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ScrollPane (libgdx API)
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SUMMARY:
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com.badlogic.gdx.scenes.scene2d.ui
</FONT>
<BR>
Class ScrollPane
</H2>
<PRE>
java.lang.Object
<IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">com.badlogic.gdx.scenes.scene2d.Actor
</A>
<IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">com.badlogic.gdx.scenes.scene2d.Group
</A>
<IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">com.badlogic.gdx.scenes.scene2d.ui.WidgetGroup
</A>
<IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.scenes.scene2d.ui.ScrollPane
</B>
</PRE>
<DL>
<DT><B>All Implemented Interfaces:
</B> <DD><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Cullable.html" title="interface in com.badlogic.gdx.scenes.scene2d.utils">Cullable
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d.utils">Layout
</A></DD>
</DL>
<HR>
<DL>
<DT><PRE>public class
<B>ScrollPane
</B><DT>extends
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">WidgetGroup
</A></DL>
</PRE>
<P>
A group that scrolls a child widget using scrollbars and/or mouse or touch dragging.
<p>
The widget is sized to its preferred size. If the widget's preferred width or height is less than the size of this scroll pane,
it is set to the size of this scroll pane. Scrollbars appear when the widget is larger than the scroll pane.
<p>
The scroll pane's preferred size is that of the child widget. At this size, the child widget will not need to scroll, so the
scroll pane is typically sized by ignoring the preferred size in one or both directions.
<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
class
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.ScrollPaneStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">ScrollPane.ScrollPaneStyle
</A></B></CODE>
<BR>
The style for a scroll pane, see
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html" title="class in com.badlogic.gdx.scenes.scene2d.ui"><CODE>ScrollPane
</CODE></A>.
</TD>
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</B></FONT></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#ScrollPane(com.badlogic.gdx.scenes.scene2d.Actor)">ScrollPane
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> widget)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#ScrollPane(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.ui.ScrollPane.ScrollPaneStyle)">ScrollPane
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> widget,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.ScrollPaneStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">ScrollPane.ScrollPaneStyle
</A> style)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#ScrollPane(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.ui.Skin)">ScrollPane
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> widget,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Skin.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Skin
</A> skin)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#ScrollPane(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.ui.Skin, java.lang.String)">ScrollPane
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> widget,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Skin.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Skin
</A> skin,
java.lang.String
styleName)
</CODE>
<BR>
</TD>
</TR>
</TABLE>
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<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/ui/ScrollPane.html#act(float)">act
</A></B>(float
delta)
</CODE>
<BR>
Updates the actor based on time.
</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/ui/ScrollPane.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> actor)
</CODE>
<BR>
Adds an actor as a child of this group.
</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/ui/ScrollPane.html#addActorAt(int, com.badlogic.gdx.scenes.scene2d.Actor)">addActorAt
</A></B>(int
index,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> actor)
</CODE>
<BR>
Adds an actor as a child of this group, at a specific index.
</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/ui/ScrollPane.html#addActorBefore(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)">addActorBefore
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> actorBefore,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> actor)
</CODE>
<BR>
Adds an actor as a child of this group, immediately before another child actor.
</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/ui/ScrollPane.html#draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">draw
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch
</A> batch,
float
parentAlpha)
</CODE>
<BR>
If this method is overridden, the super method or
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#validate()"><CODE>WidgetGroup.validate()
</CODE></A> should be called to ensure the widget group is laid
out.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#getMaxX()">getMaxX
</A></B>()
</CODE>
<BR>
Returns the maximum scroll value in the x direction.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#getMaxY()">getMaxY
</A></B>()
</CODE>
<BR>
Returns the maximum scroll value in the y direction.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#getMinHeight()">getMinHeight
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#getMinWidth()">getMinWidth
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#getPrefHeight()">getPrefHeight
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#getPrefWidth()">getPrefWidth
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#getScrollBarHeight()">getScrollBarHeight
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#getScrollBarWidth()">getScrollBarWidth
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#getScrollPercentX()">getScrollPercentX
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#getScrollPercentY()">getScrollPercentY
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#getScrollX()">getScrollX
</A></B>()
</CODE>
<BR>
