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FlickScrollPane (libgdx API)
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com.badlogic.gdx.scenes.scene2d.ui
</FONT>
<BR>
Class FlickScrollPane
</H2>
<PRE>
java.lang.Object
<IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">com.badlogic.gdx.scenes.scene2d.Actor
</A>
<IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">com.badlogic.gdx.scenes.scene2d.Group
</A>
<IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">com.badlogic.gdx.scenes.scene2d.ui.WidgetGroup
</A>
<IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.scenes.scene2d.ui.FlickScrollPane
</B>
</PRE>
<DL>
<DT><B>All Implemented Interfaces:
</B> <DD><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Cullable.html" title="interface in com.badlogic.gdx.scenes.scene2d">Cullable
</A>,
<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>FlickScrollPane
</B><DT>extends
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">WidgetGroup
</A></DL>
</PRE>
<P>
A group that scrolls a child widget by pressing and dragging.
<p>
The widget is sized to its preferred size. If the widget's preferred width or height is less than the size of this scroll pane,
it is set to the size of this scroll pane.
<p>
The scroll pane's preferred size is that of the child widget. At this size, the child widget will not need to scroll, so the
scroll pane is typically sized by ignoring the preferred size in one or both directions.
<P>
<P>
<DL>
<DT><B>Author:
</B></DT>
<DD>Nathan Sweet, mzechner
</DD>
</DL>
<HR>
<P>
<!-- =========== FIELD SUMMARY =========== -->
<A NAME="field_summary"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<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.Group"><!-- --></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/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group
</A></B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#batchTransform">batchTransform
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#children">children
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#cullingArea">cullingArea
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#debug">debug
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#debugTexture">debugTexture
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#groups">groups
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#immutableChildren">immutableChildren
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#immutableGroups">immutableGroups
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#lastTouchedChild">lastTouchedChild
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#localTransform">localTransform
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#namesToActors">namesToActors
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#oldBatchTransform">oldBatchTransform
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#point">point
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#transform">transform
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#worldTransform">worldTransform
</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#stage">stage
</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="">
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</B></FONT></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/FlickScrollPane.html#FlickScrollPane()">FlickScrollPane
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/FlickScrollPane.html#FlickScrollPane(com.badlogic.gdx.scenes.scene2d.Actor)">FlickScrollPane
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> widget)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/FlickScrollPane.html#FlickScrollPane(com.badlogic.gdx.scenes.scene2d.Actor, java.lang.String)">FlickScrollPane
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> widget,
java.lang.String
name)
</CODE>
<BR>
</TD>
</TR>
</TABLE>
<!-- ========== METHOD SUMMARY =========== -->
<A NAME="method_summary"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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</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/FlickScrollPane.html#act(float)">act
</A></B>(float
delta)
</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/FlickScrollPane.html#addActor(com.badlogic.gdx.scenes.scene2d.Actor)">addActor
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> actor)
</CODE>
<BR>
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 Group.
</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/FlickScrollPane.html#addActorAt(int, com.badlogic.gdx.scenes.scene2d.Actor)">addActorAt
</A></B>(int
index,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> actor)
</CODE>
<BR>
Adds an
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor
</CODE></A> at the given index in the group.
</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/FlickScrollPane.html#addActorBefore(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)">addActorBefore
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> actorBefore,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> actor)
</CODE>
<BR>
Adds an
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor
</CODE></A> before the given 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/FlickScrollPane.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>
If this method is overridden, the super method or
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#validate()"><CODE>WidgetGroup.validate()
</CODE></A> should be called to ensure the widget group is laid
out.
</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/FlickScrollPane.html#getMaxX()">getMaxX
</A></B>()
</CODE>
<BR>
Returns the maximum scroll value in the x direction.
</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/FlickScrollPane.html#getMaxY()">getMaxY
</A></B>()
</CODE>
<BR>
Returns the maximum scroll value in the y direction.
</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/FlickScrollPane.html#getMinHeight()">getMinHeight
</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/FlickScrollPane.html#getMinWidth()">getMinWidth
</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/FlickScrollPane.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/FlickScrollPane.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> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/FlickScrollPane.html#getScrollPercentX()">getScrollPercentX
</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/FlickScrollPane.html#getScrollPercentY()">getScrollPercentY
</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/FlickScrollPane.html#getScrollX()">getScrollX
</A></B>()
</CODE>
<BR>
Returns the x scroll position in pixels.
