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

<P>
A stage is a container for <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor</CODE></A>s and handles distributing touch events, animating actors and asking them to render
 themselves. A stage is 2D scenegraph with hierarchies of Actors.
 <p>
 A stage fills the whole screen. It has a width and height given in device independent pixels. It has a <A HREF="../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics"><CODE>Camera</CODE></A> that maps
 this viewport to the given real screen resolution. If the stretched attribute is set to true then the viewport is enforced no
 matter the difference in aspect ratio between the stage object and the screen dimensions. In case stretch is disabled then the
 viewport is extended in the bigger screen dimensions.
 <p>
 Actors have a z-order which is equal to the order they were inserted into the stage. Actors inserted later will be drawn on top
 of actors added earlier. Touch events that will get distributed to later actors first.
 <p>
 Actors can be focused. When your game pauses and resumes be sure to call the <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#unfocusAll()"><CODE>unfocusAll()</CODE></A> method so that the
 focus states get reset for each pointer id. You also have to make sure that the actors that were focused reset their state if
 the depend on being focused, e.g. wait for a touch up event. An easier way to tackle this is to recreate the stage if possible.
<P>

<P>
<DL>
<DT><B>Author:</B></DT>
  <DD>mzechner</DD>
</DL>
<HR>

<P>
<!-- =========== FIELD SUMMARY =========== -->

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<B>Field Summary</B></FONT></TH>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>protected &nbsp;<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#batch">batch</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>protected &nbsp;<A HREF="../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#camera">camera</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>protected &nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#centerX">centerX</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>protected &nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#centerY">centerY</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>protected &nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#height">height</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>protected &nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#ownsBatch">ownsBatch</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>protected &nbsp;<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#root">root</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>protected &nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#stretch">stretch</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>protected &nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#width">width</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
</TABLE>
&nbsp;
<!-- ======== CONSTRUCTOR SUMMARY ======== -->

