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TextField (libgdx API)
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libgdx API
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SUMMARY:
<A HREF="#nested_class_summary">NESTED
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<A HREF="#fields_inherited_from_class_com.badlogic.gdx.scenes.scene2d.ui.Widget">FIELD
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com.badlogic.gdx.scenes.scene2d.ui
</FONT>
<BR>
Class TextField
</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/ui/Widget.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">com.badlogic.gdx.scenes.scene2d.ui.Widget
</A>
<IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.scenes.scene2d.ui.TextField
</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>
<HR>
<DL>
<DT><PRE>public class
<B>TextField
</B><DT>extends
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Widget
</A></DL>
</PRE>
<P>
A single-line text field.
<h2>Functionality
</h2> A TextField provides a way to get single-line text input from a user. It supports scrolling based on the
cursor position, selection via holding down the shift-key (desktop-only), and copy
& paste (desktop only).
<h3>Copy & Paste</h3> The TextField will copy the currently selected text when ctrl + c is pressed, and paste any text in the
clipboard when ctrl + v is pressed. Clipboard functionality is provided via the <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/utils/Clipboard.html" title="class in com.badlogic.gdx.scenes.scene2d.ui.utils"><CODE>Clipboard</CODE></A> interface. Currently there
are two standard implementations, one for the desktop and one for Android. The later is a stub, as copy & pasting on Android is
not supported yet. To set your own Clipboard implementation use the <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#setClipboard(com.badlogic.gdx.scenes.scene2d.ui.utils.Clipboard)"><CODE>setClipboard(Clipboard)</CODE></A> method.
<h3>On-Screen Keyboard</h3> The TextField allows you to specify an <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.OnscreenKeyboard.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui"><CODE>TextField.OnscreenKeyboard</CODE></A> implementation responsible for
displaying a softkeyboard and piping all key events generated by the keyboard to the TextField. There are two standard
implementations, one for the desktop and one for Android. The former is a stub, as a softkeyboard is not needed on the desktop.
The Android <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.OnscreenKeyboard.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui"><CODE>TextField.OnscreenKeyboard</CODE></A> implementation will bring up the default IME. If you want to set your own
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.OnscreenKeyboard.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui"><CODE>TextField.OnscreenKeyboard</CODE></A> for a TextField use the <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#setOnscreenKeyboard(com.badlogic.gdx.scenes.scene2d.ui.TextField.OnscreenKeyboard)"><CODE>setOnscreenKeyboard(OnscreenKeyboard)</CODE></A> method. The OnscreenKeyboard
allows you to dynamically show and hide it, e.g. based on a key event for the return key.
<h3>Listening to Key Events<h3>
To listen to TextField events one can register a <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldListener.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui"><CODE>TextField.TextFieldListener</CODE></A>. This listener will be invoked after a new character
was added or removed to and from the TextField. This allows you to perform input checks or dynamically hide the
OnscreenKeyboard.
<h2>Layout</h2>
The (preferred) width and height of a TextField are derrived from the width given at construction time as well as the
combination of the used font's height and the top and bottom border patches. Use <CODE>Button#setPrefSize(int, int)</CODE> to
programmatically change the size to your liking. In case the width and height you set are to small for the contained text, the
TextField will clip the characters based on the current cursor position.
<h2>Style</h2>
A TextField is a <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html" title="class in com.badlogic.gdx.scenes.scene2d.ui"><CODE>Widget</CODE></A> displaying a background <A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/NinePatch.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>NinePatch</CODE></A>, the current text via a <A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/BitmapFont.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>BitmapFont</CODE></A> and
<A HREF="../../../../../../com/badlogic/gdx/graphics/Color.html" title="class in com.badlogic.gdx.graphics"><CODE>Color</CODE></A>, a cursor via a <A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/NinePatch.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>NinePatch</CODE></A> as well as the current selection via a <A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>TextureRegion</CODE></A> that is stretched
over the entire selection. The style is defined via an instance of <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui"><CODE>TextField.TextFieldStyle</CODE></A>, which can be either done
programmatically or via a <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Skin.html" title="class in com.badlogic.gdx.scenes.scene2d.ui"><CODE>Skin</CODE></A>.</p>
A TextField's style definition in a skin XML file should look like this:
<pre>
<code><textfield name="name"
font="fontName"
fontColor="fontColor"
cursor="cursorPatch"
selection="selectionRegion"
background="backgroundPatch"/
>
</code>
</pre>
<ul>
<li>The
<code>name
</code> attribute defines the name of the style which you can later use with
<CODE>Skin#newTextField(String, float, String)
</CODE>.
