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<div class="subTitle">com.badlogic.gdx.scenes.scene2d
</div>
<h2 title="Class Group" class="title">Class Group
</h2>
</div>
<div class="contentContainer">
<ul class="inheritance">
<li>java.lang.Object
</li>
<li>
<ul class="inheritance">
<li><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">com.badlogic.gdx.scenes.scene2d.Actor
</a></li>
<li>
<ul class="inheritance">
<li>com.badlogic.gdx.scenes.scene2d.Group
</li>
</ul>
</li>
</ul>
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</ul>
<div class="description">
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<dl>
<dt>All Implemented Interfaces:
</dt>
<dd><a href="../../../../../com/badlogic/gdx/scenes/scene2d/utils/Cullable.html" title="interface in com.badlogic.gdx.scenes.scene2d.utils">Cullable
</a></dd>
</dl>
<dl>
<dt>Direct Known Subclasses:
</dt>
<dd><a href="../../../../../com/badlogic/gdx/scenes/scene2d/ui/WidgetGroup.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">WidgetGroup
</a></dd>
</dl>
<hr>
<br>
<pre>public class
<span class="strong">Group
</span>
extends
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a>
implements
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/utils/Cullable.html" title="interface in com.badlogic.gdx.scenes.scene2d.utils">Cullable
</a></pre>
<div class="block">2D scene graph node that may contain other actors.
<p>
Actors have a z-order equal to the order they were inserted into the group. Actors inserted later will be drawn on top of
actors added earlier. Touch events that hit more than one actor are distributed to topmost actors first.
</div>
<dl><dt><span class="strong">Author:
</span></dt>
<dd>mzechner, Nathan Sweet
</dd></dl>
</li>
</ul>
</div>
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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/Group.html#Group()">Group
</a></strong>()
</code> </td>
</tr>
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<!-- ========== METHOD SUMMARY =========== -->
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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/Group.html#act(float)">act
</a></strong>(float
delta)
</code>
<div class="block">Updates the actor based on time.
</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/Group.html#addActor(com.badlogic.gdx.scenes.scene2d.Actor)">addActor
</a></strong>(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> actor)
</code>
<div class="block">Adds an actor as a child of this group.
</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/Group.html#addActorAfter(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)">addActorAfter
</a></strong>(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> actorAfter,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> actor)
</code>
<div class="block">Adds an actor as a child of this group, immediately after another child actor.
</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/Group.html#addActorAt(int, com.badlogic.gdx.scenes.scene2d.Actor)">addActorAt
</a></strong>(int
index,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> actor)
</code>
<div class="block">Adds an actor as a child of this group, at a specific index.
</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/Group.html#addActorBefore(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)">addActorBefore
</a></strong>(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> actorBefore,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> actor)
</code>
<div class="block">Adds an actor as a child of this group, immediately before another child actor.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>protected void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#applyTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch, com.badlogic.gdx.math.Matrix4)">applyTransform
</a></strong>(
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch
</a> batch,
<a href="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</a> transform)
</code>
<div class="block">Set the SpriteBatch's transformation matrix, often with the result of
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#computeTransform()"><code>computeTransform()
</code></a>.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>protected void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#childrenChanged()">childrenChanged
</a></strong>()
</code>
<div class="block">Called when actors are added to or removed from the group.
</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/Group.html#clear()">clear
</a></strong>()
</code>
<div class="block">Removes all children, actions, and listeners from this group.
</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/Group.html#clearChildren()">clearChildren
</a></strong>()
</code>
<div class="block">Removes all actors from this group.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>protected
<a href="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#computeTransform()">computeTransform
</a></strong>()
</code>
<div class="block">Returns the transform for this group's coordinate system.
</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/Group.html#draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">draw
</a></strong>(
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch
</a> batch,
float
parentAlpha)
</code>
<div class="block">Draws the group and its children.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>protected void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#drawChildren(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">drawChildren
</a></strong>(
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch
</a> batch,
float
parentAlpha)
</code>
<div class="block">Draws all children.