<A NAME="constructor_summary"><!-- --></A>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#Stage(float, float, boolean)">Stage</A></B>(float&nbsp;width,
      float&nbsp;height,
      boolean&nbsp;stretch)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Constructs a new Stage object with the given dimensions.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#Stage(float, float, boolean, com.badlogic.gdx.graphics.g2d.SpriteBatch)">Stage</A></B>(float&nbsp;width,
      float&nbsp;height,
      boolean&nbsp;stretch,
      <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch</A>&nbsp;batch)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Constructs a new Stage object with the given dimensions.</TD>
</TR>
</TABLE>
&nbsp;
<!-- ========== 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>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#act(float)">act</A></B>(float&nbsp;delta)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Calls the <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#act(float)"><CODE>Actor.act(float)</CODE></A> method of all contained Actors.</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/Stage.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>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Adds an <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor</CODE></A> to this stage</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/Stage.html#bottom()">bottom</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/Stage.html#centerX()">centerX</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/Stage.html#centerY()">centerY</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;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#clear()">clear</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Clears this stage, removing all <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor</CODE></A>s and <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Group</CODE></A>s.</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/Stage.html#dispose()">dispose</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Disposes the stage</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/Stage.html#draw()">draw</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Renders the stage</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/Stage.html#findActor(java.lang.String)">findActor</A></B>(java.lang.String&nbsp;name)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Finds the <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor</CODE></A> with the given name in the stage hierarchy.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;java.util.List&lt;<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&gt;</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#getActors()">getActors</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/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#getCamera()">getCamera</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;java.util.List&lt;<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group</A>&gt;</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#getGroups()">getGroups</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/Stage.html#getKeyboardFocus()">getKeyboardFocus</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/Stage.html#getLastTouchedChild()">getLastTouchedChild</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/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#getRoot()">getRoot</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/Stage.html#getScrollFocus()">getScrollFocus</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/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#getSpriteBatch()">getSpriteBatch</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/Stage.html#getTouchFocus(int)">getTouchFocus</A></B>(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;java.lang.String</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#graphToString()">graphToString</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/Stage.html#height()">height</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/Stage.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;Returns the <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor</CODE></A> intersecting with the point (x,y) in stage coordinates.</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/Stage.html#isStretched()">isStretched</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;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#keyDown(int)">keyDown</A></B>(int&nbsp;keycode)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Called when a key was pressed</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/Stage.html#keyTyped(char)">keyTyped</A></B>(char&nbsp;character)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Called when a key was typed</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/Stage.html#keyUp(int)">keyUp</A></B>(int&nbsp;keycode)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Called when a key was released</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#left()">left</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;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.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>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Removes the given <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor</CODE></A> from the stage by trying to find it recursively in the scenegraph.</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/Stage.html#right()">right</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;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#scrolled(int)">scrolled</A></B>(int&nbsp;amount)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Call this to distribute a mouse scroll event to the stage.</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/Stage.html#setCamera(com.badlogic.gdx.graphics.Camera)">setCamera</A></B>(<A HREF="../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera</A>&nbsp;camera)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the <A HREF="../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics"><CODE>Camera</CODE></A> this stage uses.</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/Stage.html#setKeyboardFocus(com.badlogic.gdx.scenes.scene2d.Actor)">setKeyboardFocus</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor)</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/Stage.html#setScrollFocus(com.badlogic.gdx.scenes.scene2d.Actor)">setScrollFocus</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor)</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/Stage.html#setTouchFocus(com.badlogic.gdx.scenes.scene2d.Actor, int)">setTouchFocus</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor,
              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/Stage.html#setViewport(float, float, boolean)">setViewport</A></B>(float&nbsp;width,
            float&nbsp;height,
            boolean&nbsp;stretch)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the viewport dimensions in device independent pixels.</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/Stage.html#top()">top</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;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#toStageCoordinates(int, int, com.badlogic.gdx.math.Vector2)">toStageCoordinates</A></B>(int&nbsp;x,
                   int&nbsp;y,
                   <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;out)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Transforms the given screen coordinates to stage coordinates</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/Stage.html#touchDown(int, int, int, int)">touchDown</A></B>(int&nbsp;x,
          int&nbsp;y,
          int&nbsp;pointer,
          int&nbsp;button)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Call this to distribute a touch down event to the stage.</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/Stage.html#touchDragged(int, int, int)">touchDragged</A></B>(int&nbsp;x,
             int&nbsp;y,
             int&nbsp;pointer)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Call this to distribute a touch dragged event to the stage.</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/Stage.html#touchMoved(int, int)">touchMoved</A></B>(int&nbsp;x,
           int&nbsp;y)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Call this to distribute a touch moved event to the stage.</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/Stage.html#touchUp(int, int, int, int)">touchUp</A></B>(int&nbsp;x,
        int&nbsp;y,
        int&nbsp;pointer,
        int&nbsp;button)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Call this to distribute a touch Up event to the stage.</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/Stage.html#unfocus(com.badlogic.gdx.scenes.scene2d.Actor)">unfocus</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor)</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/Stage.html#unfocus(com.badlogic.gdx.scenes.scene2d.Actor, int)">unfocus</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor,
        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/Stage.html#unfocusAll()">unfocusAll</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/Stage.html#width()">width</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;8</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, toString, wait, wait, wait</CODE></TD>
</TR>
</TABLE>
&nbsp;
<P>

<!-- ============ FIELD DETAIL =========== -->

<A NAME="field_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>Field Detail</B></FONT></TH>
</TR>
</TABLE>

<A NAME="width"><!-- --></A><H3>
width</H3>
<PRE>
protected float <B>width</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>

<A NAME="height"><!-- --></A><H3>
height</H3>
<PRE>
protected float <B>height</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>

<A NAME="centerX"><!-- --></A><H3>
centerX</H3>
<PRE>
protected float <B>centerX</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>

<A NAME="centerY"><!-- --></A><H3>
centerY</H3>
<PRE>
protected float <B>centerY</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>

<A NAME="stretch"><!-- --></A><H3>
stretch</H3>
<PRE>
protected boolean <B>stretch</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>

<A NAME="root"><!-- --></A><H3>
root</H3>
<PRE>
protected final <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group</A> <B>root</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>

<A NAME="ownsBatch"><!-- --></A><H3>
ownsBatch</H3>
<PRE>
protected final boolean <B>ownsBatch</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>

<A NAME="batch"><!-- --></A><H3>
batch</H3>
<PRE>
protected final <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch</A> <B>batch</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>

<A NAME="camera"><!-- --></A><H3>
camera</H3>
<PRE>
protected <A HREF="../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera</A> <B>camera</B></PRE>
<DL>
<DL>
</DL>
</DL>

