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

<P>
A 2D scenegraph containing hierarchies of <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>actors</CODE></A>. Stage handles the viewport and distributing input events.
 <p>
 A stage fills the whole screen. <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float, boolean)"><CODE>setViewport(float, float, boolean)</CODE></A> controls the coordinates used within the stage and sets up the camera used
 to convert between stage coordinates and screen coordinates. *
 <p>
 A stage must receive input events so it can distribute them to actors. This is typically done by passing the stage to
 <A HREF="../../../../../com/badlogic/gdx/Input.html#setInputProcessor(com.badlogic.gdx.InputProcessor)"><CODE>Gdx.input.setInputProcessor</CODE></A>. An <A HREF="../../../../../com/badlogic/gdx/InputMultiplexer.html" title="class in com.badlogic.gdx"><CODE>InputMultiplexer</CODE></A> may be
 used to handle input events before or after the stage does. If an actor handles an event by returning true from the input
 method, then the stage's input method will also return true, causing subsequent InputProcessors to not receive the event.
<P>

<P>
<DL>
<DT><B>Author:</B></DT>
  <DD>mzechner, Nathan Sweet</DD>
</DL>
<HR>

<P>
<!-- ======== NESTED CLASS SUMMARY ======== -->

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<CODE>static&nbsp;class</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.TouchFocus.html" title="class in com.badlogic.gdx.scenes.scene2d">Stage.TouchFocus</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Internal class for managing touch focus.</TD>
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<!-- ======== CONSTRUCTOR SUMMARY ======== -->