</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/Group.html#findActor(java.lang.String)">findActor
</a></strong>(java.lang.String
name)
</code>
<div class="block">Returns the first actor found with the specified name.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/utils/SnapshotArray.html" title="class in com.badlogic.gdx.utils">SnapshotArray
</a><<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/Group.html#getChildren()">getChildren
</a></strong>()
</code>
<div class="block">Returns an ordered list of child actors in this group.
</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/Group.html#hasChildren()">hasChildren
</a></strong>()
</code> </td>
</tr>
<tr class="rowColor">
<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/Group.html#hit(float, float, boolean)">hit
</a></strong>(float
x,
float
y,
boolean
touchable)
</code>
<div class="block">Returns the deepest actor that contains the specified point and is
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getTouchable()"><code>touchable
</code></a> and
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#isVisible()"><code>visible
</code></a>, or null if no actor was hit.
</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/Group.html#isTransform()">isTransform
</a></strong>()
</code> </td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#localToDescendantCoordinates(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.math.Vector2)">localToDescendantCoordinates
</a></strong>(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> descendant,
<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</a> localCoords)
</code>
<div class="block">Converts coordinates for this group to those of a descendant actor.
</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/Group.html#print()">print
</a></strong>()
</code>
<div class="block">Prints the actor hierarchy recursively for debugging purposes.
</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/Group.html#removeActor(com.badlogic.gdx.scenes.scene2d.Actor)">removeActor
</a></strong>(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> actor)
</code>
<div class="block">Removes an actor from this group.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>protected void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#resetTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch)">resetTransform
</a></strong>(
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch
</a> batch)
</code>
<div class="block">Restores the SpriteBatch transform to what it was before
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#applyTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch, com.badlogic.gdx.math.Matrix4)"><code>applyTransform(SpriteBatch, Matrix4)
</code></a>.
</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/Group.html#setCullingArea(com.badlogic.gdx.math.Rectangle)">setCullingArea
</a></strong>(
<a href="../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle
</a> cullingArea)
</code>
<div class="block">Children completely outside of this rectangle will not be drawn.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>protected void
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Group.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>
<div class="block">Called by the framework when this actor or any parent is added to a group that is in the stage.
</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/Group.html#setTransform(boolean)">setTransform
</a></strong>(boolean
transform)
</code>
<div class="block">When true (the default), the SpriteBatch is transformed so children are drawn in their parent's coordinate system.
</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/Group.html#swapActor(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)">swapActor
</a></strong>(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> first,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> second)
</code>
<div class="block">Swaps two actors.
</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/Group.html#swapActor(int, int)">swapActor
</a></strong>(int
first,
int
second)
</code>
<div class="block">Swaps two actors by index.
</div>
</td>
</tr>
</table>
<ul class="blockList">
<li class="blockList"><a name="methods_inherited_from_class_com.badlogic.gdx.scenes.scene2d.Actor">
<!-- -->
</a>
<h3>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></h3>
<code><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#clearListeners()">clearListeners
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#clipBegin()">clipBegin
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#clipBegin(float, float, float, float)">clipBegin
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#clipEnd()">clipEnd
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#fire(com.badlogic.gdx.scenes.scene2d.Event)">fire
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getActions()">getActions
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getCaptureListeners()">getCaptureListeners
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getColor()">getColor
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getHeight()">getHeight
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getListeners()">getListeners
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getName()">getName
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getOriginX()">getOriginX
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getOriginY()">getOriginY
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getParent()">getParent
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getRight()">getRight
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getRotation()">getRotation
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getScaleX()">getScaleX
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getScaleY()">getScaleY
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getStage()">getStage
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getTop()">getTop
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getTouchable()">getTouchable
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getWidth()">getWidth
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getX()">getX
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getY()">getY
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getZIndex()">getZIndex
