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

<P>
Event for actor input: touch, mouse, keyboard, and scroll.
<P>

<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>InputListener</CODE></A></DL>
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<CODE>static&nbsp;class</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.Type.html" title="enum in com.badlogic.gdx.scenes.scene2d">InputEvent.Type</A></B></CODE>

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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html#InputEvent()">InputEvent</A></B>()</CODE>

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<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html#getButton()">getButton</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The index for the mouse button pressed.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;char</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html#getCharacter()">getCharacter</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The character for the key that was type.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html#getKeyCode()">getKeyCode</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The key code of the key that was pressed.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html#getPointer()">getPointer</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The pointer index for the event.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html#getRelatedActor()">getRelatedActor</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The actor related to the event.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html#getScrollAmount()">getScrollAmount</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The amount the mouse was scrolled.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html#getStageX()">getStageX</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The stage x coordinate where the event occured.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html#getStageY()">getStageY</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The stage x coordinate where the event occured.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.Type.html" title="enum in com.badlogic.gdx.scenes.scene2d">InputEvent.Type</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html#getType()">getType</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The type of input event.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html#reset()">reset</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Resets the object for reuse.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html#setButton(int)">setButton</A></B>(int&nbsp;button)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html#setCharacter(char)">setCharacter</A></B>(char&nbsp;character)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html#setKeyCode(int)">setKeyCode</A></B>(int&nbsp;keyCode)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html#setPointer(int)">setPointer</A></B>(int&nbsp;pointer)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html#setRelatedActor(com.badlogic.gdx.scenes.scene2d.Actor)">setRelatedActor</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;relatedActor)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html#setScrollAmount(int)">setScrollAmount</A></B>(int&nbsp;scrollAmount)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html#setStageX(float)">setStageX</A></B>(float&nbsp;stageX)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html#setStageY(float)">setStageY</A></B>(float&nbsp;stageY)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html#setType(com.badlogic.gdx.scenes.scene2d.InputEvent.Type)">setType</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.Type.html" title="enum in com.badlogic.gdx.scenes.scene2d">InputEvent.Type</A>&nbsp;type)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;java.lang.String</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html#toString()">toString</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
</TABLE>
&nbsp;<A NAME="methods_inherited_from_class_com.badlogic.gdx.scenes.scene2d.Event"><!-- --></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/Event.html" title="class in com.badlogic.gdx.scenes.scene2d">Event</A></B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#cancel()">cancel</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#getBubbles()">getBubbles</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#getListenerActor()">getListenerActor</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#getStage()">getStage</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#getTarget()">getTarget</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()">handle</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#isCancelled()">isCancelled</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#isCapture()">isCapture</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#isHandled()">isHandled</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#isStopped()">isStopped</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#setBubbles(boolean)">setBubbles</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#setCapture(boolean)">setCapture</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#setListenerActor(com.badlogic.gdx.scenes.scene2d.Actor)">setListenerActor</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#setStage(com.badlogic.gdx.scenes.scene2d.Stage)">setStage</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#setTarget(com.badlogic.gdx.scenes.scene2d.Actor)">setTarget</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#stop()">stop</A></CODE></TD>
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<!-- ========= CONSTRUCTOR DETAIL ======== -->