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

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Creates a stage with a <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float, boolean)"><CODE>viewport</CODE></A> equal to the device screen resolution.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#Stage(float, float, boolean)">Stage</A></B>(float&nbsp;width,
      float&nbsp;height,
      boolean&nbsp;keepAspectRatio)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Creates a stage with the specified <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float, boolean)"><CODE>viewport</CODE></A>.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#Stage(float, float, boolean, com.badlogic.gdx.graphics.g2d.SpriteBatch)">Stage</A></B>(float&nbsp;width,
      float&nbsp;height,
      boolean&nbsp;keepAspectRatio,
      <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch</A>&nbsp;batch)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Creates a stage with the specified <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float, boolean)"><CODE>viewport</CODE></A> and <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>SpriteBatch</CODE></A>.</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/Stage.html#act()">act</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Calls <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#act(float)"><CODE>act(float)</CODE></A> with <A HREF="../../../../../com/badlogic/gdx/Graphics.html#getDeltaTime()"><CODE>Graphics.getDeltaTime()</CODE></A>.</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/Stage.html#act(float)">act</A></B>(float&nbsp;delta)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Calls the <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#act(float)"><CODE>Actor.act(float)</CODE></A> method on each actor in the stage.</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/Stage.html#addAction(com.badlogic.gdx.scenes.scene2d.Action)">addAction</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">Action</A>&nbsp;action)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Adds an action to the root of the stage.</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/Stage.html#addActor(com.badlogic.gdx.scenes.scene2d.Actor)">addActor</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Adds an actor to the root of the stage.</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/Stage.html#addCaptureListener(com.badlogic.gdx.scenes.scene2d.EventListener)">addCaptureListener</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A>&nbsp;listener)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Adds a capture listener to the root.</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/Stage.html#addListener(com.badlogic.gdx.scenes.scene2d.EventListener)">addListener</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A>&nbsp;listener)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Adds a listener to the root.</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/Stage.html#addTouchFocus(com.badlogic.gdx.scenes.scene2d.EventListener, com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor, int, int)">addTouchFocus</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A>&nbsp;listener,
              <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;listenerActor,
              <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;target,
              int&nbsp;pointer,
              int&nbsp;button)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Adds the listener to be notified for all touchDragged and touchUp events for the specified pointer and button.</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/Stage.html#cancelTouchFocus()">cancelTouchFocus</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sends a touchUp event to all listeners that are registered to receive touchDragged and touchUp events and removes their
 touch focus.</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/Stage.html#cancelTouchFocus(com.badlogic.gdx.scenes.scene2d.EventListener, com.badlogic.gdx.scenes.scene2d.Actor)">cancelTouchFocus</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A>&nbsp;listener,
                 <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Cancels touch focus for all listeners except the specified listener.</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/Stage.html#clear()">clear</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Clears the stage, removing all actors.</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/Stage.html#dispose()">dispose</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Releases all resources of this object.</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/Stage.html#draw()">draw</A></B>()</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;<A HREF="../../../../../com/badlogic/gdx/utils/Array.html" title="class in com.badlogic.gdx.utils">Array</A>&lt;<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&gt;</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#getActors()">getActors</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns the root's child actors.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#getCamera()">getCamera</A></B>()</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;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#getGutterHeight()">getGutterHeight</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Half the amount in the y direction that the stage's viewport was lengthened to fill the screen.</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/Stage.html#getGutterWidth()">getGutterWidth</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Half the amount in the x direction that the stage's viewport was lengthened to fill the screen.</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/Stage.html#getHeight()">getHeight</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The height of the stage's viewport.</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/Stage.html#getKeyboardFocus()">getKeyboardFocus</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Gets the actor that will receive key events.</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/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#getRoot()">getRoot</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns the root group which holds all actors in the stage.</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/Stage.html#getScrollFocus()">getScrollFocus</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Gets the actor that will receive scroll events.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#getSpriteBatch()">getSpriteBatch</A></B>()</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;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#getWidth()">getWidth</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The width of the stage's viewport.</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/Stage.html#hit(float, float, boolean)">hit</A></B>(float&nbsp;stageX,
    float&nbsp;stageY,
    boolean&nbsp;touchable)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns the <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor</CODE></A> at the specified location in stage coordinates.</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/Stage.html#keyDown(int)">keyDown</A></B>(int&nbsp;keyCode)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Applies a key down event to the actor that has <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setKeyboardFocus(com.badlogic.gdx.scenes.scene2d.Actor)"><CODE>keyboard focus</CODE></A>, if any, and returns
