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TextField (libgdx API)
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libgdx API
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SUMMARY:
<A HREF="#nested_class_summary">NESTED
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<A HREF="#fields_inherited_from_class_com.badlogic.gdx.scenes.scene2d.Actor">FIELD
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com.badlogic.gdx.scenes.scene2d.ui
</FONT>
<BR>
Class TextField
</H2>
<PRE>
java.lang.Object
<IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">com.badlogic.gdx.scenes.scene2d.Actor
</A>
<IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">com.badlogic.gdx.scenes.scene2d.ui.Widget
</A>
<IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.scenes.scene2d.ui.TextField
</B>
</PRE>
<DL>
<DT><B>All Implemented Interfaces:
</B> <DD><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d">Layout
</A></DD>
</DL>
<HR>
<DL>
<DT><PRE>public class
<B>TextField
</B><DT>extends
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Widget
</A></DL>
</PRE>
<P>
A single-line text input field.
<p>
The preferred height of a text field is the height of the
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldStyle.html#font"><CODE>TextField.TextFieldStyle.font
</CODE></A> and
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldStyle.html#background"><CODE>TextField.TextFieldStyle.background
</CODE></A>.
The preferred width of a text field is 150, a relatively arbitrary size.
<p>
The text field will copy the currently selected text when ctrl+c is pressed, and paste any text in the clipboard when ctrl+v is
pressed. Clipboard functionality is provided via the
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/utils/Clipboard.html" title="class in com.badlogic.gdx.scenes.scene2d.ui.utils"><CODE>Clipboard
</CODE></A> interface. Currently there are two standard
implementations, one for the desktop and one for Android. The Android clipboard is a stub, as copy
& pasting on Android is not
supported yet.
<p>
The text field allows you to specify an <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.OnscreenKeyboard.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui"><CODE>TextField.OnscreenKeyboard</CODE></A> for displaying a softkeyboard and piping all key events
generated by the keyboard to the text field. There are two standard implementations, one for the desktop and one for Android.
The desktop keyboard is a stub, as a softkeyboard is not needed on the desktop. The Android <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.OnscreenKeyboard.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui"><CODE>TextField.OnscreenKeyboard</CODE></A>
implementation will bring up the default IME.
<P>
<P>
<DL>
<DT><B>Author:</B></DT>
<DD>mzechner</DD>
</DL>
<HR>
<P>
<!-- ======== NESTED CLASS SUMMARY ======== -->
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<B>Nested Class Summary</B></FONT></TH>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static class
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.DefaultOnscreenKeyboard.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">TextField.DefaultOnscreenKeyboard
</A></B></CODE>
<BR>
The default
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.OnscreenKeyboard.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui"><CODE>TextField.OnscreenKeyboard
</CODE></A> used by all
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html" title="class in com.badlogic.gdx.scenes.scene2d.ui"><CODE>TextField
</CODE></A> instances.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
interface
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.OnscreenKeyboard.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui">TextField.OnscreenKeyboard
</A></B></CODE>
<BR>
An interface for onscreen keyboards.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
interface
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldFilter.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldFilter
</A></B></CODE>
<BR>
Interface for filtering characters entered into the text field.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
interface
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldListener.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldListener
</A></B></CODE>
<BR>
Interface for listening to typed characters.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
class
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldStyle
</A></B></CODE>
<BR>
The style for a text field, see
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html" title="class in com.badlogic.gdx.scenes.scene2d.ui"><CODE>TextField
</CODE></A>.