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

<!-- ============ METHOD DETAIL ========== -->

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<A NAME="reset()"><!-- --></A><H3>
reset</H3>
<PRE>
public void <B>reset</B>()</PRE>
<DL>
<DD><B>Description copied from interface: <CODE><A HREF="../../../../../com/badlogic/gdx/utils/Pool.Poolable.html#reset()">Pool.Poolable</A></CODE></B></DD>
<DD>Resets the object for reuse. Object references should be nulled and fields may be set to default values.
<P>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/utils/Pool.Poolable.html#reset()">reset</A></CODE> in interface <CODE><A HREF="../../../../../com/badlogic/gdx/utils/Pool.Poolable.html" title="interface in com.badlogic.gdx.utils">Pool.Poolable</A></CODE><DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#reset()">reset</A></CODE> in class <CODE><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html" title="class in com.badlogic.gdx.scenes.scene2d">Event</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getStageX()"><!-- --></A><H3>
getStageX</H3>
<PRE>
public float <B>getStageX</B>()</PRE>
<DL>
<DD>The stage x coordinate where the event occured. Valid for: touchDown, touchDragged, touchUp, mouseMoved, enter, and exit.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setStageX(float)"><!-- --></A><H3>
setStageX</H3>
<PRE>
public void <B>setStageX</B>(float&nbsp;stageX)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getStageY()"><!-- --></A><H3>
getStageY</H3>
<PRE>
public float <B>getStageY</B>()</PRE>
<DL>
<DD>The stage x coordinate where the event occured. Valid for: touchDown, touchDragged, touchUp, mouseMoved, enter, and exit.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setStageY(float)"><!-- --></A><H3>
setStageY</H3>
<PRE>
public void <B>setStageY</B>(float&nbsp;stageY)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getType()"><!-- --></A><H3>
getType</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.Type.html" title="enum in com.badlogic.gdx.scenes.scene2d">InputEvent.Type</A> <B>getType</B>()</PRE>
<DL>
<DD>The type of input event.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setType(com.badlogic.gdx.scenes.scene2d.InputEvent.Type)"><!-- --></A><H3>
setType</H3>
<PRE>
public void <B>setType</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.Type.html" title="enum in com.badlogic.gdx.scenes.scene2d">InputEvent.Type</A>&nbsp;type)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getPointer()"><!-- --></A><H3>
getPointer</H3>
<PRE>
public int <B>getPointer</B>()</PRE>
<DL>
<DD>The pointer index for the event. The first touch is index 0, second touch is index 1, etc. Always -1 on desktop. Valid for:
 touchDown, touchDragged, touchUp, enter, and exit.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setPointer(int)"><!-- --></A><H3>
setPointer</H3>
<PRE>
public void <B>setPointer</B>(int&nbsp;pointer)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getButton()"><!-- --></A><H3>
getButton</H3>
<PRE>
public int <B>getButton</B>()</PRE>
<DL>
<DD>The index for the mouse button pressed. Always 0 on Android. Valid for: touchDown and touchUp.
<P>
<DD><DL>
<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/Input.Buttons.html" title="class in com.badlogic.gdx"><CODE>Input.Buttons</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="setButton(int)"><!-- --></A><H3>
setButton</H3>
<PRE>
public void <B>setButton</B>(int&nbsp;button)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getKeyCode()"><!-- --></A><H3>
getKeyCode</H3>
<PRE>
public int <B>getKeyCode</B>()</PRE>
<DL>
<DD>The key code of the key that was pressed. Valid for: keyDown and keyUp.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setKeyCode(int)"><!-- --></A><H3>
setKeyCode</H3>
<PRE>
public void <B>setKeyCode</B>(int&nbsp;keyCode)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getCharacter()"><!-- --></A><H3>
getCharacter</H3>
<PRE>
public char <B>getCharacter</B>()</PRE>
<DL>
<DD>The character for the key that was type. Valid for: keyTyped.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setCharacter(char)"><!-- --></A><H3>
setCharacter</H3>
<PRE>
public void <B>setCharacter</B>(char&nbsp;character)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getScrollAmount()"><!-- --></A><H3>
getScrollAmount</H3>
<PRE>
public int <B>getScrollAmount</B>()</PRE>
<DL>
<DD>The amount the mouse was scrolled. Valid for: scrolled.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setScrollAmount(int)"><!-- --></A><H3>
setScrollAmount</H3>
<PRE>
public void <B>setScrollAmount</B>(int&nbsp;scrollAmount)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getRelatedActor()"><!-- --></A><H3>
getRelatedActor</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> <B>getRelatedActor</B>()</PRE>
<DL>
<DD>The actor related to the event. Valid for: enter and exit. For enter, this is the actor being exited, or null. For exit,
 this is the actor being entered, or null.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setRelatedActor(com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
setRelatedActor</H3>
<PRE>
public void <B>setRelatedActor</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;relatedActor)</PRE>
<DL>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>relatedActor</CODE> - May be null.</DL>
</DD>
</DL>
<HR>

<A NAME="toString()"><!-- --></A><H3>
toString</H3>
<PRE>
public java.lang.String <B>toString</B>()</PRE>
<DL>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE>toString</CODE> in class <CODE>java.lang.Object</CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
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