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ColorAction (libgdx API)
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SUMMARY:
NESTED
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com.badlogic.gdx.scenes.scene2d.actions
</FONT>
<BR>
Class ColorAction
</H2>
<PRE>
java.lang.Object
<IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">com.badlogic.gdx.scenes.scene2d.Action
</A>
<IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html" title="class in com.badlogic.gdx.scenes.scene2d.actions">com.badlogic.gdx.scenes.scene2d.actions.TemporalAction
</A>
<IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.scenes.scene2d.actions.ColorAction
</B>
</PRE>
<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>
</DL>
<HR>
<DL>
<DT><PRE>public class
<B>ColorAction
</B><DT>extends
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html" title="class in com.badlogic.gdx.scenes.scene2d.actions">TemporalAction
</A></DL>
</PRE>
<P>
Sets the actor's color (or a specified color), from the current to the new color. Note this action transitions from the color
at the time the action starts to the specified color.
<P>
<P>
<DL>
<DT><B>Author:
</B></DT>
<DD>Nathan Sweet
</DD>
</DL>
<HR>
<P>
<!-- =========== FIELD SUMMARY =========== -->
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<B>Field Summary
</B></FONT></TH>
</TR>
</TABLE>
<A NAME="fields_inherited_from_class_com.badlogic.gdx.scenes.scene2d.Action"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TH ALIGN="left"><B>Fields inherited from class com.badlogic.gdx.scenes.scene2d.
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">Action
</A></B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#actor">actor
</A></CODE></TD>
</TR>
</TABLE>
<!-- ======== CONSTRUCTOR SUMMARY ======== -->
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<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
<B>Constructor Summary
</B></FONT></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/ColorAction.html#ColorAction()">ColorAction
</A></B>()
</CODE>
<BR>
</TD>
</TR>
</TABLE>
<!-- ========== METHOD SUMMARY =========== -->
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</B></FONT></TH>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>protected
void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/ColorAction.html#begin()">begin
</A></B>()
</CODE>
<BR>
Called the first time
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#act(float)"><CODE>TemporalAction.act(float)
</CODE></A> is called.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../../com/badlogic/gdx/graphics/Color.html" title="class in com.badlogic.gdx.graphics">Color
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/ColorAction.html#getColor()">getColor
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../../com/badlogic/gdx/graphics/Color.html" title="class in com.badlogic.gdx.graphics">Color
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/ColorAction.html#getEndColor()">getEndColor
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/ColorAction.html#reset()">reset
</A></B>()
</CODE>
<BR>
Resets the optional state of this action to as if it were newly created, allowing the action to be pooled and reused.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/ColorAction.html#setColor(com.badlogic.gdx.graphics.Color)">setColor
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/Color.html" title="class in com.badlogic.gdx.graphics">Color
</A> color)
</CODE>
<BR>
Sets the color to modify.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/ColorAction.html#setEndColor(com.badlogic.gdx.graphics.Color)">setEndColor
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/Color.html" title="class in com.badlogic.gdx.graphics">Color
</A> color)
</CODE>
<BR>
Sets the color to transition to.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>protected
void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/ColorAction.html#update(float)">update
</A></B>(float
percent)
</CODE>
<BR>
Called each frame.
</TD>
</TR>
</TABLE>
<A NAME="methods_inherited_from_class_com.badlogic.gdx.scenes.scene2d.actions.TemporalAction"><!-- --></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.actions.
