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<h2 title="Class Event" class="title">Class Event
</h2>
</div>
<div class="contentContainer">
<ul class="inheritance">
<li>java.lang.Object
</li>
<li>
<ul class="inheritance">
<li>com.badlogic.gdx.scenes.scene2d.Event
</li>
</ul>
</li>
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<dl>
<dt>All Implemented Interfaces:
</dt>
<dd><a href="../../../../../com/badlogic/gdx/utils/Pool.Poolable.html" title="interface in com.badlogic.gdx.utils">Pool.Poolable
</a></dd>
</dl>
<dl>
<dt>Direct Known Subclasses:
</dt>
<dd><a href="../../../../../com/badlogic/gdx/scenes/scene2d/utils/ChangeListener.ChangeEvent.html" title="class in com.badlogic.gdx.scenes.scene2d.utils">ChangeListener.ChangeEvent
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/utils/FocusListener.FocusEvent.html" title="class in com.badlogic.gdx.scenes.scene2d.utils">FocusListener.FocusEvent
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d">InputEvent
</a></dd>
</dl>
<hr>
<br>
<pre>public class
<span class="strong">Event
</span>
extends java.lang.Object
implements
<a href="../../../../../com/badlogic/gdx/utils/Pool.Poolable.html" title="interface in com.badlogic.gdx.utils">Pool.Poolable
</a></pre>
<div class="block">The base class for all events.
<p>
By default an event will "bubble" up through an actor's parent's handlers (see
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#setBubbles(boolean)"><code>setBubbles(boolean)
</code></a>).
<p>
An actor's capture listeners can
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#stop()"><code>stop()
</code></a> an event to prevent child actors from seeing it.
<p>
An Event may be marked as "handled" which will end its propagation outside of the Stage (see
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><code>handle()
</code></a>).
The default
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#fire(com.badlogic.gdx.scenes.scene2d.Event)"><code>Actor.fire(Event)
</code></a> will mark events handled if an
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d"><code>EventListener
</code></a> returns true.
<p>
A cancelled event will be stopped and handled. Additionally, many actors will undo the side-effects of a canceled event. (See
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#cancel()"><code>cancel()
</code></a>.)
</div>
<dl><dt><span class="strong">See Also:
</span></dt><dd><a href="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html" title="class in com.badlogic.gdx.scenes.scene2d"><code>InputEvent
</code></a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#fire(com.badlogic.gdx.scenes.scene2d.Event)"><code>Actor.fire(Event)
</code></a></dd></dl>
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<caption><span>Constructors
</span><span class="tabEnd"> </span></caption>
<tr>
<th class="colOne" scope="col">Constructor and Description
</th>
</tr>
<tr class="altColor">
<td class="colOne"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#Event()">Event
</a></strong>()
</code> </td>
</tr>
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<caption><span>Methods
</span><span class="tabEnd"> </span></caption>
<tr>
<th class="colFirst" scope="col">Modifier and Type
</th>
<th class="colLast" scope="col">Method and Description
</th>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#cancel()">cancel
</a></strong>()
</code>
<div class="block">Marks this event cancelled.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>boolean
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#getBubbles()">getBubbles
</a></strong>()
</code> </td>
</tr>
<tr class="altColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#getListenerActor()">getListenerActor
</a></strong>()
</code>
<div class="block">Returns the actor that this listener is attached to.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html" title="class in com.badlogic.gdx.scenes.scene2d">Stage
</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#getStage()">getStage
</a></strong>()
</code>
<div class="block">The stage for the actor the event was fired on.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#getTarget()">getTarget
</a></strong>()
</code>
<div class="block">Returns the actor that the event originated from.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()">handle
</a></strong>()
</code>
<div class="block">Marks this event as handled.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>boolean
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#isCancelled()">isCancelled
</a></strong>()
</code> </td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>boolean
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#isCapture()">isCapture
</a></strong>()
</code>
<div class="block">If true, the event was fired during the capture phase.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>boolean
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#isHandled()">isHandled
</a></strong>()
</code>
<div class="block"><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><code>handle()
</code></a></div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>boolean
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#isStopped()">isStopped
</a></strong>()
</code> </td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#reset()">reset
</a></strong>()
</code>
<div class="block">Resets the object for reuse.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#setBubbles(boolean)">setBubbles
</a></strong>(boolean
bubbles)
</code>
<div class="block">If true, after the event is fired on the target actor, it will also be fired on each of the parent actors, all the way to
the root.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#setCapture(boolean)">setCapture
</a></strong>(boolean
capture)
</code> </td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#setListenerActor(com.badlogic.gdx.scenes.scene2d.Actor)">setListenerActor
</a></strong>(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> listenerActor)
</code> </td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#setStage(com.badlogic.gdx.scenes.scene2d.Stage)">setStage
</a></strong>(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html" title="class in com.badlogic.gdx.scenes.scene2d">Stage
</a> stage)
</code> </td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#setTarget(com.badlogic.gdx.scenes.scene2d.Actor)">setTarget
</a></strong>(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> targetActor)
</code> </td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#stop()">stop
</a></strong>()
</code>
<div class="block">Marks this event has being stopped.
