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SplitPane (libgdx API)
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com.badlogic.gdx.scenes.scene2d.ui</FONT>
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Class SplitPane</H2>
<PRE>
java.lang.Object
  <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>
      <IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">com.badlogic.gdx.scenes.scene2d.Group</A>
          <IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.scenes.scene2d.ui.SplitPane</B>
</PRE>
<DL>
<DT><B>All Implemented Interfaces:</B> <DD><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d">Layout</A></DD>
</DL>
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<DL>
<DT><PRE>public class <B>SplitPane</B><DT>extends <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group</A><DT>implements <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d">Layout</A></DL>
</PRE>

<P>
A special container holding two children and allowing to define the space used by each.
 
 <h2>Functionality</h2> A SplitPane can embedd to <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor</CODE></A> instances (or <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html" title="class in com.badlogic.gdx.scenes.scene2d.ui"><CODE>Widget</CODE></A> or <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/tablelayout/Table.html" title="class in com.badlogic.gdx.scenes.scene2d.ui.tablelayout"><CODE>Table</CODE></A> instances for that
 matter), separated by a split handle, either vertically or horizontally. Both widgets will be sized so that they take up their
 respective space within the SplitPane. The handle can be moved via dragging to vary the size available to each widget.</p>
 
 The amount of available space for the first Actor is given between 0 and 1, 0 meaning no space, 1 meaning all the space. The
 amount of space available for the second Actor is computed as 1 minus the amount available to the second Actor. One can set the
 value for the first widget via <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.html#setSplitAmount(float)"><CODE>setSplitAmount(float)</CODE></A> manually, the amount for the second Actor is derrived
 automatically. The range of the split amount can be defined via <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.html#setMinSplitAmount(float)"><CODE>setMinSplitAmount(float)</CODE></A> and
 <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.html#setMaxSplitAmount(float)"><CODE>setMaxSplitAmount(float)</CODE></A>.
 
 The SplitPane will employ scissoring (clipping) to make sure none of the two Actors can render outside of their allocated
 space.</p>
 
 <b>Note: do not use any of the <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActor(com.badlogic.gdx.scenes.scene2d.Actor)"><CODE>Group.addActor(Actor)</CODE></A> or <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#removeActor(com.badlogic.gdx.scenes.scene2d.Actor)"><CODE>Group.removeActor(Actor)</CODE></A> methods with this class! The embedded
 Actors are specified at construction time or via #set</b>
 
 The embedded Actors will always be resized to fill their entire space within the SplitPane</p>
 
 <h2>Layout</h2> The (preferred) width and height of a split pane is determined by the size passed to its constructor. The
 contained Actor instances size will be set to their respective available area within the split pane.</p>
 
 <h2>Style</h2> A SplitPane is a <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Group</CODE></A> displaying two Actor instances either left and right or top and bottom, depending
 on whether the SplitPane is a horizontal split pane or a vertical split pane. Additionally a <A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/NinePatch.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>NinePatch</CODE></A> is used to
 render the SplitPane handle, either a horizontal or vertical strip. In case the SplitPane is a horizontal one the NinePatch
 will be stretched vertically, and its width will be the value returned by <A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/NinePatch.html#getTotalWidth()"><CODE>NinePatch.getTotalWidth()</CODE></A>. In case the
 SplitPane is a vertical one it will be stretched horizontally and its height will be the value returned by
 <A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/NinePatch.html#getTotalHeight()"><CODE>NinePatch.getTotalHeight()</CODE></A>.</p>
 
 A SplitPane's style definition in a skin XML file should look like this:
 
 <pre>
 <code>&lt;splitpane name="styleName"
            handle="handlePatch"/&gt;
 </code>
 </pre>
 
 <ul>
 <li>The <code>name</code> attribute defines the name of the style which you can later use with
 <CODE>Skin#newSplitPane(String, Stage, Actor, Actor, boolean, int, int, String)</CODE>.</li>
 <li>The <code>handle</code> attribute references a <A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/NinePatch.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>NinePatch</CODE></A> by name, to be used as the split pane's handle</li>
 </ul>
<P>

<P>
<DL>
<DT><B>Author:</B></DT>
  <DD>mzechner</DD>
</DL>
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<P>
<!-- ======== NESTED CLASS SUMMARY ======== -->