</TD>
</TR>
</TABLE>
<!-- =========== FIELD SUMMARY =========== -->
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<B>Field Summary
</B></FONT></TH>
</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="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
<B>Constructor Summary
</B></FONT></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#TextField(com.badlogic.gdx.scenes.scene2d.ui.Skin)">TextField
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Skin.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Skin
</A> skin)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#TextField(java.lang.String, com.badlogic.gdx.scenes.scene2d.ui.Skin)">TextField
</A></B>(java.lang.String
text,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Skin.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Skin
</A> skin)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#TextField(java.lang.String, java.lang.String, com.badlogic.gdx.scenes.scene2d.ui.Skin)">TextField
</A></B>(java.lang.String
text,
java.lang.String
messageText,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Skin.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Skin
</A> skin)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#TextField(java.lang.String, java.lang.String, com.badlogic.gdx.scenes.scene2d.ui.TextField.TextFieldStyle)">TextField
</A></B>(java.lang.String
text,
java.lang.String
messageText,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldStyle
</A> style)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#TextField(java.lang.String, java.lang.String, com.badlogic.gdx.scenes.scene2d.ui.TextField.TextFieldStyle, java.lang.String)">TextField
</A></B>(java.lang.String
text,
java.lang.String
messageText,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldStyle
</A> style,
java.lang.String
name)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#TextField(java.lang.String, com.badlogic.gdx.scenes.scene2d.ui.TextField.TextFieldStyle)">TextField
</A></B>(java.lang.String
text,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldStyle
</A> style)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#TextField(com.badlogic.gdx.scenes.scene2d.ui.TextField.TextFieldStyle)">TextField
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldStyle
</A> style)
</CODE>
<BR>
</TD>
</TR>
</TABLE>
<!-- ========== METHOD SUMMARY =========== -->
<A NAME="method_summary"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
<B>Method Summary
</B></FONT></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#clearSelection()">clearSelection
</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/TextField.html#copy()">copy
</A></B>()
</CODE>
<BR>
Copies the contents of this TextField to the
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/utils/Clipboard.html" title="class in com.badlogic.gdx.scenes.scene2d.ui.utils"><CODE>Clipboard
</CODE></A> implementation
set on this TextField.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#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/Widget.html#validate()"><CODE>Widget.validate()
</CODE></A> should be called to ensure the widget is laid out.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#getCursorPosition()">getCursorPosition
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> java.lang.String
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#getMessageText()">getMessageText
</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/ui/TextField.OnscreenKeyboard.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui">TextField.OnscreenKeyboard
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#getOnscreenKeyboard()">getOnscreenKeyboard
</A></B>()
</CODE>
<BR>
Default is an instance of
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.DefaultOnscreenKeyboard.html" title="class in com.badlogic.gdx.scenes.scene2d.ui"><CODE>TextField.DefaultOnscreenKeyboard
</CODE></A>.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#getPrefHeight()">getPrefHeight
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#getPrefWidth()">getPrefWidth
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldStyle
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#getStyle()">getStyle
</A></B>()
</CODE>
<BR>
Returns the text field's style.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> java.lang.String
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#getText()">getText
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#keyDown(int)">keyDown
</A></B>(int
keycode)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#keyTyped(char)">keyTyped
</A></B>(char
character)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#layout()">layout
</A></B>()
</CODE>
<BR>
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/TextField.html#next(boolean)">next
</A></B>(boolean
up)
</CODE>
<BR>
Focuses the next TextField.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#setClipboard(com.badlogic.gdx.scenes.scene2d.ui.utils.Clipboard)">setClipboard
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/utils/Clipboard.html" title="class in com.badlogic.gdx.scenes.scene2d.ui.utils">Clipboard
</A> clipboard)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#setCursorPosition(int)">setCursorPosition
</A></B>(int
cursorPosition)
</CODE>
<BR>
Sets the cursor position and clears any selection.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#setMessageText(java.lang.String)">setMessageText
</A></B>(java.lang.String
messageText)
</CODE>
<BR>
Sets the text that will be drawn in the text field if no text has been entered.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#setOnscreenKeyboard(com.badlogic.gdx.scenes.scene2d.ui.TextField.OnscreenKeyboard)">setOnscreenKeyboard
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.OnscreenKeyboard.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui">TextField.OnscreenKeyboard
</A> keyboard)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#setPasswordCharacter(char)">setPasswordCharacter
</A></B>(char
passwordCharacter)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#setPasswordMode(boolean)">setPasswordMode
</A></B>(boolean
passwordMode)
</CODE>
<BR>
If true, the text in this text field will be shown as bullet characters.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#setSelection(int, int)">setSelection
</A></B>(int
selectionStart,
int
selectionEnd)
</CODE>
<BR>
Sets the selected text.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#setStyle(com.badlogic.gdx.scenes.scene2d.ui.TextField.TextFieldStyle)">setStyle
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldStyle
</A> style)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#setText(java.lang.String)">setText
</A></B>(java.lang.String
text)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#setTextFieldFilter(com.badlogic.gdx.scenes.scene2d.ui.TextField.TextFieldFilter)">setTextFieldFilter
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldFilter.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldFilter
</A> filter)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#setTextFieldListener(com.badlogic.gdx.scenes.scene2d.ui.TextField.TextFieldListener)">setTextFieldListener
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldListener.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldListener
</A> listener)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#touchDown(float, float, int)">touchDown
</A></B>(float
x,
float
y,
int
pointer)
</CODE>
<BR>
</TD>
</TR>
</TABLE>
<A NAME="methods_inherited_from_class_com.badlogic.gdx.scenes.scene2d.ui.Widget"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TH ALIGN="left"><B>Methods inherited from class com.badlogic.gdx.scenes.scene2d.ui.
