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ClickListener (libgdx API)
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com.badlogic.gdx.scenes.scene2d.utils
</FONT>
<BR>
Class ClickListener
</H2>
<PRE>
java.lang.Object
<IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html" title="class in com.badlogic.gdx.scenes.scene2d">com.badlogic.gdx.scenes.scene2d.InputListener
</A>
<IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.scenes.scene2d.utils.ClickListener
</B>
</PRE>
<DL>
<DT><B>All Implemented Interfaces:
</B> <DD><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener
</A></DD>
</DL>
<HR>
<DL>
<DT><PRE>public class
<B>ClickListener
</B><DT>extends
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html" title="class in com.badlogic.gdx.scenes.scene2d">InputListener
</A></DL>
</PRE>
<P>
Detects mouse over, mouse or finger touch presses, and clicks on an actor. A touch must go down over the actor and is
considered pressed as long as it is over the actor or within the
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/ClickListener.html#setTapSquareSize(float)"><CODE>tap square
</CODE></A>. This behavior
makes it easier to press buttons on a touch interface when the initial touch happens near the edge of the actor. Double clicks
can be detected using
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/ClickListener.html#getTapCount()"><CODE>getTapCount()
</CODE></A>. Any touch (not just the first) will trigger this listener. While pressed, other
touch downs are ignored.
<P>
<P>
<DL>
<DT><B>Author:
</B></DT>
<DD>Nathan Sweet
</DD>
</DL>
<HR>
<P>
<!-- ======== 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/utils/ClickListener.html#ClickListener()">ClickListener
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/ClickListener.html#ClickListener(int)">ClickListener
</A></B>(int
button)
</CODE>
<BR>
</TD>
</TR>
</TABLE>
<!-- ========== METHOD SUMMARY =========== -->
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<B>Method Summary
</B></FONT></TH>
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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/utils/ClickListener.html#cancel()">cancel
</A></B>()
</CODE>
<BR>
If a touch down is being monitored, the drag and touch up events are ignored until the next touch up.
</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/utils/ClickListener.html#clicked(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float)">clicked
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent
</A> event,
float
x,
float
y)
</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/utils/ClickListener.html#drag(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int)">drag
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent
</A> event,
float
x,
float
y,
int
pointer)
</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/utils/ClickListener.html#dragStart(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int)">dragStart
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent
</A> event,
float
x,
float
y,
int
pointer)
</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/utils/ClickListener.html#dragStop(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int)">dragStop
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent
</A> event,
float
x,
float
y,
int
pointer)
</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/utils/ClickListener.html#enter(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int, com.badlogic.gdx.scenes.scene2d.Actor)">enter
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent
</A> event,
float
x,
float
y,
int
pointer,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> fromActor)
</CODE>
<BR>
Called any time the mouse cursor or a finger touch is moved over an 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/utils/ClickListener.html#exit(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int, com.badlogic.gdx.scenes.scene2d.Actor)">exit
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent
</A> event,
float
x,
float
y,
int
pointer,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> toActor)
</CODE>
<BR>
Called any time the mouse cursor or a finger touch is moved out of an actor.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/ClickListener.html#getButton()">getButton
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/ClickListener.html#getTapCount()">getTapCount
</A></B>()
</CODE>
<BR>
Returns the number of taps within the tap count interval for the most recent click event.
</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/utils/ClickListener.html#getTapSquareSize()">getTapSquareSize
</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/utils/ClickListener.html#getTouchDownX()">getTouchDownX
</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/utils/ClickListener.html#getTouchDownY()">getTouchDownY
</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/utils/ClickListener.html#inTapSquare(float, float)">inTapSquare
</A></B>(float
x,
float
y)
</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/utils/ClickListener.html#invalidateTapSquare()">invalidateTapSquare
</A></B>()
</CODE>
<BR>
The tap square will not longer be used for the current touch.
</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/utils/ClickListener.html#isOver()">isOver
</A></B>()
</CODE>
<BR>
Returns true if the mouse or touch is over the actor or pressed and within the tap square.
</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/utils/ClickListener.html#isOver(com.badlogic.gdx.scenes.scene2d.Actor, float, float)">isOver
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> actor,
float
x,
float
y)
</CODE>
<BR>
Returns true if the specified position is over the specified actor or within the tap square.
</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/utils/ClickListener.html#isPressed()">isPressed
</A></B>()
</CODE>
<BR>
Returns true if a touch is over the actor or within the tap square.
</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/utils/ClickListener.html#setButton(int)">setButton
</A></B>(int
button)
</CODE>
<BR>
Sets the button to listen for, all other buttons are ignored.