<!-- ========= 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="Stage(float, float, boolean)"><!-- --></A><H3>
Stage</H3>
<PRE>
public <B>Stage</B>(float&nbsp;width,
             float&nbsp;height,
             boolean&nbsp;stretch)</PRE>
<DL>
<DD>Constructs a new Stage object with the given dimensions. If the device resolution does not equal the Stage objects
 dimensions the stage object will setup a projection matrix to guarantee a fixed coordinate system. If stretch is disabled
 then the bigger dimension of the Stage will be increased to accomodate the actual device resolution.
<P>
<DL>
<DT><B>Parameters:</B><DD><CODE>width</CODE> - the width of the viewport<DD><CODE>height</CODE> - the height of the viewport<DD><CODE>stretch</CODE> - whether to stretch the viewport to the real device resolution</DL>
</DL>
<HR>

<A NAME="Stage(float, float, boolean, com.badlogic.gdx.graphics.g2d.SpriteBatch)"><!-- --></A><H3>
Stage</H3>
<PRE>
public <B>Stage</B>(float&nbsp;width,
             float&nbsp;height,
             boolean&nbsp;stretch,
             <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch</A>&nbsp;batch)</PRE>
<DL>
<DD>Constructs a new Stage object with the given dimensions. If the device resolution does not equal the Stage objects
 dimensions the stage object will setup a projection matrix to guarantee a fixed coordinate system. If stretch is disabled
 then the bigger dimension of the Stage will be increased to accomodate the actual device resolution.
<P>
<DL>
<DT><B>Parameters:</B><DD><CODE>width</CODE> - the width of the viewport<DD><CODE>height</CODE> - the height of the viewport<DD><CODE>stretch</CODE> - whether to stretch the viewport to the real device resolution<DD><CODE>batch</CODE> - the <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>SpriteBatch</CODE></A> this Stage should use. Will not be disposed if <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#dispose()"><CODE>dispose()</CODE></A> is called.</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="setViewport(float, float, boolean)"><!-- --></A><H3>
setViewport</H3>
<PRE>
public void <B>setViewport</B>(float&nbsp;width,
                        float&nbsp;height,
                        boolean&nbsp;stretch)</PRE>
<DL>
<DD>Sets the viewport dimensions in device independent pixels. If stretch is false and the viewport aspect ratio is not equal to
 the device ratio then the bigger dimension of the viewport will be extended (device independent pixels stay quardatic
 instead of getting stretched).
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>width</CODE> - thew width of the viewport in device independent pixels<DD><CODE>height</CODE> - the height of the viewport in device independent pixels<DD><CODE>stretch</CODE> - whether to stretch the viewport or not</DL>
</DD>
</DL>
<HR>

<A NAME="width()"><!-- --></A><H3>
width</H3>
<PRE>
public float <B>width</B>()</PRE>
<DL>
<DD>8
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>

<DT><B>Returns:</B><DD>the width of the stage in dips</DL>
</DD>
</DL>
<HR>

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

<DT><B>Returns:</B><DD>the height of the stage in dips</DL>
</DD>
</DL>
<HR>

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

<DT><B>Returns:</B><DD>the x-coordinate of the left edge of the stage in dips</DL>
</DD>
</DL>
<HR>

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

<DT><B>Returns:</B><DD>the x-coordinate of the right edge of the stage in dips</DL>
</DD>
</DL>
<HR>

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

<DT><B>Returns:</B><DD>the y-coordinate of the top edge of the stage in dips</DL>
</DD>
</DL>
<HR>

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

<DT><B>Returns:</B><DD>the y-coordinate of the bottom edge of the stage in dips</DL>
</DD>
</DL>
<HR>

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

<DT><B>Returns:</B><DD>the center x-coordinate of the stage in dips</DL>
</DD>
</DL>
<HR>

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

<DT><B>Returns:</B><DD>the center y-coordinate of the stage in dips</DL>
</DD>
</DL>
<HR>

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

<DT><B>Returns:</B><DD>whether the stage is stretched</DL>
</DD>
</DL>
<HR>

<A NAME="findActor(java.lang.String)"><!-- --></A><H3>
findActor</H3>
<PRE>
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>
<DL>
<DD>Finds the <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor</CODE></A> with the given name in the stage hierarchy.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>name</CODE> -
<DT><B>Returns:</B><DD>the Actor or null if it couldn't be found.</DL>
</DD>
</DL>
<HR>

<A NAME="getActors()"><!-- --></A><H3>
getActors</H3>
<PRE>
public java.util.List&lt;<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&gt; <B>getActors</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>

<DT><B>Returns:</B><DD>all top level <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor</CODE></A>s</DL>
</DD>
</DL>
<HR>