 true if the event was <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><CODE>handled</CODE></A>.</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/Stage.html#keyTyped(char)">keyTyped</A></B>(char&nbsp;character)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Applies a key typed event to the actor that has <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setKeyboardFocus(com.badlogic.gdx.scenes.scene2d.Actor)"><CODE>keyboard focus</CODE></A>, if any, and returns
 true if the event was <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><CODE>handled</CODE></A>.</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/Stage.html#keyUp(int)">keyUp</A></B>(int&nbsp;keyCode)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Applies a key up event to the actor that has <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setKeyboardFocus(com.badlogic.gdx.scenes.scene2d.Actor)"><CODE>keyboard focus</CODE></A>, if any, and returns true
 if the event was <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><CODE>handled</CODE></A>.</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/Stage.html#mouseMoved(int, int)">mouseMoved</A></B>(int&nbsp;screenX,
           int&nbsp;screenY)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Applies a mouse moved event to the stage and returns true if an actor in the scene <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><CODE>handled</CODE></A> the event.</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/Stage.html#removeCaptureListener(com.badlogic.gdx.scenes.scene2d.EventListener)">removeCaptureListener</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A>&nbsp;listener)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Removes a listener from the root.</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/Stage.html#removeListener(com.badlogic.gdx.scenes.scene2d.EventListener)">removeListener</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A>&nbsp;listener)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Removes a listener from the root.</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/Stage.html#removeTouchFocus(com.badlogic.gdx.scenes.scene2d.EventListener, com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor, int, int)">removeTouchFocus</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A>&nbsp;listener,
                 <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;listenerActor,
                 <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;target,
                 int&nbsp;pointer,
                 int&nbsp;button)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Removes the listener from being notified for all touchDragged and touchUp events for the specified pointer and button.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#screenToStageCoordinates(com.badlogic.gdx.math.Vector2)">screenToStageCoordinates</A></B>(<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;screenCoords)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Transforms the screen coordinates to stage coordinates.</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/Stage.html#scrolled(int)">scrolled</A></B>(int&nbsp;amount)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Applies a mouse scroll event to the stage and returns true if an actor in the scene <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><CODE>handled</CODE></A> the
 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/Stage.html#setCamera(com.badlogic.gdx.graphics.Camera)">setCamera</A></B>(<A HREF="../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera</A>&nbsp;camera)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the stage's camera.</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/Stage.html#setKeyboardFocus(com.badlogic.gdx.scenes.scene2d.Actor)">setKeyboardFocus</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the actor that will receive key events.</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/Stage.html#setScrollFocus(com.badlogic.gdx.scenes.scene2d.Actor)">setScrollFocus</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the actor that will receive scroll events.</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/Stage.html#setViewport(float, float, boolean)">setViewport</A></B>(float&nbsp;width,
            float&nbsp;height,
            boolean&nbsp;keepAspectRatio)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the dimensions of the stage's viewport.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#stageToScreenCoordinates(com.badlogic.gdx.math.Vector2)">stageToScreenCoordinates</A></B>(<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;stageCoords)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Transforms the stage coordinates to screen coordinates.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#toScreenCoordinates(com.badlogic.gdx.math.Vector2, com.badlogic.gdx.math.Matrix4)">toScreenCoordinates</A></B>(<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;coords,
                    <A HREF="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>&nbsp;transformMatrix)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Transforms the coordinates to screen coordinates.</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/Stage.html#touchDown(int, int, int, int)">touchDown</A></B>(int&nbsp;screenX,
          int&nbsp;screenY,
          int&nbsp;pointer,
          int&nbsp;button)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Applies a touch down event to the stage and returns true if an actor in the scene <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><CODE>handled</CODE></A> the event.</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/Stage.html#touchDragged(int, int, int)">touchDragged</A></B>(int&nbsp;screenX,
             int&nbsp;screenY,
             int&nbsp;pointer)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Applies a touch moved event to the stage and returns true if an actor in the scene <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><CODE>handled</CODE></A> the event.</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/Stage.html#touchUp(int, int, int, int)">touchUp</A></B>(int&nbsp;screenX,
        int&nbsp;screenY,
        int&nbsp;pointer,
        int&nbsp;button)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Applies a touch up event to the stage and returns true if an actor in the scene <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><CODE>handled</CODE></A> the 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/Stage.html#unfocus(com.badlogic.gdx.scenes.scene2d.Actor)">unfocus</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Removes the touch, keyboard, and scroll focus for the specified actor and any descendants.</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/Stage.html#unfocusAll()">unfocusAll</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Removes the touch, keyboard, and scroll focused actors.</TD>
</TR>
</TABLE>
&nbsp;<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, toString, wait, wait, wait</CODE></TD>
</TR>
</TABLE>
&nbsp;
<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="Stage()"><!-- --></A><H3>
Stage</H3>
<PRE>
public <B>Stage</B>()</PRE>
<DL>
<DD>Creates a stage with a <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float, boolean)"><CODE>viewport</CODE></A> equal to the device screen resolution. The stage
 will use its own <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>SpriteBatch</CODE></A>.
<P>
</DL>
<HR>