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<CODE>static&nbsp;class</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.SplitPaneStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">SplitPane.SplitPaneStyle</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Defines the style of a split pane, see <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.html" title="class in com.badlogic.gdx.scenes.scene2d.ui"><CODE>SplitPane</CODE></A></TD>
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&nbsp;<A NAME="fields_inherited_from_class_com.badlogic.gdx.scenes.scene2d.Group"><!-- --></A>
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<TH ALIGN="left"><B>Fields inherited from class com.badlogic.gdx.scenes.scene2d.<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group</A></B></TH>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#batchTransform">batchTransform</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#children">children</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#debug">debug</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#debugTexture">debugTexture</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#focusedActor">focusedActor</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#groups">groups</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#immutableChildren">immutableChildren</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#immutableGroups">immutableGroups</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#keyboardFocusedActor">keyboardFocusedActor</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#lastTouchedChild">lastTouchedChild</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#localTransform">localTransform</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#namesToActors">namesToActors</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#oldBatchTransform">oldBatchTransform</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#point">point</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#scrollFocusedActor">scrollFocusedActor</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#transform">transform</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#worldTransform">worldTransform</A></CODE></TD>
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&nbsp;<A NAME="fields_inherited_from_class_com.badlogic.gdx.scenes.scene2d.Actor"><!-- --></A>
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<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TH ALIGN="left"><B>Fields 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>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#actions">actions</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#color">color</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#height">height</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#name">name</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#originX">originX</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#originY">originY</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#parent">parent</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#rotation">rotation</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#scaleX">scaleX</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#scaleY">scaleY</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#touchable">touchable</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#visible">visible</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#width">width</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#x">x</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#y">y</A></CODE></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.html#SplitPane(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor, boolean, com.badlogic.gdx.scenes.scene2d.Stage, com.badlogic.gdx.scenes.scene2d.ui.Skin)">SplitPane</A></B>(<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;firstWidget,
          <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;secondWidget,
          boolean&nbsp;vertical,
          <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html" title="class in com.badlogic.gdx.scenes.scene2d">Stage</A>&nbsp;stage,
          <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Skin.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Skin</A>&nbsp;skin)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.html#SplitPane(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor, boolean, com.badlogic.gdx.scenes.scene2d.Stage, com.badlogic.gdx.scenes.scene2d.ui.SplitPane.SplitPaneStyle)">SplitPane</A></B>(<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;firstWidget,
          <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;secondWidget,
          boolean&nbsp;vertical,
          <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html" title="class in com.badlogic.gdx.scenes.scene2d">Stage</A>&nbsp;stage,
          <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.SplitPaneStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">SplitPane.SplitPaneStyle</A>&nbsp;style)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.html#SplitPane(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor, boolean, com.badlogic.gdx.scenes.scene2d.Stage, com.badlogic.gdx.scenes.scene2d.ui.SplitPane.SplitPaneStyle, java.lang.String)">SplitPane</A></B>(<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;firstWidget,
          <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;secondWidget,
          boolean&nbsp;vertical,
          <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html" title="class in com.badlogic.gdx.scenes.scene2d">Stage</A>&nbsp;stage,
          <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.SplitPaneStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">SplitPane.SplitPaneStyle</A>&nbsp;style,
          java.lang.String&nbsp;name)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Creates a new SplitPane.</TD>
</TR>
</TABLE>
&nbsp;
<!-- ========== METHOD SUMMARY =========== -->