<A NAME="getGroups()"><!-- --></A><H3>
getGroups</H3>
<PRE>
public java.util.List&lt;<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group</A>&gt; <B>getGroups</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>

<DT><B>Returns:</B><DD>all top level <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Group</CODE></A>s</DL>
</DD>
</DL>
<HR>

<A NAME="touchDown(int, int, int, int)"><!-- --></A><H3>
touchDown</H3>
<PRE>
public boolean <B>touchDown</B>(int&nbsp;x,
                         int&nbsp;y,
                         int&nbsp;pointer,
                         int&nbsp;button)</PRE>
<DL>
<DD>Call this to distribute a touch down event to the stage.
<P>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html#touchDown(int, int, int, int)">touchDown</A></CODE> in interface <CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html" title="interface in com.badlogic.gdx">InputProcessor</A></CODE><DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html#touchDown(int, int, int, int)">touchDown</A></CODE> in class <CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>x</CODE> - the x coordinate of the touch in screen coordinates<DD><CODE>y</CODE> - the y coordinate of the touch in screen coordinates<DD><CODE>pointer</CODE> - the pointer index<DD><CODE>button</CODE> - the button that's been pressed
<DT><B>Returns:</B><DD>whether an <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor</CODE></A> in the scene processed the event or not</DL>
</DD>
</DL>
<HR>

<A NAME="touchUp(int, int, int, int)"><!-- --></A><H3>
touchUp</H3>
<PRE>
public boolean <B>touchUp</B>(int&nbsp;x,
                       int&nbsp;y,
                       int&nbsp;pointer,
                       int&nbsp;button)</PRE>
<DL>
<DD>Call this to distribute a touch Up event to the stage.
<P>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html#touchUp(int, int, int, int)">touchUp</A></CODE> in interface <CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html" title="interface in com.badlogic.gdx">InputProcessor</A></CODE><DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html#touchUp(int, int, int, int)">touchUp</A></CODE> in class <CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>x</CODE> - the x coordinate of the touch in screen coordinates<DD><CODE>y</CODE> - the y coordinate of the touch in screen coordinates<DD><CODE>pointer</CODE> - the pointer index<DD><CODE>button</CODE> - the button
<DT><B>Returns:</B><DD>whether an <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor</CODE></A> in the scene processed the event or not</DL>
</DD>
</DL>
<HR>

<A NAME="touchDragged(int, int, int)"><!-- --></A><H3>
touchDragged</H3>
<PRE>
public boolean <B>touchDragged</B>(int&nbsp;x,
                            int&nbsp;y,
                            int&nbsp;pointer)</PRE>
<DL>
<DD>Call this to distribute a touch dragged event to the stage.
<P>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html#touchDragged(int, int, int)">touchDragged</A></CODE> in interface <CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html" title="interface in com.badlogic.gdx">InputProcessor</A></CODE><DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html#touchDragged(int, int, int)">touchDragged</A></CODE> in class <CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>x</CODE> - the x coordinate of the touch in screen coordinates<DD><CODE>y</CODE> - the y coordinate of the touch in screen coordinates<DD><CODE>pointer</CODE> - the pointer index
<DT><B>Returns:</B><DD>whether an <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor</CODE></A> in the scene processed the event or not</DL>
</DD>
</DL>
<HR>

<A NAME="touchMoved(int, int)"><!-- --></A><H3>
touchMoved</H3>
<PRE>
public boolean <B>touchMoved</B>(int&nbsp;x,
                          int&nbsp;y)</PRE>
<DL>
<DD>Call this to distribute a touch moved event to the stage. This event will only ever appear on the desktop.
<P>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html#touchMoved(int, int)">touchMoved</A></CODE> in interface <CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html" title="interface in com.badlogic.gdx">InputProcessor</A></CODE><DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html#touchMoved(int, int)">touchMoved</A></CODE> in class <CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>x</CODE> - the x coordinate of the touch in screen coordinates<DD><CODE>y</CODE> - the y coordinate of the touch in screen coordinates
<DT><B>Returns:</B><DD>whether an <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor</CODE></A> in the scene processed the event or not</DL>
</DD>
</DL>
<HR>