<A NAME="Stage(float, float, boolean)"><!-- --></A><H3>
Stage</H3>
<PRE>
public <B>Stage</B>(float&nbsp;width,
             float&nbsp;height,
             boolean&nbsp;keepAspectRatio)</PRE>
<DL>
<DD>Creates a stage with the specified <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float, boolean)"><CODE>viewport</CODE></A>. The stage will use its own
 <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>SpriteBatch</CODE></A>, which will be disposed when the stage is disposed.
<P>
</DL>
<HR>

<A NAME="Stage(float, float, boolean, com.badlogic.gdx.graphics.g2d.SpriteBatch)"><!-- --></A><H3>
Stage</H3>
<PRE>
public <B>Stage</B>(float&nbsp;width,
             float&nbsp;height,
             boolean&nbsp;keepAspectRatio,
             <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch</A>&nbsp;batch)</PRE>
<DL>
<DD>Creates a stage with the specified <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float, boolean)"><CODE>viewport</CODE></A> and <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>SpriteBatch</CODE></A>. This can be
 used to avoid creating a new SpriteBatch (which can be somewhat slow) if multiple stages are used during an applications
 life time.
<P>
<DL>
<DT><B>Parameters:</B><DD><CODE>batch</CODE> - Will not be disposed if <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#dispose()"><CODE>dispose()</CODE></A> is called. Handle disposal yourself.</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="setViewport(float, float, boolean)"><!-- --></A><H3>
setViewport</H3>
<PRE>
public void <B>setViewport</B>(float&nbsp;width,
                        float&nbsp;height,
                        boolean&nbsp;keepAspectRatio)</PRE>
<DL>
<DD>Sets the dimensions of the stage's viewport. The viewport covers the entire screen. If keepAspectRatio is false, the
 viewport is simply stretched to the screen resolution, which may distort the aspect ratio. If keepAspectRatio is true, the
 viewport is first scaled to fit then the shorter dimension is lengthened to fill the screen, which keeps the aspect ratio
 from changing. The <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#getGutterWidth()"><CODE>getGutterWidth()</CODE></A> and <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#getGutterHeight()"><CODE>getGutterHeight()</CODE></A> provide access to the amount that was
 lengthened.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="draw()"><!-- --></A><H3>
draw</H3>
<PRE>
public void <B>draw</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="act()"><!-- --></A><H3>
act</H3>
<PRE>
public void <B>act</B>()</PRE>
<DL>
<DD>Calls <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#act(float)"><CODE>act(float)</CODE></A> with <A HREF="../../../../../com/badlogic/gdx/Graphics.html#getDeltaTime()"><CODE>Graphics.getDeltaTime()</CODE></A>.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="act(float)"><!-- --></A><H3>
act</H3>
<PRE>
public void <B>act</B>(float&nbsp;delta)</PRE>
<DL>
<DD>Calls the <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#act(float)"><CODE>Actor.act(float)</CODE></A> method on each actor in the stage. Typically called each frame. This method also fires
 enter and exit events.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>delta</CODE> - Time in seconds since the last frame.</DL>
</DD>
</DL>
<HR>

<A NAME="touchDown(int, int, int, int)"><!-- --></A><H3>
touchDown</H3>
<PRE>
public boolean <B>touchDown</B>(int&nbsp;screenX,
                         int&nbsp;screenY,
                         int&nbsp;pointer,
                         int&nbsp;button)</PRE>
<DL>
<DD>Applies a touch down event to the stage and returns true if an actor in the scene <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><CODE>handled</CODE></A> the event.
<P>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html#touchDown(int, int, int, int)">touchDown</A></CODE> in interface <CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html" title="interface in com.badlogic.gdx">InputProcessor</A></CODE><DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html#touchDown(int, int, int, int)">touchDown</A></CODE> in class <CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>screenX</CODE> - The x coordinate, origin is in the upper left corner<DD><CODE>screenY</CODE> - The y coordinate, origin is in the upper left corner<DD><CODE>pointer</CODE> - the pointer for the event.<DD><CODE>button</CODE> - the button
<DT><B>Returns:</B><DD>whether the input was processed</DL>
</DD>
</DL>
<HR>

<A NAME="touchDragged(int, int, int)"><!-- --></A><H3>
touchDragged</H3>
<PRE>
public boolean <B>touchDragged</B>(int&nbsp;screenX,
                            int&nbsp;screenY,
                            int&nbsp;pointer)</PRE>
<DL>
<DD>Applies a touch moved event to the stage and returns true if an actor in the scene <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><CODE>handled</CODE></A> the event.
 Only <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>listeners</CODE></A> that returned true for touchDown will receive this event.
<P>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html#touchDragged(int, int, int)">touchDragged</A></CODE> in interface <CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html" title="interface in com.badlogic.gdx">InputProcessor</A></CODE><DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html#touchDragged(int, int, int)">touchDragged</A></CODE> in class <CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter</A></CODE></DL>
</DD>
<DD><DL>
<DD><CODE>pointer</CODE> - the pointer for the event.
<DT><B>Returns:</B><DD>whether the input was processed</DL>
</DD>
</DL>
<HR>

<A NAME="touchUp(int, int, int, int)"><!-- --></A><H3>
touchUp</H3>
<PRE>
public boolean <B>touchUp</B>(int&nbsp;screenX,
                       int&nbsp;screenY,
                       int&nbsp;pointer,
                       int&nbsp;button)</PRE>
<DL>
<DD>Applies a touch up event to the stage and returns true if an actor in the scene <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><CODE>handled</CODE></A> the event.
 Only <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>listeners</CODE></A> that returned true for touchDown will receive this event.
<P>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html#touchUp(int, int, int, int)">touchUp</A></CODE> in interface <CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html" title="interface in com.badlogic.gdx">InputProcessor</A></CODE><DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html#touchUp(int, int, int, int)">touchUp</A></CODE> in class <CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter</A></CODE></DL>
</DD>
<DD><DL>
<DD><CODE>pointer</CODE> - the pointer for the event.<DD><CODE>button</CODE> - the button
<DT><B>Returns:</B><DD>whether the input was processed</DL>
</DD>
</DL>
<HR>

