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WidgetGroup (libgdx API)
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libgdx API
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SUMMARY:
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com.badlogic.gdx.scenes.scene2d.ui
</FONT>
<BR>
Class WidgetGroup
</H2>
<PRE>
java.lang.Object
<IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">com.badlogic.gdx.scenes.scene2d.Actor
</A>
<IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">com.badlogic.gdx.scenes.scene2d.Group
</A>
<IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.scenes.scene2d.ui.WidgetGroup
</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>
<DL>
<DT><B>Direct Known Subclasses:
</B> <DD><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/FlickScrollPane.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">FlickScrollPane
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">ScrollPane
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SplitPane.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">SplitPane
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Stack.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Stack
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/tablelayout/Table.html" title="class in com.badlogic.gdx.scenes.scene2d.ui.tablelayout">Table
</A></DD>
</DL>
<HR>
<DL>
<DT><PRE>public abstract class
<B>WidgetGroup
</B><DT>extends
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group
</A><DT>implements
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d">Layout
</A></DL>
</PRE>
<P>
A
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Group
</CODE></A> that participates in layout and provides a minimum, preferred, and maximum size.
<p>
The default preferred size of a widget group is 0 and this is almost always overridden by a subclass. The default minimum size
returns the preferred size, so a subclass may choose to return 0 if it wants to allow itself to be sized smaller. The default
maximum size is 0, which means no maximum size.
<p>
See
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d"><CODE>Layout
</CODE></A> for details on how a widget group should participate in layout. A widget group's mutator methods should call
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#invalidate()"><CODE>invalidate()
</CODE></A> or
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#invalidateHierarchy()"><CODE>invalidateHierarchy()
</CODE></A> as needed. By default, invalidateHierarchy is called when child widgets
are added and removed.
<P>
<P>
<DL>
<DT><B>Author:
</B></DT>
<DD>Nathan Sweet
</DD>
</DL>
<HR>
<P>
<!-- =========== FIELD SUMMARY =========== -->
<A NAME="field_summary"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
<B>Field Summary
</B></FONT></TH>
</TR>
</TABLE>
<A NAME="fields_inherited_from_class_com.badlogic.gdx.scenes.scene2d.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="">
<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/WidgetGroup.html#WidgetGroup()">WidgetGroup
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#WidgetGroup(java.lang.String)">WidgetGroup
</A></B>(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="">
<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>protected
void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#childrenChanged()">childrenChanged
</A></B>()
</CODE>
<BR>
Called when actors are added to or removed from 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/WidgetGroup.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>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/WidgetGroup.html#getMaxHeight()">getMaxHeight
</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/WidgetGroup.html#getMaxWidth()">getMaxWidth
</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/WidgetGroup.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/WidgetGroup.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> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#invalidate()">invalidate
</A></B>()
</CODE>
<BR>
Invalidates this actor's layout, causing
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#layout()"><CODE>Layout.layout()
</CODE></A> to be called the next time
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#validate()"><CODE>Layout.validate()
</CODE></A> is called.
</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/WidgetGroup.html#invalidateHierarchy()">invalidateHierarchy
</A></B>()
</CODE>
<BR>
Invalidates this actor and all its parents, calling
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#invalidate()"><CODE>Layout.invalidate()
</CODE></A> on all involved actors.
</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/WidgetGroup.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> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#needsLayout()">needsLayout
</A></B>()
</CODE>
<BR>
Returns true if the widget's layout has been
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#invalidate()"><CODE>invalidated
</CODE></A>.
</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/WidgetGroup.html#pack()">pack
</A></B>()
</CODE>
<BR>
Sizes this actor to its preferred width and height and, if its size was changed, causes the actor to be laid out by calling
<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>.
</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/WidgetGroup.html#setFillParent(boolean)">setFillParent
</A></B>(boolean
fillParent)
</CODE>
<BR>
If true, this actor will be sized to the parent in
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#validate()"><CODE>Layout.validate()
</CODE></A>.