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Widget
</A></B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#getMaxHeight()">getMaxHeight
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#getMaxWidth()">getMaxWidth
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#getMinHeight()">getMinHeight
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#getMinWidth()">getMinWidth
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#hit(float, float)">hit
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#invalidate()">invalidate
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#invalidateHierarchy()">invalidateHierarchy
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#needsLayout()">needsLayout
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#pack()">pack
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#setFillParent(boolean)">setFillParent
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#toScreenCoordinates(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.math.Vector2)">toScreenCoordinates
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#touchDragged(float, float, int)">touchDragged
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#touchUp(float, float, int)">touchUp
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#validate()">validate
</A></CODE></TD>
</TR>
</TABLE>
<A NAME="methods_inherited_from_class_com.badlogic.gdx.scenes.scene2d.Actor"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TH ALIGN="left"><B>Methods inherited from class com.badlogic.gdx.scenes.scene2d.
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A></B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#act(float)">act
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#action(com.badlogic.gdx.scenes.scene2d.Action)">action
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#clearActions()">clearActions
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getStage()">getStage
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#isMarkedToRemove()">isMarkedToRemove
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#keyUp(int)">keyUp
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#markToRemove(boolean)">markToRemove
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#remove()">remove
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#scrolled(int)">scrolled
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#toLocalCoordinates(com.badlogic.gdx.math.Vector2)">toLocalCoordinates
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#toString()">toString
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#touchMoved(float, float)">touchMoved
</A></CODE></TD>
</TR>
</TABLE>
<A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TH ALIGN="left"><B>Methods inherited from class java.lang.Object
</B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait
</CODE></TD>
</TR>
</TABLE>
<P>
<!-- ========= CONSTRUCTOR DETAIL ======== -->
<A NAME="constructor_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Constructor Detail
</B></FONT></TH>
</TR>
</TABLE>
<A NAME="TextField(com.badlogic.gdx.scenes.scene2d.ui.Skin)"><!-- --></A><H3>
TextField
</H3>
<PRE>
public
<B>TextField
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Skin.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Skin
</A> skin)
</PRE>
<DL>
</DL>
<HR>
<A NAME="TextField(java.lang.String, com.badlogic.gdx.scenes.scene2d.ui.Skin)"><!-- --></A><H3>
TextField
</H3>
<PRE>
public
<B>TextField
</B>(java.lang.String
text,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Skin.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Skin
</A> skin)
</PRE>
<DL>
</DL>
<HR>
<A NAME="TextField(java.lang.String, java.lang.String, com.badlogic.gdx.scenes.scene2d.ui.Skin)"><!-- --></A><H3>
TextField
</H3>
<PRE>
public
<B>TextField
</B>(java.lang.String
text,
java.lang.String
messageText,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Skin.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Skin
</A> skin)
</PRE>
<DL>
<DL>
<DT><B>Parameters:
</B><DD><CODE>messageText
</CODE> - Text to show when empty. May be null.
</DL>
</DL>
<HR>
<A NAME="TextField(com.badlogic.gdx.scenes.scene2d.ui.TextField.TextFieldStyle)"><!-- --></A><H3>
TextField
</H3>
<PRE>
public
<B>TextField
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldStyle
</A> style)
</PRE>
<DL>
</DL>
<HR>
<A NAME="TextField(java.lang.String, com.badlogic.gdx.scenes.scene2d.ui.TextField.TextFieldStyle)"><!-- --></A><H3>
TextField
</H3>
<PRE>
public
<B>TextField
</B>(java.lang.String
text,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldStyle
</A> style)
</PRE>
<DL>
</DL>
<HR>
<A NAME="TextField(java.lang.String, java.lang.String, com.badlogic.gdx.scenes.scene2d.ui.TextField.TextFieldStyle)"><!-- --></A><H3>
TextField
</H3>
<PRE>
public
<B>TextField
</B>(java.lang.String
text,
java.lang.String
messageText,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldStyle
</A> style)
</PRE>
<DL>
<DL>
<DT><B>Parameters:
</B><DD><CODE>messageText
</CODE> - Text to show when empty. May be null.
