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ScissorStack (libgdx API)
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com.badlogic.gdx.scenes.scene2d.ui.utils</FONT>
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Class ScissorStack</H2>
<PRE>
java.lang.Object
  <IMG SRC="../../../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.scenes.scene2d.ui.utils.ScissorStack</B>
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<DT><PRE>public class <B>ScissorStack</B><DT>extends java.lang.Object</DL>
</PRE>

<P>
A scissor stack is a stack of <A HREF="../../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math"><CODE>Rectangle</CODE></A> to be used for clipping via <A HREF="../../../../../../../com/badlogic/gdx/graphics/GLCommon.html#glScissor(int, int, int, int)"><CODE>GLCommon.glScissor(int, int, int, int)</CODE></A>.
 When a new Rectangle is pushed onto the stack, it will be merged with the current top of stack. The minimum area of overlap is
 then set as the real top of the stack.
<P>

<P>
<DL>
<DT><B>Author:</B></DT>
  <DD>mzechner</DD>
</DL>
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<TD><CODE><B><A HREF="../../../../../../../com/badlogic/gdx/scenes/scene2d/ui/utils/ScissorStack.html#ScissorStack()">ScissorStack</A></B>()</CODE>

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<CODE>static&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../../com/badlogic/gdx/scenes/scene2d/ui/utils/ScissorStack.html#calculateScissors(com.badlogic.gdx.graphics.Camera, com.badlogic.gdx.math.Matrix4, com.badlogic.gdx.math.Rectangle, com.badlogic.gdx.math.Rectangle)">calculateScissors</A></B>(<A HREF="../../../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera</A>&nbsp;camera,
                  <A HREF="../../../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>&nbsp;batchTransform,
                  <A HREF="../../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle</A>&nbsp;area,
                  <A HREF="../../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle</A>&nbsp;scissor)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Calculates a scissor rectangle in OpenGL ES window coordinates from a <A HREF="../../../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics"><CODE>Camera</CODE></A>, a transformation <A HREF="../../../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math"><CODE>Matrix4</CODE></A> and
 an axis aligned <A HREF="../../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math"><CODE>Rectangle</CODE></A>.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<CODE>static&nbsp;<A HREF="../../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../../com/badlogic/gdx/scenes/scene2d/ui/utils/ScissorStack.html#getViewport()">getViewport</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<CODE>static&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../../com/badlogic/gdx/scenes/scene2d/ui/utils/ScissorStack.html#popScissors()">popScissors</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Pops the current scissor rectangle from the stack and sets the new scissor area to the new TOS rectangle.</TD>
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<CODE>static&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../../com/badlogic/gdx/scenes/scene2d/ui/utils/ScissorStack.html#pushScissors(com.badlogic.gdx.math.Rectangle)">pushScissors</A></B>(<A HREF="../../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle</A>&nbsp;scissor)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Pushes a new scissor <A HREF="../../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math"><CODE>Rectangle</CODE></A> onto the stack, merging it with the current top of the stack.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<CODE>static&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../../com/badlogic/gdx/scenes/scene2d/ui/utils/ScissorStack.html#toWindowCoordinates(com.badlogic.gdx.graphics.Camera, com.badlogic.gdx.math.Matrix4, com.badlogic.gdx.math.Vector2)">toWindowCoordinates</A></B>(<A HREF="../../../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera</A>&nbsp;camera,
                    <A HREF="../../../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>&nbsp;transformMatrix,
                    <A HREF="../../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;point)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Transforms a point to real window coordinates (as oposed to OpenGL ES window coordinates), where the origin is in the top
 left and the the y-axis is pointing downwards</TD>
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<TH ALIGN="left"><B>Methods inherited from class java.lang.Object</B></TH>
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<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait</CODE></TD>
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&nbsp;
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<A NAME="ScissorStack()"><!-- --></A><H3>
ScissorStack</H3>
<PRE>
public <B>ScissorStack</B>()</PRE>
<DL>
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<A NAME="pushScissors(com.badlogic.gdx.math.Rectangle)"><!-- --></A><H3>
pushScissors</H3>
<PRE>
public static boolean <B>pushScissors</B>(<A HREF="../../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle</A>&nbsp;scissor)</PRE>
<DL>
<DD>Pushes a new scissor <A HREF="../../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math"><CODE>Rectangle</CODE></A> onto the stack, merging it with the current top of the stack. The minimal area of
 overlap between the TOS rectangle and the provided rectangle is pushed onto the stack. This will invoke
 <A HREF="../../../../../../../com/badlogic/gdx/graphics/GLCommon.html#glScissor(int, int, int, int)"><CODE>GLCommon.glScissor(int, int, int, int)</CODE></A> with the final TOS rectangle. In case no scissor is yet on the stack this
 will also enable <A HREF="../../../../../../../com/badlogic/gdx/graphics/GL10.html#GL_SCISSOR_TEST"><CODE>GL10.GL_SCISSOR_TEST</CODE></A> automatically.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>scissor</CODE> - the scissor Rectangle
<DT><B>Returns:</B><DD>true if the scissors were pushed. false if the scissor area was zero, in this case the scissors were not pushed and
         no drawing should occur.</DL>
</DD>
</DL>
<HR>