Returns the x scroll position in pixels.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#getScrollY()">getScrollY
</A></B>()
</CODE>
<BR>
Returns the y scroll position in pixels.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.ScrollPaneStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">ScrollPane.ScrollPaneStyle
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#getStyle()">getStyle
</A></B>()
</CODE>
<BR>
Returns the scroll pane's style.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#getVelocityX()">getVelocityX
</A></B>()
</CODE>
<BR>
Gets the flick scroll y velocity.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#getVelocityY()">getVelocityY
</A></B>()
</CODE>
<BR>
Gets the flick scroll y velocity.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#getVisualScrollX()">getVisualScrollX
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#getVisualScrollY()">getVisualScrollY
</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/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/ui/ScrollPane.html#getWidget()">getWidget
</A></B>()
</CODE>
<BR>
Returns the actor embedded in this scroll pane, or null.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <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/ui/ScrollPane.html#hit(float, float, boolean)">hit
</A></B>(float
x,
float
y,
boolean
touchable)
</CODE>
<BR>
Returns the deepest actor that contains the specified point and is
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getTouchable()"><CODE>touchable
</CODE></A> and
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#isVisible()"><CODE>visible
</CODE></A>, or null if no actor was hit.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#isDragging()">isDragging
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#isFlinging()">isFlinging
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#isPanning()">isPanning
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#isScrollX()">isScrollX
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#isScrollY()">isScrollY
</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/ui/ScrollPane.html#layout()">layout
</A></B>()
</CODE>
<BR>
Computes and caches any information needed for drawing and, if this actor has children, positions and sizes each child,
calls
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#invalidate()"><CODE>Layout.invalidate()
</CODE></A> any each child whose width or height has changed, and calls
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#validate()"><CODE>Layout.validate()
</CODE></A> on each child.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#removeActor(com.badlogic.gdx.scenes.scene2d.Actor)">removeActor
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> actor)
</CODE>
<BR>
Removes an actor from this group.
</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/ui/ScrollPane.html#scrollTo(float, float, float, float)">scrollTo
</A></B>(float
x,
float
y,
float
width,
float
height)
</CODE>
<BR>
Sets the scroll offset so the specified rectangle is fully in view, if possible.
</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/ui/ScrollPane.html#scrollToCenter(float, float, float, float)">scrollToCenter
</A></B>(float
x,
float
y,
float
width,
float
height)
</CODE>
<BR>
Sets the scroll offset so the specified rectangle is fully in view and centered vertically in the scroll pane, if possible.
</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/ui/ScrollPane.html#scrollX(float)">scrollX
</A></B>(float
pixelsX)
</CODE>
<BR>
Called whenever the x scroll amount is changed.
</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/ui/ScrollPane.html#scrollY(float)">scrollY
</A></B>(float
pixelsY)
</CODE>
<BR>
Called whenever the y scroll amount is changed.
</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/ui/ScrollPane.html#setCancelTouchFocus(boolean)">setCancelTouchFocus
</A></B>(boolean
cancelTouchFocus)
</CODE>
<BR>
When true (default), the
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#cancelTouchFocus()"><CODE>Stage.cancelTouchFocus()
</CODE></A> touch focus} is cancelled when flick scrolling begins.
</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/ui/ScrollPane.html#setClamp(boolean)">setClamp
</A></B>(boolean
clamp)
</CODE>
<BR>
For flick scroll, prevents scrolling out of the widget's bounds.
</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/ui/ScrollPane.html#setFadeScrollBars(boolean)">setFadeScrollBars
</A></B>(boolean
fadeScrollBars)
</CODE>
<BR>
When true the scroll bars fade out after some time of not being used.
</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/ui/ScrollPane.html#setFlickScroll(boolean)">setFlickScroll
</A></B>(boolean
flickScroll)
</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/ui/ScrollPane.html#setFlingTime(float)">setFlingTime
</A></B>(float
flingTime)
</CODE>
<BR>
For flick scroll, sets the amount of time in seconds that a fling will continue to scroll.
</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/ui/ScrollPane.html#setForceOverscroll(boolean, boolean)">setForceOverscroll
</A></B>(boolean
x,
boolean
y)
</CODE>
<BR>
For flick scroll, forces the enabling of overscrolling in a direction, even if the contents do not exceed the bounds in that
direction.
</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/ui/ScrollPane.html#setOverscroll(boolean, boolean)">setOverscroll
</A></B>(boolean
overscrollX,
boolean
overscrollY)
</CODE>
<BR>
For flick scroll, if true the widget can be scrolled slightly past its bounds and will animate back to its bounds when
scrolling is stopped.
</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/ui/ScrollPane.html#setScrollbarsOnTop(boolean)">setScrollbarsOnTop
</A></B>(boolean
scrollbarsOnTop)
</CODE>
<BR>
When false (the default), the widget is clipped so it is not drawn under the scrollbars.
</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/ui/ScrollPane.html#setScrollingDisabled(boolean, boolean)">setScrollingDisabled
</A></B>(boolean
x,
boolean
y)
</CODE>
<BR>
Disables scrolling in a direction.