<A NAME="mouseMoved(int, int)"><!-- --></A><H3>
mouseMoved</H3>
<PRE>
public boolean <B>mouseMoved</B>(int&nbsp;screenX,
                          int&nbsp;screenY)</PRE>
<DL>
<DD>Applies a mouse moved event to the stage and returns true if an actor in the scene <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><CODE>handled</CODE></A> the event.
 This event only occurs on the desktop.
<P>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html#mouseMoved(int, int)">mouseMoved</A></CODE> in interface <CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html" title="interface in com.badlogic.gdx">InputProcessor</A></CODE><DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html#mouseMoved(int, int)">mouseMoved</A></CODE> in class <CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter</A></CODE></DL>
</DD>
<DD><DL>

<DT><B>Returns:</B><DD>whether the input was processed</DL>
</DD>
</DL>
<HR>

<A NAME="scrolled(int)"><!-- --></A><H3>
scrolled</H3>
<PRE>
public boolean <B>scrolled</B>(int&nbsp;amount)</PRE>
<DL>
<DD>Applies a mouse scroll event to the stage and returns true if an actor in the scene <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><CODE>handled</CODE></A> the
 event. This event only occurs on the desktop.
<P>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html#scrolled(int)">scrolled</A></CODE> in interface <CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html" title="interface in com.badlogic.gdx">InputProcessor</A></CODE><DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html#scrolled(int)">scrolled</A></CODE> in class <CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>amount</CODE> - the scroll amount, -1 or 1 depending on the direction the wheel was scrolled.
<DT><B>Returns:</B><DD>whether the input was processed.</DL>
</DD>
</DL>
<HR>

<A NAME="keyDown(int)"><!-- --></A><H3>
keyDown</H3>
<PRE>
public boolean <B>keyDown</B>(int&nbsp;keyCode)</PRE>
<DL>
<DD>Applies a key down event to the actor that has <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setKeyboardFocus(com.badlogic.gdx.scenes.scene2d.Actor)"><CODE>keyboard focus</CODE></A>, if any, and returns
 true if the event was <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><CODE>handled</CODE></A>.
<P>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html#keyDown(int)">keyDown</A></CODE> in interface <CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html" title="interface in com.badlogic.gdx">InputProcessor</A></CODE><DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html#keyDown(int)">keyDown</A></CODE> in class <CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>keyCode</CODE> - one of the constants in <A HREF="../../../../../com/badlogic/gdx/Input.Keys.html" title="class in com.badlogic.gdx"><CODE>Input.Keys</CODE></A>
<DT><B>Returns:</B><DD>whether the input was processed</DL>
</DD>
</DL>
<HR>

<A NAME="keyUp(int)"><!-- --></A><H3>
keyUp</H3>
<PRE>
public boolean <B>keyUp</B>(int&nbsp;keyCode)</PRE>
<DL>
<DD>Applies a key up event to the actor that has <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setKeyboardFocus(com.badlogic.gdx.scenes.scene2d.Actor)"><CODE>keyboard focus</CODE></A>, if any, and returns true
 if the event was <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><CODE>handled</CODE></A>.
<P>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html#keyUp(int)">keyUp</A></CODE> in interface <CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html" title="interface in com.badlogic.gdx">InputProcessor</A></CODE><DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html#keyUp(int)">keyUp</A></CODE> in class <CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>keyCode</CODE> - one of the constants in <A HREF="../../../../../com/badlogic/gdx/Input.Keys.html" title="class in com.badlogic.gdx"><CODE>Input.Keys</CODE></A>
<DT><B>Returns:</B><DD>whether the input was processed</DL>
</DD>
</DL>
<HR>