<A NAME="popScissors()"><!-- --></A><H3>
popScissors</H3>
<PRE>
public static void <B>popScissors</B>()</PRE>
<DL>
<DD>Pops the current scissor rectangle from the stack and sets the new scissor area to the new TOS rectangle. In case no more
 rectangles are on the stack, <A HREF="../../../../../../../com/badlogic/gdx/graphics/GL10.html#GL_SCISSOR_TEST"><CODE>GL10.GL_SCISSOR_TEST</CODE></A> is disabled.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="calculateScissors(com.badlogic.gdx.graphics.Camera, com.badlogic.gdx.math.Matrix4, com.badlogic.gdx.math.Rectangle, com.badlogic.gdx.math.Rectangle)"><!-- --></A><H3>
calculateScissors</H3>
<PRE>
public static void <B>calculateScissors</B>(<A HREF="../../../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera</A>&nbsp;camera,
                                     <A HREF="../../../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>&nbsp;batchTransform,
                                     <A HREF="../../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle</A>&nbsp;area,
                                     <A HREF="../../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle</A>&nbsp;scissor)</PRE>
<DL>
<DD>Calculates a scissor rectangle in OpenGL ES window coordinates from a <A HREF="../../../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics"><CODE>Camera</CODE></A>, a transformation <A HREF="../../../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math"><CODE>Matrix4</CODE></A> and
 an axis aligned <A HREF="../../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math"><CODE>Rectangle</CODE></A>. The rectangle will get transformed by the camera and transform matrices and is then
 projected to screen coordinates. Note that only axis aligned rectangles will work with this method. If either the Camera or
 the Matrix4 have rotational components, the output of this method will not be suitable for
 <A HREF="../../../../../../../com/badlogic/gdx/graphics/GLCommon.html#glScissor(int, int, int, int)"><CODE>GLCommon.glScissor(int, int, int, int)</CODE></A>.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>camera</CODE> - the <A HREF="../../../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics"><CODE>Camera</CODE></A><DD><CODE>batchTransform</CODE> - the transformation <A HREF="../../../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math"><CODE>Matrix4</CODE></A><DD><CODE>area</CODE> - the <A HREF="../../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math"><CODE>Rectangle</CODE></A> to transform to window coordinates<DD><CODE>scissor</CODE> - the Rectangle to store the result in</DL>
</DD>
</DL>
<HR>

<A NAME="getViewport()"><!-- --></A><H3>
getViewport</H3>
<PRE>
public static <A HREF="../../../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle</A> <B>getViewport</B>()</PRE>
<DL>
<DD><DL>

<DT><B>Returns:</B><DD>the current viewport in OpenGL ES window coordinates based on the currently applied scissor</DL>
</DD>
</DL>
<HR>

<A NAME="toWindowCoordinates(com.badlogic.gdx.graphics.Camera, com.badlogic.gdx.math.Matrix4, com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
toWindowCoordinates</H3>
<PRE>
public static void <B>toWindowCoordinates</B>(<A HREF="../../../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera</A>&nbsp;camera,
                                       <A HREF="../../../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>&nbsp;transformMatrix,
                                       <A HREF="../../../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;point)</PRE>
<DL>
<DD>Transforms a point to real window coordinates (as oposed to OpenGL ES window coordinates), where the origin is in the top
 left and the the y-axis is pointing downwards
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>camera</CODE> - the <A HREF="../../../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics"><CODE>Camera</CODE></A><DD><CODE>transformMatrix</CODE> - the transformation <A HREF="../../../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math"><CODE>Matrix4</CODE></A><DD><CODE>point</CODE> - the point to be transformed.</DL>
</DD>
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