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InputListener (libgdx API)
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com.badlogic.gdx.scenes.scene2d</FONT>
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Class InputListener</H2>
<PRE>
java.lang.Object
  <IMG SRC="../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.scenes.scene2d.InputListener</B>
</PRE>
<DL>
<DT><B>All Implemented Interfaces:</B> <DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A></DD>
</DL>
<DL>
<DT><B>Direct Known Subclasses:</B> <DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/utils/ClickListener.html" title="class in com.badlogic.gdx.scenes.scene2d.utils">ClickListener</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/utils/DragListener.html" title="class in com.badlogic.gdx.scenes.scene2d.utils">DragListener</A></DD>
</DL>
<HR>
<DL>
<DT><PRE>public class <B>InputListener</B><DT>extends java.lang.Object<DT>implements <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A></DL>
</PRE>

<P>
Listener for actor input events.
<P>

<P>
<HR>

<P>

<!-- ======== CONSTRUCTOR SUMMARY ======== -->

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

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<!-- ========== METHOD SUMMARY =========== -->

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<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/InputListener.html#enter(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int, com.badlogic.gdx.scenes.scene2d.Actor)">enter</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent</A>&nbsp;event,
      float&nbsp;x,
      float&nbsp;y,
      int&nbsp;pointer,
      <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;fromActor)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Called any time the mouse cursor or a finger touch is moved over an actor.</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/InputListener.html#exit(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int, com.badlogic.gdx.scenes.scene2d.Actor)">exit</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent</A>&nbsp;event,
     float&nbsp;x,
     float&nbsp;y,
     int&nbsp;pointer,
     <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;toActor)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Called any time the mouse cursor or a finger touch is moved out of an actor.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html#handle(com.badlogic.gdx.scenes.scene2d.Event)">handle</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html" title="class in com.badlogic.gdx.scenes.scene2d">Event</A>&nbsp;e)</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;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html#keyDown(com.badlogic.gdx.scenes.scene2d.InputEvent, int)">keyDown</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent</A>&nbsp;event,
        int&nbsp;keycode)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Called when a key goes down.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html#keyTyped(com.badlogic.gdx.scenes.scene2d.InputEvent, char)">keyTyped</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent</A>&nbsp;event,
         char&nbsp;character)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Called when a key is typed.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html#keyUp(com.badlogic.gdx.scenes.scene2d.InputEvent, int)">keyUp</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent</A>&nbsp;event,
      int&nbsp;keycode)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Called when a key goes up.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html#mouseMoved(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float)">mouseMoved</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent</A>&nbsp;event,
           float&nbsp;x,
           float&nbsp;y)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Called any time the mouse is moved when a button is not down.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html#scrolled(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int)">scrolled</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent</A>&nbsp;event,
         float&nbsp;x,
         float&nbsp;y,
         int&nbsp;amount)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Called when the mouse wheel has been scrolled.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html#touchDown(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int, int)">touchDown</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent</A>&nbsp;event,
          float&nbsp;x,
          float&nbsp;y,
          int&nbsp;pointer,
          int&nbsp;button)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Called when a mouse button or a finger touch goes down on the actor.</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/InputListener.html#touchDragged(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int)">touchDragged</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent</A>&nbsp;event,
             float&nbsp;x,
             float&nbsp;y,
             int&nbsp;pointer)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Called when a mouse button or a finger touch is moved anywhere, but only if touchDown previously returned true for the mouse
 button or touch.</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/InputListener.html#touchUp(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int, int)">touchUp</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent</A>&nbsp;event,
        float&nbsp;x,
        float&nbsp;y,
        int&nbsp;pointer,
        int&nbsp;button)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Called when a mouse button or a finger touch goes up anywhere, but only if touchDown previously returned true for the mouse
 button or touch.</TD>
</TR>
</TABLE>
&nbsp;<A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<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, toString, wait, wait, wait</CODE></TD>
</TR>
</TABLE>
&nbsp;
<P>

<!-- ========= CONSTRUCTOR DETAIL ======== -->

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<B>Constructor Detail</B></FONT></TH>
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<A NAME="InputListener()"><!-- --></A><H3>
InputListener</H3>
<PRE>
public <B>InputListener</B>()</PRE>
<DL>
</DL>

