</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#scale(float, float)">scale</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#screenToLocalCoordinates(com.badlogic.gdx.math.Vector2)">screenToLocalCoordinates</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setBounds(float, float, float, float)">setBounds</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setColor(com.badlogic.gdx.graphics.Color)">setColor</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setColor(float, float, float, float)">setColor</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setHeight(float)">setHeight</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setName(java.lang.String)">setName</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setOrigin(float, float)">setOrigin</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setOriginX(float)">setOriginX</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setOriginY(float)">setOriginY</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setParent(com.badlogic.gdx.scenes.scene2d.Group)">setParent</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setPosition(float, float)">setPosition</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setRotation(float)">setRotation</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setScale(float)">setScale</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setScale(float, float)">setScale</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setScaleX(float)">setScaleX</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setScaleY(float)">setScaleY</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setSize(float, float)">setSize</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setTouchable(com.badlogic.gdx.scenes.scene2d.Touchable)">setTouchable</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setVisible(boolean)">setVisible</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setWidth(float)">setWidth</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setX(float)">setX</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setY(float)">setY</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setZIndex(int)">setZIndex</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#size(float)">size</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#size(float, float)">size</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#stageToLocalCoordinates(com.badlogic.gdx.math.Vector2)">stageToLocalCoordinates</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#toBack()">toBack</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#toFront()">toFront</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#toString()">toString</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#translate(float, float)">translate</A></CODE></TD> |
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| 369 | </TR> |
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| 370 | </TABLE> |
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| 371 | <A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A> |
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| 372 | <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> |
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| 373 | <TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor"> |
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| 374 | <TH ALIGN="left"><B>Methods inherited from class java.lang.Object</B></TH> |
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| 375 | </TR> |
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| 376 | <TR BGCOLOR="white" CLASS="TableRowColor"> |
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| 377 | <TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait</CODE></TD> |
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| 378 | </TR> |
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| 379 | </TABLE> |
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| 380 | |
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| 381 | <P> |
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| 382 | |||
| 383 | <!-- ========= CONSTRUCTOR DETAIL ======== --> |
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| 384 | |||
| 385 | <A NAME="constructor_detail"><!-- --></A> |
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| 386 | <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> |
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| 387 | <TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"> |
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| 388 | <TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2"> |
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| 389 | <B>Constructor Detail</B></FONT></TH> |
||
| 390 | </TR> |
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| 391 | </TABLE> |
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| 392 | |||
| 393 | <A NAME="Group()"><!-- --></A><H3> |
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| 394 | Group</H3> |
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| 395 | <PRE> |
