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Group (libgdx API)
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                                libgdx API
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com.badlogic.gdx.scenes.scene2d</FONT>
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Class Group</H2>
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<PRE>
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java.lang.Object
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  <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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      <IMG SRC="../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.scenes.scene2d.Group</B>
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</PRE>
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<DL>
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<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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</DL>
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<DL>
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<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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</DL>
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<DL>
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<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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</PRE>
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<P>
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2D scene graph node that may contain other actors.
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 <p>
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 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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 actors added earlier. Touch events that hit more than one actor are distributed to topmost actors first.
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<P>
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<P>
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<DL>
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<DT><B>Author:</B></DT>
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  <DD>mzechner, Nathan Sweet</DD>
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</DL>
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<HR>
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<P>
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<!-- ======== CONSTRUCTOR SUMMARY ======== -->
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<B>Constructor Summary</B></FONT></TH>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#Group()">Group</A></B>()</CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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&nbsp;
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<!-- ========== METHOD SUMMARY =========== -->
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<A NAME="method_summary"><!-- --></A>
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<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
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<B>Method Summary</B></FONT></TH>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;void</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#act(float)">act</A></B>(float&nbsp;delta)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Updates the actor based on time.</TD>
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<CODE>&nbsp;void</CODE></FONT></TD>
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<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>&nbsp;actor)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Adds an actor as a child of this group.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;void</CODE></FONT></TD>
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<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>&nbsp;actorAfter,
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              <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Adds an actor as a child of this group, immediately after another child actor.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;void</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActorAt(int, com.badlogic.gdx.scenes.scene2d.Actor)">addActorAt</A></B>(int&nbsp;index,
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           <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Adds an actor as a child of this group, at a specific index.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;void</CODE></FONT></TD>
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<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>&nbsp;actorBefore,
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               <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Adds an actor as a child of this group, immediately before another child actor.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>protected &nbsp;void</CODE></FONT></TD>
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<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>&nbsp;batch,
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               <A HREF="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>&nbsp;transform)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>protected &nbsp;void</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#childrenChanged()">childrenChanged</A></B>()</CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Called when actors are added to or removed from the group.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;void</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#clear()">clear</A></B>()</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Removes all actors from this group.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>protected &nbsp;<A HREF="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#computeTransform()">computeTransform</A></B>()</CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns the transform for this group's coordinate system.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;void</CODE></FONT></TD>
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<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>&nbsp;batch,
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     float&nbsp;parentAlpha)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Draws the group and its children.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>protected &nbsp;void</CODE></FONT></TD>
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<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>&nbsp;batch,
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             float&nbsp;parentAlpha)</CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Draws all children.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;<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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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#findActor(java.lang.String)">findActor</A></B>(java.lang.String&nbsp;name)</CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns the first actor found with the specified name.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/utils/SnapshotArray.html" title="class in com.badlogic.gdx.utils">SnapshotArray</A>&lt;<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&gt;</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#getChildren()">getChildren</A></B>()</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns an ordered list of child actors in this group.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;<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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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#hit(float, float, boolean)">hit</A></B>(float&nbsp;x,
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    float&nbsp;y,
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    boolean&nbsp;touchable)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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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 <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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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;boolean</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#isTransform()">isTransform</A></B>()</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A></CODE></FONT></TD>
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<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>&nbsp;descendant,
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                             <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;localCoords)</CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Converts coordinates for this group to those of a descendant actor.</TD>
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<CODE>&nbsp;boolean</CODE></FONT></TD>
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<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>&nbsp;actor)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Removes an actor from this group.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>protected &nbsp;void</CODE></FONT></TD>
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<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>&nbsp;batch)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;void</CODE></FONT></TD>
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<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>&nbsp;cullingArea)</CODE>
323
 
324
<BR>
325
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Children completely outside of this rectangle will not be drawn.</TD>
326
</TR>
327
<TR BGCOLOR="white" CLASS="TableRowColor">
328
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
329
<CODE>protected &nbsp;void</CODE></FONT></TD>
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>&nbsp;stage)</CODE>
331
 
332
<BR>
333
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Called by the framework when this actor or any parent is added to a group that is in the stage.</TD>
334
</TR>
335
<TR BGCOLOR="white" CLASS="TableRowColor">
336
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
337
<CODE>&nbsp;void</CODE></FONT></TD>
338
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#setTransform(boolean)">setTransform</A></B>(boolean&nbsp;transform)</CODE>
339
 
340
<BR>
341
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;When true (the default), the SpriteBatch is transformed so children are drawn in their parent's coordinate system.</TD>
342
</TR>
343
<TR BGCOLOR="white" CLASS="TableRowColor">
344
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
345
<CODE>&nbsp;boolean</CODE></FONT></TD>
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>&nbsp;first,
347
          <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;second)</CODE>
348
 