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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.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,
     float&nbsp;parentAlpha)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Draws the Actor.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.html#getMaxHeight()">getMaxHeight</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.html#getMaxWidth()">getMaxWidth</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.html#getMinHeight()">getMinHeight</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.html#getMinWidth()">getMinWidth</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.html#getPrefHeight()">getPrefHeight</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.html#getPrefWidth()">getPrefWidth</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.html#getSplit()">getSplit</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.html#hit(float, float)">hit</A></B>(float&nbsp;x,
    float&nbsp;y)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.html#invalidate()">invalidate</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Invalidates the layout, forcing the next call to <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#layout()"><CODE>Layout.layout()</CODE></A> to relayout.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.html#layout()">layout</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Positions and sizes each child of this actor.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.html#setMaxSplitAmount(float)">setMaxSplitAmount</A></B>(float&nbsp;maxAmount)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the maximum split amount</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.html#setMinSplitAmount(float)">setMinSplitAmount</A></B>(float&nbsp;minAmount)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the minimum split amount</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.html#setSplitAmount(float)">setSplitAmount</A></B>(float&nbsp;split)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the split amount</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.html#setStyle(com.badlogic.gdx.scenes.scene2d.ui.SplitPane.SplitPaneStyle)">setStyle</A></B>(<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.SplitPaneStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">SplitPane.SplitPaneStyle</A>&nbsp;style)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the style of this widget.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.html#setWidgets(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)">setWidgets</A></B>(<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;firstWidget,
           <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;secondWidget)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor</CODE></A> instances embedded in this scroll pane.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.html#touchDown(float, float, int)">touchDown</A></B>(float&nbsp;x,
          float&nbsp;y,
          int&nbsp;pointer)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.html#touchDragged(float, float, int)">touchDragged</A></B>(float&nbsp;x,
             float&nbsp;y,
             int&nbsp;pointer)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.html#touchUp(float, float, int)">touchUp</A></B>(float&nbsp;x,
        float&nbsp;y,
        int&nbsp;pointer)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
</TABLE>
&nbsp;<A NAME="methods_inherited_from_class_com.badlogic.gdx.scenes.scene2d.Group"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TH ALIGN="left"><B>Methods inherited from class com.badlogic.gdx.scenes.scene2d.<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group</A></B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#act(float)">act</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActor(com.badlogic.gdx.scenes.scene2d.Actor)">addActor</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActorAfter(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)">addActorAfter</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActorAt(int, com.badlogic.gdx.scenes.scene2d.Actor)">addActorAt</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActorBefore(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)">addActorBefore</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#applyTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch)">applyTransform</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#clear()">clear</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#disableDebugging()">disableDebugging</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#drawChild(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">drawChild</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#drawChildren(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">drawChildren</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#enableDebugging(java.lang.String)">enableDebugging</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#findActor(java.lang.String)">findActor</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#focus(com.badlogic.gdx.scenes.scene2d.Actor, int)">focus</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#getActors()">getActors</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#getGroups()">getGroups</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#keyboardFocus(com.badlogic.gdx.scenes.scene2d.Actor)">keyboardFocus</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#keyDown(int)">keyDown</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#keyTyped(char)">keyTyped</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#keyUp(int)">keyUp</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#removeActor(com.badlogic.gdx.scenes.scene2d.Actor)">removeActor</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#removeActorRecursive(com.badlogic.gdx.scenes.scene2d.Actor)">removeActorRecursive</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#resetTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch)">resetTransform</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#scrolled(int)">scrolled</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#scrollFocus(com.badlogic.gdx.scenes.scene2d.Actor)">scrollFocus</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#sortChildren(java.util.Comparator)">sortChildren</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#swapActor(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)">swapActor</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#swapActor(int, int)">swapActor</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#toChildCoordinates(com.badlogic.gdx.scenes.scene2d.Actor, float, float, com.badlogic.gdx.math.Vector2)">toChildCoordinates</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#touchMoved(float, float)">touchMoved</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#unfocusAll()">unfocusAll</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#unfocusAll(com.badlogic.gdx.scenes.scene2d.Actor)">unfocusAll</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#updateTransform()">updateTransform</A></CODE></TD>
</TR>
</TABLE>
&nbsp;<A NAME="methods_inherited_from_class_com.badlogic.gdx.scenes.scene2d.Actor"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<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>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#action(com.badlogic.gdx.scenes.scene2d.Action)">action</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#clearActions()">clearActions</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#isMarkedToRemove()">isMarkedToRemove</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#markToRemove(boolean)">markToRemove</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#remove()">remove</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#toLocalCoordinates(com.badlogic.gdx.math.Vector2)">toLocalCoordinates</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#toString()">toString</A></CODE></TD>
</TR>
</TABLE>
&nbsp;<A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TH ALIGN="left"><B>Methods inherited from class java.lang.Object</B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait</CODE></TD>
</TR>
</TABLE>
&nbsp;
<P>

<!-- ========= CONSTRUCTOR DETAIL ======== -->

<A NAME="constructor_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Constructor Detail</B></FONT></TH>
</TR>
</TABLE>

<A NAME="SplitPane(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor, boolean, com.badlogic.gdx.scenes.scene2d.Stage, com.badlogic.gdx.scenes.scene2d.ui.Skin)"><!-- --></A><H3>
SplitPane</H3>
<PRE>
public <B>SplitPane</B>(<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;firstWidget,
                 <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;secondWidget,
                 boolean&nbsp;vertical,
                 <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html" title="class in com.badlogic.gdx.scenes.scene2d">Stage</A>&nbsp;stage,
                 <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Skin.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Skin</A>&nbsp;skin)</PRE>
<DL>
</DL>
<HR>