</div>
</td>
</tr>
</table>
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<h3>Methods inherited from class
java.lang.Object
</h3>
<code>clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
</code></li>
</ul>
</li>
</ul>
</li>
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<div class="details">
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<h4>Event
</h4>
<pre>public
Event()
</pre>
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<h4>handle
</h4>
<pre>public
void
handle()
</pre>
<div class="block">Marks this event as handled. This does not affect event propagation inside scene2d, but causes the
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html" title="class in com.badlogic.gdx.scenes.scene2d"><code>Stage
</code></a>
event methods to return false, which will eat the event so it is not passed on to the application under the stage.
</div>
</li>
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<a name="cancel()">
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<ul class="blockList">
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<h4>cancel
</h4>
<pre>public
void
cancel()
</pre>
<div class="block">Marks this event cancelled. This
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><code>handles
</code></a> the event and
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#stop()"><code>stops
</code></a> the event
propagation. It also cancels any default action that would have been taken by the code that fired the event. Eg, if the
event is for a checkbox being checked, cancelling the event could uncheck the checkbox.
</div>
</li>
</ul>
<a name="stop()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>stop
</h4>
<pre>public
void
stop()
</pre>
<div class="block">Marks this event has being stopped. This halts event propagation. Any other listeners on the
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#getListenerActor()"><code>listener actor
</code></a> are notified, but after that no other listeners are notified.
</div>
</li>
</ul>
<a name="reset()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>reset
</h4>
<pre>public
void
reset()
</pre>
<div class="block"><strong>Description copied from interface:
<code><a href="../../../../../com/badlogic/gdx/utils/Pool.Poolable.html#reset()">Pool.Poolable
</a></code></strong></div>
<div class="block">Resets the object for reuse. Object references should be nulled and fields may be set to default values.
</div>
<dl>
<dt><strong>Specified by:
</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/utils/Pool.Poolable.html#reset()">reset
</a></code> in interface
<code><a href="../../../../../com/badlogic/gdx/utils/Pool.Poolable.html" title="interface in com.badlogic.gdx.utils">Pool.Poolable
</a></code></dd>
</dl>
</li>
</ul>
<a name="getTarget()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>getTarget
</h4>
<pre>public
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> getTarget()
</pre>
<div class="block">Returns the actor that the event originated from.
</div>
</li>
</ul>
<a name="setTarget(com.badlogic.gdx.scenes.scene2d.Actor)">
<!-- -->
</a>
<ul class="blockList">
<li class="blockList">
<h4>setTarget
</h4>
<pre>public
void
setTarget(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> targetActor)
</pre>
</li>
</ul>
<a name="getListenerActor()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>getListenerActor
</h4>
<pre>public
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> getListenerActor()
</pre>
<div class="block">Returns the actor that this listener is attached to.
</div>
</li>
</ul>
<a name="setListenerActor(com.badlogic.gdx.scenes.scene2d.Actor)">
<!-- -->
</a>
<ul class="blockList">
<li class="blockList">
<h4>setListenerActor
</h4>
<pre>public
void
setListenerActor(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> listenerActor)
</pre>
</li>
</ul>
<a name="getBubbles()">
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<h4>getBubbles
</h4>
<pre>public
boolean
getBubbles()
</pre>
</li>
</ul>
<a name="setBubbles(boolean)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>setBubbles
</h4>
<pre>public
void
setBubbles(boolean
bubbles)
</pre>
<div class="block">If true, after the event is fired on the target actor, it will also be fired on each of the parent actors, all the way to
the root.
</div>
</li>
</ul>
<a name="isHandled()">
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</a>
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<h4>isHandled
</h4>
<pre>public
boolean
isHandled()
</pre>
<div class="block"><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><code>handle()
</code></a></div>
</li>
</ul>
<a name="isStopped()">
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<li class="blockList">
<h4>isStopped
</h4>
<pre>public
boolean
isStopped()
</pre>
<dl><dt><span class="strong">See Also:
</span></dt><dd><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#stop()"><code>stop()
</code></a></dd></dl>
</li>
</ul>
<a name="isCancelled()">
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</a>
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<li class="blockList">
<h4>isCancelled
</h4>
<pre>public
boolean
isCancelled()
</pre>
<dl><dt><span class="strong">See Also:
</span></dt><dd><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#cancel()"><code>cancel()
</code></a></dd></dl>
</li>
</ul>
<a name="setCapture(boolean)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>setCapture
</h4>
<pre>public
void
setCapture(boolean
capture)
</pre>
</li>
</ul>
<a name="isCapture()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>isCapture
</h4>
<pre>public
boolean
isCapture()
</pre>
<div class="block">If true, the event was fired during the capture phase.
</div>
<dl><dt><span class="strong">See Also:
</span></dt><dd><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#fire(com.badlogic.gdx.scenes.scene2d.Event)"><code>Actor.fire(Event)
</code></a></dd></dl>
</li>
</ul>
<a name="setStage(com.badlogic.gdx.scenes.scene2d.Stage)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>setStage
</h4>
<pre>public
void
setStage(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html" title="class in com.badlogic.gdx.scenes.scene2d">Stage
</a> stage)
</pre>
</li>
</ul>
<a name="getStage()">
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<li class="blockList">
<h4>getStage
</h4>
<pre>public
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html" title="class in com.badlogic.gdx.scenes.scene2d">Stage
</a> getStage()
</pre>
<div class="block">The stage for the actor the event was fired on.
</div>
</li>
</ul>
</li>
</ul>
</li>
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