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Touchpad (libgdx API)
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com.badlogic.gdx.scenes.scene2d.ui
</FONT>
<BR>
Class Touchpad
</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/ui/Widget.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">com.badlogic.gdx.scenes.scene2d.ui.Widget
</A>
<IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.scenes.scene2d.ui.Touchpad
</B>
</PRE>
<DL>
<DT><B>All Implemented Interfaces:
</B> <DD><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>Touchpad
</B><DT>extends
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Widget
</A></DL>
</PRE>
<P>
An on-screen joystick. The movement area of the joystick is circular, centered on the touchpad, and its size determined by the
smaller touchpad dimension.
<p>
The preferred size of the touchpad is determined by the background.
<p>
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/ChangeListener.ChangeEvent.html" title="class in com.badlogic.gdx.scenes.scene2d.utils"><CODE>ChangeListener.ChangeEvent
</CODE></A> is fired when the touchpad knob is moved. Cancelling the event will move the knob to where it was
previously.
<P>
<P>
<DL>
<DT><B>Author:
</B></DT>
<DD>Josh Street
</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/Touchpad.TouchpadStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Touchpad.TouchpadStyle
</A></B></CODE>
<BR>
The style for a
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Touchpad.html" title="class in com.badlogic.gdx.scenes.scene2d.ui"><CODE>Touchpad
</CODE></A>.
</TD>
</TR>
</TABLE>
<!-- ======== CONSTRUCTOR SUMMARY ======== -->
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</B></FONT></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Touchpad.html#Touchpad(float, com.badlogic.gdx.scenes.scene2d.ui.Skin)">Touchpad
</A></B>(float
deadzoneRadius,
<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/Touchpad.html#Touchpad(float, com.badlogic.gdx.scenes.scene2d.ui.Skin, java.lang.String)">Touchpad
</A></B>(float
deadzoneRadius,
<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>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Touchpad.html#Touchpad(float, com.badlogic.gdx.scenes.scene2d.ui.Touchpad.TouchpadStyle)">Touchpad
</A></B>(float
deadzoneRadius,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Touchpad.TouchpadStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Touchpad.TouchpadStyle
</A> style)
</CODE>
<BR>
</TD>
</TR>
</TABLE>
<!-- ========== METHOD SUMMARY =========== -->
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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/Touchpad.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/Widget.html#validate()"><CODE>Widget.validate()
</CODE></A> should be called to ensure the widget 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/Touchpad.html#getKnobPercentX()">getKnobPercentX
</A></B>()
</CODE>
<BR>
Returns the x-position of the knob as a percentage from the center of the touchpad to the edge of the circular movement
area.
</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/Touchpad.html#getKnobPercentY()">getKnobPercentY
</A></B>()
</CODE>
<BR>
Returns the y-position of the knob as a percentage from the center of the touchpad to the edge of the circular movement
area.
</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/Touchpad.html#getKnobX()">getKnobX
</A></B>()
</CODE>
<BR>
Returns the x-position of the knob relative to the center of the widget.
</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/Touchpad.html#getKnobY()">getKnobY
</A></B>()
</CODE>
<BR>
Returns the y-position of the knob relative to the center of the widget.
</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/Touchpad.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/Touchpad.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> <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Touchpad.TouchpadStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Touchpad.TouchpadStyle
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Touchpad.html#getStyle()">getStyle
</A></B>()
</CODE>
<BR>
Returns the touchpad's style.
</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/Touchpad.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/Touchpad.html#isTouched()">isTouched
</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/Touchpad.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> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Touchpad.html#setDeadzone(float)">setDeadzone
</A></B>(float
deadzoneRadius)
</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/Touchpad.html#setStyle(com.badlogic.gdx.scenes.scene2d.ui.Touchpad.TouchpadStyle)">setStyle
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Touchpad.TouchpadStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Touchpad.TouchpadStyle
</A> style)
</CODE>
<BR>
</TD>
</TR>
</TABLE>
<A NAME="methods_inherited_from_class_com.badlogic.gdx.scenes.scene2d.ui.Widget"><!-- --></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/Widget.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Widget
</A></B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#getMaxHeight()">getMaxHeight
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#getMaxWidth()">getMaxWidth
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#getMinHeight()">getMinHeight
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#getMinWidth()">getMinWidth
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#invalidate()">invalidate
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#invalidateHierarchy()">invalidateHierarchy
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#needsLayout()">needsLayout
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#pack()">pack
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#setFillParent(boolean)">setFillParent
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#setLayoutEnabled(boolean)">setLayoutEnabled
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#validate()">validate
</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#act(float)">act
</A>,
<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#setStage(com.badlogic.gdx.scenes.scene2d.Stage)">setStage
</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="Touchpad(float, com.badlogic.gdx.scenes.scene2d.ui.Skin)"><!-- --></A><H3>
Touchpad
</H3>
<PRE>
public
<B>Touchpad
</B>(float
deadzoneRadius,
<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>deadzoneRadius
</CODE> - The distance in pixels from the center of the touchpad required for the knob to be moved.
