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<div class="subTitle">com.badlogic.gdx.scenes.scene2d
</div>
<h2 title="Class Stage" class="title">Class Stage
</h2>
</div>
<div class="contentContainer">
<ul class="inheritance">
<li>java.lang.Object
</li>
<li>
<ul class="inheritance">
<li><a href="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">com.badlogic.gdx.InputAdapter
</a></li>
<li>
<ul class="inheritance">
<li>com.badlogic.gdx.scenes.scene2d.Stage
</li>
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<div class="description">
<ul class="blockList">
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<dl>
<dt>All Implemented Interfaces:
</dt>
<dd><a href="../../../../../com/badlogic/gdx/InputProcessor.html" title="interface in com.badlogic.gdx">InputProcessor
</a>,
<a href="../../../../../com/badlogic/gdx/utils/Disposable.html" title="interface in com.badlogic.gdx.utils">Disposable
</a></dd>
</dl>
<hr>
<br>
<pre>public class
<span class="strong">Stage
</span>
extends
<a href="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter
</a>
implements
<a href="../../../../../com/badlogic/gdx/utils/Disposable.html" title="interface in com.badlogic.gdx.utils">Disposable
</a></pre>
<div class="block">A 2D scene graph containing hierarchies of
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><code>actors
</code></a>. Stage handles the viewport and distributes input events.
<p>
A stage fills the whole screen.
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float)"><code>setViewport(float, float)
</code></a> controls the coordinates used within the stage and sets up the camera used
to convert between stage coordinates and screen coordinates.
<p>
A stage must receive input events so it can distribute them to actors. This is typically done by passing the stage to
<a href="../../../../../com/badlogic/gdx/Input.html#setInputProcessor(com.badlogic.gdx.InputProcessor)"><code>Gdx.input.setInputProcessor
</code></a>. An
<a href="../../../../../com/badlogic/gdx/InputMultiplexer.html" title="class in com.badlogic.gdx"><code>InputMultiplexer
</code></a> may be
used to handle input events before or after the stage does. If an actor handles an event by returning true from the input
method, then the stage's input method will also return true, causing subsequent InputProcessors to not receive the event.
<p>
The Stage and its constituents (like Actors and Listeners) are not thread-safe and should only be updated and queried from a
single thread (presumably the main render thread). Methods should be reentrant, so you can update Actors and Stages from within
callbacks and handlers.
</div>
<dl><dt><span class="strong">Author:
</span></dt>
<dd>mzechner, Nathan Sweet
</dd></dl>
</li>
</ul>
</div>
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</span><span class="tabEnd"> </span></caption>
<tr>
<th class="colFirst" scope="col">Modifier and Type
</th>
<th class="colLast" scope="col">Class and Description
</th>
</tr>
<tr class="altColor">
<td class="colFirst"><code>static class
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.TouchFocus.html" title="class in com.badlogic.gdx.scenes.scene2d">Stage.TouchFocus
</a></strong></code>
<div class="block">Internal class for managing touch focus.
</div>
</td>
</tr>
</table>
</li>
</ul>
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<h3>Constructor Summary
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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/Stage.html#Stage()">Stage
</a></strong>()
</code>
<div class="block">Creates a stage with a
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float, boolean)"><code>viewport
</code></a> equal to the device screen resolution.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colOne"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#Stage(float, float)">Stage
</a></strong>(float
width,
float
height)
</code>
<div class="block">Creates a stage with the specified
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float, boolean)"><code>viewport
</code></a> that doesn't keep the aspect ratio.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colOne"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#Stage(float, float, boolean)">Stage
</a></strong>(float
width,
float
height,
boolean
keepAspectRatio)
</code>
<div class="block">Creates a stage with the specified
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float, boolean)"><code>viewport
</code></a>.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colOne"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#Stage(float, float, boolean, com.badlogic.gdx.graphics.g2d.SpriteBatch)">Stage
</a></strong>(float
width,
float
height,
boolean
keepAspectRatio,
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch
</a> batch)
</code>
<div class="block">Creates a stage with the specified
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float, boolean)"><code>viewport
</code></a> and
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d"><code>SpriteBatch
</code></a>.
</div>
</td>
</tr>
</table>
</li>
</ul>
<!-- ========== METHOD SUMMARY =========== -->
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<h3>Method Summary
</h3>
<table class="overviewSummary" border="0" cellpadding="3" cellspacing="0" summary="Method Summary table, listing methods, and an explanation">
<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/Stage.html#act()">act
</a></strong>()
</code>
<div class="block">Calls
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#act(float)"><code>act(float)
</code></a> with
<a href="../../../../../com/badlogic/gdx/Graphics.html#getDeltaTime()"><code>Graphics.getDeltaTime()
</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/Stage.html#act(float)">act
</a></strong>(float
delta)
</code>
<div class="block">Calls the
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#act(float)"><code>Actor.act(float)
</code></a> method on each actor in the stage.
</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/Stage.html#addAction(com.badlogic.gdx.scenes.scene2d.Action)">addAction
</a></strong>(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">Action
</a> action)
</code>
<div class="block">Adds an action to the root of 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/Stage.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 to the root of the stage.
</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/Stage.html#addCaptureListener(com.badlogic.gdx.scenes.scene2d.EventListener)">addCaptureListener
</a></strong>(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener
</a> listener)
</code>
<div class="block">Adds a capture listener to the root.