</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/ui/ScrollPane.html#setScrollPercentX(float)">setScrollPercentX
</A></B>(float
percentX)
</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/ui/ScrollPane.html#setScrollPercentY(float)">setScrollPercentY
</A></B>(float
percentY)
</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/ui/ScrollPane.html#setScrollX(float)">setScrollX
</A></B>(float
pixels)
</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/ui/ScrollPane.html#setScrollY(float)">setScrollY
</A></B>(float
pixels)
</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/ui/ScrollPane.html#setSmoothScrolling(boolean)">setSmoothScrolling
</A></B>(boolean
smoothScrolling)
</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/ui/ScrollPane.html#setStyle(com.badlogic.gdx.scenes.scene2d.ui.ScrollPane.ScrollPaneStyle)">setStyle
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.ScrollPaneStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">ScrollPane.ScrollPaneStyle
</A> style)
</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/ui/ScrollPane.html#setupFadeScrollBars(float, float)">setupFadeScrollBars
</A></B>(float
fadeAlphaSeconds,
float
fadeDelaySeconds)
</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/ui/ScrollPane.html#setupOverscroll(float, float, float)">setupOverscroll
</A></B>(float
distance,
float
speedMin,
float
speedMax)
</CODE>
<BR>
For flick scroll, sets the overscroll distance in pixels and the speed it returns to the widget's bounds in seconds.
</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/ui/ScrollPane.html#setVelocityX(float)">setVelocityX
</A></B>(float
velocityX)
</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/ui/ScrollPane.html#setVelocityY(float)">setVelocityY
</A></B>(float
velocityY)
</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/ui/ScrollPane.html#setWidget(com.badlogic.gdx.scenes.scene2d.Actor)">setWidget
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> widget)
</CODE>
<BR>
Sets the
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor
</CODE></A> embedded in this scroll pane.
</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/ui/ScrollPane.html#visualScrollX(float)">visualScrollX
</A></B>(float
pixelsX)
</CODE>
<BR>
Called whenever the visual x scroll amount is changed.
</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/ui/ScrollPane.html#visualScrollY(float)">visualScrollY
</A></B>(float
pixelsY)
</CODE>
<BR>
Called whenever the visual y scroll amount is changed.
</TD>
</TR>
</TABLE>
<A NAME="methods_inherited_from_class_com.badlogic.gdx.scenes.scene2d.ui.WidgetGroup"><!-- --></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.ui.
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">WidgetGroup
</A></B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#childrenChanged()">childrenChanged
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#getMaxHeight()">getMaxHeight
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#getMaxWidth()">getMaxWidth
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#invalidate()">invalidate
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#invalidateHierarchy()">invalidateHierarchy
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#needsLayout()">needsLayout
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#pack()">pack
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#setFillParent(boolean)">setFillParent
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#setLayoutEnabled(boolean)">setLayoutEnabled
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#validate()">validate
</A></CODE></TD>
</TR>
</TABLE>
<A NAME="methods_inherited_from_class_com.badlogic.gdx.scenes.scene2d.Group"><!-- --></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/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group
</A></B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActorAfter(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)">addActorAfter
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#applyTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch, com.badlogic.gdx.math.Matrix4)">applyTransform
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#clear()">clear
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#computeTransform()">computeTransform
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#drawChildren(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">drawChildren
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#findActor(java.lang.String)">findActor
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#getChildren()">getChildren
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#isTransform()">isTransform
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#localToDescendantCoordinates(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.math.Vector2)">localToDescendantCoordinates
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#resetTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch)">resetTransform
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#setCullingArea(com.badlogic.gdx.math.Rectangle)">setCullingArea
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#setStage(com.badlogic.gdx.scenes.scene2d.Stage)">setStage
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#setTransform(boolean)">setTransform
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#swapActor(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)">swapActor
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#swapActor(int, int)">swapActor
</A></CODE></TD>
</TR>
</TABLE>
<A NAME="methods_inherited_from_class_com.badlogic.gdx.scenes.scene2d.Actor"><!-- --></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/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A></B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#addAction(com.badlogic.gdx.scenes.scene2d.Action)">addAction
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#addCaptureListener(com.badlogic.gdx.scenes.scene2d.EventListener)">addCaptureListener
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#addListener(com.badlogic.gdx.scenes.scene2d.EventListener)">addListener
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#clearActions()">clearActions
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#clipBegin()">clipBegin
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#clipBegin(float, float, float, float)">clipBegin
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#clipEnd()">clipEnd
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#fire(com.badlogic.gdx.scenes.scene2d.Event)">fire
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getActions()">getActions
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getCaptureListeners()">getCaptureListeners
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getColor()">getColor
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getHeight()">getHeight
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getListeners()">getListeners