</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/FlickScrollPane.html#getScrollY()">getScrollY
</A></B>()
</CODE>
<BR>
Returns the y scroll position in pixels.
</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/FlickScrollPane.html#getVelocityX()">getVelocityX
</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/FlickScrollPane.html#getVelocityY()">getVelocityY
</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/FlickScrollPane.html#getWidget()">getWidget
</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/FlickScrollPane.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/FlickScrollPane.html#isFlinging()">isFlinging
</A></B>()
</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/FlickScrollPane.html#isPanning()">isPanning
</A></B>()
</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/FlickScrollPane.html#layout()">layout
</A></B>()
</CODE>
<BR>
Computes and caches any information needed for drawing and, if this actor has children, positions and sizes each child and
calls
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#invalidate()"><CODE>Layout.invalidate()
</CODE></A> and then
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#validate()"><CODE>Layout.validate()
</CODE></A> on each one.
</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/FlickScrollPane.html#removeActor(com.badlogic.gdx.scenes.scene2d.Actor)">removeActor
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> actor)
</CODE>
<BR>
Removes an
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor
</CODE></A> from this Group.
</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/FlickScrollPane.html#removeActorRecursive(com.badlogic.gdx.scenes.scene2d.Actor)">removeActorRecursive
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> actor)
</CODE>
<BR>
Removes an
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor
</CODE></A> from this Group recursively by checking if the Actor is in this group or one of its child-groups.
</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/FlickScrollPane.html#setClamp(boolean)">setClamp
</A></B>(boolean
clamp)
</CODE>
<BR>
Prevents scrolling out of the widget's bounds.
</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/FlickScrollPane.html#setEmptySpaceOnlyScroll(boolean)">setEmptySpaceOnlyScroll
</A></B>(boolean
emptySpaceOnlyScroll)
</CODE>
<BR>
If true, only pressing and dragging on empty space in the FlickScrollPane will cause a scroll and widgets receive touch down
events as normal.
</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/FlickScrollPane.html#setFlingTime(float)">setFlingTime
</A></B>(float
flingTime)
</CODE>
<BR>
Sets the amount of time in seconds that a fling will continue to scroll.
</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/FlickScrollPane.html#setForceOverscroll(boolean, boolean)">setForceOverscroll
</A></B>(boolean
x,
boolean
y)
</CODE>
<BR>
Forces the enabling of overscrolling in a direction, even if the contents do not exceed the bounds in that direction.
</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/FlickScrollPane.html#setOverscroll(boolean)">setOverscroll
</A></B>(boolean
overscroll)
</CODE>
<BR>
If true, the widget can be scrolled slightly past its bounds and will animate back to its bounds when scrolling is stopped.
</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/FlickScrollPane.html#setScrollingDisabled(boolean, boolean)">setScrollingDisabled
</A></B>(boolean
x,
boolean
y)
</CODE>
<BR>
Disables scrolling in a direction.
</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/FlickScrollPane.html#setScrollPercentX(float)">setScrollPercentX
</A></B>(float
percentX)
</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/FlickScrollPane.html#setScrollPercentY(float)">setScrollPercentY
</A></B>(float
percentY)
</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/FlickScrollPane.html#setScrollX(float)">setScrollX
</A></B>(float
pixels)
</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/FlickScrollPane.html#setScrollY(float)">setScrollY
</A></B>(float
pixels)
</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/FlickScrollPane.html#setupOverscroll(float, float, float)">setupOverscroll
</A></B>(float
distance,
float
speedMin,
float
speedMax)
</CODE>
<BR>
Sets the overscroll distance in pixels and the speed it returns to the widgets bounds in seconds.
</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/FlickScrollPane.html#setVelocityX(float)">setVelocityX
</A></B>(float
velocityX)
</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/FlickScrollPane.html#setVelocityY(float)">setVelocityY
</A></B>(float
velocityY)
</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/FlickScrollPane.html#setWidget(com.badlogic.gdx.scenes.scene2d.Actor)">setWidget
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> widget)
</CODE>
<BR>
Sets the
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor
</CODE></A> embedded in this scroll pane.
</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/FlickScrollPane.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/FlickScrollPane.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/FlickScrollPane.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.WidgetGroup"><!-- --></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/WidgetGroup.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">WidgetGroup
</A></B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#childrenChanged()">childrenChanged
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#getMaxHeight()">getMaxHeight
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#getMaxWidth()">getMaxWidth
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#invalidate()">invalidate
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#invalidateHierarchy()">invalidateHierarchy
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#needsLayout()">needsLayout
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#pack()">pack
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#setFillParent(boolean)">setFillParent
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#validate()">validate
</A></CODE></TD>
</TR>
</TABLE>
<A NAME="methods_inherited_from_class_com.badlogic.gdx.scenes.scene2d.Group"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TH ALIGN="left"><B>Methods inherited from class com.badlogic.gdx.scenes.scene2d.