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#hasParent()">hasParent
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#isAscendantOf(com.badlogic.gdx.scenes.scene2d.Actor)">isAscendantOf
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#isDescendantOf(com.badlogic.gdx.scenes.scene2d.Actor)">isDescendantOf
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#isVisible()">isVisible
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#localToAscendantCoordinates(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.math.Vector2)">localToAscendantCoordinates
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#localToParentCoordinates(com.badlogic.gdx.math.Vector2)">localToParentCoordinates
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#localToStageCoordinates(com.badlogic.gdx.math.Vector2)">localToStageCoordinates
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#notify(com.badlogic.gdx.scenes.scene2d.Event, boolean)">notify
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#parentToLocalCoordinates(com.badlogic.gdx.math.Vector2)">parentToLocalCoordinates
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#remove()">remove
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#removeAction(com.badlogic.gdx.scenes.scene2d.Action)">removeAction
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#removeCaptureListener(com.badlogic.gdx.scenes.scene2d.EventListener)">removeCaptureListener
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#removeListener(com.badlogic.gdx.scenes.scene2d.EventListener)">removeListener
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#rotate(float)">rotate
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#scale(float)">scale
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#scale(float, float)">scale
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#screenToLocalCoordinates(com.badlogic.gdx.math.Vector2)">screenToLocalCoordinates
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setBounds(float, float, float, float)">setBounds
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setColor(com.badlogic.gdx.graphics.Color)">setColor
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setColor(float, float, float, float)">setColor
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setHeight(float)">setHeight
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setName(java.lang.String)">setName
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setOrigin(float, float)">setOrigin
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setOriginX(float)">setOriginX
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setOriginY(float)">setOriginY
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setParent(com.badlogic.gdx.scenes.scene2d.Group)">setParent
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setPosition(float, float)">setPosition
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setRotation(float)">setRotation
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setScale(float)">setScale
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setScale(float, float)">setScale
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setScaleX(float)">setScaleX
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setScaleY(float)">setScaleY
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setSize(float, float)">setSize
</a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#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#sizeChanged()">sizeChanged
</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></li>
</ul>
<ul class="blockList">
<li class="blockList"><a name="methods_inherited_from_class_java.lang.Object">
<!-- -->
</a>
<h3>Methods inherited from class
java.lang.Object
</h3>
<code>clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait
</code></li>
</ul>
</li>
</ul>
</li>
</ul>
</div>
<div class="details">
<ul class="blockList">
<li class="blockList">
<!-- ========= CONSTRUCTOR DETAIL ======== -->
<ul class="blockList">
<li class="blockList"><a name="constructor_detail">
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</a>
<h3>Constructor Detail
</h3>
<a name="Group()">
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</a>
<ul class="blockListLast">
<li class="blockList">
<h4>Group
</h4>
<pre>public
Group()
</pre>
</li>
</ul>
</li>
</ul>
<!-- ============ METHOD DETAIL ========== -->
<ul class="blockList">
<li class="blockList"><a name="method_detail">
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</a>
<h3>Method Detail
</h3>
<a name="act(float)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>act
</h4>
<pre>public
void
act(float
delta)
</pre>
<div class="block"><strong>Description copied from class:
<code><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#act(float)">Actor
</a></code></strong></div>
<div class="block">Updates the actor based on time. Typically this is called each frame by
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#act(float)"><code>Stage.act(float)
</code></a>.
<p>
The default implementation calls
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#act(float)"><code>Action.act(float)
</code></a> on each action and removes actions that are complete.
</div>
<dl>
<dt><strong>Overrides:
</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#act(float)">act
</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></dd>
<dt><span class="strong">Parameters:
</span></dt><dd><code>delta
</code> - Time in seconds since the last frame.
</dd></dl>
</li>
</ul>
<a name="draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>draw
</h4>
<pre>public
void
draw(
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch
</a> batch,
float
parentAlpha)
</pre>
<div class="block">Draws the group and its children. The default implementation calls
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#applyTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch, com.badlogic.gdx.math.Matrix4)"><code>applyTransform(SpriteBatch, Matrix4)
</code></a> if needed,
then
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#drawChildren(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)"><code>drawChildren(SpriteBatch, float)
</code></a>, then
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#resetTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch)"><code>resetTransform(SpriteBatch)
</code></a> if needed.