</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/Stage.html#addListener(com.badlogic.gdx.scenes.scene2d.EventListener)">addListener
</a></strong>(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener
</a> listener)
</code>
<div class="block">Adds a listener 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/Stage.html#addTouchFocus(com.badlogic.gdx.scenes.scene2d.EventListener, com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor, int, int)">addTouchFocus
</a></strong>(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener
</a> listener,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> listenerActor,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> target,
int
pointer,
int
button)
</code>
<div class="block">Adds the listener to be notified for all touchDragged and touchUp events for the specified pointer and button.
</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/Stage.html#calculateScissors(com.badlogic.gdx.math.Rectangle, com.badlogic.gdx.math.Rectangle)">calculateScissors
</a></strong>(
<a href="../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle
</a> area,
<a href="../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle
</a> scissor)
</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/Stage.html#cancelTouchFocus()">cancelTouchFocus
</a></strong>()
</code>
<div class="block">Sends a touchUp event to all listeners that are registered to receive touchDragged and touchUp events and removes their
touch focus.
</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/Stage.html#cancelTouchFocus(com.badlogic.gdx.scenes.scene2d.EventListener, com.badlogic.gdx.scenes.scene2d.Actor)">cancelTouchFocus
</a></strong>(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener
</a> listener,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> actor)
</code>
<div class="block">Cancels touch focus for all listeners except the specified listener.
</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/Stage.html#clear()">clear
</a></strong>()
</code>
<div class="block">Removes the root's children, actions, and listeners.
</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/Stage.html#dispose()">dispose
</a></strong>()
</code>
<div class="block">Releases all resources of this object.
</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/Stage.html#draw()">draw
</a></strong>()
</code> </td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/utils/Array.html" title="class in com.badlogic.gdx.utils">Array
</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/Stage.html#getActors()">getActors
</a></strong>()
</code>
<div class="block">Returns the root's child actors.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera
</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#getCamera()">getCamera
</a></strong>()
</code> </td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>float
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#getGutterHeight()">getGutterHeight
</a></strong>()
</code>
<div class="block">Half the amount in the y direction that the stage's viewport was lengthened to fill the screen.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>float
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#getGutterWidth()">getGutterWidth
</a></strong>()
</code>
<div class="block">Half the amount in the x direction that the stage's viewport was lengthened to fill the screen.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>float
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#getHeight()">getHeight
</a></strong>()
</code>
<div class="block">The height of the stage's viewport.
</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/Stage.html#getKeyboardFocus()">getKeyboardFocus
</a></strong>()
</code>
<div class="block">Gets the actor that will receive key events.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group
</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#getRoot()">getRoot
</a></strong>()
</code>
<div class="block">Returns the root group which holds all actors in the stage.
</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/Stage.html#getScrollFocus()">getScrollFocus
</a></strong>()
</code>
<div class="block">Gets the actor that will receive scroll events.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch
</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#getSpriteBatch()">getSpriteBatch
</a></strong>()
</code> </td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>float
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#getWidth()">getWidth
</a></strong>()
</code>
<div class="block">The width of the stage's viewport.
</div>
</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/Stage.html#hit(float, float, boolean)">hit
</a></strong>(float
stageX,
float
stageY,
boolean
touchable)
</code>
<div class="block">Returns the
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><code>Actor
</code></a> at the specified location in stage coordinates.
</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/Stage.html#keyDown(int)">keyDown
</a></strong>(int
keyCode)
</code>
<div class="block">Applies a key down event to the actor that has
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setKeyboardFocus(com.badlogic.gdx.scenes.scene2d.Actor)"><code>keyboard focus
</code></a>, if any, and returns
true if the event was
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><code>handled
</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/Stage.html#keyTyped(char)">keyTyped
</a></strong>(char
character)
</code>
<div class="block">Applies a key typed event to the actor that has
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setKeyboardFocus(com.badlogic.gdx.scenes.scene2d.Actor)"><code>keyboard focus
</code></a>, if any, and returns
true if the event was
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><code>handled
</code></a>.
</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/Stage.html#keyUp(int)">keyUp
</a></strong>(int
keyCode)
</code>
<div class="block">Applies a key up event to the actor that has
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setKeyboardFocus(com.badlogic.gdx.scenes.scene2d.Actor)"><code>keyboard focus
</code></a>, if any, and returns true
if the event was
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><code>handled
</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/Stage.html#mouseMoved(int, int)">mouseMoved
</a></strong>(int
screenX,
int
screenY)
</code>
<div class="block">Applies a mouse moved event to the stage and returns true if an actor in the scene
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><code>handled
</code></a> the event.
</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/Stage.html#removeCaptureListener(com.badlogic.gdx.scenes.scene2d.EventListener)">removeCaptureListener
</a></strong>(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener
</a> listener)
</code>
<div class="block">Removes a listener from the root.
</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/Stage.html#removeListener(com.badlogic.gdx.scenes.scene2d.EventListener)">removeListener
</a></strong>(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener
</a> listener)
</code>
<div class="block">Removes a listener from 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/Stage.html#removeTouchFocus(com.badlogic.gdx.scenes.scene2d.EventListener, com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor, int, int)">removeTouchFocus
</a></strong>(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener
</a> listener,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> listenerActor,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> target,
int
pointer,
int
button)
</code>
<div class="block">Removes the listener from being notified for all touchDragged and touchUp events for the specified pointer and button.