<A NAME="SplitPane(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor, boolean, com.badlogic.gdx.scenes.scene2d.Stage, com.badlogic.gdx.scenes.scene2d.ui.SplitPane.SplitPaneStyle)"><!-- --></A><H3>
SplitPane</H3>
<PRE>
public <B>SplitPane</B>(<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;firstWidget,
                 <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;secondWidget,
                 boolean&nbsp;vertical,
                 <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html" title="class in com.badlogic.gdx.scenes.scene2d">Stage</A>&nbsp;stage,
                 <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.SplitPaneStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">SplitPane.SplitPaneStyle</A>&nbsp;style)</PRE>
<DL>
</DL>
<HR>

<A NAME="SplitPane(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor, boolean, com.badlogic.gdx.scenes.scene2d.Stage, com.badlogic.gdx.scenes.scene2d.ui.SplitPane.SplitPaneStyle, java.lang.String)"><!-- --></A><H3>
SplitPane</H3>
<PRE>
public <B>SplitPane</B>(<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;firstWidget,
                 <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;secondWidget,
                 boolean&nbsp;vertical,
                 <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html" title="class in com.badlogic.gdx.scenes.scene2d">Stage</A>&nbsp;stage,
                 <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.SplitPaneStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">SplitPane.SplitPaneStyle</A>&nbsp;style,
                 java.lang.String&nbsp;name)</PRE>
<DL>
<DD>Creates a new SplitPane. It's width and height is determined by the prefWidth and prefHeight parameters.
<P>
<DL>
<DT><B>Parameters:</B><DD><CODE>firstWidget</CODE> - the first <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor</CODE></A><DD><CODE>secondWidget</CODE> - the second Actor<DD><CODE>vertical</CODE> - whether this is a vertical SplitPane or not (horizontal)<DD><CODE>stage</CODE> - the stage, used for clipping<DD><CODE>style</CODE> - the <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.SplitPaneStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui"><CODE>SplitPane.SplitPaneStyle</CODE></A><DD><CODE>name</CODE> - the name</DL>
</DL>

<!-- ============ METHOD DETAIL ========== -->

<A NAME="method_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Method Detail</B></FONT></TH>
</TR>
</TABLE>

<A NAME="setStyle(com.badlogic.gdx.scenes.scene2d.ui.SplitPane.SplitPaneStyle)"><!-- --></A><H3>
setStyle</H3>
<PRE>
public void <B>setStyle</B>(<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.SplitPaneStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">SplitPane.SplitPaneStyle</A>&nbsp;style)</PRE>
<DL>
<DD>Sets the style of this widget.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>style</CODE> - </DL>
</DD>
</DL>
<HR>

<A NAME="layout()"><!-- --></A><H3>
layout</H3>
<PRE>
public void <B>layout</B>()</PRE>
<DL>
<DD><B>Description copied from interface: <CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#layout()">Layout</A></CODE></B></DD>
<DD>Positions and sizes each child of this actor. Subsequent calls will not have any affect unless <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#invalidate()"><CODE>Layout.invalidate()</CODE></A> is
 called.
<P>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#layout()">layout</A></CODE> in interface <CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d">Layout</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="invalidate()"><!-- --></A><H3>
invalidate</H3>
<PRE>
public void <B>invalidate</B>()</PRE>
<DL>
<DD><B>Description copied from interface: <CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#invalidate()">Layout</A></CODE></B></DD>
<DD>Invalidates the layout, forcing the next call to <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#layout()"><CODE>Layout.layout()</CODE></A> to relayout. If an actor is resized or otherwise changed
 in a way that affects its layout, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#invalidate()"><CODE>Layout.invalidate()</CODE></A> should be called.
<P>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#invalidate()">invalidate</A></CODE> in interface <CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d">Layout</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getPrefWidth()"><!-- --></A><H3>
getPrefWidth</H3>
<PRE>
public float <B>getPrefWidth</B>()</PRE>
<DL>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#getPrefWidth()">getPrefWidth</A></CODE> in interface <CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d">Layout</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getPrefHeight()"><!-- --></A><H3>
getPrefHeight</H3>
<PRE>
public float <B>getPrefHeight</B>()</PRE>
<DL>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#getPrefHeight()">getPrefHeight</A></CODE> in interface <CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d">Layout</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getMinWidth()"><!-- --></A><H3>
getMinWidth</H3>
<PRE>
public float <B>getMinWidth</B>()</PRE>
<DL>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#getMinWidth()">getMinWidth</A></CODE> in interface <CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d">Layout</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getMinHeight()"><!-- --></A><H3>
getMinHeight</H3>
<PRE>
public float <B>getMinHeight</B>()</PRE>
<DL>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#getMinHeight()">getMinHeight</A></CODE> in interface <CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d">Layout</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getMaxWidth()"><!-- --></A><H3>
getMaxWidth</H3>
<PRE>
public float <B>getMaxWidth</B>()</PRE>
<DL>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#getMaxWidth()">getMaxWidth</A></CODE> in interface <CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d">Layout</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getMaxHeight()"><!-- --></A><H3>
getMaxHeight</H3>
<PRE>
public float <B>getMaxHeight</B>()</PRE>
<DL>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#getMaxHeight()">getMaxHeight</A></CODE> in interface <CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d">Layout</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)"><!-- --></A><H3>
draw</H3>
<PRE>
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,
                 float&nbsp;parentAlpha)</PRE>
<DL>
<DD><B>Description copied from class: <CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">Actor</A></CODE></B></DD>
<DD>Draws the Actor. The spriteBatch is configured so that the Actor can draw in its parents coordinate system. The parent's
 alpha is passed to the method in order for the Actor to multiply it with its own alpha. This will allow <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/FadeIn.html" title="class in com.badlogic.gdx.scenes.scene2d.actions"><CODE>FadeIn</CODE></A> and
 other Actions to have an effect even if they are only set on the parent of the Actor.
<P>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">draw</A></CODE> in class <CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>batch</CODE> - the spritebatch to render with<DD><CODE>parentAlpha</CODE> - the parent's alpha value.</DL>
</DD>
</DL>
<HR>