<A NAME="keyTyped(char)"><!-- --></A><H3>
keyTyped</H3>
<PRE>
public boolean <B>keyTyped</B>(char&nbsp;character)</PRE>
<DL>
<DD>Applies a key typed event to the actor that has <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setKeyboardFocus(com.badlogic.gdx.scenes.scene2d.Actor)"><CODE>keyboard focus</CODE></A>, if any, and returns
 true if the event was <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><CODE>handled</CODE></A>.
<P>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html#keyTyped(char)">keyTyped</A></CODE> in interface <CODE><A HREF="../../../../../com/badlogic/gdx/InputProcessor.html" title="interface in com.badlogic.gdx">InputProcessor</A></CODE><DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html#keyTyped(char)">keyTyped</A></CODE> in class <CODE><A HREF="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>character</CODE> - The character
<DT><B>Returns:</B><DD>whether the input was processed</DL>
</DD>
</DL>
<HR>

<A NAME="addTouchFocus(com.badlogic.gdx.scenes.scene2d.EventListener, com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor, int, int)"><!-- --></A><H3>
addTouchFocus</H3>
<PRE>
public void <B>addTouchFocus</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A>&nbsp;listener,
                          <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;listenerActor,
                          <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;target,
                          int&nbsp;pointer,
                          int&nbsp;button)</PRE>
<DL>
<DD>Adds the listener to be notified for all touchDragged and touchUp events for the specified pointer and button. The actor
 will be used as the <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#getListenerActor()"><CODE>listener actor</CODE></A> and <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#getTarget()"><CODE>target</CODE></A>.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="removeTouchFocus(com.badlogic.gdx.scenes.scene2d.EventListener, com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor, int, int)"><!-- --></A><H3>
removeTouchFocus</H3>
<PRE>
public void <B>removeTouchFocus</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A>&nbsp;listener,
                             <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;listenerActor,
                             <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;target,
                             int&nbsp;pointer,
                             int&nbsp;button)</PRE>
<DL>
<DD>Removes the listener from being notified for all touchDragged and touchUp events for the specified pointer and button. Note
 the listener may never receive a touchUp event if this method is used.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="cancelTouchFocus()"><!-- --></A><H3>
cancelTouchFocus</H3>
<PRE>
public void <B>cancelTouchFocus</B>()</PRE>
<DL>
<DD>Sends a touchUp event to all listeners that are registered to receive touchDragged and touchUp events and removes their
 touch focus. The location of the touchUp is <CODE>Integer.MIN_VALUE</CODE>. This method removes all touch focus listeners, but
 sends a touchUp event so that the state of the listeners remains consistent (listeners typically expect to receive touchUp
 eventually).
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="cancelTouchFocus(com.badlogic.gdx.scenes.scene2d.EventListener, com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
cancelTouchFocus</H3>
<PRE>
public void <B>cancelTouchFocus</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A>&nbsp;listener,
                             <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor)</PRE>
<DL>
<DD>Cancels touch focus for all listeners except the specified listener.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#cancelTouchFocus()"><CODE>cancelTouchFocus()</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="addActor(com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
addActor</H3>
<PRE>
public void <B>addActor</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor)</PRE>
<DL>