</div>
</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/Stage.html#screenToStageCoordinates(com.badlogic.gdx.math.Vector2)">screenToStageCoordinates
</a></strong>(
<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</a> screenCoords)
</code>
<div class="block">Transforms the screen coordinates to stage coordinates.
</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/Stage.html#scrolled(int)">scrolled
</a></strong>(int
amount)
</code>
<div class="block">Applies a mouse scroll event to the stage and returns true if an actor in the scene
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><code>handled
</code></a> the
event.
</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/Stage.html#setCamera(com.badlogic.gdx.graphics.Camera)">setCamera
</a></strong>(
<a href="../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera
</a> camera)
</code>
<div class="block">Sets the stage's camera.
</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/Stage.html#setKeyboardFocus(com.badlogic.gdx.scenes.scene2d.Actor)">setKeyboardFocus
</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">Sets the actor that will receive key events.
</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/Stage.html#setScrollFocus(com.badlogic.gdx.scenes.scene2d.Actor)">setScrollFocus
</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">Sets the actor that will receive scroll events.
</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/Stage.html#setViewport(float, float)">setViewport
</a></strong>(float
width,
float
height)
</code>
<div class="block">Sets up the stage size using a viewport that fills the entire screen without keeping the aspect ratio.
</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/Stage.html#setViewport(float, float, boolean)">setViewport
</a></strong>(float
width,
float
height,
boolean
keepAspectRatio)
</code>
<div class="block">Sets up the stage size using a viewport that fills the entire screen.
</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/Stage.html#setViewport(float, float, boolean, float, float, float, float)">setViewport
</a></strong>(float
stageWidth,
float
stageHeight,
boolean
keepAspectRatio,
float
viewportX,
float
viewportY,
float
viewportWidth,
float
viewportHeight)
</code>
<div class="block">Sets up the stage size and viewport.
</div>
</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/Stage.html#stageToScreenCoordinates(com.badlogic.gdx.math.Vector2)">stageToScreenCoordinates
</a></strong>(
<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</a> stageCoords)
</code>
<div class="block">Transforms the stage coordinates to screen coordinates.
</div>
</td>
</tr>
<tr class="altColor">
<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/Stage.html#toScreenCoordinates(com.badlogic.gdx.math.Vector2, com.badlogic.gdx.math.Matrix4)">toScreenCoordinates
</a></strong>(
<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</a> coords,
<a href="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</a> transformMatrix)
</code>
<div class="block">Transforms the coordinates to screen coordinates.
</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/Stage.html#touchDown(int, int, int, int)">touchDown
</a></strong>(int
screenX,
int
screenY,
int
pointer,
int
button)
</code>
<div class="block">Applies a touch down event to the stage and returns true if an actor in the scene
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><code>handled
</code></a> the event.
</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/Stage.html#touchDragged(int, int, int)">touchDragged
</a></strong>(int
screenX,
int
screenY,
int
pointer)
</code>
<div class="block">Applies a touch moved event to the stage and returns true if an actor in the scene
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><code>handled
</code></a> the event.
</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/Stage.html#touchUp(int, int, int, int)">touchUp
</a></strong>(int
screenX,
int
screenY,
int
pointer,
int
button)
</code>
<div class="block">Applies a touch up event to the stage and returns true if an actor in the scene
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><code>handled
</code></a> the event.
</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/Stage.html#unfocus(com.badlogic.gdx.scenes.scene2d.Actor)">unfocus
</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 the touch, keyboard, and scroll focus for the specified actor and any descendants.
</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/Stage.html#unfocusAll()">unfocusAll
</a></strong>()
</code>
<div class="block">Removes the touch, keyboard, and scroll focused actors.
</div>
</td>
</tr>
</table>
<ul class="blockList">
<li class="blockList"><a name="methods_inherited_from_class_java.lang.Object">
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</a>
<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>
</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="Stage()">
<!-- -->
</a>
<ul class="blockList">
<li class="blockList">
<h4>Stage
</h4>
<pre>public
Stage()
</pre>
<div class="block">Creates a stage with a
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float, boolean)"><code>viewport
</code></a> equal to the device screen resolution. The stage
will use its own
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d"><code>SpriteBatch
</code></a>.
</div>
</li>
</ul>
<a name="Stage(float, float)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>Stage
</h4>
<pre>public
Stage(float
width,
float
height)
</pre>
<div class="block">Creates a stage with the specified
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float, boolean)"><code>viewport
</code></a> that doesn't keep the aspect ratio.
The stage will use its own
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d"><code>SpriteBatch
</code></a>, which will be disposed when the stage is disposed.
</div>
</li>
</ul>
<a name="Stage(float, float, boolean)">
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</a>
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<li class="blockList">
<h4>Stage
</h4>
<pre>public
Stage(float
width,
float
height,
boolean
keepAspectRatio)
</pre>
<div class="block">Creates a stage with the specified
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float, boolean)"><code>viewport
</code></a>. The stage will use its own
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d"><code>SpriteBatch
</code></a>, which will be disposed when the stage is disposed.
</div>
</li>
</ul>
<a name="Stage(float, float, boolean, com.badlogic.gdx.graphics.g2d.SpriteBatch)">
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</a>
<ul class="blockListLast">
<li class="blockList">
<h4>Stage
</h4>
<pre>public
Stage(float
width,
float
height,
boolean
keepAspectRatio,
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch
</a> batch)
</pre>
<div class="block">Creates a stage with the specified
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float, boolean)"><code>viewport
</code></a> and
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d"><code>SpriteBatch
</code></a>. This can be
used to avoid creating a new SpriteBatch (which can be somewhat slow) if multiple stages are used during an applications
life time.