</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/WidgetGroup.html#validate()">validate
</A></B>()
</CODE>
<BR>
Ensures the actor has been laid out.
</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#act(float)">act
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActor(com.badlogic.gdx.scenes.scene2d.Actor)">addActor
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActorAfter(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)">addActorAfter
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActorAt(int, com.badlogic.gdx.scenes.scene2d.Actor)">addActorAt
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActorBefore(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)">addActorBefore
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#applyTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch)">applyTransform
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#clear()">clear
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#disableDebugging()">disableDebugging
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#drawChild(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">drawChild
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#drawChildren(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">drawChildren
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#enableDebugging(java.lang.String)">enableDebugging
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#findActor(java.lang.String)">findActor
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#getActors()">getActors
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#getGroups()">getGroups
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#hit(float, float)">hit
</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#removeActor(com.badlogic.gdx.scenes.scene2d.Actor)">removeActor
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#removeActorRecursive(com.badlogic.gdx.scenes.scene2d.Actor)">removeActorRecursive
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#resetTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch)">resetTransform
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#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#touchDown(float, float, int)">touchDown
</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>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#touchDragged(float, float, int)">touchDragged
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#touchUp(float, float, int)">touchUp
</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>
<A NAME="methods_inherited_from_class_com.badlogic.gdx.scenes.scene2d.Layout"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TH ALIGN="left"><B>Methods inherited from interface com.badlogic.gdx.scenes.scene2d.
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d">Layout
</A></B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#getPrefHeight()">getPrefHeight
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#getPrefWidth()">getPrefWidth
</A></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="WidgetGroup()"><!-- --></A><H3>
WidgetGroup
</H3>
<PRE>
public
<B>WidgetGroup
</B>()
</PRE>
<DL>
</DL>
<HR>
<A NAME="WidgetGroup(java.lang.String)"><!-- --></A><H3>
WidgetGroup
</H3>
<PRE>
public
<B>WidgetGroup
</B>(java.lang.String
name)
</PRE>
<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="getMinWidth()"><!-- --></A><H3>
getMinWidth
</H3>
<PRE>
public float
<B>getMinWidth
</B>()
</PRE>
<DL>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#getMinWidth()">getMinWidth
</A></CODE> in interface
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d">Layout
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getMinHeight()"><!-- --></A><H3>
getMinHeight
</H3>
<PRE>
public float
<B>getMinHeight
</B>()
</PRE>
<DL>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#getMinHeight()">getMinHeight
</A></CODE> in interface
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d">Layout
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getMaxWidth()"><!-- --></A><H3>
getMaxWidth
</H3>
<PRE>
public float
<B>getMaxWidth
</B>()
</PRE>
<DL>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#getMaxWidth()">getMaxWidth
</A></CODE> in interface
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d">Layout
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getMaxHeight()"><!-- --></A><H3>
getMaxHeight
</H3>
<PRE>
public float
<B>getMaxHeight
</B>()
</PRE>
<DL>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#getMaxHeight()">getMaxHeight
</A></CODE> in interface
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d">Layout
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="invalidate()"><!-- --></A><H3>
invalidate
</H3>
<PRE>
public void
<B>invalidate
</B>()
</PRE>
<DL>
<DD><B>Description copied from interface:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#invalidate()">Layout
</A></CODE></B></DD>
<DD>Invalidates this actor's layout, causing
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#layout()"><CODE>Layout.layout()
</CODE></A> to be called the next time
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#validate()"><CODE>Layout.validate()
</CODE></A> is called. This
should be done when state changes in the actor that requires a layout but does not change the minimum, preferred, maximum,
or actual size of the actor (meaning it does not affect the parent actor's layout).