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getName()">getName
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getOriginX()">getOriginX
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getOriginY()">getOriginY
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getParent()">getParent
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getRight()">getRight
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getRotation()">getRotation
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getScaleX()">getScaleX
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getScaleY()">getScaleY
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getStage()">getStage
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getTop()">getTop
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getTouchable()">getTouchable
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getWidth()">getWidth
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getX()">getX
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getY()">getY
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getZIndex()">getZIndex
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#hasParent()">hasParent
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#isAscendantOf(com.badlogic.gdx.scenes.scene2d.Actor)">isAscendantOf
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#isDescendantOf(com.badlogic.gdx.scenes.scene2d.Actor)">isDescendantOf
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#isVisible()">isVisible
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#localToAscendantCoordinates(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.math.Vector2)">localToAscendantCoordinates
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#localToParentCoordinates(com.badlogic.gdx.math.Vector2)">localToParentCoordinates
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#localToStageCoordinates(com.badlogic.gdx.math.Vector2)">localToStageCoordinates
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#notify(com.badlogic.gdx.scenes.scene2d.Event, boolean)">notify
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#parentToLocalCoordinates(com.badlogic.gdx.math.Vector2)">parentToLocalCoordinates
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#remove()">remove
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#removeAction(com.badlogic.gdx.scenes.scene2d.Action)">removeAction
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#removeCaptureListener(com.badlogic.gdx.scenes.scene2d.EventListener)">removeCaptureListener
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#removeListener(com.badlogic.gdx.scenes.scene2d.EventListener)">removeListener
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#rotate(float)">rotate
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#scale(float)">scale
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#scale(float, float)">scale
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#screenToLocalCoordinates(com.badlogic.gdx.math.Vector2)">screenToLocalCoordinates
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setBounds(float, float, float, float)">setBounds
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setColor(com.badlogic.gdx.graphics.Color)">setColor
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setColor(float, float, float, float)">setColor
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setHeight(float)">setHeight
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setName(java.lang.String)">setName
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setOrigin(float, float)">setOrigin
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setOriginX(float)">setOriginX
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setOriginY(float)">setOriginY
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setParent(com.badlogic.gdx.scenes.scene2d.Group)">setParent
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setPosition(float, float)">setPosition
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setRotation(float)">setRotation
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setScale(float)">setScale
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setScale(float, float)">setScale
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setScaleX(float)">setScaleX
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setScaleY(float)">setScaleY
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setSize(float, float)">setSize
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setTouchable(com.badlogic.gdx.scenes.scene2d.Touchable)">setTouchable
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setVisible(boolean)">setVisible
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setWidth(float)">setWidth
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setX(float)">setX
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setY(float)">setY
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setZIndex(int)">setZIndex
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#size(float)">size
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#size(float, float)">size
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#stageToLocalCoordinates(com.badlogic.gdx.math.Vector2)">stageToLocalCoordinates
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#toBack()">toBack
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#toFront()">toFront
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#toString()">toString
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#translate(float, float)">translate
</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="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Constructor Detail
</B></FONT></TH>
</TR>
</TABLE>
<A NAME="ScrollPane(com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
ScrollPane
</H3>
<PRE>
public
<B>ScrollPane
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> widget)
</PRE>
<DL>
<DL>
<DT><B>Parameters:
</B><DD><CODE>widget
</CODE> - May be null.
</DL>
</DL>
<HR>
<A NAME="ScrollPane(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.ui.Skin)"><!-- --></A><H3>
ScrollPane
</H3>
<PRE>
public
<B>ScrollPane
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> widget,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Skin.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Skin
</A> skin)
</PRE>
<DL>
<DL>
<DT><B>Parameters:
</B><DD><CODE>widget
</CODE> - May be null.
</DL>
</DL>
<HR>
<A NAME="ScrollPane(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.ui.Skin, java.lang.String)"><!-- --></A><H3>
ScrollPane
</H3>
<PRE>
public
<B>ScrollPane
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> widget,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Skin.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Skin
</A> skin,
java.lang.String
styleName)
</PRE>
<DL>
<DL>
<DT><B>Parameters:
</B><DD><CODE>widget
</CODE> - May be null.