</div>
<dl><dt><span class="strong">Parameters:
</span></dt><dd><code>batch
</code> - Will not be disposed if
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#dispose()"><code>dispose()
</code></a> is called. Handle disposal yourself.
</dd></dl>
</li>
</ul>
</li>
</ul>
<!-- ============ METHOD DETAIL ========== -->
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<li class="blockList"><a name="method_detail">
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</a>
<h3>Method Detail
</h3>
<a name="setViewport(float, float)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>setViewport
</h4>
<pre>public
void
setViewport(float
width,
float
height)
</pre>
<div class="block">Sets up the stage size using a viewport that fills the entire screen without keeping the aspect ratio.
</div>
<dl><dt><span class="strong">See Also:
</span></dt><dd><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float, boolean, float, float, float, float)"><code>setViewport(float, float, boolean, float, float, float, float)
</code></a></dd></dl>
</li>
</ul>
<a name="setViewport(float, float, boolean)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>setViewport
</h4>
<pre>public
void
setViewport(float
width,
float
height,
boolean
keepAspectRatio)
</pre>
<div class="block">Sets up the stage size using a viewport that fills the entire screen.
</div>
<dl><dt><span class="strong">See Also:
</span></dt><dd><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float, boolean, float, float, float, float)"><code>setViewport(float, float, boolean, float, float, float, float)
</code></a></dd></dl>
</li>
</ul>
<a name="setViewport(float, float, boolean, float, float, float, float)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>setViewport
</h4>
<pre>public
void
setViewport(float
stageWidth,
float
stageHeight,
boolean
keepAspectRatio,
float
viewportX,
float
viewportY,
float
viewportWidth,
float
viewportHeight)
</pre>
<div class="block">Sets up the stage size and viewport. The viewport is the glViewport position and size, which is the portion of the screen
used by the stage. The stage size determines the units used within the stage, depending on keepAspectRatio:
<p>
If keepAspectRatio is false, the stage is stretched to fill the viewport, which may distort the aspect ratio.
<p>
If keepAspectRatio is true, the stage is first scaled to fit the viewport in the longest dimension. Next the shorter
dimension is lengthened to fill the viewport, which keeps the aspect ratio from changing. The
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#getGutterWidth()"><code>getGutterWidth()
</code></a> and
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#getGutterHeight()"><code>getGutterHeight()
</code></a> provide access to the amount that was lengthened.
</div>
<dl><dt><span class="strong">Parameters:
</span></dt><dd><code>viewportX
</code> - The top left corner of the viewport in glViewport coordinates (the origin is bottom left).
</dd><dd><code>viewportY
</code> - The top left corner of the viewport in glViewport coordinates (the origin is bottom left).
</dd><dd><code>viewportWidth
</code> - The width of the viewport in pixels.
</dd><dd><code>viewportHeight
</code> - The height of the viewport in pixels.
</dd></dl>
</li>
</ul>
<a name="draw()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>draw
</h4>
<pre>public
void
draw()
</pre>
</li>
</ul>
<a name="act()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>act
</h4>
<pre>public
void
act()
</pre>
<div class="block">Calls
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#act(float)"><code>act(float)
</code></a> with
<a href="../../../../../com/badlogic/gdx/Graphics.html#getDeltaTime()"><code>Graphics.getDeltaTime()
</code></a>.
</div>
</li>
</ul>
<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">Calls the
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#act(float)"><code>Actor.act(float)
</code></a> method on each actor in the stage. Typically called each frame. This method also fires
enter and exit events.
</div>
<dl><dt><span class="strong">Parameters:
</span></dt><dd><code>delta
</code> - Time in seconds since the last frame.
</dd></dl>
</li>
</ul>
<a name="touchDown(int, int, int, int)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>touchDown
</h4>
<pre>public
boolean
touchDown(int
screenX,
int
screenY,
int
pointer,
int
button)
</pre>
<div class="block">Applies a touch down event to the stage and returns true if an actor in the scene
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><code>handled
</code></a> the event.
</div>
<dl>
<dt><strong>Specified by:
</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/InputProcessor.html#touchDown(int, int, int, int)">touchDown
</a></code> in interface
<code><a href="../../../../../com/badlogic/gdx/InputProcessor.html" title="interface in com.badlogic.gdx">InputProcessor
</a></code></dd>
<dt><strong>Overrides:
</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/InputAdapter.html#touchDown(int, int, int, int)">touchDown
</a></code> in class
<code><a href="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter
</a></code></dd>
<dt><span class="strong">Parameters:
</span></dt><dd><code>screenX
</code> - The x coordinate, origin is in the upper left corner
</dd><dd><code>screenY
</code> - The y coordinate, origin is in the upper left corner
</dd><dd><code>pointer
</code> - the pointer for the event.
</dd><dd><code>button
</code> - the button
</dd>
<dt><span class="strong">Returns:
</span></dt><dd>whether the input was processed
</dd></dl>
</li>
</ul>
<a name="touchDragged(int, int, int)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>touchDragged
</h4>
<pre>public
boolean
touchDragged(int
screenX,
int
screenY,
int
pointer)
</pre>
<div class="block">Applies a touch moved event to the stage and returns true if an actor in the scene
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><code>handled
</code></a> the event.
Only
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html" title="class in com.badlogic.gdx.scenes.scene2d"><code>listeners
</code></a> that returned true for touchDown will receive this event.