</DL>
</DL>
<HR>
<A NAME="TextField(java.lang.String, java.lang.String, com.badlogic.gdx.scenes.scene2d.ui.TextField.TextFieldStyle, java.lang.String)"><!-- --></A><H3>
TextField
</H3>
<PRE>
public
<B>TextField
</B>(java.lang.String
text,
java.lang.String
messageText,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldStyle
</A> style,
java.lang.String
name)
</PRE>
<DL>
<DL>
<DT><B>Parameters:
</B><DD><CODE>messageText
</CODE> - Text to show when empty. 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="setStyle(com.badlogic.gdx.scenes.scene2d.ui.TextField.TextFieldStyle)"><!-- --></A><H3>
setStyle
</H3>
<PRE>
public void
<B>setStyle
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldStyle
</A> style)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setPasswordCharacter(char)"><!-- --></A><H3>
setPasswordCharacter
</H3>
<PRE>
public void
<B>setPasswordCharacter
</B>(char
passwordCharacter)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getStyle()"><!-- --></A><H3>
getStyle
</H3>
<PRE>
public
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldStyle
</A> <B>getStyle
</B>()
</PRE>
<DL>
<DD>Returns the text field's style. Modifying the returned style may not have an effect until
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html#setStyle(com.badlogic.gdx.scenes.scene2d.ui.TextField.TextFieldStyle)"><CODE>setStyle(TextFieldStyle)
</CODE></A>
is called.
<P>
<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/Widget.html#layout()">layout
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Widget
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="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/Widget.html#draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">Widget
</A></CODE></B></DD>
<DD>If this method is overridden, the super method or
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#validate()"><CODE>Widget.validate()
</CODE></A> should be called to ensure the widget is laid out.
<P>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">draw
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Widget
</A></CODE></DL>
</DD>
<DD><DL>
<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/ui/Widget.html#touchDown(float, float, int)">touchDown
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Widget
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="keyDown(int)"><!-- --></A><H3>
keyDown
</H3>
<PRE>
public boolean
<B>keyDown
</B>(int
keycode)
</PRE>
<DL>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#keyDown(int)">keyDown
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="copy()"><!-- --></A><H3>
copy
</H3>
<PRE>
public void
<B>copy
</B>()
</PRE>
<DL>
<DD>Copies the contents of this TextField to the
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/utils/Clipboard.html" title="class in com.badlogic.gdx.scenes.scene2d.ui.utils"><CODE>Clipboard
</CODE></A> implementation
set on this TextField.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="keyTyped(char)"><!-- --></A><H3>
keyTyped
</H3>
<PRE>
public boolean
<B>keyTyped
</B>(char
character)
</PRE>
<DL>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#keyTyped(char)">keyTyped
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="next(boolean)"><!-- --></A><H3>
next
</H3>
<PRE>
public void
<B>next
</B>(boolean
up)
</PRE>
<DL>
<DD>Focuses the next TextField. If none is found, the keyboard is hidden. Does nothing if the text field is not in a stage.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>up
</CODE> - If true, the TextField with the same or next smallest y coordinate is found, else the next highest.
</DL>
</DD>
</DL>
<HR>
<A NAME="setTextFieldListener(com.badlogic.gdx.scenes.scene2d.ui.TextField.TextFieldListener)"><!-- --></A><H3>
setTextFieldListener
</H3>
<PRE>
public void
<B>setTextFieldListener
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldListener.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldListener
</A> listener)
</PRE>
<DL>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>listener
</CODE> - May be null.
</DL>
</DD>
</DL>
<HR>
<A NAME="setTextFieldFilter(com.badlogic.gdx.scenes.scene2d.ui.TextField.TextFieldFilter)"><!-- --></A><H3>
setTextFieldFilter
</H3>
<PRE>
public void
<B>setTextFieldFilter
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.TextFieldFilter.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui">TextField.TextFieldFilter
</A> filter)
</PRE>
<DL>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>filter
</CODE> - May be null.