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| 396 | public <B>Group</B>()</PRE> |
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| 397 | <DL> |
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| 398 | </DL> |
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| 399 | |||
| 400 | <!-- ============ METHOD DETAIL ========== --> |
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| 401 | |||
| 402 | <A NAME="method_detail"><!-- --></A> |
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| 403 | <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> |
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| 404 | <TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"> |
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| 405 | <TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2"> |
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| 406 | <B>Method Detail</B></FONT></TH> |
||
| 407 | </TR> |
||
| 408 | </TABLE> |
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| 409 | |||
| 410 | <A NAME="act(float)"><!-- --></A><H3> |
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| 411 | act</H3> |
||
| 412 | <PRE> |
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| 413 | public void <B>act</B>(float delta)</PRE> |
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| 414 | <DL> |
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| 415 | <DD><B>Description copied from class: <CODE><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#act(float)">Actor</A></CODE></B></DD> |
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| 416 | <DD>Updates the actor based on time. Typically this is called each frame by <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#act(float)"><CODE>Stage.act(float)</CODE></A>. |
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| 417 | <p> |
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| 418 | The default implementation calls <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#act(float)"><CODE>Action.act(float)</CODE></A> on each action and removes actions that are complete. |
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| 419 | <P> |
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| 420 | <DD><DL> |
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| 421 | <DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#act(float)">act</A></CODE> in class <CODE><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A></CODE></DL> |
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| 422 | </DD> |
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| 423 | <DD><DL> |
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| 424 | <DT><B>Parameters:</B><DD><CODE>delta</CODE> - Time in seconds since the last frame.</DL> |
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| 425 | </DD> |
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| 426 | </DL> |
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| 427 | <HR> |
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| 428 | |||
| 429 | <A NAME="draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)"><!-- --></A><H3> |
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| 430 | draw</H3> |
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| 431 | <PRE> |
||
| 432 | public void <B>draw</B>(<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch</A> batch, |
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| 433 | float parentAlpha)</PRE> |
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| 434 | <DL> |
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| 435 | <DD>Draws the group and its children. The default implementation calls <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#applyTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch, com.badlogic.gdx.math.Matrix4)"><CODE>applyTransform(SpriteBatch, Matrix4)</CODE></A> if needed, |
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| 436 | then <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#drawChildren(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)"><CODE>drawChildren(SpriteBatch, float)</CODE></A>, then <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#resetTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch)"><CODE>resetTransform(SpriteBatch)</CODE></A> if needed. |
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| 437 | <P> |
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| 438 | <DD><DL> |
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| 439 | <DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">draw</A></CODE> in class <CODE><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A></CODE></DL> |
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| 440 | </DD> |
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| 441 | <DD><DL> |
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| 442 | <DD><CODE>parentAlpha</CODE> - Should be multipied with the actor's alpha, allowing a parent's alpha to affect all children.</DL> |
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| 443 | </DD> |