<A NAME="scrolled(int)"><!-- --></A><H3>
scrolled</H3>
<PRE>
public boolean <B>scrolled</B>(int&nbsp;amount)</PRE>
<DL>
<DD>Call this to distribute a mouse scroll event to the stage. This event will only ever appear on the desktop.
<P>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html#scrolled(int)">scrolled</A></CODE> in interface <CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html" title="interface in com.badlogic.gdx">InputProcessor</A></CODE><DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html#scrolled(int)">scrolled</A></CODE> in class <CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>amount</CODE> - the scroll amount.
<DT><B>Returns:</B><DD>whether an <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor</CODE></A> in the scene processed the event or not.</DL>
</DD>
</DL>
<HR>

<A NAME="keyDown(int)"><!-- --></A><H3>
keyDown</H3>
<PRE>
public boolean <B>keyDown</B>(int&nbsp;keycode)</PRE>
<DL>
<DD>Called when a key was pressed
<P>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html#keyDown(int)">keyDown</A></CODE> in interface <CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html" title="interface in com.badlogic.gdx">InputProcessor</A></CODE><DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html#keyDown(int)">keyDown</A></CODE> in class <CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>keycode</CODE> - one of the constants in <A HREF="../../../../../com/badlogic/gdx/Input.Keys.html" title="class in com.badlogic.gdx"><CODE>Input.Keys</CODE></A>
<DT><B>Returns:</B><DD>whether the input was processed</DL>
</DD>
</DL>
<HR>

<A NAME="keyUp(int)"><!-- --></A><H3>
keyUp</H3>
<PRE>
public boolean <B>keyUp</B>(int&nbsp;keycode)</PRE>
<DL>
<DD>Called when a key was released
<P>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html#keyUp(int)">keyUp</A></CODE> in interface <CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html" title="interface in com.badlogic.gdx">InputProcessor</A></CODE><DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html#keyUp(int)">keyUp</A></CODE> in class <CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>keycode</CODE> - one of the constants in <A HREF="../../../../../com/badlogic/gdx/Input.Keys.html" title="class in com.badlogic.gdx"><CODE>Input.Keys</CODE></A>
<DT><B>Returns:</B><DD>whether the input was processed</DL>
</DD>
</DL>
<HR>

<A NAME="keyTyped(char)"><!-- --></A><H3>
keyTyped</H3>
<PRE>
public boolean <B>keyTyped</B>(char&nbsp;character)</PRE>
<DL>
<DD>Called when a key was typed
<P>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html#keyTyped(char)">keyTyped</A></CODE> in interface <CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html" title="interface in com.badlogic.gdx">InputProcessor</A></CODE><DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html#keyTyped(char)">keyTyped</A></CODE> in class <CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>character</CODE> - The character
<DT><B>Returns:</B><DD>whether the input was processed</DL>
</DD>
</DL>
<HR>

<A NAME="act(float)"><!-- --></A><H3>
act</H3>
<PRE>
public void <B>act</B>(float&nbsp;delta)</PRE>
<DL>
<DD>Calls the <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#act(float)"><CODE>Actor.act(float)</CODE></A> method of all contained Actors. This will advance any <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Action</CODE></A>s active for an
 Actor.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>delta</CODE> - the delta time in seconds since the last invocation</DL>
</DD>
</DL>
<HR>

<A NAME="draw()"><!-- --></A><H3>
draw</H3>
<PRE>
public void <B>draw</B>()</PRE>
<DL>
<DD>Renders the stage
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="dispose()"><!-- --></A><H3>
dispose</H3>
<PRE>
public void <B>dispose</B>()</PRE>
<DL>
<DD>Disposes the stage
<P>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/utils/Disposable.html#dispose()">dispose</A></CODE> in interface <CODE><A HREF="../../../../../com/badlogic/gdx/utils/Disposable.html" title="interface in com.badlogic.gdx.utils">Disposable</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="addActor(com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
addActor</H3>
<PRE>
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>
<DL>
<DD>Adds an <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor</CODE></A> to this stage
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>actor</CODE> - the Actor</DL>
</DD>
</DL>
<HR>

<A NAME="graphToString()"><!-- --></A><H3>
graphToString</H3>
<PRE>
public java.lang.String <B>graphToString</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>

<DT><B>Returns:</B><DD>the Stage graph as a silly string</DL>
</DD>
</DL>
<HR>

<A NAME="getRoot()"><!-- --></A><H3>
getRoot</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group</A> <B>getRoot</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>

<DT><B>Returns:</B><DD>the root <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Group</CODE></A> of this Stage.</DL>
</DD>
</DL>
<HR>

<A NAME="getSpriteBatch()"><!-- --></A><H3>
getSpriteBatch</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch</A> <B>getSpriteBatch</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>