</div>
<dl>
<dt><strong>Specified by:
</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/InputProcessor.html#touchDragged(int, int, int)">touchDragged
</a></code> in interface
<code><a href="../../../../../com/badlogic/gdx/InputProcessor.html" title="interface in com.badlogic.gdx">InputProcessor
</a></code></dd>
<dt><strong>Overrides:
</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/InputAdapter.html#touchDragged(int, int, int)">touchDragged
</a></code> in class
<code><a href="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter
</a></code></dd>
<dd><code>pointer
</code> - the pointer for the event.
</dd>
<dt><span class="strong">Returns:
</span></dt><dd>whether the input was processed
</dd></dl>
</li>
</ul>
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</a>
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<li class="blockList">
<h4>touchUp
</h4>
<pre>public
boolean
touchUp(int
screenX,
int
screenY,
int
pointer,
int
button)
</pre>
<div class="block">Applies a touch up event to the stage and returns true if an actor in the scene
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><code>handled
</code></a> the event.
Only
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html" title="class in com.badlogic.gdx.scenes.scene2d"><code>listeners
</code></a> that returned true for touchDown will receive this event.
</div>
<dl>
<dt><strong>Specified by:
</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/InputProcessor.html#touchUp(int, int, int, int)">touchUp
</a></code> in interface
<code><a href="../../../../../com/badlogic/gdx/InputProcessor.html" title="interface in com.badlogic.gdx">InputProcessor
</a></code></dd>
<dt><strong>Overrides:
</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/InputAdapter.html#touchUp(int, int, int, int)">touchUp
</a></code> in class
<code><a href="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter
</a></code></dd>
<dd><code>pointer
</code> - the pointer for the event.
</dd><dd><code>button
</code> - the button
</dd>
<dt><span class="strong">Returns:
</span></dt><dd>whether the input was processed
</dd></dl>
</li>
</ul>
<a name="mouseMoved(int, int)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>mouseMoved
</h4>
<pre>public
boolean
mouseMoved(int
screenX,
int
screenY)
</pre>
<div class="block">Applies a mouse moved event to the stage and returns true if an actor in the scene
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><code>handled
</code></a> the event.
This event only occurs on the desktop.
</div>
<dl>
<dt><strong>Specified by:
</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/InputProcessor.html#mouseMoved(int, int)">mouseMoved
</a></code> in interface
<code><a href="../../../../../com/badlogic/gdx/InputProcessor.html" title="interface in com.badlogic.gdx">InputProcessor
</a></code></dd>
<dt><strong>Overrides:
</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/InputAdapter.html#mouseMoved(int, int)">mouseMoved
</a></code> in class
<code><a href="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter
</a></code></dd>
<dt><span class="strong">Returns:
</span></dt><dd>whether the input was processed
</dd></dl>
</li>
</ul>
<a name="scrolled(int)">
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</a>
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<h4>scrolled
</h4>
<pre>public
boolean
scrolled(int
amount)
</pre>
<div class="block">Applies a mouse scroll event to the stage and returns true if an actor in the scene
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><code>handled
</code></a> the
event. This event only occurs on the desktop.
</div>
<dl>
<dt><strong>Specified by:
</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/InputProcessor.html#scrolled(int)">scrolled
</a></code> in interface
<code><a href="../../../../../com/badlogic/gdx/InputProcessor.html" title="interface in com.badlogic.gdx">InputProcessor
</a></code></dd>
<dt><strong>Overrides:
</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/InputAdapter.html#scrolled(int)">scrolled
</a></code> in class
<code><a href="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter
</a></code></dd>
<dt><span class="strong">Parameters:
</span></dt><dd><code>amount
</code> - the scroll amount, -1 or 1 depending on the direction the wheel was scrolled.
</dd>
<dt><span class="strong">Returns:
</span></dt><dd>whether the input was processed.
</dd></dl>
</li>
</ul>
<a name="keyDown(int)">
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<h4>keyDown
</h4>
<pre>public
boolean
keyDown(int
keyCode)
</pre>
<div class="block">Applies a key down event to the actor that has
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setKeyboardFocus(com.badlogic.gdx.scenes.scene2d.Actor)"><code>keyboard focus
</code></a>, if any, and returns
true if the event was
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><code>handled
</code></a>.
</div>
<dl>
<dt><strong>Specified by:
</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/InputProcessor.html#keyDown(int)">keyDown
</a></code> in interface
<code><a href="../../../../../com/badlogic/gdx/InputProcessor.html" title="interface in com.badlogic.gdx">InputProcessor
</a></code></dd>
<dt><strong>Overrides:
</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/InputAdapter.html#keyDown(int)">keyDown
</a></code> in class
<code><a href="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter
</a></code></dd>
<dt><span class="strong">Parameters:
</span></dt><dd><code>keyCode
</code> - one of the constants in
<a href="../../../../../com/badlogic/gdx/Input.Keys.html" title="class in com.badlogic.gdx"><code>Input.Keys
</code></a></dd>
<dt><span class="strong">Returns:
</span></dt><dd>whether the input was processed
</dd></dl>
</li>
</ul>
<a name="keyUp(int)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>keyUp
</h4>
<pre>public
boolean
keyUp(int
keyCode)
</pre>
<div class="block">Applies a key up event to the actor that has
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setKeyboardFocus(com.badlogic.gdx.scenes.scene2d.Actor)"><code>keyboard focus
</code></a>, if any, and returns true
if the event was
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><code>handled
</code></a>.