</li>
<li>The
<code>font
</code> attribute references a
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/BitmapFont.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>BitmapFont
</CODE></A> by name, to be used to render the text in the text field
</li>
<li>The
<code>fontColor
</code> attribute references a
<A HREF="../../../../../../com/badlogic/gdx/graphics/Color.html" title="class in com.badlogic.gdx.graphics"><CODE>Color
</CODE></A> by name, to be used to render the text on the text field
</li>
<li>The
<code>cursorPatch
</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 to render the text field's cursor
</li>
<li>The
<code>selectionRegion
</code> attribute references a
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>TextureRegion
</CODE></A> by name, to be used to highlight the text
field's selection
</li>
<li>The
<code>backgroundPatch
</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 text field's
background
</li>
</ul>
<P>
<P>
<DL>
<DT><B>Author:
</B></DT>
<DD>mzechner
</DD>
</DL>
<HR>
<P>
<!-- ======== NESTED CLASS SUMMARY ======== -->
<A NAME="nested_class_summary"><!-- --></A>
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</B></FONT></TH>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
class
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.DefaultOnscreenKeyboard.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">TextField.DefaultOnscreenKeyboard
</A></B></CODE>
<BR>
The default
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.OnscreenKeyboard.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui"><CODE>TextField.OnscreenKeyboard
</CODE></A> used by all
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html" title="class in com.badlogic.gdx.scenes.scene2d.ui"><CODE>TextField
</CODE></A> instances.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
interface
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.OnscreenKeyboard.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui">TextField.OnscreenKeyboard
</A></B></CODE>
<BR>
An interface for onscreen keyboards.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
interface
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldListener.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldListener
</A></B></CODE>
<BR>
Interface for listening to typed characters.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
class
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldStyle
</A></B></CODE>
<BR>
Defines a text field's style, see
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html" title="class in com.badlogic.gdx.scenes.scene2d.ui"><CODE>TextField
</CODE></A></TD>
</TR>
</TABLE>
<!-- =========== FIELD SUMMARY =========== -->
<A NAME="field_summary"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
<B>Field Summary
</B></FONT></TH>
</TR>
</TABLE>
<A NAME="fields_inherited_from_class_com.badlogic.gdx.scenes.scene2d.ui.Widget"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TH ALIGN="left"><B>Fields inherited from class com.badlogic.gdx.scenes.scene2d.ui.
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Widget
</A></B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#invalidated">invalidated
</A></CODE></TD>
</TR>
</TABLE>
<A NAME="fields_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>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>
</TR>
</TABLE>
<!-- ======== CONSTRUCTOR SUMMARY ======== -->
<A NAME="constructor_summary"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
<B>Constructor Summary
</B></FONT></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#TextField(com.badlogic.gdx.scenes.scene2d.ui.Skin)">TextField
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Skin.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Skin
</A> skin)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#TextField(java.lang.String, com.badlogic.gdx.scenes.scene2d.ui.Skin)">TextField
</A></B>(java.lang.String
text,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Skin.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Skin
</A> skin)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#TextField(java.lang.String, com.badlogic.gdx.scenes.scene2d.ui.TextField.TextFieldStyle)">TextField
</A></B>(java.lang.String
text,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldStyle
</A> style)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#TextField(java.lang.String, com.badlogic.gdx.scenes.scene2d.ui.TextField.TextFieldStyle, java.lang.String)">TextField
</A></B>(java.lang.String
text,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldStyle
</A> style,
java.lang.String
name)
</CODE>
<BR>
Creates a new Textfield.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#TextField(com.badlogic.gdx.scenes.scene2d.ui.TextField.TextFieldStyle)">TextField
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldStyle
</A> style)
</CODE>
<BR>
</TD>
</TR>
</TABLE>
<!-- ========== METHOD SUMMARY =========== -->
<A NAME="method_summary"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
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<B>Method Summary
</B></FONT></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">draw
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch
</A> batch,
float
parentAlpha)
</CODE>
<BR>
Draws the Actor.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.OnscreenKeyboard.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui">TextField.OnscreenKeyboard
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#getOnscreenKeyboard()">getOnscreenKeyboard
</A></B>()
</CODE>
<BR>
Returns the currently used
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.OnscreenKeyboard.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui"><CODE>TextField.OnscreenKeyboard
</CODE></A>.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#getPrefHeight()">getPrefHeight
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#getPrefWidth()">getPrefWidth
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> java.lang.String
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#getText()">getText
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <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/TextField.html#hit(float, float)">hit