</DL>
</DD>
</DL>
<HR>
<A NAME="getMessageText()"><!-- --></A><H3>
getMessageText
</H3>
<PRE>
public java.lang.String
<B>getMessageText
</B>()
</PRE>
<DL>
<DD><DL>
<DT><B>Returns:
</B><DD>May be null.
</DL>
</DD>
</DL>
<HR>
<A NAME="setMessageText(java.lang.String)"><!-- --></A><H3>
setMessageText
</H3>
<PRE>
public void
<B>setMessageText
</B>(java.lang.String
messageText)
</PRE>
<DL>
<DD>Sets the text that will be drawn in the text field if no text has been entered.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setText(java.lang.String)"><!-- --></A><H3>
setText
</H3>
<PRE>
public void
<B>setText
</B>(java.lang.String
text)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getText()"><!-- --></A><H3>
getText
</H3>
<PRE>
public java.lang.String
<B>getText
</B>()
</PRE>
<DL>
<DD><DL>
<DT><B>Returns:
</B><DD>Never null, might be an empty string.
</DL>
</DD>
</DL>
<HR>
<A NAME="setSelection(int, int)"><!-- --></A><H3>
setSelection
</H3>
<PRE>
public void
<B>setSelection
</B>(int
selectionStart,
int
selectionEnd)
</PRE>
<DL>
<DD>Sets the selected text.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="clearSelection()"><!-- --></A><H3>
clearSelection
</H3>
<PRE>
public void
<B>clearSelection
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setCursorPosition(int)"><!-- --></A><H3>
setCursorPosition
</H3>
<PRE>
public void
<B>setCursorPosition
</B>(int
cursorPosition)
</PRE>
<DL>
<DD>Sets the cursor position and clears any selection.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getCursorPosition()"><!-- --></A><H3>
getCursorPosition
</H3>
<PRE>
public int
<B>getCursorPosition
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getOnscreenKeyboard()"><!-- --></A><H3>
getOnscreenKeyboard
</H3>
<PRE>
public
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.OnscreenKeyboard.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui">TextField.OnscreenKeyboard
</A> <B>getOnscreenKeyboard
</B>()
</PRE>
<DL>
<DD>Default is an instance of
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.DefaultOnscreenKeyboard.html" title="class in com.badlogic.gdx.scenes.scene2d.ui"><CODE>TextField.DefaultOnscreenKeyboard
</CODE></A>.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setOnscreenKeyboard(com.badlogic.gdx.scenes.scene2d.ui.TextField.OnscreenKeyboard)"><!-- --></A><H3>
setOnscreenKeyboard
</H3>
<PRE>
public void
<B>setOnscreenKeyboard
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.OnscreenKeyboard.html" title="interface in com.badlogic.gdx.scenes.scene2d.ui">TextField.OnscreenKeyboard
</A> keyboard)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setClipboard(com.badlogic.gdx.scenes.scene2d.ui.utils.Clipboard)"><!-- --></A><H3>
setClipboard
</H3>
<PRE>
public void
<B>setClipboard
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/utils/Clipboard.html" title="class in com.badlogic.gdx.scenes.scene2d.ui.utils">Clipboard
</A> clipboard)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getPrefWidth()"><!-- --></A><H3>
getPrefWidth
</H3>
<PRE>
public float
<B>getPrefWidth
</B>()
</PRE>
<DL>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#getPrefWidth()">getPrefWidth
</A></CODE> in interface
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d">Layout
</A></CODE><DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#getPrefWidth()">getPrefWidth
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Widget
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getPrefHeight()"><!-- --></A><H3>
getPrefHeight
</H3>
<PRE>
public float
<B>getPrefHeight
</B>()
</PRE>
<DL>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#getPrefHeight()">getPrefHeight
</A></CODE> in interface
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d">Layout
</A></CODE><DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#getPrefHeight()">getPrefHeight
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Widget
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setPasswordMode(boolean)"><!-- --></A><H3>
setPasswordMode
</H3>
<PRE>
public void
<B>setPasswordMode
</B>(boolean
passwordMode)
</PRE>
<DL>
<DD>If true, the text in this text field will be shown as bullet characters. The font must have character 149 or this will have
no affect.
<P>
<DD><DL>
</DL>
</DD>
</DL>
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<A HREF="#fields_inherited_from_class_com.badlogic.gdx.scenes.scene2d.Actor">FIELD
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