</div>
<dl>
<dt><strong>Specified by:
</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/InputProcessor.html#keyUp(int)">keyUp
</a></code> in interface
<code><a href="../../../../../com/badlogic/gdx/InputProcessor.html" title="interface in com.badlogic.gdx">InputProcessor
</a></code></dd>
<dt><strong>Overrides:
</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/InputAdapter.html#keyUp(int)">keyUp
</a></code> in class
<code><a href="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter
</a></code></dd>
<dt><span class="strong">Parameters:
</span></dt><dd><code>keyCode
</code> - one of the constants in
<a href="../../../../../com/badlogic/gdx/Input.Keys.html" title="class in com.badlogic.gdx"><code>Input.Keys
</code></a></dd>
<dt><span class="strong">Returns:
</span></dt><dd>whether the input was processed
</dd></dl>
</li>
</ul>
<a name="keyTyped(char)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>keyTyped
</h4>
<pre>public
boolean
keyTyped(char
character)
</pre>
<div class="block">Applies a key typed event to the actor that has
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setKeyboardFocus(com.badlogic.gdx.scenes.scene2d.Actor)"><code>keyboard focus
</code></a>, if any, and returns
true if the event was
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#handle()"><code>handled
</code></a>.
</div>
<dl>
<dt><strong>Specified by:
</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/InputProcessor.html#keyTyped(char)">keyTyped
</a></code> in interface
<code><a href="../../../../../com/badlogic/gdx/InputProcessor.html" title="interface in com.badlogic.gdx">InputProcessor
</a></code></dd>
<dt><strong>Overrides:
</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/InputAdapter.html#keyTyped(char)">keyTyped
</a></code> in class
<code><a href="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter
</a></code></dd>
<dt><span class="strong">Parameters:
</span></dt><dd><code>character
</code> - The character
</dd>
<dt><span class="strong">Returns:
</span></dt><dd>whether the input was processed
</dd></dl>
</li>
</ul>
<a name="addTouchFocus(com.badlogic.gdx.scenes.scene2d.EventListener, com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor, int, int)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>addTouchFocus
</h4>
<pre>public
void
addTouchFocus(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener
</a> listener,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> listenerActor,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> target,
int
pointer,
int
button)
</pre>
<div class="block">Adds the listener to be notified for all touchDragged and touchUp events for the specified pointer and button. The actor
will be used as the
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#getListenerActor()"><code>listener actor
</code></a> and
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#getTarget()"><code>target
</code></a>.
</div>
</li>
</ul>
<a name="removeTouchFocus(com.badlogic.gdx.scenes.scene2d.EventListener, com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.scenes.scene2d.Actor, int, int)">
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</a>
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<h4>removeTouchFocus
</h4>
<pre>public
void
removeTouchFocus(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener
</a> listener,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> listenerActor,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> target,
int
pointer,
int
button)
</pre>
<div class="block">Removes the listener from being notified for all touchDragged and touchUp events for the specified pointer and button. Note
the listener may never receive a touchUp event if this method is used.
</div>
</li>
</ul>
<a name="cancelTouchFocus()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>cancelTouchFocus
</h4>
<pre>public
void
cancelTouchFocus()
</pre>
<div class="block">Sends a touchUp event to all listeners that are registered to receive touchDragged and touchUp events and removes their
touch focus. This method removes all touch focus listeners, but sends a touchUp event so that the state of the listeners
remains consistent (listeners typically expect to receive touchUp eventually). The location of the touchUp is
<code>Integer.MIN_VALUE
</code>. Listeners can use
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/InputEvent.html#isTouchFocusCancel()"><code>InputEvent.isTouchFocusCancel()
</code></a> to ignore this event if needed.
</div>
</li>
</ul>
<a name="cancelTouchFocus(com.badlogic.gdx.scenes.scene2d.EventListener, com.badlogic.gdx.scenes.scene2d.Actor)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>cancelTouchFocus
</h4>
<pre>public
void
cancelTouchFocus(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener
</a> listener,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> actor)
</pre>
<div class="block">Cancels touch focus for all listeners except the specified listener.
</div>
<dl><dt><span class="strong">See Also:
</span></dt><dd><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#cancelTouchFocus()"><code>cancelTouchFocus()
</code></a></dd></dl>
</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 to the root of the stage.
</div>
<dl><dt><span class="strong">See Also:
</span></dt><dd><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#addActor(com.badlogic.gdx.scenes.scene2d.Actor)"><code>Group.addActor(Actor)
</code></a>,
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#remove()"><code>Actor.remove()
</code></a></dd></dl>
</li>
</ul>
<a name="addAction(com.badlogic.gdx.scenes.scene2d.Action)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>addAction
</h4>
<pre>public
void
addAction(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">Action
</a> action)
</pre>
<div class="block">Adds an action to the root of the stage.
</div>
<dl><dt><span class="strong">See Also:
</span></dt><dd><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#addAction(com.badlogic.gdx.scenes.scene2d.Action)"><code>Actor.addAction(Action)
</code></a></dd></dl>
</li>
</ul>
<a name="getActors()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>getActors
</h4>
<pre>public
<a href="../../../../../com/badlogic/gdx/utils/Array.html" title="class in com.badlogic.gdx.utils">Array
</a><<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a>> getActors()
</pre>
<div class="block">Returns the root's child actors.