</div>
<dl>
<dt><strong>Overrides:
</strong></dt>
<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></dd>
<dd><code>parentAlpha
</code> - Should be multiplied with the actor's alpha, allowing a parent's alpha to affect all children.
</dd></dl>
</li>
</ul>
<a name="drawChildren(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>drawChildren
</h4>
<pre>protected
void
drawChildren(
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch
</a> batch,
float
parentAlpha)
</pre>
<div class="block">Draws all children.
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#applyTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch, com.badlogic.gdx.math.Matrix4)"><code>applyTransform(SpriteBatch, Matrix4)
</code></a> should be called before and
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#resetTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch)"><code>resetTransform(SpriteBatch)
</code></a> after this method if
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#setTransform(boolean)"><code>transform
</code></a> is true. If
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#setTransform(boolean)"><code>transform
</code></a> is false these methods don't need to be called, children positions are temporarily
offset by the group position when drawn. This method avoids drawing children completely outside the
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#setCullingArea(com.badlogic.gdx.math.Rectangle)"><code>culling area
</code></a>, if set.
</div>
</li>
</ul>
<a name="applyTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch, com.badlogic.gdx.math.Matrix4)">
<!-- -->
</a>
<ul class="blockList">
<li class="blockList">
<h4>applyTransform
</h4>
<pre>protected
void
applyTransform(
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch
</a> batch,
<a href="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</a> transform)
</pre>
<div class="block">Set the SpriteBatch's transformation matrix, often with the result of
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#computeTransform()"><code>computeTransform()
</code></a>. Note this causes the
batch to be flushed.
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#resetTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch)"><code>resetTransform(SpriteBatch)
</code></a> will restore the transform to what it was before this call.
</div>
</li>
</ul>
<a name="computeTransform()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>computeTransform
</h4>
<pre>protected
<a href="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</a> computeTransform()
</pre>
<div class="block">Returns the transform for this group's coordinate system.
</div>
</li>
</ul>
<a name="resetTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch)">
<!-- -->
</a>
<ul class="blockList">
<li class="blockList">
<h4>resetTransform
</h4>
<pre>protected
void
resetTransform(
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch
</a> batch)
</pre>
<div class="block">Restores the SpriteBatch transform to what it was before
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#applyTransform(com.badlogic.gdx.graphics.g2d.SpriteBatch, com.badlogic.gdx.math.Matrix4)"><code>applyTransform(SpriteBatch, Matrix4)
</code></a>. Note this causes the
batch to be flushed.
</div>
</li>
</ul>
<a name="setCullingArea(com.badlogic.gdx.math.Rectangle)">
<!-- -->
</a>
<ul class="blockList">
<li class="blockList">
<h4>setCullingArea
</h4>
<pre>public
void
setCullingArea(
<a href="../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle
</a> cullingArea)
</pre>
<div class="block">Children completely outside of this rectangle will not be drawn. This is only valid for use with unrotated and unscaled
actors!
</div>
<dl>
<dt><strong>Specified by:
</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/scenes/scene2d/utils/Cullable.html#setCullingArea(com.badlogic.gdx.math.Rectangle)">setCullingArea
</a></code> in interface
<code><a href="../../../../../com/badlogic/gdx/scenes/scene2d/utils/Cullable.html" title="interface in com.badlogic.gdx.scenes.scene2d.utils">Cullable
</a></code></dd>
<dt><span class="strong">Parameters:
</span></dt><dd><code>cullingArea
</code> - The culling area in the child actor's coordinates.
</dd></dl>
</li>
</ul>
<a name="hit(float, float, boolean)">
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<li class="blockList">
<h4>hit
</h4>
<pre>public
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> hit(float
x,
float
y,
boolean
touchable)
</pre>
<div class="block"><strong>Description copied from class:
<code><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#hit(float, float, boolean)">Actor
</a></code></strong></div>
<div class="block">Returns the deepest actor that contains the specified point and is
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getTouchable()"><code>touchable
</code></a> and
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#isVisible()"><code>visible
</code></a>, or null if no actor was hit. The point is specified in the actor's local coordinate system (0,0
is the bottom left of the actor and width,height is the upper right).