</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/utils/ClickListener.html#setTapCountInterval(float)">setTapCountInterval
</A></B>(float
tapCountInterval)
</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/utils/ClickListener.html#setTapSquareSize(float)">setTapSquareSize
</A></B>(float
halfTapSquareSize)
</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/utils/ClickListener.html#touchDown(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int, int)">touchDown
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent
</A> event,
float
x,
float
y,
int
pointer,
int
button)
</CODE>
<BR>
Called when a mouse button or a finger touch goes down on the 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/utils/ClickListener.html#touchDragged(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int)">touchDragged
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent
</A> event,
float
x,
float
y,
int
pointer)
</CODE>
<BR>
Called when a mouse button or a finger touch is moved anywhere, but only if touchDown previously returned true for the mouse
button or touch.
</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/utils/ClickListener.html#touchUp(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int, int)">touchUp
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent
</A> event,
float
x,
float
y,
int
pointer,
int
button)
</CODE>
<BR>
Called when a mouse button or a finger touch goes up anywhere, but only if touchDown previously returned true for the mouse
button or touch.
</TD>
</TR>
</TABLE>
<A NAME="methods_inherited_from_class_com.badlogic.gdx.scenes.scene2d.InputListener"><!-- --></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/InputListener.html" title="class in com.badlogic.gdx.scenes.scene2d">InputListener
</A></B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html#handle(com.badlogic.gdx.scenes.scene2d.Event)">handle
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html#keyDown(com.badlogic.gdx.scenes.scene2d.InputEvent, int)">keyDown
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html#keyTyped(com.badlogic.gdx.scenes.scene2d.InputEvent, char)">keyTyped
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html#keyUp(com.badlogic.gdx.scenes.scene2d.InputEvent, int)">keyUp
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html#mouseMoved(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float)">mouseMoved
</A>,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html#scrolled(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int)">scrolled
</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, toString, 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="ClickListener()"><!-- --></A><H3>
ClickListener
</H3>
<PRE>
public
<B>ClickListener
</B>()
</PRE>
<DL>
</DL>
<HR>
<A NAME="ClickListener(int)"><!-- --></A><H3>
ClickListener
</H3>
<PRE>
public
<B>ClickListener
</B>(int
button)
</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="touchDown(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int, int)"><!-- --></A><H3>
touchDown
</H3>
<PRE>
public boolean
<B>touchDown
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent
</A> event,
float
x,
float
y,
int
pointer,
int
button)
</PRE>
<DL>
<DD><B>Description copied from class:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html#touchDown(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int, int)">InputListener
</A></CODE></B></DD>
<DD>Called when a mouse button or a finger touch goes down on the actor. If true is returned, this listener will receive all
touchDragged and touchUp events, even those not over this actor, until touchUp is received. Also when true is returned, the
event is
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><CODE>handled
</CODE></A>.
<P>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html#touchDown(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int, int)">touchDown
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html" title="class in com.badlogic.gdx.scenes.scene2d">InputListener
</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>InputEvent
</CODE></A></DL>
</DD>
</DL>
<HR>
<A NAME="touchDragged(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int)"><!-- --></A><H3>
touchDragged
</H3>
<PRE>
public void
<B>touchDragged
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent
</A> event,
float
x,
float
y,
int
pointer)
</PRE>
<DL>
<DD><B>Description copied from class:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html#touchDragged(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int)">InputListener
</A></CODE></B></DD>
<DD>Called when a mouse button or a finger touch is moved anywhere, but only if touchDown previously returned true for the mouse
button or touch. The touchDragged event is always
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><CODE>handled
</CODE></A>.
<P>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html#touchDragged(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int)">touchDragged
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html" title="class in com.badlogic.gdx.scenes.scene2d">InputListener
</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>InputEvent
</CODE></A></DL>
</DD>
</DL>
<HR>
<A NAME="touchUp(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int, int)"><!-- --></A><H3>
touchUp
</H3>
<PRE>
public void
<B>touchUp
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent
</A> event,
float
x,
float
y,
int
pointer,
int
button)
</PRE>
<DL>
<DD><B>Description copied from class:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html#touchUp(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int, int)">InputListener
</A></CODE></B></DD>
<DD>Called when a mouse button or a finger touch goes up anywhere, but only if touchDown previously returned true for the mouse
button or touch. The touchUp event is always
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><CODE>handled
</CODE></A>.
<P>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html#touchUp(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int, int)">touchUp
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html" title="class in com.badlogic.gdx.scenes.scene2d">InputListener
</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>InputEvent
</CODE></A></DL>
</DD>
</DL>
<HR>
<A NAME="enter(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int, com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
enter
</H3>
<PRE>
public void
<B>enter
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent
</A> event,
float
x,
float
y,
int
pointer,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> fromActor)
</PRE>
<DL>
<DD><B>Description copied from class:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html#enter(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int, com.badlogic.gdx.scenes.scene2d.Actor)">InputListener
</A></CODE></B></DD>
<DD>Called any time the mouse cursor or a finger touch is moved over an actor. On the desktop, this event occurs even when no
mouse buttons are pressed (pointer will be -1).