</div>
<dl><dt><span class="strong">See Also:
</span></dt><dd><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#getChildren()"><code>Group.getChildren()
</code></a></dd></dl>
</li>
</ul>
<a name="addListener(com.badlogic.gdx.scenes.scene2d.EventListener)">
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</a>
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<li class="blockList">
<h4>addListener
</h4>
<pre>public
boolean
addListener(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener
</a> listener)
</pre>
<div class="block">Adds a listener to the root.
</div>
<dl><dt><span class="strong">See Also:
</span></dt><dd><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#addListener(com.badlogic.gdx.scenes.scene2d.EventListener)"><code>Actor.addListener(EventListener)
</code></a></dd></dl>
</li>
</ul>
<a name="removeListener(com.badlogic.gdx.scenes.scene2d.EventListener)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>removeListener
</h4>
<pre>public
boolean
removeListener(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener
</a> listener)
</pre>
<div class="block">Removes a listener from the root.
</div>
<dl><dt><span class="strong">See Also:
</span></dt><dd><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#removeListener(com.badlogic.gdx.scenes.scene2d.EventListener)"><code>Actor.removeListener(EventListener)
</code></a></dd></dl>
</li>
</ul>
<a name="addCaptureListener(com.badlogic.gdx.scenes.scene2d.EventListener)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>addCaptureListener
</h4>
<pre>public
boolean
addCaptureListener(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener
</a> listener)
</pre>
<div class="block">Adds a capture listener to the root.
</div>
<dl><dt><span class="strong">See Also:
</span></dt><dd><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#addCaptureListener(com.badlogic.gdx.scenes.scene2d.EventListener)"><code>Actor.addCaptureListener(EventListener)
</code></a></dd></dl>
</li>
</ul>
<a name="removeCaptureListener(com.badlogic.gdx.scenes.scene2d.EventListener)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>removeCaptureListener
</h4>
<pre>public
boolean
removeCaptureListener(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener
</a> listener)
</pre>
<div class="block">Removes a listener from the root.
</div>
<dl><dt><span class="strong">See Also:
</span></dt><dd><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#removeCaptureListener(com.badlogic.gdx.scenes.scene2d.EventListener)"><code>Actor.removeCaptureListener(EventListener)
</code></a></dd></dl>
</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 the root's children, actions, and listeners.
</div>
</li>
</ul>
<a name="unfocusAll()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>unfocusAll
</h4>
<pre>public
void
unfocusAll()
</pre>
<div class="block">Removes the touch, keyboard, and scroll focused actors.
</div>
</li>
</ul>
<a name="unfocus(com.badlogic.gdx.scenes.scene2d.Actor)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>unfocus
</h4>
<pre>public
void
unfocus(
<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 the touch, keyboard, and scroll focus for the specified actor and any descendants.
</div>
</li>
</ul>
<a name="setKeyboardFocus(com.badlogic.gdx.scenes.scene2d.Actor)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>setKeyboardFocus
</h4>
<pre>public
void
setKeyboardFocus(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> actor)
</pre>
<div class="block">Sets the actor that will receive key events.
</div>
<dl><dt><span class="strong">Parameters:
</span></dt><dd><code>actor
</code> - May be null.
</dd></dl>
</li>
</ul>
<a name="getKeyboardFocus()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>getKeyboardFocus
</h4>
<pre>public
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> getKeyboardFocus()
</pre>
<div class="block">Gets the actor that will receive key events.
</div>
<dl><dt><span class="strong">Returns:
</span></dt><dd>May be null.
</dd></dl>
</li>
</ul>
<a name="setScrollFocus(com.badlogic.gdx.scenes.scene2d.Actor)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>setScrollFocus
</h4>
<pre>public
void
setScrollFocus(
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> actor)
</pre>
<div class="block">Sets the actor that will receive scroll events.
</div>
<dl><dt><span class="strong">Parameters:
</span></dt><dd><code>actor
</code> - May be null.
</dd></dl>
</li>
</ul>
<a name="getScrollFocus()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>getScrollFocus
</h4>
<pre>public
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</a> getScrollFocus()
</pre>
<div class="block">Gets the actor that will receive scroll events.
</div>
<dl><dt><span class="strong">Returns:
</span></dt><dd>May be null.
</dd></dl>
</li>
</ul>
<a name="getWidth()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>getWidth
</h4>
<pre>public
float
getWidth()
</pre>
<div class="block">The width of the stage's viewport.
</div>
<dl><dt><span class="strong">See Also:
</span></dt><dd><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float, boolean)"><code>setViewport(float, float, boolean)
</code></a></dd></dl>
</li>
</ul>
<a name="getHeight()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>getHeight
</h4>
<pre>public
float
getHeight()
</pre>
<div class="block">The height of the stage's viewport.
</div>
<dl><dt><span class="strong">See Also:
</span></dt><dd><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float, boolean)"><code>setViewport(float, float, boolean)
</code></a></dd></dl>
</li>
</ul>
<a name="getGutterWidth()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>getGutterWidth
</h4>
<pre>public
float
getGutterWidth()
</pre>
<div class="block">Half the amount in the x direction that the stage's viewport was lengthened to fill the screen.
</div>
<dl><dt><span class="strong">See Also:
</span></dt><dd><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float, boolean)"><code>setViewport(float, float, boolean)
</code></a></dd></dl>
</li>
</ul>
<a name="getGutterHeight()">
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</a>
<ul class="blockList">
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<h4>getGutterHeight
</h4>
<pre>public
float
getGutterHeight()
</pre>
<div class="block">Half the amount in the y direction that the stage's viewport was lengthened to fill the screen.