<p>
This method is used to delegate touchDown, mouse, and enter/exit events. If this method returns null, those events will not
occur on this Actor.
<p>
The default implementation returns this actor if the point is within this actor's bounds.
</div>
<dl>
<dt><strong>Overrides:
</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#hit(float, float, boolean)">hit
</a></code> in class
<code><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a></code></dd>
<dd><code>touchable
</code> - If true, the hit detection will respect the
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setTouchable(com.badlogic.gdx.scenes.scene2d.Touchable)"><code>touchability
</code></a>.
</dd><dt><span class="strong">See Also:
</span></dt><dd><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Touchable.html" title="enum in com.badlogic.gdx.scenes.scene2d"><code>Touchable
</code></a></dd></dl>
</li>
</ul>
<a name="childrenChanged()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>childrenChanged
</h4>
<pre>protected
void
childrenChanged()
</pre>
<div class="block">Called when actors are added to or removed from the group.
</div>
</li>
</ul>
<a name="addActor(com.badlogic.gdx.scenes.scene2d.Actor)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>addActor
</h4>
<pre>public
void
addActor(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> actor)
</pre>
<div class="block">Adds an actor as a child of this group. The actor is first removed from its parent group, if any.
</div>
<dl><dt><span class="strong">See Also:
</span></dt><dd><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#remove()"><code>Actor.remove()
</code></a></dd></dl>
</li>
</ul>
<a name="addActorAt(int, com.badlogic.gdx.scenes.scene2d.Actor)">
<!-- -->
</a>
<ul class="blockList">
<li class="blockList">
<h4>addActorAt
</h4>
<pre>public
void
addActorAt(int
index,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> actor)
</pre>
<div class="block">Adds an actor as a child of this group, at a specific index. The actor is first removed from its parent group, if any.
</div>
<dl><dt><span class="strong">Parameters:
</span></dt><dd><code>index
</code> - May be greater than the number of children.
</dd></dl>
</li>
</ul>
<a name="addActorBefore(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>addActorBefore
</h4>
<pre>public
void
addActorBefore(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> actorBefore,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> actor)
</pre>
<div class="block">Adds an actor as a child of this group, immediately before another child actor. The actor is first removed from its parent
group, if any.
</div>
</li>
</ul>
<a name="addActorAfter(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>addActorAfter
</h4>
<pre>public
void
addActorAfter(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> actorAfter,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> actor)
</pre>
<div class="block">Adds an actor as a child of this group, immediately after another child actor. The actor is first removed from its parent
group, if any.
</div>
</li>
</ul>
<a name="removeActor(com.badlogic.gdx.scenes.scene2d.Actor)">
<!-- -->
</a>
<ul class="blockList">
<li class="blockList">
<h4>removeActor
</h4>
<pre>public
boolean
removeActor(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> actor)
</pre>
<div class="block">Removes an actor from this group. If the actor will not be used again and has actions, they should be
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#clearActions()"><code>cleared
</code></a> so the actions will be returned to their
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#setPool(com.badlogic.gdx.utils.Pool)"><code>pool
</code></a>, if any. This is not done automatically.
</div>
</li>
</ul>
<a name="clearChildren()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>clearChildren
</h4>
<pre>public
void
clearChildren()
</pre>
<div class="block">Removes all actors from this group.
</div>
</li>
</ul>
<a name="clear()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>clear
</h4>
<pre>public
void
clear()
</pre>
<div class="block">Removes all children, actions, and listeners from this group.
</div>
<dl>
<dt><strong>Overrides:
</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#clear()">clear
</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></dd>
</dl>
</li>
</ul>
<a name="findActor(java.lang.String)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>findActor
</h4>
<pre>public
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> findActor(java.lang.String
name)
</pre>
<div class="block">Returns the first actor found with the specified name. Note this recursively compares the name of every actor in the group.