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group
</A></B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActorAfter(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)">addActorAfter
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#applyTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch)">applyTransform
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#clear()">clear
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#disableDebugging()">disableDebugging
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#drawChild(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">drawChild
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#drawChildren(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">drawChildren
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#enableDebugging(java.lang.String)">enableDebugging
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#findActor(java.lang.String)">findActor
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#getActors()">getActors
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#getGroups()">getGroups
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#isDescendant(com.badlogic.gdx.scenes.scene2d.Actor)">isDescendant
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#resetTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch)">resetTransform
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#setCullingArea(com.badlogic.gdx.math.Rectangle)">setCullingArea
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#sortChildren(java.util.Comparator)">sortChildren
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#swapActor(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)">swapActor
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#swapActor(int, int)">swapActor
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#toChildCoordinates(com.badlogic.gdx.scenes.scene2d.Actor, float, float, com.badlogic.gdx.math.Vector2)">toChildCoordinates
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#toLocalCoordinates(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.math.Vector2)">toLocalCoordinates
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#touchMoved(float, float)">touchMoved
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#updateTransform()">updateTransform
</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#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#getStage()">getStage
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#isMarkedToRemove()">isMarkedToRemove
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#keyDown(int)">keyDown
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#keyTyped(char)">keyTyped
</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></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="FlickScrollPane()"><!-- --></A><H3>
FlickScrollPane
</H3>
<PRE>
public
<B>FlickScrollPane
</B>()
</PRE>
<DL>
</DL>
<HR>
<A NAME="FlickScrollPane(com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
FlickScrollPane
</H3>
<PRE>
public
<B>FlickScrollPane
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> widget)
</PRE>
<DL>
<DL>
<DT><B>Parameters:
</B><DD><CODE>widget
</CODE> - May be null.
</DL>
</DL>
<HR>
<A NAME="FlickScrollPane(com.badlogic.gdx.scenes.scene2d.Actor, java.lang.String)"><!-- --></A><H3>
FlickScrollPane
</H3>
<PRE>
public
<B>FlickScrollPane
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> widget,
java.lang.String
name)
</PRE>
<DL>
<DL>
<DT><B>Parameters:
</B><DD><CODE>widget
</CODE> - May be null.
</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="act(float)"><!-- --></A><H3>
act
</H3>
<PRE>
public void
<B>act
</B>(float
delta)
</PRE>
<DL>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#act(float)">act
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="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>Computes and caches any information needed for drawing and, if this actor has children, positions and sizes each child and
calls
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#invalidate()"><CODE>Layout.invalidate()
</CODE></A> and then
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#validate()"><CODE>Layout.validate()
</CODE></A> on each one. Usually this should not be called directly, instead
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#validate()"><CODE>Layout.validate()
</CODE></A> should be used.
<P>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#layout()">layout
</A></CODE> in interface
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d">Layout
</A></CODE><DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#layout()">layout
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">WidgetGroup
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)"><!-- --></A><H3>
draw
</H3>
<PRE>
public void
<B>draw
</B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch
</A> batch,
float
parentAlpha)
</PRE>
<DL>
<DD><B>Description copied from class:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">WidgetGroup
</A></CODE></B></DD>
<DD>If this method is overridden, the super method or
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#validate()"><CODE>WidgetGroup.validate()
</CODE></A> should be called to ensure the widget group is laid
out.