<DD>Adds an actor to the root of the stage.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActor(com.badlogic.gdx.scenes.scene2d.Actor)"><CODE>Group.addActor(Actor)</CODE></A>,
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#remove()"><CODE>Actor.remove()</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="addAction(com.badlogic.gdx.scenes.scene2d.Action)"><!-- --></A><H3>
addAction</H3>
<PRE>
public void <B>addAction</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">Action</A>&nbsp;action)</PRE>
<DL>
<DD>Adds an action to the root of the stage.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#addAction(com.badlogic.gdx.scenes.scene2d.Action)"><CODE>Actor.addAction(Action)</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="getActors()"><!-- --></A><H3>
getActors</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/utils/Array.html" title="class in com.badlogic.gdx.utils">Array</A>&lt;<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&gt; <B>getActors</B>()</PRE>
<DL>
<DD>Returns the root's child actors.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#getChildren()"><CODE>Group.getChildren()</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="addListener(com.badlogic.gdx.scenes.scene2d.EventListener)"><!-- --></A><H3>
addListener</H3>
<PRE>
public boolean <B>addListener</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A>&nbsp;listener)</PRE>
<DL>
<DD>Adds a listener to the root.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#addListener(com.badlogic.gdx.scenes.scene2d.EventListener)"><CODE>Actor.addListener(EventListener)</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="removeListener(com.badlogic.gdx.scenes.scene2d.EventListener)"><!-- --></A><H3>
removeListener</H3>
<PRE>
public boolean <B>removeListener</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A>&nbsp;listener)</PRE>
<DL>
<DD>Removes a listener from the root.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#removeListener(com.badlogic.gdx.scenes.scene2d.EventListener)"><CODE>Actor.removeListener(EventListener)</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="addCaptureListener(com.badlogic.gdx.scenes.scene2d.EventListener)"><!-- --></A><H3>
addCaptureListener</H3>
<PRE>
public boolean <B>addCaptureListener</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A>&nbsp;listener)</PRE>
<DL>
<DD>Adds a capture listener to the root.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#addCaptureListener(com.badlogic.gdx.scenes.scene2d.EventListener)"><CODE>Actor.addCaptureListener(EventListener)</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="removeCaptureListener(com.badlogic.gdx.scenes.scene2d.EventListener)"><!-- --></A><H3>
removeCaptureListener</H3>
<PRE>
public boolean <B>removeCaptureListener</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A>&nbsp;listener)</PRE>
<DL>
<DD>Removes a listener from the root.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#removeCaptureListener(com.badlogic.gdx.scenes.scene2d.EventListener)"><CODE>Actor.removeCaptureListener(EventListener)</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="clear()"><!-- --></A><H3>
clear</H3>
<PRE>
public void <B>clear</B>()</PRE>
<DL>
<DD>Clears the stage, removing all actors.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="unfocusAll()"><!-- --></A><H3>
unfocusAll</H3>
<PRE>
public void <B>unfocusAll</B>()</PRE>
<DL>
<DD>Removes the touch, keyboard, and scroll focused actors.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="unfocus(com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
unfocus</H3>
<PRE>
public void <B>unfocus</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor)</PRE>
<DL>
<DD>Removes the touch, keyboard, and scroll focus for the specified actor and any descendants.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setKeyboardFocus(com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
setKeyboardFocus</H3>
<PRE>
public void <B>setKeyboardFocus</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor)</PRE>
<DL>
<DD>Sets the actor that will receive key events.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>actor</CODE> - May be null.</DL>
</DD>
</DL>
<HR>