</DL>
</DL>
<HR>
<A NAME="ScrollPane(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.ui.ScrollPane.ScrollPaneStyle)"><!-- --></A><H3>
ScrollPane
</H3>
<PRE>
public
<B>ScrollPane
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> widget,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.ScrollPaneStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">ScrollPane.ScrollPaneStyle
</A> style)
</PRE>
<DL>
<DL>
<DT><B>Parameters:
</B><DD><CODE>widget
</CODE> - May be null.
</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="setStyle(com.badlogic.gdx.scenes.scene2d.ui.ScrollPane.ScrollPaneStyle)"><!-- --></A><H3>
setStyle
</H3>
<PRE>
public void
<B>setStyle
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.ScrollPaneStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">ScrollPane.ScrollPaneStyle
</A> style)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getStyle()"><!-- --></A><H3>
getStyle
</H3>
<PRE>
public
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.ScrollPaneStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">ScrollPane.ScrollPaneStyle
</A> <B>getStyle
</B>()
</PRE>
<DL>
<DD>Returns the scroll pane's style. Modifying the returned style may not have an effect until
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#setStyle(com.badlogic.gdx.scenes.scene2d.ui.ScrollPane.ScrollPaneStyle)"><CODE>setStyle(ScrollPaneStyle)
</CODE></A> is called.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="act(float)"><!-- --></A><H3>
act
</H3>
<PRE>
public void
<B>act
</B>(float
delta)
</PRE>
<DL>
<DD><B>Description copied from class:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#act(float)">Actor
</A></CODE></B></DD>
<DD>Updates the actor based on time. Typically this is called each frame by
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#act(float)"><CODE>Stage.act(float)
</CODE></A>.
<p>
The default implementation calls
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#act(float)"><CODE>Action.act(float)
</CODE></A> on each action and removes actions that are complete.
<P>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#act(float)">act
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group
</A></CODE></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="layout()"><!-- --></A><H3>
layout
</H3>
<PRE>
public void
<B>layout
</B>()
</PRE>
<DL>
<DD><B>Description copied from interface:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#layout()">Layout
</A></CODE></B></DD>
<DD>Computes and caches any information needed for drawing and, if this actor has children, positions and sizes each child,
calls
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#invalidate()"><CODE>Layout.invalidate()
</CODE></A> any each child whose width or height has changed, and calls
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#validate()"><CODE>Layout.validate()
</CODE></A> on each child.
This method should almost never be called directly, instead
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#validate()"><CODE>Layout.validate()
</CODE></A> should be used.
<P>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#layout()">layout
</A></CODE> in interface
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d.utils">Layout
</A></CODE><DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#layout()">layout
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">WidgetGroup
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)"><!-- --></A><H3>
draw
</H3>
<PRE>
public void
<B>draw
</B>(
<A HREF="../../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch
</A> batch,
float
parentAlpha)
</PRE>
<DL>
<DD><B>Description copied from class:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">WidgetGroup
</A></CODE></B></DD>
<DD>If this method is overridden, the super method or
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#validate()"><CODE>WidgetGroup.validate()
</CODE></A> should be called to ensure the widget group is laid
out.
<P>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">draw
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">WidgetGroup
</A></CODE></DL>
</DD>
<DD><DL>
<DD><CODE>parentAlpha
</CODE> - Should be multipied with the actor's alpha, allowing a parent's alpha to affect all children.
</DL>
</DD>
</DL>
<HR>
<A NAME="getPrefWidth()"><!-- --></A><H3>
getPrefWidth
</H3>
<PRE>
public float
<B>getPrefWidth
</B>()
</PRE>
<DL>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#getPrefWidth()">getPrefWidth
</A></CODE> in interface
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d.utils">Layout
</A></CODE><DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#getPrefWidth()">getPrefWidth
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">WidgetGroup
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getPrefHeight()"><!-- --></A><H3>
getPrefHeight
</H3>
<PRE>
public float
<B>getPrefHeight
</B>()
</PRE>
<DL>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#getPrefHeight()">getPrefHeight
</A></CODE> in interface
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d.utils">Layout
</A></CODE><DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#getPrefHeight()">getPrefHeight
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">WidgetGroup
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getMinWidth()"><!-- --></A><H3>
getMinWidth
</H3>
<PRE>
public float
<B>getMinWidth
</B>()
</PRE>
<DL>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#getMinWidth()">getMinWidth
</A></CODE> in interface
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d.utils">Layout
</A></CODE><DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#getMinWidth()">getMinWidth
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">WidgetGroup
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getMinHeight()"><!-- --></A><H3>
getMinHeight
</H3>
<PRE>
public float
<B>getMinHeight
</B>()
</PRE>
<DL>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#getMinHeight()">getMinHeight
</A></CODE> in interface
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d.utils">Layout
</A></CODE><DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html#getMinHeight()">getMinHeight
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">WidgetGroup
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setWidget(com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
setWidget
</H3>
<PRE>
public void
<B>setWidget
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> widget)
</PRE>
<DL>
<DD>Sets the
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor
</CODE></A> embedded in this scroll pane.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>widget
</CODE> - May be null to remove any current actor.