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| 444 | </DL> |
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| 445 | <HR> |
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| 446 | |||
| 447 | <A NAME="drawChildren(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)"><!-- --></A><H3> |
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| 448 | drawChildren</H3> |
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| 449 | <PRE> |
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| 450 | protected void <B>drawChildren</B>(<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch</A> batch, |
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| 451 | float parentAlpha)</PRE> |
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| 452 | <DL> |
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| 453 | <DD>Draws all children. <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#applyTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch, com.badlogic.gdx.math.Matrix4)"><CODE>applyTransform(SpriteBatch, Matrix4)</CODE></A> should be called before and |
||
| 454 | <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#resetTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch)"><CODE>resetTransform(SpriteBatch)</CODE></A> after this method if <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#setTransform(boolean)"><CODE>transform</CODE></A> is true. If |
||
| 455 | <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#setTransform(boolean)"><CODE>transform</CODE></A> is false these methods don't need to be called, children positions are temporarily |
||
| 456 | offset by the group position when drawn. This method avoids drawing children completely outside the |
||
| 457 | <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#setCullingArea(com.badlogic.gdx.math.Rectangle)"><CODE>culling area</CODE></A>, if set. |
||
| 458 | <P> |
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| 459 | <DD><DL> |
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| 460 | </DL> |
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| 461 | </DD> |
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| 462 | <DD><DL> |
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| 463 | </DL> |
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| 464 | </DD> |
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| 465 | </DL> |
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| 466 | <HR> |
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| 467 | |||
| 468 | <A NAME="applyTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch, com.badlogic.gdx.math.Matrix4)"><!-- --></A><H3> |
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| 469 | applyTransform</H3> |
||
| 470 | <PRE> |
||
| 471 | protected void <B>applyTransform</B>(<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch</A> batch, |
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| 472 | <A HREF="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> transform)</PRE> |
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| 473 | <DL> |
||
| 474 | <DD>Set the SpriteBatch's transformation matrix, often with the result of <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#computeTransform()"><CODE>computeTransform()</CODE></A>. Note this causes the |
||
| 475 | batch to be flushed. <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#resetTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch)"><CODE>resetTransform(SpriteBatch)</CODE></A> will restore the transform to what it was before this call. |
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| 476 | <P> |
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| 477 | <DD><DL> |
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| 478 | </DL> |
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| 479 | </DD> |
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| 480 | <DD><DL> |
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| 481 | </DL> |
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| 482 | </DD> |
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| 483 | </DL> |
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| 484 | <HR> |
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| 485 | |||
| 486 | <A NAME="computeTransform()"><!-- --></A><H3> |
||
| 487 | computeTransform</H3> |
||
| 488 | <PRE> |
||
| 489 | protected <A HREF="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>computeTransform</B>()</PRE> |
||
| 490 | <DL> |
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| 491 | <DD>Returns the transform for this group's coordinate system. |
||
| 492 | <P> |
||
| 493 | <DD><DL> |
||
| 494 | </DL> |
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| 495 | </DD> |
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| 496 | <DD><DL> |
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| 497 | </DL> |
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| 498 | </DD> |
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| 499 | </DL> |
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| 500 | <HR> |