349
<BR>
350
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Swaps two actors.</TD>
351
</TR>
352
<TR BGCOLOR="white" CLASS="TableRowColor">
353
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
354
<CODE>&nbsp;boolean</CODE></FONT></TD>
355
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#swapActor(int, int)">swapActor</A></B>(int&nbsp;first,
356
          int&nbsp;second)</CODE>
357
 
358
<BR>
359
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Swaps two actors by index.</TD>
360
</TR>
361
</TABLE>
362
&nbsp;<A NAME="methods_inherited_from_class_com.badlogic.gdx.scenes.scene2d.Actor"><!-- --></A>
363
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
364
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
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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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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>
369
</TR>
370
</TABLE>
371
&nbsp;<A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A>
372
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
373
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
374
<TH ALIGN="left"><B>Methods inherited from class java.lang.Object</B></TH>
375
</TR>
376
<TR BGCOLOR="white" CLASS="TableRowColor">
377
<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait</CODE></TD>
378
</TR>
379
</TABLE>
380
&nbsp;
381
<P>
382
 
383
<!-- ========= CONSTRUCTOR DETAIL ======== -->
384
 
385
<A NAME="constructor_detail"><!-- --></A>
386
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
387
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
388
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
389
<B>Constructor Detail</B></FONT></TH>
390
</TR>
391
</TABLE>
392
 
393
<A NAME="Group()"><!-- --></A><H3>
394
Group</H3>
395
<PRE>
396
public <B>Group</B>()</PRE>
397
<DL>
398
</DL>
399
 
400
<!-- ============ METHOD DETAIL ========== -->
401
 
402
<A NAME="method_detail"><!-- --></A>
403
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
404
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
405
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
406
<B>Method Detail</B></FONT></TH>
407
</TR>
408
</TABLE>
409
 
410
<A NAME="act(float)"><!-- --></A><H3>
411
act</H3>
412
<PRE>
413
public void <B>act</B>(float&nbsp;delta)</PRE>
414
<DL>
415
<DD><B>Description copied from class: <CODE><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#act(float)">Actor</A></CODE></B></DD>
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>.
417
 <p>
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.
419
<P>
420
<DD><DL>
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>
422
</DD>
423
<DD><DL>
424
<DT><B>Parameters:</B><DD><CODE>delta</CODE> - Time in seconds since the last frame.</DL>
425
</DD>
426
</DL>
427
<HR>
428
 
429
<A NAME="draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)"><!-- --></A><H3>
430
draw</H3>
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>&nbsp;batch,
433
                 float&nbsp;parentAlpha)</PRE>
434
<DL>
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,
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.
437
<P>
438
<DD><DL>
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>
440
</DD>
441
<DD><DL>
442
<DD><CODE>parentAlpha</CODE> - Should be multipied with the actor's alpha, allowing a parent's alpha to affect all children.</DL>
443
</DD>
444
</DL>
445
<HR>
446
 
447
<A NAME="drawChildren(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)"><!-- --></A><H3>
448
drawChildren</H3>
449
<PRE>
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>&nbsp;batch,
451
                            float&nbsp;parentAlpha)</PRE>
452
<DL>
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>
459
<DD><DL>
460
</DL>
461
</DD>
462
<DD><DL>
463
</DL>
464
</DD>
465
</DL>
466
<HR>
467
 
468
<A NAME="applyTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch, com.badlogic.gdx.math.Matrix4)"><!-- --></A><H3>
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>&nbsp;batch,
472
                              <A HREF="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>&nbsp;transform)</PRE>
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.
476
<P>
477
<DD><DL>
478
</DL>
479
</DD>
480
<DD><DL>
481
</DL>
482
</DD>
483
</DL>
484
<HR>
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>
491
<DD>Returns the transform for this group's coordinate system.
492
<P>
493
<DD><DL>
494
</DL>
495
</DD>
496
<DD><DL>
497
</DL>
498
</DD>
499
</DL>
500
<HR>
501
 
502
<A NAME="resetTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch)"><!-- --></A><H3>
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>&nbsp;batch)</PRE>
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
508
 batch to be flushed.
509
<P>
510
<DD><DL>
511
</DL>
512
</DD>
513
<DD><DL>
514
</DL>
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>&nbsp;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&nbsp;x,
540
                 float&nbsp;y,
541
                 boolean&nbsp;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>&nbsp;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&nbsp;index,
597
                       <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;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>&nbsp;actorBefore,
614
                           <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;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>&nbsp;actorAfter,
632
                          <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;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>&nbsp;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&nbsp;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>&nbsp;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&nbsp;first,
717
                         int&nbsp;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>&nbsp;first,
734
                         <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;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>&lt;<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&gt; <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&nbsp;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>&nbsp;descendant,
801
                                            <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;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 ========= -->
815
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816
 
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