<DT><B>Returns:</B><DD>the <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>SpriteBatch</CODE></A> offers its <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor</CODE></A>s for rendering.</DL>
</DD>
</DL>
<HR>

<A NAME="getCamera()"><!-- --></A><H3>
getCamera</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera</A> <B>getCamera</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>

<DT><B>Returns:</B><DD>the <A HREF="../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics"><CODE>Camera</CODE></A> of this stage.</DL>
</DD>
</DL>
<HR>

<A NAME="setCamera(com.badlogic.gdx.graphics.Camera)"><!-- --></A><H3>
setCamera</H3>
<PRE>
public void <B>setCamera</B>(<A HREF="../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera</A>&nbsp;camera)</PRE>
<DL>
<DD>Sets the <A HREF="../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics"><CODE>Camera</CODE></A> this stage uses. You are responsible for setting it up properly! The <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#draw()"><CODE>draw()</CODE></A> will call
 the Camera's update() method and use it's combined matrix as the projection matrix for the SpriteBatch.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>camera</CODE> - the <A HREF="../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics"><CODE>Camera</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="getLastTouchedChild()"><!-- --></A><H3>
getLastTouchedChild</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> <B>getLastTouchedChild</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>

<DT><B>Returns:</B><DD>the <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor</CODE></A> last hit by a touch event.</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>Returns the <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor</CODE></A> intersecting with the point (x,y) in stage coordinates. Hit testing is performed in the order the
 Actors were inserted into the Stage, last inserted Actors being tested first. To get stage coordinates from screen
 coordinates use <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#toStageCoordinates(int, int, com.badlogic.gdx.math.Vector2)"><CODE>toStageCoordinates(int, int, Vector2)</CODE></A>.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>x</CODE> - the x-coordinate in stage coordinates<DD><CODE>y</CODE> - the y-coordinate in stage coordinates
<DT><B>Returns:</B><DD>the hit Actor or null</DL>
</DD>
</DL>
<HR>

<A NAME="toStageCoordinates(int, int, com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
toStageCoordinates</H3>
<PRE>
public void <B>toStageCoordinates</B>(int&nbsp;x,
                               int&nbsp;y,
                               <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;out)</PRE>
<DL>
<DD>Transforms the given screen coordinates to stage coordinates
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>x</CODE> - the x-coordinate in screen coordinates<DD><CODE>y</CODE> - the y-coordinate in screen coordinates<DD><CODE>out</CODE> - the output <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math"><CODE>Vector2</CODE></A>.</DL>
</DD>
</DL>
<HR>

<A NAME="clear()"><!-- --></A><H3>
clear</H3>
<PRE>
public void <B>clear</B>()</PRE>
<DL>
<DD>Clears this stage, removing all <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor</CODE></A>s and <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Group</CODE></A>s.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="removeActor(com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
removeActor</H3>
<PRE>
public void <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>
<DL>
<DD>Removes the given <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor</CODE></A> from the stage by trying to find it recursively in the scenegraph.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>actor</CODE> - the actor</DL>
</DD>
</DL>
<HR>

<A NAME="unfocusAll()"><!-- --></A><H3>
unfocusAll</H3>
<PRE>
public void <B>unfocusAll</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="unfocus(com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
unfocus</H3>
<PRE>
public void <B>unfocus</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="unfocus(com.badlogic.gdx.scenes.scene2d.Actor, int)"><!-- --></A><H3>
unfocus</H3>
<PRE>
public void <B>unfocus</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor,
                    int&nbsp;pointer)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setKeyboardFocus(com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
setKeyboardFocus</H3>
<PRE>
public void <B>setKeyboardFocus</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getKeyboardFocus()"><!-- --></A><H3>
getKeyboardFocus</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> <B>getKeyboardFocus</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setScrollFocus(com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
setScrollFocus</H3>
<PRE>
public void <B>setScrollFocus</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getScrollFocus()"><!-- --></A><H3>
getScrollFocus</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> <B>getScrollFocus</B>()</PRE>
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<A NAME="setTouchFocus(com.badlogic.gdx.scenes.scene2d.Actor, int)"><!-- --></A><H3>
setTouchFocus</H3>
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public void <B>setTouchFocus</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor,
                          int&nbsp;pointer)</PRE>
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<A NAME="getTouchFocus(int)"><!-- --></A><H3>
getTouchFocus</H3>
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public <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> <B>getTouchFocus</B>(int&nbsp;pointer)</PRE>
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