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Widget (libgdx API)
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com.badlogic.gdx.scenes.scene2d.ui
</FONT>
<BR>
Class Widget
</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 "><B>com.badlogic.gdx.scenes.scene2d.ui.Widget
</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>
<DL>
<DT><B>Direct Known Subclasses:
</B> <DD><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Image.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Image
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Label.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Label
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/List.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">List
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/SelectBox.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">SelectBox
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Slider.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Slider
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextField.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">TextField
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Touchpad.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Touchpad
</A></DD>
</DL>
<HR>
<DL>
<DT><PRE>public class
<B>Widget
</B><DT>extends
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A><DT>implements
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d.utils">Layout
</A></DL>
</PRE>
<P>
An
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor
</CODE></A> that participates in layout and provides a minimum, preferred, and maximum size.
<p>
The default preferred size of a widget is 0 and this is almost always overridden by a subclass. The default minimum size
returns the preferred size, so a subclass may choose to return 0 if it wants to allow itself to be sized smaller. The default
maximum size is 0, which means no maximum size.
<p>
See
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d.utils"><CODE>Layout
</CODE></A> for details on how a widget should participate in layout. A widget's mutator methods should call
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#invalidate()"><CODE>invalidate()
</CODE></A> or
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#invalidateHierarchy()"><CODE>invalidateHierarchy()
</CODE></A> as needed.
<P>
<P>
<DL>
<DT><B>Author:
</B></DT>
<DD>mzechner, Nathan Sweet
</DD>
</DL>
<HR>
<P>
<!-- ======== CONSTRUCTOR SUMMARY ======== -->
<A NAME="constructor_summary"><!-- --></A>
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<B>Constructor Summary
</B></FONT></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#Widget()">Widget
</A></B>()
</CODE>
<BR>
</TD>
</TR>
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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/Widget.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>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/Widget.html#getMaxHeight()">getMaxHeight
</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/Widget.html#getMaxWidth()">getMaxWidth
</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/Widget.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/Widget.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/Widget.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/Widget.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> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#invalidate()">invalidate
</A></B>()
</CODE>
<BR>
Invalidates this actor's layout, causing
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#layout()"><CODE>Layout.layout()
</CODE></A> to happen the next time
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#validate()"><CODE>Layout.validate()
</CODE></A> is called.
</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/Widget.html#invalidateHierarchy()">invalidateHierarchy
</A></B>()
</CODE>
<BR>
Invalidates this actor and all its parents, calling
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#invalidate()"><CODE>Layout.invalidate()
</CODE></A> on all involved actors.
</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/Widget.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/Widget.html#needsLayout()">needsLayout
</A></B>()
</CODE>
<BR>
Returns true if the widget's layout has been
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#invalidate()"><CODE>invalidated
</CODE></A>.
</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/Widget.html#pack()">pack
</A></B>()
</CODE>
<BR>
Sizes this actor to its preferred width and height and, if this changed the size, causes the actor to be laid out by calling
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#invalidate()"><CODE>Layout.invalidate()
</CODE></A> then
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#validate()"><CODE>Layout.validate()
</CODE></A>.
</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/Widget.html#setFillParent(boolean)">setFillParent
</A></B>(boolean
fillParent)
</CODE>
<BR>
If true, this actor will be sized to the parent in
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#validate()"><CODE>Layout.validate()
</CODE></A>.
</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/Widget.html#setLayoutEnabled(boolean)">setLayoutEnabled
</A></B>(boolean
enabled)
</CODE>
<BR>
Enables or disables the layout for this actor and all child actors, recursively.
</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/Widget.html#validate()">validate
</A></B>()
</CODE>
<BR>
Ensures the actor has been laid out.
</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#hit(float, float, boolean)">hit
</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="Widget()"><!-- --></A><H3>
Widget
</H3>
<PRE>
public
<B>Widget
</B>()
</PRE>
<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="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></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></DL>
</DD>
<DD><DL>
</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></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></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getMaxWidth()"><!-- --></A><H3>
getMaxWidth
</H3>
<PRE>
public float
<B>getMaxWidth
</B>()
</PRE>
<DL>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#getMaxWidth()">getMaxWidth
</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></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getMaxHeight()"><!-- --></A><H3>
getMaxHeight
</H3>
<PRE>
public float
<B>getMaxHeight
</B>()
</PRE>
<DL>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#getMaxHeight()">getMaxHeight
</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></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setLayoutEnabled(boolean)"><!-- --></A><H3>
setLayoutEnabled
</H3>
<PRE>
public void
<B>setLayoutEnabled
</B>(boolean
enabled)
</PRE>
<DL>
<DD><B>Description copied from interface:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#setLayoutEnabled(boolean)">Layout
</A></CODE></B></DD>
<DD>Enables or disables the layout for this actor and all child actors, recursively. When false,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#validate()"><CODE>Layout.validate()
</CODE></A> will not
cause a layout to occur. This is useful when an actor will be manipulated externally, such as with actions. Default is true.