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html" title="class in com.badlogic.gdx.scenes.scene2d.actions">TemporalAction
</A></B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#act(float)">act
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#end()">end
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#finish()">finish
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#getDuration()">getDuration
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#getInterpolation()">getInterpolation
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#getTime()">getTime
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#isReverse()">isReverse
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#restart()">restart
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#setDuration(float)">setDuration
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#setInterpolation(com.badlogic.gdx.math.Interpolation)">setInterpolation
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#setReverse(boolean)">setReverse
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#setTime(float)">setTime
</A></CODE></TD>
</TR>
</TABLE>
<A NAME="methods_inherited_from_class_com.badlogic.gdx.scenes.scene2d.Action"><!-- --></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/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">Action
</A></B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#getActor()">getActor
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#getPool()">getPool
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#setActor(com.badlogic.gdx.scenes.scene2d.Actor)">setActor
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#setPool(com.badlogic.gdx.utils.Pool)">setPool
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#toString()">toString
</A></CODE></TD>
</TR>
</TABLE>
<A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TH ALIGN="left"><B>Methods inherited from class java.lang.Object
</B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait
</CODE></TD>
</TR>
</TABLE>
<P>
<!-- ========= CONSTRUCTOR DETAIL ======== -->
<A NAME="constructor_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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</B></FONT></TH>
</TR>
</TABLE>
<A NAME="ColorAction()"><!-- --></A><H3>
ColorAction
</H3>
<PRE>
public
<B>ColorAction
</B>()
</PRE>
<DL>
</DL>
<!-- ============ METHOD DETAIL ========== -->
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<A NAME="begin()"><!-- --></A><H3>
begin
</H3>
<PRE>
protected void
<B>begin
</B>()
</PRE>
<DL>
<DD><B>Description copied from class:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#begin()">TemporalAction
</A></CODE></B></DD>
<DD>Called the first time
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#act(float)"><CODE>TemporalAction.act(float)
</CODE></A> is called. This is a good place to query the
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#actor"><CODE>actor's
</CODE></A> starting
state.
<P>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#begin()">begin
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html" title="class in com.badlogic.gdx.scenes.scene2d.actions">TemporalAction
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="update(float)"><!-- --></A><H3>
update
</H3>
<PRE>
protected void
<B>update
</B>(float
percent)
</PRE>
<DL>
<DD><B>Description copied from class:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#update(float)">TemporalAction
</A></CODE></B></DD>
<DD>Called each frame.
<P>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#update(float)">update
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html" title="class in com.badlogic.gdx.scenes.scene2d.actions">TemporalAction
</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>percent
</CODE> - The percentage of completion for this action, growing from 0 to 1 over the duration. If
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#setReverse(boolean)"><CODE>reversed
</CODE></A>, this will shrink from 1 to 0.
</DL>
</DD>
</DL>
<HR>
<A NAME="reset()"><!-- --></A><H3>
reset
</H3>
<PRE>
public void
<B>reset
</B>()
</PRE>
<DL>
<DD><B>Description copied from class:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#reset()">Action
</A></CODE></B></DD>
<DD>Resets the optional state of this action to as if it were newly created, allowing the action to be pooled and reused. State
required to be set for every usage of this action or computed during the action does not need to be reset.
<p>
The default implementation calls
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#restart()"><CODE>Action.restart()
</CODE></A>.
<p>
If a subclass has optional state, it must override this method, call super, and reset the optional state.
<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/actions/TemporalAction.html#reset()">reset
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html" title="class in com.badlogic.gdx.scenes.scene2d.actions">TemporalAction
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getColor()"><!-- --></A><H3>
getColor
</H3>
<PRE>
public
<A HREF="../../../../../../com/badlogic/gdx/graphics/Color.html" title="class in com.badlogic.gdx.graphics">Color
</A> <B>getColor
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setColor(com.badlogic.gdx.graphics.Color)"><!-- --></A><H3>
setColor
</H3>
<PRE>
public void
<B>setColor
</B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/Color.html" title="class in com.badlogic.gdx.graphics">Color
</A> color)
</PRE>
<DL>
<DD>Sets the color to modify. If null (the default), the
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#getActor()"><CODE>actor's
</CODE></A> <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getColor()"><CODE>color
</CODE></A> will be
used.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getEndColor()"><!-- --></A><H3>
getEndColor
</H3>
<PRE>
public
<A HREF="../../../../../../com/badlogic/gdx/graphics/Color.html" title="class in com.badlogic.gdx.graphics">Color
</A> <B>getEndColor
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setEndColor(com.badlogic.gdx.graphics.Color)"><!-- --></A><H3>
setEndColor
</H3>
<PRE>
public void
<B>setEndColor
</B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/Color.html" title="class in com.badlogic.gdx.graphics">Color
</A> color)
</PRE>
<DL>
<DD>Sets the color to transition to. Required.
<P>
<DD><DL>
</DL>
</DD>
</DL>
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