</DL>
</DL>
<HR>
<A NAME="Touchpad(float, com.badlogic.gdx.scenes.scene2d.ui.Skin, java.lang.String)"><!-- --></A><H3>
Touchpad
</H3>
<PRE>
public
<B>Touchpad
</B>(float
deadzoneRadius,
<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>deadzoneRadius
</CODE> - The distance in pixels from the center of the touchpad required for the knob to be moved.
</DL>
</DL>
<HR>
<A NAME="Touchpad(float, com.badlogic.gdx.scenes.scene2d.ui.Touchpad.TouchpadStyle)"><!-- --></A><H3>
Touchpad
</H3>
<PRE>
public
<B>Touchpad
</B>(float
deadzoneRadius,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Touchpad.TouchpadStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Touchpad.TouchpadStyle
</A> style)
</PRE>
<DL>
<DL>
<DT><B>Parameters:
</B><DD><CODE>deadzoneRadius
</CODE> - The distance in pixels from the center of the touchpad required for the knob to be moved.
</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.Touchpad.TouchpadStyle)"><!-- --></A><H3>
setStyle
</H3>
<PRE>
public void
<B>setStyle
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Touchpad.TouchpadStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Touchpad.TouchpadStyle
</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/Touchpad.TouchpadStyle.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Touchpad.TouchpadStyle
</A> <B>getStyle
</B>()
</PRE>
<DL>
<DD>Returns the touchpad's style. Modifying the returned style may not have an effect until
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Touchpad.html#setStyle(com.badlogic.gdx.scenes.scene2d.ui.Touchpad.TouchpadStyle)"><CODE>setStyle(TouchpadStyle)
</CODE></A> is
called.
<P>
<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/Actor.html#hit(float, float, boolean)">hit
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</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="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/Widget.html#layout()">layout
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Widget
</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/Widget.html#draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">Widget
</A></CODE></B></DD>
<DD>If this method is overridden, the super method or
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#validate()"><CODE>Widget.validate()
</CODE></A> should be called to ensure the widget is laid out.
<P>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">draw
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Widget
</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/Widget.html#getPrefWidth()">getPrefWidth
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Widget
</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/Widget.html#getPrefHeight()">getPrefHeight
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Widget
</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="isTouched()"><!-- --></A><H3>
isTouched
</H3>
<PRE>
public boolean
<B>isTouched
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setDeadzone(float)"><!-- --></A><H3>
setDeadzone
</H3>
<PRE>
public void
<B>setDeadzone
</B>(float
deadzoneRadius)
</PRE>
<DL>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>deadzoneRadius
</CODE> - The distance in pixels from the center of the touchpad required for the knob to be moved.
</DL>
</DD>
</DL>
<HR>
<A NAME="getKnobX()"><!-- --></A><H3>
getKnobX
</H3>
<PRE>
public float
<B>getKnobX
</B>()
</PRE>
<DL>
<DD>Returns the x-position of the knob relative to the center of the widget. The positive direction is right.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getKnobY()"><!-- --></A><H3>
getKnobY
</H3>
<PRE>
public float
<B>getKnobY
</B>()
</PRE>
<DL>
<DD>Returns the y-position of the knob relative to the center of the widget. The positive direction is up.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getKnobPercentX()"><!-- --></A><H3>
getKnobPercentX
</H3>
<PRE>
public float
<B>getKnobPercentX
</B>()
</PRE>
<DL>
<DD>Returns the x-position of the knob as a percentage from the center of the touchpad to the edge of the circular movement
area. The positive direction is right.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getKnobPercentY()"><!-- --></A><H3>
getKnobPercentY
</H3>
<PRE>
public float
<B>getKnobPercentY
</B>()
</PRE>
<DL>
<DD>Returns the y-position of the knob as a percentage from the center of the touchpad to the edge of the circular movement
area. The positive direction is up.
<P>
<DD><DL>
</DL>
</DD>
</DL>
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