</DL>
</DD>
</DL>
<HR>
<A NAME="getWidget()"><!-- --></A><H3>
getWidget
</H3>
<PRE>
public
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> <B>getWidget
</B>()
</PRE>
<DL>
<DD>Returns the actor embedded in this scroll pane, or null.
<P>
<DD><DL>
</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> actor)
</PRE>
<DL>
<DD><B>Description copied from class:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActor(com.badlogic.gdx.scenes.scene2d.Actor)">Group
</A></CODE></B></DD>
<DD>Adds an actor as a child of this group. The actor is first removed from its parent group, if any.
<P>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActor(com.badlogic.gdx.scenes.scene2d.Actor)">addActor
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group
</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#remove()"><CODE>Actor.remove()
</CODE></A></DL>
</DD>
</DL>
<HR>
<A NAME="addActorAt(int, com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
addActorAt
</H3>
<PRE>
public void
<B>addActorAt
</B>(int
index,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> actor)
</PRE>
<DL>
<DD><B>Description copied from class:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActorAt(int, com.badlogic.gdx.scenes.scene2d.Actor)">Group
</A></CODE></B></DD>
<DD>Adds an actor as a child of this group, at a specific index. The actor is first removed from its parent group, if any.
<P>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActorAt(int, com.badlogic.gdx.scenes.scene2d.Actor)">addActorAt
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group
</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>index
</CODE> - May be greater than the number of children.
</DL>
</DD>
</DL>
<HR>
<A NAME="addActorBefore(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
addActorBefore
</H3>
<PRE>
public void
<B>addActorBefore
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> actorBefore,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> actor)
</PRE>
<DL>
<DD><B>Description copied from class:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActorBefore(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)">Group
</A></CODE></B></DD>
<DD>Adds an actor as a child of this group, immediately before another child actor. The actor is first removed from its parent
group, if any.
<P>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActorBefore(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)">addActorBefore
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="removeActor(com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
removeActor
</H3>
<PRE>
public boolean
<B>removeActor
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> actor)
</PRE>
<DL>
<DD><B>Description copied from class:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#removeActor(com.badlogic.gdx.scenes.scene2d.Actor)">Group
</A></CODE></B></DD>
<DD>Removes an actor from this group. If the actor will not be used again and has actions, they should be
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#clearActions()"><CODE>cleared
</CODE></A> so the actions will be returned to their
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#setPool(com.badlogic.gdx.utils.Pool)"><CODE>pool
</CODE></A>, if any. This is not done automatically.
<P>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#removeActor(com.badlogic.gdx.scenes.scene2d.Actor)">removeActor
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group
</A></CODE></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
x,
float
y,
boolean
touchable)
</PRE>
<DL>
<DD><B>Description copied from class:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#hit(float, float, boolean)">Actor
</A></CODE></B></DD>
<DD>Returns the deepest actor that contains the specified point and is
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getTouchable()"><CODE>touchable
</CODE></A> and
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#isVisible()"><CODE>visible
</CODE></A>, or null if no actor was hit. The point is specified in the actor's local coordinate system (0,0
is the bottom left of the actor and width,height is the upper right).
<p>
This method is used to delegate touchDown events. If this method returns null, touchDown will not occur.
<p>
The default implementation returns this actor if the point is within this actor's bounds.