<P>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">draw
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">WidgetGroup
</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>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#touchDown(float, float, int)">touchDown
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="touchUp(float, float, int)"><!-- --></A><H3>
touchUp
</H3>
<PRE>
public void
<B>touchUp
</B>(float
x,
float
y,
int
pointer)
</PRE>
<DL>
<DD><DL>
<DT><B>Overrides:
</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>Overrides:
</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="setScrollX(float)"><!-- --></A><H3>
setScrollX
</H3>
<PRE>
public void
<B>setScrollX
</B>(float
pixels)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getScrollX()"><!-- --></A><H3>
getScrollX
</H3>
<PRE>
public float
<B>getScrollX
</B>()
</PRE>
<DL>
<DD>Returns the x scroll position in pixels.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setScrollY(float)"><!-- --></A><H3>
setScrollY
</H3>
<PRE>
public void
<B>setScrollY
</B>(float
pixels)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getScrollY()"><!-- --></A><H3>
getScrollY
</H3>
<PRE>
public float
<B>getScrollY
</B>()
</PRE>
<DL>
<DD>Returns the y scroll position in pixels.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getScrollPercentX()"><!-- --></A><H3>
getScrollPercentX
</H3>
<PRE>
public float
<B>getScrollPercentX
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setScrollPercentX(float)"><!-- --></A><H3>
setScrollPercentX
</H3>
<PRE>
public void
<B>setScrollPercentX
</B>(float
percentX)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getScrollPercentY()"><!-- --></A><H3>
getScrollPercentY
</H3>
<PRE>
public float
<B>getScrollPercentY
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setScrollPercentY(float)"><!-- --></A><H3>
setScrollPercentY
</H3>
<PRE>
public void
<B>setScrollPercentY
</B>(float
percentY)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getMaxX()"><!-- --></A><H3>
getMaxX
</H3>
<PRE>
public float
<B>getMaxX
</B>()
</PRE>
<DL>
<DD>Returns the maximum scroll value in the x direction.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getMaxY()"><!-- --></A><H3>
getMaxY
</H3>
<PRE>
public float
<B>getMaxY
</B>()
</PRE>
<DL>
<DD>Returns the maximum scroll value in the y direction.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setWidget(com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
setWidget
</H3>
<PRE>
public void
<B>setWidget
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> widget)
</PRE>
<DL>
<DD>Sets the
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor
</CODE></A> embedded in this scroll pane.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>widget
</CODE> - May be null.
</DL>
</DD>
</DL>
<HR>
<A NAME="getWidget()"><!-- --></A><H3>
getWidget
</H3>
<PRE>
public
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> <B>getWidget
</B>()
</PRE>
<DL>
<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> actor)
</PRE>
<DL>
<DD><B>Description copied from class:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActor(com.badlogic.gdx.scenes.scene2d.Actor)">Group
</A></CODE></B></DD>
<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 Group. The order Actors are added is reversed for hit testing.
<P>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActor(com.badlogic.gdx.scenes.scene2d.Actor)">addActor
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group
</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>actor
</CODE> - the Actor
</DL>
</DD>
</DL>
<HR>
<A NAME="addActorAt(int, com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
addActorAt
</H3>
<PRE>
public void
<B>addActorAt
</B>(int
index,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> actor)
</PRE>
<DL>
<DD><B>Description copied from class:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActorAt(int, com.badlogic.gdx.scenes.scene2d.Actor)">Group
</A></CODE></B></DD>
<DD>Adds an
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor
</CODE></A> at the given index in the group. The first Actor added will be at index 0 and so on. Throws an
IndexOutOfBoundsException in case the index is invalid.
<P>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActorAt(int, com.badlogic.gdx.scenes.scene2d.Actor)">addActorAt
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group
</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>index
</CODE> - the index to add the actor at.
</DL>
</DD>
</DL>
<HR>
<A NAME="addActorBefore(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
addActorBefore
</H3>
<PRE>
public void
<B>addActorBefore
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> actorBefore,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> actor)
</PRE>
<DL>
<DD><B>Description copied from class:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActorBefore(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)">Group
</A></CODE></B></DD>
<DD>Adds an
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor
</CODE></A> before the given Actor.
<P>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActorBefore(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)">addActorBefore
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group
</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>actorBefore
</CODE> - the Actor to add the other actor in front of
<DD><CODE>actor
</CODE> - the Actor to add
</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> actor)
</PRE>
<DL>
<DD><B>Description copied from class:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#removeActor(com.badlogic.gdx.scenes.scene2d.Actor)">Group
</A></CODE></B></DD>
<DD>Removes an
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor
</CODE></A> from this Group.
<P>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#removeActor(com.badlogic.gdx.scenes.scene2d.Actor)">removeActor
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="removeActorRecursive(com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
removeActorRecursive
</H3>
<PRE>
public void
<B>removeActorRecursive
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> actor)
</PRE>
<DL>
<DD><B>Description copied from class:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#removeActorRecursive(com.badlogic.gdx.scenes.scene2d.Actor)">Group
</A></CODE></B></DD>
<DD>Removes an
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor
</CODE></A> from this Group recursively by checking if the Actor is in this group or one of its child-groups.
