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Layout (libgdx API)
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<FONT SIZE="-1">
com.badlogic.gdx.scenes.scene2d.utils</FONT>
<BR>
Interface Layout</H2>
<DL>
<DT><B>All Known Implementing Classes:</B> <DD><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Button.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Button</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/CheckBox.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">CheckBox</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Dialog.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Dialog</A>, <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/ImageButton.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">ImageButton</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/ImageTextButton.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">ImageTextButton</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/ScrollPane.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">ScrollPane</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/SplitPane.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">SplitPane</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Stack.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Stack</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Table.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Table</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/TextButton.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">TextButton</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>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Tree.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Tree</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/VerticalGroup.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">VerticalGroup</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Widget</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">WidgetGroup</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/ui/Window.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Window</A></DD>
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<DL>
<DT><PRE>public interface <B>Layout</B></DL>
</PRE>

<P>
Provides methods for an actor to participate in layout and to provide a minimum, preferred, and maximum size.
<P>

<P>
<DL>
<DT><B>Author:</B></DT>
  <DD>Nathan Sweet</DD>
</DL>
<HR>

<P>

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<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#getMaxHeight()">getMaxHeight</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#getMaxWidth()">getMaxWidth</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#getMinHeight()">getMinHeight</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#getMinWidth()">getMinWidth</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#getPrefHeight()">getPrefHeight</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#getPrefWidth()">getPrefWidth</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#invalidate()">invalidate</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Invalidates this actor's layout, causing <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#layout()"><CODE>layout()</CODE></A> to happen the next time <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#validate()"><CODE>validate()</CODE></A> is called.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#invalidateHierarchy()">invalidateHierarchy</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Invalidates this actor and all its parents, calling <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#invalidate()"><CODE>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>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#layout()">layout</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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>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>validate()</CODE></A> on each child.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#pack()">pack</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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>invalidate()</CODE></A> then <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#validate()"><CODE>validate()</CODE></A>.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#setFillParent(boolean)">setFillParent</A></B>(boolean&nbsp;fillParent)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;If true, this actor will be sized to the parent in <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#validate()"><CODE>validate()</CODE></A>.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#setLayoutEnabled(boolean)">setLayoutEnabled</A></B>(boolean&nbsp;enabled)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#validate()">validate</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Ensures the actor has been laid out.</TD>
</TR>
</TABLE>
&nbsp;
<P>

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<A NAME="layout()"><!-- --></A><H3>
layout</H3>
<PRE>
void <B>layout</B>()</PRE>
<DL>
<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>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>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>validate()</CODE></A> should be used.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="invalidate()"><!-- --></A><H3>
invalidate</H3>
<PRE>
void <B>invalidate</B>()</PRE>
<DL>
<DD>Invalidates this actor's layout, causing <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#layout()"><CODE>layout()</CODE></A> to happen the next time <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#validate()"><CODE>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>
</DL>
</DD>
</DL>
<HR>

<A NAME="invalidateHierarchy()"><!-- --></A><H3>
invalidateHierarchy</H3>
<PRE>
void <B>invalidateHierarchy</B>()</PRE>
<DL>
<DD>Invalidates this actor and all its parents, calling <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#invalidate()"><CODE>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>
</DL>
</DD>
</DL>
<HR>

<A NAME="validate()"><!-- --></A><H3>
validate</H3>
<PRE>
void <B>validate</B>()</PRE>
<DL>
<DD>Ensures the actor has been laid out. Calls <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#layout()"><CODE>layout()</CODE></A> if <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#invalidate()"><CODE>invalidate()</CODE></A> has called since the last time
 <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#validate()"><CODE>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>
</DL>
</DD>
</DL>
<HR>

<A NAME="pack()"><!-- --></A><H3>
pack</H3>
<PRE>
void <B>pack</B>()</PRE>
<DL>
<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>invalidate()</CODE></A> then <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#validate()"><CODE>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()</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>getPrefWidth()</CODE></A> and <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#getPrefHeight()"><CODE>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>
</DL>
</DD>
</DL>
<HR>

<A NAME="setFillParent(boolean)"><!-- --></A><H3>
setFillParent</H3>
<PRE>
void <B>setFillParent</B>(boolean&nbsp;fillParent)</PRE>
<DL>
<DD>If true, this actor will be sized to the parent in <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#validate()"><CODE>validate()</CODE></A>. If the parent is the stage, the actor will be sized
 to the stage.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setLayoutEnabled(boolean)"><!-- --></A><H3>
setLayoutEnabled</H3>
<PRE>
void <B>setLayoutEnabled</B>(boolean&nbsp;enabled)</PRE>
<DL>
<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>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>
</DL>
</DD>
</DL>
<HR>

<A NAME="getMinWidth()"><!-- --></A><H3>
getMinWidth</H3>
<PRE>
float <B>getMinWidth</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getMinHeight()"><!-- --></A><H3>
getMinHeight</H3>
<PRE>
float <B>getMinHeight</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getPrefWidth()"><!-- --></A><H3>
getPrefWidth</H3>
<PRE>
float <B>getPrefWidth</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getPrefHeight()"><!-- --></A><H3>
getPrefHeight</H3>
<PRE>
float <B>getPrefHeight</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getMaxWidth()"><!-- --></A><H3>
getMaxWidth</H3>
<PRE>
float <B>getMaxWidth</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getMaxHeight()"><!-- --></A><H3>
getMaxHeight</H3>
<PRE>
float <B>getMaxHeight</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
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