<A NAME="touchDown(float, float, int)"><!-- --></A><H3>
touchDown</H3>
<PRE>
public boolean <B>touchDown</B>(float&nbsp;x,
                         float&nbsp;y,
                         int&nbsp;pointer)</PRE>
<DL>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#touchDown(float, float, int)">touchDown</A></CODE> in class <CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="touchUp(float, float, int)"><!-- --></A><H3>
touchUp</H3>
<PRE>
public void <B>touchUp</B>(float&nbsp;x,
                    float&nbsp;y,
                    int&nbsp;pointer)</PRE>
<DL>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#touchUp(float, float, int)">touchUp</A></CODE> in class <CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="touchDragged(float, float, int)"><!-- --></A><H3>
touchDragged</H3>
<PRE>
public void <B>touchDragged</B>(float&nbsp;x,
                         float&nbsp;y,
                         int&nbsp;pointer)</PRE>
<DL>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#touchDragged(float, float, int)">touchDragged</A></CODE> in class <CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="hit(float, float)"><!-- --></A><H3>
hit</H3>
<PRE>
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,
                 float&nbsp;y)</PRE>
<DL>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#hit(float, float)">hit</A></CODE> in class <CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setSplitAmount(float)"><!-- --></A><H3>
setSplitAmount</H3>
<PRE>
public void <B>setSplitAmount</B>(float&nbsp;split)</PRE>
<DL>
<DD>Sets the split amount
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>split</CODE> - the split amount between 0 and 1</DL>
</DD>
</DL>
<HR>

<A NAME="getSplit()"><!-- --></A><H3>
getSplit</H3>
<PRE>
public float <B>getSplit</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>

<DT><B>Returns:</B><DD>the split amount</DL>
</DD>
</DL>
<HR>

<A NAME="setMinSplitAmount(float)"><!-- --></A><H3>
setMinSplitAmount</H3>
<PRE>
public void <B>setMinSplitAmount</B>(float&nbsp;minAmount)</PRE>
<DL>
<DD>Sets the minimum split amount
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>minAmount</CODE> - the minimum split amount</DL>
</DD>
</DL>
<HR>

<A NAME="setMaxSplitAmount(float)"><!-- --></A><H3>
setMaxSplitAmount</H3>
<PRE>
public void <B>setMaxSplitAmount</B>(float&nbsp;maxAmount)</PRE>
<DL>
<DD>Sets the maximum split amount
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>maxAmount</CODE> - the maximum split amount</DL>
</DD>
</DL>
<HR>

<A NAME="setWidgets(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
setWidgets</H3>
<PRE>
public void <B>setWidgets</B>(<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;firstWidget,
                       <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;secondWidget)</PRE>
<DL>
<DD>Sets the <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor</CODE></A> instances embedded in this scroll pane. Invalidates the new Actor instances if they derrive from
 <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html" title="class in com.badlogic.gdx.scenes.scene2d.ui"><CODE>Widget</CODE></A>
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>firstWidget</CODE> - the first Actor</DL>
</DD>
</DL>
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