<P>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#removeActorRecursive(com.badlogic.gdx.scenes.scene2d.Actor)">removeActorRecursive
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group
</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>actor
</CODE> - the Actor
</DL>
</DD>
</DL>
<HR>
<A NAME="isPanning()"><!-- --></A><H3>
isPanning
</H3>
<PRE>
public boolean
<B>isPanning
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="isFlinging()"><!-- --></A><H3>
isFlinging
</H3>
<PRE>
public boolean
<B>isFlinging
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setVelocityX(float)"><!-- --></A><H3>
setVelocityX
</H3>
<PRE>
public void
<B>setVelocityX
</B>(float
velocityX)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getVelocityX()"><!-- --></A><H3>
getVelocityX
</H3>
<PRE>
public float
<B>getVelocityX
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setVelocityY(float)"><!-- --></A><H3>
setVelocityY
</H3>
<PRE>
public void
<B>setVelocityY
</B>(float
velocityY)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getVelocityY()"><!-- --></A><H3>
getVelocityY
</H3>
<PRE>
public float
<B>getVelocityY
</B>()
</PRE>
<DL>
<DD><DL>
</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="getMinWidth()"><!-- --></A><H3>
getMinWidth
</H3>
<PRE>
public float
<B>getMinWidth
</B>()
</PRE>
<DL>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#getMinWidth()">getMinWidth
</A></CODE> in interface
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d">Layout
</A></CODE><DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#getMinWidth()">getMinWidth
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">WidgetGroup
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getMinHeight()"><!-- --></A><H3>
getMinHeight
</H3>
<PRE>
public float
<B>getMinHeight
</B>()
</PRE>
<DL>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#getMinHeight()">getMinHeight
</A></CODE> in interface
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d">Layout
</A></CODE><DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#getMinHeight()">getMinHeight
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">WidgetGroup
</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/Group.html#hit(float, float)">hit
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setOverscroll(boolean)"><!-- --></A><H3>
setOverscroll
</H3>
<PRE>
public void
<B>setOverscroll
</B>(boolean
overscroll)
</PRE>
<DL>
<DD>If true, the widget can be scrolled slightly past its bounds and will animate back to its bounds when scrolling is stopped.
Default is true.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setupOverscroll(float, float, float)"><!-- --></A><H3>
setupOverscroll
</H3>
<PRE>
public void
<B>setupOverscroll
</B>(float
distance,
float
speedMin,
float
speedMax)
</PRE>
<DL>
<DD>Sets the overscroll distance in pixels and the speed it returns to the widgets bounds in seconds. Default is 50, 30, 200.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setForceOverscroll(boolean, boolean)"><!-- --></A><H3>
setForceOverscroll
</H3>
<PRE>
public void
<B>setForceOverscroll
</B>(boolean
x,
boolean
y)
</PRE>
<DL>
<DD>Forces the enabling of overscrolling in a direction, even if the contents do not exceed the bounds in that direction.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setFlingTime(float)"><!-- --></A><H3>
setFlingTime
</H3>
<PRE>
public void
<B>setFlingTime
</B>(float
flingTime)
</PRE>
<DL>
<DD>Sets the amount of time in seconds that a fling will continue to scroll. Default is 1.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setEmptySpaceOnlyScroll(boolean)"><!-- --></A><H3>
setEmptySpaceOnlyScroll
</H3>
<PRE>
public void
<B>setEmptySpaceOnlyScroll
</B>(boolean
emptySpaceOnlyScroll)
</PRE>
<DL>
<DD>If true, only pressing and dragging on empty space in the FlickScrollPane will cause a scroll and widgets receive touch down
events as normal. If false, pressing and dragging anywhere will trigger a scroll and widgets will only receive touch down
events if pressed and released without dragging. Default is false.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setScrollingDisabled(boolean, boolean)"><!-- --></A><H3>
setScrollingDisabled
</H3>
<PRE>
public void
<B>setScrollingDisabled
</B>(boolean
x,
boolean
y)
</PRE>
<DL>
<DD>Disables scrolling in a direction. The widget will be sized to the FlickScrollPane in the disabled direction.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setClamp(boolean)"><!-- --></A><H3>
setClamp
</H3>
<PRE>
public void
<B>setClamp
</B>(boolean
clamp)
</PRE>
<DL>
<DD>Prevents scrolling out of the widget's bounds. Default is true.
<P>
<DD><DL>
</DL>
</DD>
</DL>
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