<P>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#hit(float, float, boolean)">hit
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group
</A></CODE></DL>
</DD>
<DD><DL>
<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>See Also:
</B><DD><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Touchable.html" title="enum in com.badlogic.gdx.scenes.scene2d"><CODE>Touchable
</CODE></A></DL>
</DD>
</DL>
<HR>
<A NAME="scrollX(float)"><!-- --></A><H3>
scrollX
</H3>
<PRE>
protected void
<B>scrollX
</B>(float
pixelsX)
</PRE>
<DL>
<DD>Called whenever the x scroll amount is changed.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="scrollY(float)"><!-- --></A><H3>
scrollY
</H3>
<PRE>
protected void
<B>scrollY
</B>(float
pixelsY)
</PRE>
<DL>
<DD>Called whenever the y scroll amount is changed.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="visualScrollX(float)"><!-- --></A><H3>
visualScrollX
</H3>
<PRE>
protected void
<B>visualScrollX
</B>(float
pixelsX)
</PRE>
<DL>
<DD>Called whenever the visual x scroll amount is changed.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="visualScrollY(float)"><!-- --></A><H3>
visualScrollY
</H3>
<PRE>
protected void
<B>visualScrollY
</B>(float
pixelsY)
</PRE>
<DL>
<DD>Called whenever the visual y scroll amount is changed.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setScrollX(float)"><!-- --></A><H3>
setScrollX
</H3>
<PRE>
public void
<B>setScrollX
</B>(float
pixels)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getScrollX()"><!-- --></A><H3>
getScrollX
</H3>
<PRE>
public float
<B>getScrollX
</B>()
</PRE>
<DL>
<DD>Returns the x scroll position in pixels.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setScrollY(float)"><!-- --></A><H3>
setScrollY
</H3>
<PRE>
public void
<B>setScrollY
</B>(float
pixels)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getScrollY()"><!-- --></A><H3>
getScrollY
</H3>
<PRE>
public float
<B>getScrollY
</B>()
</PRE>
<DL>
<DD>Returns the y scroll position in pixels.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getVisualScrollX()"><!-- --></A><H3>
getVisualScrollX
</H3>
<PRE>
public float
<B>getVisualScrollX
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getVisualScrollY()"><!-- --></A><H3>
getVisualScrollY
</H3>
<PRE>
public float
<B>getVisualScrollY
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getScrollPercentX()"><!-- --></A><H3>
getScrollPercentX
</H3>
<PRE>
public float
<B>getScrollPercentX
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setScrollPercentX(float)"><!-- --></A><H3>
setScrollPercentX
</H3>
<PRE>
public void
<B>setScrollPercentX
</B>(float
percentX)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getScrollPercentY()"><!-- --></A><H3>
getScrollPercentY
</H3>
<PRE>
public float
<B>getScrollPercentY
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setScrollPercentY(float)"><!-- --></A><H3>
setScrollPercentY
</H3>
<PRE>
public void
<B>setScrollPercentY
</B>(float
percentY)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setFlickScroll(boolean)"><!-- --></A><H3>
setFlickScroll
</H3>
<PRE>
public void
<B>setFlickScroll
</B>(boolean
flickScroll)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="scrollTo(float, float, float, float)"><!-- --></A><H3>
scrollTo
</H3>
<PRE>
public void
<B>scrollTo
</B>(float
x,
float
y,
float
width,
float
height)
</PRE>
<DL>
<DD>Sets the scroll offset so the specified rectangle is fully in view, if possible. Coordinates are in the scroll pane widget's
coordinate system.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="scrollToCenter(float, float, float, float)"><!-- --></A><H3>
scrollToCenter
</H3>
<PRE>
public void
<B>scrollToCenter
</B>(float
x,
float
y,
float
width,
float
height)
</PRE>
<DL>
<DD>Sets the scroll offset so the specified rectangle is fully in view and centered vertically in the scroll pane, if possible.
Coordinates are in the scroll pane widget's coordinate system.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getMaxX()"><!-- --></A><H3>
getMaxX
</H3>
<PRE>
public float
<B>getMaxX
</B>()
</PRE>
<DL>
<DD>Returns the maximum scroll value in the x direction.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getMaxY()"><!-- --></A><H3>
getMaxY
</H3>
<PRE>
public float
<B>getMaxY
</B>()
</PRE>
<DL>
<DD>Returns the maximum scroll value in the y direction.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getScrollBarHeight()"><!-- --></A><H3>
getScrollBarHeight
</H3>
<PRE>
public float
<B>getScrollBarHeight
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getScrollBarWidth()"><!-- --></A><H3>
getScrollBarWidth
</H3>
<PRE>
public float
<B>getScrollBarWidth
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="isScrollX()"><!-- --></A><H3>
isScrollX
</H3>
<PRE>
public boolean
<B>isScrollX
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="isScrollY()"><!-- --></A><H3>
isScrollY
</H3>
<PRE>
public boolean
<B>isScrollY