<P>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#setLayoutEnabled(boolean)">setLayoutEnabled
</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></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="validate()"><!-- --></A><H3>
validate
</H3>
<PRE>
public void
<B>validate
</B>()
</PRE>
<DL>
<DD><B>Description copied from interface:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#validate()">Layout
</A></CODE></B></DD>
<DD>Ensures the actor has been laid out. Calls
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#layout()"><CODE>Layout.layout()
</CODE></A> if
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#invalidate()"><CODE>Layout.invalidate()
</CODE></A> has called since the last time
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#validate()"><CODE>Layout.validate()
</CODE></A> was called, or if the actor otherwise needs to be laid out. This method is usually called in
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)"><CODE>Actor.draw(SpriteBatch, float)
</CODE></A> before drawing is performed.
<P>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#validate()">validate
</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></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="needsLayout()"><!-- --></A><H3>
needsLayout
</H3>
<PRE>
public boolean
<B>needsLayout
</B>()
</PRE>
<DL>
<DD>Returns true if the widget's layout has been
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#invalidate()"><CODE>invalidated
</CODE></A>.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="invalidate()"><!-- --></A><H3>
invalidate
</H3>
<PRE>
public void
<B>invalidate
</B>()
</PRE>
<DL>
<DD><B>Description copied from interface:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#invalidate()">Layout
</A></CODE></B></DD>
<DD>Invalidates this actor's layout, causing
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#layout()"><CODE>Layout.layout()
</CODE></A> to happen the next time
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#validate()"><CODE>Layout.validate()
</CODE></A> is called. This
method should be called when state changes in the actor that requires a layout but does not change the minimum, preferred,
maximum, or actual size of the actor (meaning it does not affect the parent actor's layout).
<P>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#invalidate()">invalidate
</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></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="invalidateHierarchy()"><!-- --></A><H3>
invalidateHierarchy
</H3>
<PRE>
public void
<B>invalidateHierarchy
</B>()
</PRE>
<DL>
<DD><B>Description copied from interface:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#invalidateHierarchy()">Layout
</A></CODE></B></DD>
<DD>Invalidates this actor and all its parents, calling
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#invalidate()"><CODE>Layout.invalidate()
</CODE></A> on all involved actors. This method should be
called when state changes in the actor that affects the minimum, preferred, maximum, or actual size of the actor (meaning it
it potentially affects the parent actor's layout).
<P>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#invalidateHierarchy()">invalidateHierarchy
</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></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="pack()"><!-- --></A><H3>
pack
</H3>
<PRE>
public void
<B>pack
</B>()
</PRE>
<DL>
<DD><B>Description copied from interface:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#pack()">Layout
</A></CODE></B></DD>
<DD>Sizes this actor to its preferred width and height and, if this changed the size, causes the actor to be laid out by calling
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#invalidate()"><CODE>Layout.invalidate()
</CODE></A> then
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#validate()"><CODE>Layout.validate()
</CODE></A>.
<p>
Generally this method should not be called in an actor's constructor because it calls
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#layout()"><CODE>Layout.layout()
</CODE></A>, which means a
subclass would have layout() called before the subclass' constructor. Instead, in constructors, simply set the actors width
and height to
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#getPrefWidth()"><CODE>Layout.getPrefWidth()
</CODE></A> and
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#getPrefHeight()"><CODE>Layout.getPrefHeight()
</CODE></A>. This allows the actor to have a size at construction
time for more convenient use outside of a
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Table.html" title="class in com.badlogic.gdx.scenes.scene2d.ui"><CODE>Table
</CODE></A>.
<P>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#pack()">pack
</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></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setFillParent(boolean)"><!-- --></A><H3>
setFillParent
</H3>
<PRE>
public void
<B>setFillParent
</B>(boolean
fillParent)
</PRE>
<DL>
<DD><B>Description copied from interface:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#setFillParent(boolean)">Layout
</A></CODE></B></DD>
<DD>If true, this actor will be sized to the parent in
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#validate()"><CODE>Layout.validate()
</CODE></A>. If the parent is the stage, the actor will be sized
to the stage.
<P>
<DD><DL>
<DT><B>Specified by:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#setFillParent(boolean)">setFillParent
</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></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>If this method is overridden, the super method or
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html#validate()"><CODE>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/Actor.html#draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">draw
</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>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="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></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
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