</A></B>(float
x,
float
y)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#keyDown(int)">keyDown
</A></B>(int
keycode)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#keyTyped(char)">keyTyped
</A></B>(char
character)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#layout()">layout
</A></B>()
</CODE>
<BR>
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> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#setClipboard(com.badlogic.gdx.scenes.scene2d.ui.utils.Clipboard)">setClipboard
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/utils/Clipboard.html" title="class in com.badlogic.gdx.scenes.scene2d.ui.utils">Clipboard
</A> clipboard)
</CODE>
<BR>
Sets the
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/utils/Clipboard.html" title="class in com.badlogic.gdx.scenes.scene2d.ui.utils"><CODE>Clipboard
</CODE></A> implementation this TextField uses.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#setOnscreenKeyboard(com.badlogic.gdx.scenes.scene2d.ui.TextField.OnscreenKeyboard)">setOnscreenKeyboard
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.OnscreenKeyboard.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui">TextField.OnscreenKeyboard
</A> keyboard)
</CODE>
<BR>
Sets the
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.OnscreenKeyboard.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui"><CODE>TextField.OnscreenKeyboard
</CODE></A> to be used by this textfield
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#setStyle(com.badlogic.gdx.scenes.scene2d.ui.TextField.TextFieldStyle)">setStyle
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldStyle
</A> style)
</CODE>
<BR>
Sets the style of this widget.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#setText(java.lang.String)">setText
</A></B>(java.lang.String
text)
</CODE>
<BR>
Sets the text of this text field.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#setTextFieldListener(com.badlogic.gdx.scenes.scene2d.ui.TextField.TextFieldListener)">setTextFieldListener
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldListener.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldListener
</A> listener)
</CODE>
<BR>
Sets the
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldListener.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui"><CODE>TextField.TextFieldListener
</CODE></A></TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#touchDown(float, float, int)">touchDown
</A></B>(float
x,
float
y,
int
pointer)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#touchDragged(float, float, int)">touchDragged
</A></B>(float
x,
float
y,
int
pointer)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#touchUp(float, float, int)">touchUp
</A></B>(float
x,
float
y,
int
pointer)
</CODE>
<BR>
</TD>
</TR>
</TABLE>
<A NAME="methods_inherited_from_class_com.badlogic.gdx.scenes.scene2d.ui.Widget"><!-- --></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.ui.
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Widget
</A></B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#getMaxHeight()">getMaxHeight
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#getMaxWidth()">getMaxWidth
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#getMinHeight()">getMinHeight
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#getMinWidth()">getMinWidth
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#invalidate()">invalidate
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#invalidateHierarchy()">invalidateHierarchy
</A></CODE></TD>
</TR>
</TABLE>
<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#act(float)">act
</A>,
<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#keyUp(int)">keyUp
</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#scrolled(int)">scrolled
</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>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#touchMoved(float, float)">touchMoved
</A></CODE></TD>
</TR>
</TABLE>
<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>
<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="TextField(com.badlogic.gdx.scenes.scene2d.ui.Skin)"><!-- --></A><H3>
TextField
</H3>
<PRE>
public
<B>TextField
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Skin.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Skin
</A> skin)
</PRE>
<DL>
</DL>
<HR>
<A NAME="TextField(java.lang.String, com.badlogic.gdx.scenes.scene2d.ui.Skin)"><!-- --></A><H3>
TextField
</H3>
<PRE>
public
<B>TextField
</B>(java.lang.String
text,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Skin.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Skin
</A> skin)
</PRE>
<DL>
</DL>
<HR>
<A NAME="TextField(com.badlogic.gdx.scenes.scene2d.ui.TextField.TextFieldStyle)"><!-- --></A><H3>
TextField
</H3>
<PRE>
public
<B>TextField
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldStyle
</A> style)
</PRE>
<DL>
</DL>
<HR>
<A NAME="TextField(java.lang.String, com.badlogic.gdx.scenes.scene2d.ui.TextField.TextFieldStyle)"><!-- --></A><H3>
TextField
</H3>
<PRE>
public
<B>TextField
</B>(java.lang.String
text,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldStyle
</A> style)
</PRE>
<DL>
</DL>
<HR>
<A NAME="TextField(java.lang.String, com.badlogic.gdx.scenes.scene2d.ui.TextField.TextFieldStyle, java.lang.String)"><!-- --></A><H3>
TextField
</H3>
<PRE>
public
<B>TextField
</B>(java.lang.String
text,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldStyle
</A> style,
java.lang.String
name)
</PRE>
<DL>
<DD>Creates a new Textfield. The width is determined by the prefWidth parameter, the height is determined by the font's height
as well as the top and bottom border patches of the text fields background.
<P>
<DL>
<DT><B>Parameters:
</B><DD><CODE>style
</CODE> - the
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui"><CODE>TextField.TextFieldStyle
</CODE></A><DD><CODE>prefWidth
</CODE> - the (preferred) width
<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.TextField.TextFieldStyle)"><!-- --></A><H3>
setStyle
</H3>
<PRE>
public void
<B>setStyle
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldStyle
</A> style)
</PRE>
<DL>
<DD>Sets the style of this widget.