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setScrollingDisabled(boolean, boolean)"><!-- --></A><H3>
setScrollingDisabled
</H3>
<PRE>
public void
<B>setScrollingDisabled
</B>(boolean
x,
boolean
y)
</PRE>
<DL>
<DD>Disables scrolling in a direction. The widget will be sized to the FlickScrollPane in the disabled direction.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="isDragging()"><!-- --></A><H3>
isDragging
</H3>
<PRE>
public boolean
<B>isDragging
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="isPanning()"><!-- --></A><H3>
isPanning
</H3>
<PRE>
public boolean
<B>isPanning
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="isFlinging()"><!-- --></A><H3>
isFlinging
</H3>
<PRE>
public boolean
<B>isFlinging
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setVelocityX(float)"><!-- --></A><H3>
setVelocityX
</H3>
<PRE>
public void
<B>setVelocityX
</B>(float
velocityX)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getVelocityX()"><!-- --></A><H3>
getVelocityX
</H3>
<PRE>
public float
<B>getVelocityX
</B>()
</PRE>
<DL>
<DD>Gets the flick scroll y velocity.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setVelocityY(float)"><!-- --></A><H3>
setVelocityY
</H3>
<PRE>
public void
<B>setVelocityY
</B>(float
velocityY)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getVelocityY()"><!-- --></A><H3>
getVelocityY
</H3>
<PRE>
public float
<B>getVelocityY
</B>()
</PRE>
<DL>
<DD>Gets the flick scroll y velocity.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setOverscroll(boolean, boolean)"><!-- --></A><H3>
setOverscroll
</H3>
<PRE>
public void
<B>setOverscroll
</B>(boolean
overscrollX,
boolean
overscrollY)
</PRE>
<DL>
<DD>For flick scroll, if true the widget can be scrolled slightly past its bounds and will animate back to its bounds when
scrolling is stopped. Default is true.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setupOverscroll(float, float, float)"><!-- --></A><H3>
setupOverscroll
</H3>
<PRE>
public void
<B>setupOverscroll
</B>(float
distance,
float
speedMin,
float
speedMax)
</PRE>
<DL>
<DD>For flick scroll, sets the overscroll distance in pixels and the speed it returns to the widget's bounds in seconds. Default
is 50, 30, 200.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setForceOverscroll(boolean, boolean)"><!-- --></A><H3>
setForceOverscroll
</H3>
<PRE>
public void
<B>setForceOverscroll
</B>(boolean
x,
boolean
y)
</PRE>
<DL>
<DD>For flick scroll, forces the enabling of overscrolling in a direction, even if the contents do not exceed the bounds in that
direction.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setFlingTime(float)"><!-- --></A><H3>
setFlingTime
</H3>
<PRE>
public void
<B>setFlingTime
</B>(float
flingTime)
</PRE>
<DL>
<DD>For flick scroll, sets the amount of time in seconds that a fling will continue to scroll. Default is 1.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setClamp(boolean)"><!-- --></A><H3>
setClamp
</H3>
<PRE>
public void
<B>setClamp
</B>(boolean
clamp)
</PRE>
<DL>
<DD>For flick scroll, prevents scrolling out of the widget's bounds. Default is true.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setFadeScrollBars(boolean)"><!-- --></A><H3>
setFadeScrollBars
</H3>
<PRE>
public void
<B>setFadeScrollBars
</B>(boolean
fadeScrollBars)
</PRE>
<DL>
<DD>When true the scroll bars fade out after some time of not being used.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setupFadeScrollBars(float, float)"><!-- --></A><H3>
setupFadeScrollBars
</H3>
<PRE>
public void
<B>setupFadeScrollBars
</B>(float
fadeAlphaSeconds,
float
fadeDelaySeconds)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setSmoothScrolling(boolean)"><!-- --></A><H3>
setSmoothScrolling
</H3>
<PRE>
public void
<B>setSmoothScrolling
</B>(boolean
smoothScrolling)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setScrollbarsOnTop(boolean)"><!-- --></A><H3>
setScrollbarsOnTop
</H3>
<PRE>
public void
<B>setScrollbarsOnTop
</B>(boolean
scrollbarsOnTop)
</PRE>
<DL>
<DD>When false (the default), the widget is clipped so it is not drawn under the scrollbars. When true, the widget is clipped to
the entire scroll pane bounds and the scrollbars are drawn on top of the widget. If
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ScrollPane.html#setFadeScrollBars(boolean)"><CODE>setFadeScrollBars(boolean)
</CODE></A> is
true, the scroll bars are always drawn on top.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setCancelTouchFocus(boolean)"><!-- --></A><H3>
setCancelTouchFocus
</H3>
<PRE>
public void
<B>setCancelTouchFocus
</B>(boolean
cancelTouchFocus)
</PRE>
<DL>
<DD>When true (default), the
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#cancelTouchFocus()"><CODE>Stage.cancelTouchFocus()
</CODE></A> touch focus} is cancelled when flick scrolling begins. This causes
widgets inside the scrollpane that have received touchDown to receive touchUp when flick scrolling begins.
<P>
<DD><DL>
</DL>
</DD>
</DL>
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