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| 501 | |||
| 502 | <A NAME="resetTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch)"><!-- --></A><H3> |
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| 503 | resetTransform</H3> |
||
| 504 | <PRE> |
||
| 505 | protected void <B>resetTransform</B>(<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch</A> batch)</PRE> |
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| 506 | <DL> |
||
| 507 | <DD>Restores the SpriteBatch transform to what it was before <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#applyTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch, com.badlogic.gdx.math.Matrix4)"><CODE>applyTransform(SpriteBatch, Matrix4)</CODE></A>. Note this causes the |
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| 508 | batch to be flushed. |
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| 509 | <P> |
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| 510 | <DD><DL> |
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| 511 | </DL> |
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| 512 | </DD> |
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| 513 | <DD><DL> |
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| 514 | </DL> |
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| 515 | </DD> |
||
| 516 | </DL> |
||
| 517 | <HR> |
||
| 518 | |||
| 519 | <A NAME="setCullingArea(com.badlogic.gdx.math.Rectangle)"><!-- --></A><H3> |
||
| 520 | setCullingArea</H3> |
||
| 521 | <PRE> |
||
| 522 | public void <B>setCullingArea</B>(<A HREF="../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle</A> cullingArea)</PRE> |
||
| 523 | <DL> |
||
| 524 | <DD>Children completely outside of this rectangle will not be drawn. This is only valid for use with unrotated and unscaled |
||
| 525 | actors! |
||
| 526 | <P> |
||
| 527 | <DD><DL> |
||
| 528 | <DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/utils/Cullable.html#setCullingArea(com.badlogic.gdx.math.Rectangle)">setCullingArea</A></CODE> in interface <CODE><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/utils/Cullable.html" title="interface in com.badlogic.gdx.scenes.scene2d.utils">Cullable</A></CODE></DL> |
||
| 529 | </DD> |
||
| 530 | <DD><DL> |
||
| 531 | <DT><B>Parameters:</B><DD><CODE>cullingArea</CODE> - The culling area in the child actor's coordinates.</DL> |
||
| 532 | </DD> |
||
| 533 | </DL> |
||
| 534 | <HR> |
||
| 535 | |||
| 536 | <A NAME="hit(float, float, boolean)"><!-- --></A><H3> |
||
| 537 | hit</H3> |
||
| 538 | <PRE> |
||
| 539 | public <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> <B>hit</B>(float x, |
||
| 540 | float y, |
||
| 541 | boolean touchable)</PRE> |
||
| 542 | <DL> |
||
| 543 | <DD><B>Description copied from class: <CODE><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#hit(float, float, boolean)">Actor</A></CODE></B></DD> |
||
| 544 | <DD>Returns the deepest actor that contains the specified point and is <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getTouchable()"><CODE>touchable</CODE></A> and |
||
| 545 | <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#isVisible()"><CODE>visible</CODE></A>, or null if no actor was hit. The point is specified in the actor's local coordinate system (0,0 |
||
| 546 | is the bottom left of the actor and width,height is the upper right). |
||
| 547 | <p> |
||
| 548 | This method is used to delegate touchDown events. If this method returns null, touchDown will not occur. |
||
| 549 | <p> |
||
| 550 | The default implementation returns this actor if the point is within this actor's bounds. |
||
| 551 | <P> |
||
| 552 | <DD><DL> |
||
| 553 | <DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#hit(float, float, boolean)">hit</A></CODE> in class <CODE><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A></CODE></DL> |
||
| 554 | </DD> |
||
| 555 | <DD><DL> |
||
| 556 | <DD><CODE>touchable</CODE> - If true, the hit detection will respect the <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setTouchable(com.badlogic.gdx.scenes.scene2d.Touchable)"><CODE>touchability</CODE></A>.<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Touchable.html" title="enum in com.badlogic.gdx.scenes.scene2d"><CODE>Touchable</CODE></A></DL> |
||
| 557 | </DD> |
||
| 558 | </DL> |
||
| 559 | <HR> |
||
| 560 | |||
| 561 | <A NAME="childrenChanged()"><!-- --></A><H3> |
||
| 562 | childrenChanged</H3> |
||
| 563 | <PRE> |
||
| 564 | protected void <B>childrenChanged</B>()</PRE> |
||
| 565 | <DL> |
||
| 566 | <DD>Called when actors are added to or removed from the group. |
||
| 567 | <P> |
||
| 568 | <DD><DL> |
||
| 569 | </DL> |
||
| 570 | </DD> |
||
| 571 | <DD><DL> |
||
| 572 | </DL> |
||
| 573 | </DD> |
||
| 574 | </DL> |
||
| 575 | <HR> |
||
| 576 | |||
| 577 | <A NAME="addActor(com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3> |
||
| 578 | addActor</H3> |
||
| 579 | <PRE> |
||
| 580 | public void <B>addActor</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> actor)</PRE> |
||
| 581 | <DL> |
||