</div>
<dl><dt><span class="strong">See Also:
</span></dt><dd><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float, boolean)"><code>setViewport(float, float, boolean)
</code></a></dd></dl>
</li>
</ul>
<a name="getSpriteBatch()">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>getSpriteBatch
</h4>
<pre>public
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch
</a> getSpriteBatch()
</pre>
</li>
</ul>
<a name="getCamera()">
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</a>
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<h4>getCamera
</h4>
<pre>public
<a href="../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera
</a> getCamera()
</pre>
</li>
</ul>
<a name="setCamera(com.badlogic.gdx.graphics.Camera)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>setCamera
</h4>
<pre>public
void
setCamera(
<a href="../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera
</a> camera)
</pre>
<div class="block">Sets the stage's camera. The camera must be configured properly or
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#setViewport(float, float, boolean)"><code>setViewport(float, float, boolean)
</code></a> can be called
after the camera is set.
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#draw()"><code>draw()
</code></a> will call
<a href="../../../../../com/badlogic/gdx/graphics/Camera.html#update()"><code>Camera.update()
</code></a> and use the
<a href="../../../../../com/badlogic/gdx/graphics/Camera.html#combined"><code>Camera.combined
</code></a> matrix
for the SpriteBatch
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#setProjectionMatrix(com.badlogic.gdx.math.Matrix4)"><code>projection matrix
</code></a>.
</div>
</li>
</ul>
<a name="getRoot()">
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</a>
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<li class="blockList">
<h4>getRoot
</h4>
<pre>public
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group
</a> getRoot()
</pre>
<div class="block">Returns the root group which holds all actors in the stage.
</div>
</li>
</ul>
<a name="hit(float, float, boolean)">
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</a>
<ul class="blockList">
<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
stageX,
float
stageY,
boolean
touchable)
</pre>
<div class="block">Returns the
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><code>Actor
</code></a> at the specified location in stage coordinates. Hit testing is performed in the order the actors
were inserted into the stage, last inserted actors being tested first. To get stage coordinates from screen coordinates, use
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#screenToStageCoordinates(com.badlogic.gdx.math.Vector2)"><code>screenToStageCoordinates(Vector2)
</code></a>.
</div>
<dl><dt><span class="strong">Parameters:
</span></dt><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">Returns:
</span></dt><dd>May be null if no actor was hit.
</dd></dl>
</li>
</ul>
<a name="screenToStageCoordinates(com.badlogic.gdx.math.Vector2)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>screenToStageCoordinates
</h4>
<pre>public
<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</a> screenToStageCoordinates(
<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</a> screenCoords)
</pre>
<div class="block">Transforms the screen coordinates to stage coordinates.
</div>
<dl><dt><span class="strong">Parameters:
</span></dt><dd><code>screenCoords
</code> - Input screen coordinates and output for resulting stage coordinates.
</dd></dl>
</li>
</ul>
<a name="stageToScreenCoordinates(com.badlogic.gdx.math.Vector2)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>stageToScreenCoordinates
</h4>
<pre>public
<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</a> stageToScreenCoordinates(
<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</a> stageCoords)
</pre>
<div class="block">Transforms the stage coordinates to screen coordinates.
</div>
<dl><dt><span class="strong">Parameters:
</span></dt><dd><code>stageCoords
</code> - Input stage coordinates and output for resulting screen coordinates.
</dd></dl>
</li>
</ul>
<a name="toScreenCoordinates(com.badlogic.gdx.math.Vector2, com.badlogic.gdx.math.Matrix4)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>toScreenCoordinates
</h4>
<pre>public
<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</a> toScreenCoordinates(
<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</a> coords,
<a href="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</a> transformMatrix)
</pre>
<div class="block">Transforms the coordinates to screen coordinates. The coordinates can be anywhere in the stage since the transform matrix
describes how to convert them. The transform matrix is typically obtained from
<a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#getTransformMatrix()"><code>SpriteBatch.getTransformMatrix()
</code></a>
during
<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)"><code>Actor.draw(SpriteBatch, float)
</code></a>.
</div>
<dl><dt><span class="strong">See Also:
</span></dt><dd><a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#localToStageCoordinates(com.badlogic.gdx.math.Vector2)"><code>Actor.localToStageCoordinates(Vector2)
</code></a></dd></dl>
</li>
</ul>
<a name="calculateScissors(com.badlogic.gdx.math.Rectangle, com.badlogic.gdx.math.Rectangle)">
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</a>
<ul class="blockList">
<li class="blockList">
<h4>calculateScissors
</h4>
<pre>public
void
calculateScissors(
<a href="../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle
</a> area,
<a href="../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle
</a> scissor)
</pre>
</li>
</ul>
<a name="dispose()">
<!-- -->
</a>
<ul class="blockListLast">
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<h4>dispose
</h4>
<pre>public
void
dispose()
</pre>
<div class="block"><strong>Description copied from interface:
<code><a href="../../../../../com/badlogic/gdx/utils/Disposable.html#dispose()">Disposable
</a></code></strong></div>
<div class="block">Releases all resources of this object.
</div>
<dl>
<dt><strong>Specified by:
</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/utils/Disposable.html#dispose()">dispose
</a></code> in interface
<code><a href="../../../../../com/badlogic/gdx/utils/Disposable.html" title="interface in com.badlogic.gdx.utils">Disposable
</a></code></dd>
</dl>
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