<P>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html#enter(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int, com.badlogic.gdx.scenes.scene2d.Actor)">enter
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html" title="class in com.badlogic.gdx.scenes.scene2d">InputListener
</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>InputEvent
</CODE></A></DL>
</DD>
</DL>
<HR>
<A NAME="exit(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int, com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
exit
</H3>
<PRE>
public void
<B>exit
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent
</A> event,
float
x,
float
y,
int
pointer,
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> toActor)
</PRE>
<DL>
<DD><B>Description copied from class:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html#exit(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int, com.badlogic.gdx.scenes.scene2d.Actor)">InputListener
</A></CODE></B></DD>
<DD>Called any time the mouse cursor or a finger touch is moved out of an actor. On the desktop, this event occurs even when no
mouse buttons are pressed (pointer will be -1).
<P>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html#exit(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int, com.badlogic.gdx.scenes.scene2d.Actor)">exit
</A></CODE> in class
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html" title="class in com.badlogic.gdx.scenes.scene2d">InputListener
</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>InputEvent
</CODE></A></DL>
</DD>
</DL>
<HR>
<A NAME="cancel()"><!-- --></A><H3>
cancel
</H3>
<PRE>
public void
<B>cancel
</B>()
</PRE>
<DL>
<DD>If a touch down is being monitored, the drag and touch up events are ignored until the next touch up.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="clicked(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float)"><!-- --></A><H3>
clicked
</H3>
<PRE>
public void
<B>clicked
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent
</A> event,
float
x,
float
y)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="dragStart(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int)"><!-- --></A><H3>
dragStart
</H3>
<PRE>
public void
<B>dragStart
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent
</A> event,
float
x,
float
y,
int
pointer)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="drag(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int)"><!-- --></A><H3>
drag
</H3>
<PRE>
public void
<B>drag
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent
</A> event,
float
x,
float
y,
int
pointer)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="dragStop(com.badlogic.gdx.scenes.scene2d.InputEvent, float, float, int)"><!-- --></A><H3>
dragStop
</H3>
<PRE>
public void
<B>dragStop
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent
</A> event,
float
x,
float
y,
int
pointer)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="isOver(com.badlogic.gdx.scenes.scene2d.Actor, float, float)"><!-- --></A><H3>
isOver
</H3>
<PRE>
public boolean
<B>isOver
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> actor,
float
x,
float
y)
</PRE>
<DL>
<DD>Returns true if the specified position is over the specified actor or within the tap square.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="inTapSquare(float, float)"><!-- --></A><H3>
inTapSquare
</H3>
<PRE>
public boolean
<B>inTapSquare
</B>(float
x,
float
y)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="invalidateTapSquare()"><!-- --></A><H3>
invalidateTapSquare
</H3>
<PRE>
public void
<B>invalidateTapSquare
</B>()
</PRE>
<DL>
<DD>The tap square will not longer be used for the current touch.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="isPressed()"><!-- --></A><H3>
isPressed
</H3>
<PRE>
public boolean
<B>isPressed
</B>()
</PRE>
<DL>
<DD>Returns true if a touch is over the actor or within the tap square.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="isOver()"><!-- --></A><H3>
isOver
</H3>
<PRE>
public boolean
<B>isOver
</B>()
</PRE>
<DL>
<DD>Returns true if the mouse or touch is over the actor or pressed and within the tap square.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setTapSquareSize(float)"><!-- --></A><H3>
setTapSquareSize
</H3>
<PRE>
public void
<B>setTapSquareSize
</B>(float
halfTapSquareSize)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getTapSquareSize()"><!-- --></A><H3>
getTapSquareSize
</H3>
<PRE>
public float
<B>getTapSquareSize
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setTapCountInterval(float)"><!-- --></A><H3>
setTapCountInterval
</H3>
<PRE>
public void
<B>setTapCountInterval
</B>(float
tapCountInterval)
</PRE>
<DL>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>tapCountInterval
</CODE> - time in seconds that must pass for two touch down/up sequences to be detected as consecutive taps.
</DL>
</DD>
</DL>
<HR>
<A NAME="getTapCount()"><!-- --></A><H3>
getTapCount
</H3>
<PRE>
public int
<B>getTapCount
</B>()
</PRE>
<DL>
<DD>Returns the number of taps within the tap count interval for the most recent click event.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getTouchDownX()"><!-- --></A><H3>
getTouchDownX
</H3>
<PRE>
public float
<B>getTouchDownX
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getTouchDownY()"><!-- --></A><H3>
getTouchDownY
</H3>
<PRE>
public float
<B>getTouchDownY
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getButton()"><!-- --></A><H3>
getButton
</H3>
<PRE>
public int
<B>getButton
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setButton(int)"><!-- --></A><H3>
setButton
</H3>
<PRE>
public void
<B>setButton
</B>(int
button)
</PRE>
<DL>
<DD>Sets the button to listen for, all other buttons are ignored. Default is
<A HREF="../../../../../../com/badlogic/gdx/Input.Buttons.html#LEFT"><CODE>Input.Buttons.LEFT
</CODE></A>. Use -1 for any button.
<P>
<DD><DL>
</DL>
</DD>
</DL>
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