| 582 | <DD>Adds an actor as a child of this group. The actor is first removed from its parent group, if any. |
||
| 583 | <P> |
||
| 584 | <DD><DL> |
||
| 585 | </DL> |
||
| 586 | </DD> |
||
| 587 | <DD><DL> |
||
| 588 | <DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#remove()"><CODE>Actor.remove()</CODE></A></DL> |
||
| 589 | </DD> |
||
| 590 | </DL> |
||
| 591 | <HR> |
||
| 592 | |||
| 593 | <A NAME="addActorAt(int, com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3> |
||
| 594 | addActorAt</H3> |
||
| 595 | <PRE> |
||
| 596 | public void <B>addActorAt</B>(int index, |
||
| 597 | <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> actor)</PRE> |
||
| 598 | <DL> |
||
| 599 | <DD>Adds an actor as a child of this group, at a specific index. The actor is first removed from its parent group, if any. |
||
| 600 | <P> |
||
| 601 | <DD><DL> |
||
| 602 | </DL> |
||
| 603 | </DD> |
||
| 604 | <DD><DL> |
||
| 605 | <DT><B>Parameters:</B><DD><CODE>index</CODE> - May be greater than the number of children.</DL> |
||
| 606 | </DD> |
||
| 607 | </DL> |
||
| 608 | <HR> |
||
| 609 | |||
| 610 | <A NAME="addActorBefore(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3> |
||
| 611 | addActorBefore</H3> |
||
| 612 | <PRE> |
||
| 613 | public void <B>addActorBefore</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> actorBefore, |
||
| 614 | <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> actor)</PRE> |
||
| 615 | <DL> |
||
| 616 | <DD>Adds an actor as a child of this group, immediately before another child actor. The actor is first removed from its parent |
||
| 617 | group, if any. |
||
| 618 | <P> |
||
| 619 | <DD><DL> |
||
| 620 | </DL> |
||
| 621 | </DD> |
||
| 622 | <DD><DL> |
||
| 623 | </DL> |
||
| 624 | </DD> |
||
| 625 | </DL> |
||
| 626 | <HR> |
||
| 627 | |||
| 628 | <A NAME="addActorAfter(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3> |
||
| 629 | addActorAfter</H3> |
||
| 630 | <PRE> |
||
| 631 | public void <B>addActorAfter</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> actorAfter, |
||
| 632 | <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> actor)</PRE> |
||
| 633 | <DL> |
||
| 634 | <DD>Adds an actor as a child of this group, immediately after another child actor. The actor is first removed from its parent |
||
| 635 | group, if any. |
||
| 636 | <P> |
||
| 637 | <DD><DL> |
||
| 638 | </DL> |
||
| 639 | </DD> |
||
| 640 | <DD><DL> |
||
| 641 | </DL> |
||
| 642 | </DD> |
||
| 643 | </DL> |
||
| 644 | <HR> |
||
| 645 | |||
| 646 | <A NAME="removeActor(com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3> |
||
| 647 | removeActor</H3> |
||
| 648 | <PRE> |
||
| 649 | public boolean <B>removeActor</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> actor)</PRE> |
||
| 650 | <DL> |
||
| 651 | <DD>Removes an actor from this group. If the actor will not be used again and has actions, they should be |
||
| 652 | <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#clearActions()"><CODE>cleared</CODE></A> so the actions will be returned to their |
||
| 653 | <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#setPool(com.badlogic.gdx.utils.Pool)"><CODE>pool</CODE></A>, if any. This is not done automatically. |
||
| 654 | <P> |
||
| 655 | <DD><DL> |
||
| 656 | </DL> |
||
| 657 | </DD> |
||
| 658 | <DD><DL> |
||
| 659 | </DL> |
||
| 660 | </DD> |
||
| 661 | </DL> |
||
| 662 | <HR> |
||
| 663 | |||
| 664 | <A NAME="clear()"><!-- --></A><H3> |
||
| 665 | clear</H3> |
||
| 666 | <PRE> |
||
| 667 | public void <B>clear</B>()</PRE> |
||
| 668 | <DL> |
||
| 669 | <DD>Removes all actors from this group. |
||
| 670 | <P> |
||
| 671 | <DD><DL> |
||
| 672 | </DL> |
||
| 673 | </DD> |
||
| 674 | <DD><DL> |
||
| 675 | </DL> |
||
| 676 | </DD> |
||
| 677 | </DL> |
||
| 678 | <HR> |
||
| 679 | |||
| 680 | <A NAME="findActor(java.lang.String)"><!-- --></A><H3> |
||
| 681 | findActor</H3> |
||
| 682 | <PRE> |
||
| 683 | public <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> <B>findActor</B>(java.lang.String name)</PRE> |
||
| 684 | <DL> |
||
| 685 | <DD>Returns the first actor found with the specified name. Note this recursively compares the name of every actor in the group. |
||
| 686 | <P> |
||
| 687 | <DD><DL> |
||
| 688 | </DL> |
||
| 689 | </DD> |
||
| 690 | <DD><DL> |
||
| 691 | </DL> |
||
| 692 | </DD> |
||
| 693 | </DL> |
||
| 694 | <HR> |
||
| 695 | |||
| 696 | <A NAME="setStage(com.badlogic.gdx.scenes.scene2d.Stage)"><!-- --></A><H3> |
||
| 697 | setStage</H3> |
||
| 698 | <PRE> |
||
| 699 | protected void <B>setStage</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html" title="class in com.badlogic.gdx.scenes.scene2d">Stage</A> stage)</PRE> |
||
| 700 | <DL> |
||
| 701 | <DD><B>Description copied from class: <CODE><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setStage(com.badlogic.gdx.scenes.scene2d.Stage)">Actor</A></CODE></B></DD> |
||
| 702 | <DD>Called by the framework when this actor or any parent is added to a group that is in the stage. |
||
| 703 | <P> |
||
| 704 | <DD><DL> |
||