<A NAME="getKeyboardFocus()"><!-- --></A><H3>
getKeyboardFocus</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> <B>getKeyboardFocus</B>()</PRE>
<DL>
<DD>Gets the actor that will receive key events.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>

<DT><B>Returns:</B><DD>May be null.</DL>
</DD>
</DL>
<HR>

<A NAME="setScrollFocus(com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
setScrollFocus</H3>
<PRE>
public void <B>setScrollFocus</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor)</PRE>
<DL>
<DD>Sets the actor that will receive scroll events.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>actor</CODE> - May be null.</DL>
</DD>
</DL>
<HR>

<A NAME="getScrollFocus()"><!-- --></A><H3>
getScrollFocus</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> <B>getScrollFocus</B>()</PRE>
<DL>
<DD>Gets the actor that will receive scroll events.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>

<DT><B>Returns:</B><DD>May be null.</DL>
</DD>
</DL>
<HR>

<A NAME="getWidth()"><!-- --></A><H3>
getWidth</H3>
<PRE>
public float <B>getWidth</B>()</PRE>
<DL>
<DD>The width of the stage's viewport.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float, boolean)"><CODE>setViewport(float, float, boolean)</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="getHeight()"><!-- --></A><H3>
getHeight</H3>
<PRE>
public float <B>getHeight</B>()</PRE>
<DL>
<DD>The height of the stage's viewport.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float, boolean)"><CODE>setViewport(float, float, boolean)</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="getGutterWidth()"><!-- --></A><H3>
getGutterWidth</H3>
<PRE>
public float <B>getGutterWidth</B>()</PRE>
<DL>
<DD>Half the amount in the x direction that the stage's viewport was lengthened to fill the screen.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float, boolean)"><CODE>setViewport(float, float, boolean)</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="getGutterHeight()"><!-- --></A><H3>
getGutterHeight</H3>
<PRE>
public float <B>getGutterHeight</B>()</PRE>
<DL>
<DD>Half the amount in the y direction that the stage's viewport was lengthened to fill the screen.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float, boolean)"><CODE>setViewport(float, float, boolean)</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="getSpriteBatch()"><!-- --></A><H3>
getSpriteBatch</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch</A> <B>getSpriteBatch</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getCamera()"><!-- --></A><H3>
getCamera</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera</A> <B>getCamera</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setCamera(com.badlogic.gdx.graphics.Camera)"><!-- --></A><H3>
setCamera</H3>
<PRE>
public void <B>setCamera</B>(<A HREF="../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera</A>&nbsp;camera)</PRE>
<DL>
<DD>Sets the stage's camera. The camera must be configured properly or <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float, boolean)"><CODE>setViewport(float, float, boolean)</CODE></A> can be called
 after the camera is set. <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#draw()"><CODE>draw()</CODE></A> will call <A HREF="../../../../../com/badlogic/gdx/graphics/Camera.html#update()"><CODE>Camera.update()</CODE></A> and use the <A HREF="../../../../../com/badlogic/gdx/graphics/Camera.html#combined"><CODE>Camera.combined</CODE></A> matrix
 for the SpriteBatch <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#setProjectionMatrix(com.badlogic.gdx.math.Matrix4)"><CODE>projection matrix</CODE></A>.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getRoot()"><!-- --></A><H3>
getRoot</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group</A> <B>getRoot</B>()</PRE>
<DL>
<DD>Returns the root group which holds all actors in the stage.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="hit(float, float, boolean)"><!-- --></A><H3>
hit</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> <B>hit</B>(float&nbsp;stageX,
                 float&nbsp;stageY,
                 boolean&nbsp;touchable)</PRE>
<DL>
<DD>Returns the <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor</CODE></A> at the specified location in stage coordinates. Hit testing is performed in the order the actors
 were inserted into the stage, last inserted actors being tested first. To get stage coordinates from screen coordinates, use
 <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#screenToStageCoordinates(com.badlogic.gdx.math.Vector2)"><CODE>screenToStageCoordinates(Vector2)</CODE></A>.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>touchable</CODE> - If true, the hit detection will respect the <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setTouchable(com.badlogic.gdx.scenes.scene2d.Touchable)"><CODE>touchability</CODE></A>.
<DT><B>Returns:</B><DD>May be null if no actor was hit.</DL>
</DD>
</DL>
<HR>

<A NAME="screenToStageCoordinates(com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
screenToStageCoordinates</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> <B>screenToStageCoordinates</B>(<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;screenCoords)</PRE>
<DL>
<DD>Transforms the screen coordinates to stage coordinates.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>screenCoords</CODE> - Stores the result.</DL>
</DD>
</DL>
<HR>

<A NAME="stageToScreenCoordinates(com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
stageToScreenCoordinates</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> <B>stageToScreenCoordinates</B>(<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;stageCoords)</PRE>
<DL>
<DD>Transforms the stage coordinates to screen coordinates.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="toScreenCoordinates(com.badlogic.gdx.math.Vector2, com.badlogic.gdx.math.Matrix4)"><!-- --></A><H3>
toScreenCoordinates</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> <B>toScreenCoordinates</B>(<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;coords,
                                   <A HREF="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A>&nbsp;transformMatrix)</PRE>
<DL>
<DD>Transforms the coordinates to screen coordinates. The coordinates can be anywhere in the stage since the transform matrix
 describes how to convert them. The transform matrix is typically obtained from <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#getTransformMatrix()"><CODE>SpriteBatch.getTransformMatrix()</CODE></A>.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="dispose()"><!-- --></A><H3>
dispose</H3>
<PRE>
public void <B>dispose</B>()</PRE>
<DL>
<DD><B>Description copied from interface: <CODE><A HREF="../../../../../com/badlogic/gdx/utils/Disposable.html#dispose()">Disposable</A></CODE></B></DD>
<DD>Releases all resources of this object.
<P>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/utils/Disposable.html#dispose()">dispose</A></CODE> in interface <CODE><A HREF="../../../../../com/badlogic/gdx/utils/Disposable.html" title="interface in com.badlogic.gdx.utils">Disposable</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
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