<P>
<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>
</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> batch,
float
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>Specified by:
</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>
</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
x,
float
y,
int
pointer)
</PRE>
<DL>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#touchDown(float, float, int)">touchDown
</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>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="touchUp(float, float, int)"><!-- --></A><H3>
touchUp
</H3>
<PRE>
public void
<B>touchUp
</B>(float
x,
float
y,
int
pointer)
</PRE>
<DL>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#touchUp(float, float, int)">touchUp
</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>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="touchDragged(float, float, int)"><!-- --></A><H3>
touchDragged
</H3>
<PRE>
public void
<B>touchDragged
</B>(float
x,
float
y,
int
pointer)
</PRE>
<DL>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#touchDragged(float, float, int)">touchDragged
</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>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="keyDown(int)"><!-- --></A><H3>
keyDown
</H3>
<PRE>
public boolean
<B>keyDown
</B>(int
keycode)
</PRE>
<DL>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#keyDown(int)">keyDown
</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>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="keyTyped(char)"><!-- --></A><H3>
keyTyped
</H3>
<PRE>
public boolean
<B>keyTyped
</B>(char
character)
</PRE>
<DL>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#keyTyped(char)">keyTyped
</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>
</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
x,
float
y)
</PRE>
<DL>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#hit(float, float)">hit
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Widget
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setTextFieldListener(com.badlogic.gdx.scenes.scene2d.ui.TextField.TextFieldListener)"><!-- --></A><H3>
setTextFieldListener
</H3>
<PRE>
public void
<B>setTextFieldListener
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldListener.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldListener
</A> listener)
</PRE>
<DL>
<DD>Sets the
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldListener.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui"><CODE>TextField.TextFieldListener
</CODE></A>
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>listener
</CODE> - the listener or null
</DL>
</DD>
</DL>
<HR>
<A NAME="setText(java.lang.String)"><!-- --></A><H3>
setText
</H3>
<PRE>
public void
<B>setText
</B>(java.lang.String
text)
</PRE>
<DL>
<DD>Sets the text of this text field.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>text
</CODE> - the text
</DL>
</DD>
</DL>
<HR>
<A NAME="getText()"><!-- --></A><H3>
getText
</H3>
<PRE>
public java.lang.String
<B>getText
</B>()
</PRE>
<DL>
<DD><DL>
<DT><B>Returns:
</B><DD>the text of this text field. Never null, might be an empty string.
</DL>
</DD>
</DL>
<HR>
<A NAME="getPrefWidth()"><!-- --></A><H3>
getPrefWidth
</H3>
<PRE>
public float
<B>getPrefWidth
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getPrefHeight()"><!-- --></A><H3>
getPrefHeight
</H3>
<PRE>
public float
<B>getPrefHeight
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getOnscreenKeyboard()"><!-- --></A><H3>
getOnscreenKeyboard
</H3>
<PRE>
public
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.OnscreenKeyboard.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui">TextField.OnscreenKeyboard
</A> <B>getOnscreenKeyboard
</B>()
</PRE>
<DL>
<DD>Returns the currently used
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.OnscreenKeyboard.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui"><CODE>TextField.OnscreenKeyboard
</CODE></A>.
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html" title="class in com.badlogic.gdx.scenes.scene2d.ui"><CODE>TextField
</CODE></A> instances use the
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.DefaultOnscreenKeyboard.html" title="class in com.badlogic.gdx.scenes.scene2d.ui"><CODE>TextField.DefaultOnscreenKeyboard
</CODE></A> by
default.
<P>
<DD><DL>
<DT><B>Returns:
</B><DD>the OnscreenKeyboard.
</DL>
</DD>
</DL>
<HR>
<A NAME="setOnscreenKeyboard(com.badlogic.gdx.scenes.scene2d.ui.TextField.OnscreenKeyboard)"><!-- --></A><H3>
setOnscreenKeyboard
</H3>
<PRE>
public void
<B>setOnscreenKeyboard
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.OnscreenKeyboard.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui">TextField.OnscreenKeyboard
</A> keyboard)
</PRE>
<DL>
<DD>Sets the
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.OnscreenKeyboard.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui"><CODE>TextField.OnscreenKeyboard
</CODE></A> to be used by this textfield
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>keyboard
</CODE> - the OnscreenKeyboard
</DL>
</DD>
</DL>
<HR>
<A NAME="setClipboard(com.badlogic.gdx.scenes.scene2d.ui.utils.Clipboard)"><!-- --></A><H3>
setClipboard
</H3>
<PRE>
public void
<B>setClipboard
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/utils/Clipboard.html" title="class in com.badlogic.gdx.scenes.scene2d.ui.utils">Clipboard
</A> clipboard)
</PRE>
<DL>
<DD>Sets the
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/utils/Clipboard.html" title="class in com.badlogic.gdx.scenes.scene2d.ui.utils"><CODE>Clipboard
</CODE></A> implementation this TextField uses.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>clipboard
</CODE> - the Clipboard
</DL>
</DD>
</DL>
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