| 705 | <DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setStage(com.badlogic.gdx.scenes.scene2d.Stage)">setStage</A></CODE> in class <CODE><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A></CODE></DL> |
||
| 706 | </DD> |
||
| 707 | <DD><DL> |
||
| 708 | <DT><B>Parameters:</B><DD><CODE>stage</CODE> - May be null if the actor or any parent is no longer in a stage.</DL> |
||
| 709 | </DD> |
||
| 710 | </DL> |
||
| 711 | <HR> |
||
| 712 | |||
| 713 | <A NAME="swapActor(int, int)"><!-- --></A><H3> |
||
| 714 | swapActor</H3> |
||
| 715 | <PRE> |
||
| 716 | public boolean <B>swapActor</B>(int first, |
||
| 717 | int second)</PRE> |
||
| 718 | <DL> |
||
| 719 | <DD>Swaps two actors by index. Returns false if the swap did not occur because the indexes were out of bounds. |
||
| 720 | <P> |
||
| 721 | <DD><DL> |
||
| 722 | </DL> |
||
| 723 | </DD> |
||
| 724 | <DD><DL> |
||
| 725 | </DL> |
||
| 726 | </DD> |
||
| 727 | </DL> |
||
| 728 | <HR> |
||
| 729 | |||
| 730 | <A NAME="swapActor(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3> |
||
| 731 | swapActor</H3> |
||
| 732 | <PRE> |
||
| 733 | public boolean <B>swapActor</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> first, |
||
| 734 | <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> second)</PRE> |
||
| 735 | <DL> |
||
| 736 | <DD>Swaps two actors. Returns false if the swap did not occur because the actors are not children of this group. |
||
| 737 | <P> |
||
| 738 | <DD><DL> |
||
| 739 | </DL> |
||
| 740 | </DD> |
||
| 741 | <DD><DL> |
||
| 742 | </DL> |
||
| 743 | </DD> |
||
| 744 | </DL> |
||
| 745 | <HR> |
||
| 746 | |||
| 747 | <A NAME="getChildren()"><!-- --></A><H3> |
||
| 748 | getChildren</H3> |
||
| 749 | <PRE> |
||
| 750 | public <A HREF="../../../../../com/badlogic/gdx/utils/SnapshotArray.html" title="class in com.badlogic.gdx.utils">SnapshotArray</A><<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>> <B>getChildren</B>()</PRE> |
||
| 751 | <DL> |
||
| 752 | <DD>Returns an ordered list of child actors in this group. |
||
| 753 | <P> |
||
| 754 | <DD><DL> |
||
| 755 | </DL> |
||
| 756 | </DD> |
||
| 757 | <DD><DL> |
||
| 758 | </DL> |
||
| 759 | </DD> |
||
| 760 | </DL> |
||
| 761 | <HR> |
||
| 762 | |||
| 763 | <A NAME="setTransform(boolean)"><!-- --></A><H3> |
||
| 764 | setTransform</H3> |
||
| 765 | <PRE> |
||
| 766 | public void <B>setTransform</B>(boolean transform)</PRE> |
||
| 767 | <DL> |
||
| 768 | <DD>When true (the default), the SpriteBatch is transformed so children are drawn in their parent's coordinate system. This has |
||
| 769 | a performance impact because <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#flush()"><CODE>SpriteBatch.flush()</CODE></A> must be done before and after the transform. If the actors in a |
||
| 770 | group are not rotated or scaled, then the transform for the group can be set to false. In this case, each child's position |
||
| 771 | will be offset by the group's position for drawing, causing the children to appear in the correct location even though the |
||
| 772 | SpriteBatch has not been transformed. |
||
| 773 | <P> |
||
| 774 | <DD><DL> |
||
| 775 | </DL> |
||
| 776 | </DD> |
||
| 777 | <DD><DL> |
||
| 778 | </DL> |
||
| 779 | </DD> |
||
| 780 | </DL> |
||
| 781 | <HR> |
||
| 782 | |||
| 783 | <A NAME="isTransform()"><!-- --></A><H3> |
||
| 784 | isTransform</H3> |
||
| 785 | <PRE> |
||
| 786 | public boolean <B>isTransform</B>()</PRE> |
||
| 787 | <DL> |
||
| 788 | <DD><DL> |
||
| 789 | </DL> |
||
| 790 | </DD> |
||
| 791 | <DD><DL> |
||
| 792 | </DL> |
||
| 793 | </DD> |
||
| 794 | </DL> |
||
| 795 | <HR> |
||
| 796 | |||
| 797 | <A NAME="localToDescendantCoordinates(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.math.Vector2)"><!-- --></A><H3> |
||
| 798 | localToDescendantCoordinates</H3> |
||
| 799 | <PRE> |
||
| 800 | public <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> <B>localToDescendantCoordinates</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> descendant, |
||
| 801 | <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> localCoords)</PRE> |
||
| 802 | <DL> |
||
| 803 | <DD>Converts coordinates for this group to those of a descendant actor. The descendant does not need to be a direct child. |
||
| 804 | <P> |
||
| 805 | <DD><DL> |
||
| 806 | </DL> |
||
| 807 | </DD> |
||
| 808 | <DD><DL> |
||
| 809 | |||
| 810 | <DT><B>Throws:</B> |
||
| 811 | <DD><CODE>java.lang.IllegalArgumentException</CODE> - if the specified actor is not a descendant of this group.</DL> |
||
| 812 | </DD> |
||
| 813 | </DL> |
||
| 814 | <!-- ========= END OF CLASS DATA ========= --> |
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| 839 | libgdx API</EM> |
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| 868 | DETAIL: FIELD | <A HREF="#constructor_detail">CONSTR</A> | <A HREF="#method_detail">METHOD</A></FONT></TD> |
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| 877 | Copyright 2010 Mario Zechner (contact@badlogicgames.com), Nathan Sweet (admin@esotericsoftware.com) |
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