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

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<A NAME="handle(com.badlogic.gdx.scenes.scene2d.Event)"><!-- --></A><H3>
handle</H3>
<PRE>
public boolean <B>handle</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html" title="class in com.badlogic.gdx.scenes.scene2d">Event</A>&nbsp;e)</PRE>
<DL>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html#handle(com.badlogic.gdx.scenes.scene2d.Event)">handle</A></CODE> in interface <CODE><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="touchDown(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int, int)"><!-- --></A><H3>
touchDown</H3>
<PRE>
public boolean <B>touchDown</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent</A>&nbsp;event,
                         float&nbsp;x,
                         float&nbsp;y,
                         int&nbsp;pointer,
                         int&nbsp;button)</PRE>
<DL>
<DD>Called when a mouse button or a finger touch goes down on the actor. If true is returned, this listener will receive all
 touchDragged and touchUp events, even those not over this actor, until touchUp is received. Also when true is returned, the
 event is <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><CODE>handled</CODE></A>.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>InputEvent</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="touchUp(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int, int)"><!-- --></A><H3>
touchUp</H3>
<PRE>
public void <B>touchUp</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent</A>&nbsp;event,
                    float&nbsp;x,
                    float&nbsp;y,
                    int&nbsp;pointer,
                    int&nbsp;button)</PRE>
<DL>
<DD>Called when a mouse button or a finger touch goes up anywhere, but only if touchDown previously returned true for the mouse
 button or touch. The touchUp event is always <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><CODE>handled</CODE></A>.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>InputEvent</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="touchDragged(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int)"><!-- --></A><H3>
touchDragged</H3>
<PRE>
public void <B>touchDragged</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent</A>&nbsp;event,
                         float&nbsp;x,
                         float&nbsp;y,
                         int&nbsp;pointer)</PRE>
<DL>
<DD>Called when a mouse button or a finger touch is moved anywhere, but only if touchDown previously returned true for the mouse
 button or touch. The touchDragged event is always <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><CODE>handled</CODE></A>.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>InputEvent</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="mouseMoved(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float)"><!-- --></A><H3>
mouseMoved</H3>
<PRE>
public boolean <B>mouseMoved</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent</A>&nbsp;event,
                          float&nbsp;x,
                          float&nbsp;y)</PRE>
<DL>
<DD>Called any time the mouse is moved when a button is not down. This event only occurs on the desktop. When true is returned,
 the event is <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><CODE>handled</CODE></A>.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>InputEvent</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="enter(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int, com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
enter</H3>
<PRE>
public void <B>enter</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent</A>&nbsp;event,
                  float&nbsp;x,
                  float&nbsp;y,
                  int&nbsp;pointer,
                  <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;fromActor)</PRE>
<DL>
<DD>Called any time the mouse cursor or a finger touch is moved over an actor. On the desktop, this event occurs even when no
 mouse buttons are pressed (pointer will be -1).
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>InputEvent</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="exit(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int, com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
exit</H3>
<PRE>
public void <B>exit</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent</A>&nbsp;event,
                 float&nbsp;x,
                 float&nbsp;y,
                 int&nbsp;pointer,
                 <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;toActor)</PRE>
<DL>
<DD>Called any time the mouse cursor or a finger touch is moved out of an actor. On the desktop, this event occurs even when no
 mouse buttons are pressed (pointer will be -1).
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>InputEvent</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="scrolled(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int)"><!-- --></A><H3>
scrolled</H3>
<PRE>
public boolean <B>scrolled</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent</A>&nbsp;event,
                        float&nbsp;x,
                        float&nbsp;y,
                        int&nbsp;amount)</PRE>
<DL>
<DD>Called when the mouse wheel has been scrolled. When true is returned, the event is <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><CODE>handled</CODE></A>.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="keyDown(com.badlogic.gdx.scenes.scene2d.InputEvent, int)"><!-- --></A><H3>
keyDown</H3>
<PRE>
public boolean <B>keyDown</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent</A>&nbsp;event,
                       int&nbsp;keycode)</PRE>
<DL>
<DD>Called when a key goes down. When true is returned, the event is <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><CODE>handled</CODE></A>.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="keyUp(com.badlogic.gdx.scenes.scene2d.InputEvent, int)"><!-- --></A><H3>
keyUp</H3>
<PRE>
public boolean <B>keyUp</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent</A>&nbsp;event,
                     int&nbsp;keycode)</PRE>
<DL>
<DD>Called when a key goes up. When true is returned, the event is <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><CODE>handled</CODE></A>.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="keyTyped(com.badlogic.gdx.scenes.scene2d.InputEvent, char)"><!-- --></A><H3>
keyTyped</H3>
<PRE>
public boolean <B>keyTyped</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent</A>&nbsp;event,
                        char&nbsp;character)</PRE>
<DL>
<DD>Called when a key is typed. When true is returned, the event is <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><CODE>handled</CODE></A>.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
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