</div>
</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>protected
void
setStage(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html" title="class in com.badlogic.gdx.scenes.scene2d">Stage
</a> stage)
</pre>
<div class="block"><strong>Description copied from class:
<code><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setStage(com.badlogic.gdx.scenes.scene2d.Stage)">Actor
</a></code></strong></div>
<div class="block">Called by the framework when this actor or any parent is added to a group that is in the stage.
</div>
<dl>
<dt><strong>Overrides:
</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setStage(com.badlogic.gdx.scenes.scene2d.Stage)">setStage
</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></dd>
<dt><span class="strong">Parameters:
</span></dt><dd><code>stage
</code> - May be null if the actor or any parent is no longer in a stage.
</dd></dl>
</li>
</ul>
<a name="swapActor(int, int)">
<!-- -->
</a>
<ul class="blockList">
<li class="blockList">
<h4>swapActor
</h4>
<pre>public
boolean
swapActor(int
first,
int
second)
</pre>
<div class="block">Swaps two actors by index. Returns false if the swap did not occur because the indexes were out of bounds.
</div>
</li>
</ul>
<a name="swapActor(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor)">
<!-- -->
</a>
<ul class="blockList">
<li class="blockList">
<h4>swapActor
</h4>
<pre>public
boolean
swapActor(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> first,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> second)
</pre>
<div class="block">Swaps two actors. Returns false if the swap did not occur because the actors are not children of this group.
</div>
</li>
</ul>
<a name="getChildren()">
<!-- -->
</a>
<ul class="blockList">
<li class="blockList">
<h4>getChildren
</h4>
<pre>public
<a href="../../../../../com/badlogic/gdx/utils/SnapshotArray.html" title="class in com.badlogic.gdx.utils">SnapshotArray
</a><<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a>> getChildren()
</pre>
<div class="block">Returns an ordered list of child actors in this group.
</div>
</li>
</ul>
<a name="hasChildren()">
<!-- -->
</a>
<ul class="blockList">
<li class="blockList">
<h4>hasChildren
</h4>
<pre>public
boolean
hasChildren()
</pre>
</li>
</ul>
<a name="setTransform(boolean)">
<!-- -->
</a>
<ul class="blockList">
<li class="blockList">
<h4>setTransform
</h4>
<pre>public
void
setTransform(boolean
transform)
</pre>
<div class="block">When true (the default), the SpriteBatch is transformed so children are drawn in their parent's coordinate system. This has
a performance impact because
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#flush()"><code>SpriteBatch.flush()
</code></a> must be done before and after the transform. If the actors in a
group are not rotated or scaled, then the transform for the group can be set to false. In this case, each child's position
will be offset by the group's position for drawing, causing the children to appear in the correct location even though the
SpriteBatch has not been transformed.
</div>
</li>
</ul>
<a name="isTransform()">
<!-- -->
</a>
<ul class="blockList">
<li class="blockList">
<h4>isTransform
</h4>
<pre>public
boolean
isTransform()
</pre>
</li>
</ul>
<a name="localToDescendantCoordinates(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.math.Vector2)">
<!-- -->
</a>
<ul class="blockList">
<li class="blockList">
<h4>localToDescendantCoordinates
</h4>
<pre>public
<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</a> localToDescendantCoordinates(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> descendant,
<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</a> localCoords)
</pre>
<div class="block">Converts coordinates for this group to those of a descendant actor. The descendant does not need to be a direct child.
</div>
<dl><dt><span class="strong">Throws:
</span></dt>
<dd><code>java.lang.IllegalArgumentException
</code> - if the specified actor is not a descendant of this group.
</dd></dl>
</li>
</ul>
<a name="print()">
<!-- -->
</a>
<ul class="blockListLast">
<li class="blockList">
<h4>print
</h4>
<pre>public
void
print()
</pre>
<div class="block">Prints the actor hierarchy recursively for debugging purposes.
</div>
</li>
</ul>
</li>
</ul>
</li>
</ul>
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