<P>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#invalidate()">invalidate
</A></CODE> in interface
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d">Layout
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="validate()"><!-- --></A><H3>
validate
</H3>
<PRE>
public void
<B>validate
</B>()
</PRE>
<DL>
<DD><B>Description copied from interface:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#validate()">Layout
</A></CODE></B></DD>
<DD>Ensures the actor has been laid out. Calls
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#layout()"><CODE>Layout.layout()
</CODE></A> if
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#invalidate()"><CODE>Layout.invalidate()
</CODE></A> has called since the last time
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#validate()"><CODE>Layout.validate()
</CODE></A> was called, or if the actor otherwise needs to be laid out. This method is usually called in
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)"><CODE>Actor.draw(SpriteBatch, float)
</CODE></A> before drawing is performed.
<P>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#validate()">validate
</A></CODE> in interface
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d">Layout
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="needsLayout()"><!-- --></A><H3>
needsLayout
</H3>
<PRE>
public boolean
<B>needsLayout
</B>()
</PRE>
<DL>
<DD>Returns true if the widget's layout has been
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#invalidate()"><CODE>invalidated
</CODE></A>.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="invalidateHierarchy()"><!-- --></A><H3>
invalidateHierarchy
</H3>
<PRE>
public void
<B>invalidateHierarchy
</B>()
</PRE>
<DL>
<DD><B>Description copied from interface:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#invalidateHierarchy()">Layout
</A></CODE></B></DD>
<DD>Invalidates this actor and all its parents, calling
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#invalidate()"><CODE>Layout.invalidate()
</CODE></A> on all involved actors. This method should be
called when state changes in the actor that affects the minimum, preferred, maximum, or actual size of the actor (meaning it
potentially affects the parent actor's layout).
<P>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#invalidateHierarchy()">invalidateHierarchy
</A></CODE> in interface
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d">Layout
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="childrenChanged()"><!-- --></A><H3>
childrenChanged
</H3>
<PRE>
protected void
<B>childrenChanged
</B>()
</PRE>
<DL>
<DD><B>Description copied from class:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#childrenChanged()">Group
</A></CODE></B></DD>
<DD>Called when actors are added to or removed from the group.
<P>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#childrenChanged()">childrenChanged
</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="pack()"><!-- --></A><H3>
pack
</H3>
<PRE>
public void
<B>pack
</B>()
</PRE>
<DL>
<DD><B>Description copied from interface:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#pack()">Layout
</A></CODE></B></DD>
<DD>Sizes this actor to its preferred width and height and, if its size was changed, causes the actor to be laid out by calling
<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>.
<p>
Generally this method should not be called in a constructor because it calls
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#layout()"><CODE>Layout.layout()
</CODE></A>, which means a subclass would
have layout() called before the subclass' constructor. Instead, in a constructor simply set the actors width and height to
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#getPrefWidth()"><CODE>Layout.getPrefWidth()
</CODE></A> and
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#getPrefHeight()"><CODE>Layout.getPrefHeight()
</CODE></A>. This allows the actor to have a size at construction time for more
convenient use outside of a
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/tablelayout/Table.html" title="class in com.badlogic.gdx.scenes.scene2d.ui.tablelayout"><CODE>Table
</CODE></A>.
<P>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#pack()">pack
</A></CODE> in interface
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d">Layout
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setFillParent(boolean)"><!-- --></A><H3>
setFillParent
</H3>
<PRE>
public void
<B>setFillParent
</B>(boolean
fillParent)
</PRE>
<DL>
<DD><B>Description copied from interface:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#setFillParent(boolean)">Layout
</A></CODE></B></DD>
<DD>If true, this actor will be sized to the parent in
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#validate()"><CODE>Layout.validate()
</CODE></A>. If the parent is the stage, the actor will be sized
to the stage.
<P>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html#setFillParent(boolean)">setFillParent
</A></CODE> in interface
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d">Layout
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="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></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>If this method is overridden, the super method or
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#validate()"><CODE>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/Group.html#draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">draw
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group
</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>batch
</CODE> - the spritebatch to render with
<DD><CODE>parentAlpha
</CODE> - the parent's alpha value.
</DL>
</DD>
</DL>
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