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<div class="subTitle">com.badlogic.gdx.scenes.scene2d</div>
<h2 title="Class Stage" class="title">Class Stage</h2>
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<ul class="inheritance">
<li>java.lang.Object</li>
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<li><a href="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">com.badlogic.gdx.InputAdapter</a></li>
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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>
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<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>
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<th class="colFirst" scope="col">Modifier and Type</th>
<th class="colLast" scope="col">Class and Description</th>
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<td class="colFirst"><code>static class&nbsp;</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>
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<tr>
<th class="colOne" scope="col">Constructor and Description</th>
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<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&nbsp;width,
     float&nbsp;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&nbsp;width,
     float&nbsp;height,
     boolean&nbsp;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&nbsp;width,
     float&nbsp;height,
     boolean&nbsp;keepAspectRatio,
     <a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch</a>&nbsp;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>
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<h3>Method Summary</h3>
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<caption><span>Methods</span><span class="tabEnd">&nbsp;</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&nbsp;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>&nbsp;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>&nbsp;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>&nbsp;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>&nbsp;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>&nbsp;listener,
             <a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</a>&nbsp;listenerActor,
             <a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</a>&nbsp;target,
             int&nbsp;pointer,
             int&nbsp;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>&nbsp;area,
                 <a href="../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle</a>&nbsp;scissor)</code>&nbsp;</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>&nbsp;listener,
                <a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</a>&nbsp;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>&nbsp;</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>&lt;<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</a>&gt;</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>&nbsp;</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>&nbsp;</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&nbsp;stageX,
   float&nbsp;stageY,
   boolean&nbsp;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&nbsp;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&nbsp;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&nbsp;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&nbsp;screenX,
          int&nbsp;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>&nbsp;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>&nbsp;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>&nbsp;listener,
                <a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</a>&nbsp;listenerActor,
                <a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</a>&nbsp;target,
                int&nbsp;pointer,
                int&nbsp;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>&nbsp;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&nbsp;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>&nbsp;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>&nbsp;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>&nbsp;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&nbsp;width,
           float&nbsp;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&nbsp;width,
           float&nbsp;height,
           boolean&nbsp;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&nbsp;stageWidth,
           float&nbsp;stageHeight,
           boolean&nbsp;keepAspectRatio,
           float&nbsp;viewportX,
           float&nbsp;viewportY,
           float&nbsp;viewportWidth,
           float&nbsp;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>&nbsp;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>&nbsp;coords,
                   <a href="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a>&nbsp;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&nbsp;screenX,
         int&nbsp;screenY,
         int&nbsp;pointer,
         int&nbsp;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&nbsp;screenX,
            int&nbsp;screenY,
            int&nbsp;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&nbsp;screenX,
       int&nbsp;screenY,
       int&nbsp;pointer,
       int&nbsp;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>&nbsp;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>
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<code>clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait</code></li>
</ul>
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<h4>Stage</h4>
<pre>public&nbsp;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>
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<pre>public&nbsp;Stage(float&nbsp;width,
     float&nbsp;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>
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<pre>public&nbsp;Stage(float&nbsp;width,
     float&nbsp;height,
     boolean&nbsp;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>
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<pre>public&nbsp;Stage(float&nbsp;width,
     float&nbsp;height,
     boolean&nbsp;keepAspectRatio,
     <a href="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch</a>&nbsp;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>
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<pre>public&nbsp;void&nbsp;setViewport(float&nbsp;width,
               float&nbsp;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>
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<pre>public&nbsp;void&nbsp;setViewport(float&nbsp;width,
               float&nbsp;height,
               boolean&nbsp;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>
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<pre>public&nbsp;void&nbsp;setViewport(float&nbsp;stageWidth,
               float&nbsp;stageHeight,
               boolean&nbsp;keepAspectRatio,
               float&nbsp;viewportX,
               float&nbsp;viewportY,
               float&nbsp;viewportWidth,
               float&nbsp;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>
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<h4>draw</h4>
<pre>public&nbsp;void&nbsp;draw()</pre>
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<h4>act</h4>
<pre>public&nbsp;void&nbsp;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>
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<pre>public&nbsp;void&nbsp;act(float&nbsp;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>
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<pre>public&nbsp;boolean&nbsp;touchDown(int&nbsp;screenX,
                int&nbsp;screenY,
                int&nbsp;pointer,
                int&nbsp;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>&nbsp;in interface&nbsp;<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>&nbsp;in class&nbsp;<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>
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<pre>public&nbsp;boolean&nbsp;touchDragged(int&nbsp;screenX,
                   int&nbsp;screenY,
                   int&nbsp;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>&nbsp;in interface&nbsp;<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>&nbsp;in class&nbsp;<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>
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<pre>public&nbsp;boolean&nbsp;touchUp(int&nbsp;screenX,
              int&nbsp;screenY,
              int&nbsp;pointer,
              int&nbsp;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>&nbsp;in interface&nbsp;<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>&nbsp;in class&nbsp;<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>
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<pre>public&nbsp;boolean&nbsp;mouseMoved(int&nbsp;screenX,
                 int&nbsp;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>
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<dt><strong>Specified by:</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/InputProcessor.html#mouseMoved(int, int)">mouseMoved</a></code>&nbsp;in interface&nbsp;<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>&nbsp;in class&nbsp;<code><a href="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter</a></code></dd>
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<pre>public&nbsp;boolean&nbsp;scrolled(int&nbsp;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>
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<dt><strong>Specified by:</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/InputProcessor.html#scrolled(int)">scrolled</a></code>&nbsp;in interface&nbsp;<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>&nbsp;in class&nbsp;<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>
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<pre>public&nbsp;boolean&nbsp;keyDown(int&nbsp;keyCode)</pre>
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<dt><strong>Specified by:</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/InputProcessor.html#keyDown(int)">keyDown</a></code>&nbsp;in interface&nbsp;<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>&nbsp;in class&nbsp;<code><a href="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter</a></code></dd>
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<pre>public&nbsp;boolean&nbsp;keyUp(int&nbsp;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
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<dt><strong>Specified by:</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/InputProcessor.html#keyUp(int)">keyUp</a></code>&nbsp;in interface&nbsp;<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>&nbsp;in class&nbsp;<code><a href="../../../../../com/badlogic/gdx/InputAdapter.html" title="class in com.badlogic.gdx">InputAdapter</a></code></dd>
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<pre>public&nbsp;boolean&nbsp;keyTyped(char&nbsp;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>
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<dt><strong>Specified by:</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/InputProcessor.html#keyTyped(char)">keyTyped</a></code>&nbsp;in interface&nbsp;<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>&nbsp;in class&nbsp;<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>
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                 int&nbsp;pointer,
                 int&nbsp;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>
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<div class="block">Removes the listener from being notified for all touchDragged and touchUp events for the specified pointer and button. Note
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<pre>public&nbsp;void&nbsp;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>
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<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>
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<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>,
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<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>
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<pre>public&nbsp;<a href="../../../../../com/badlogic/gdx/utils/Array.html" title="class in com.badlogic.gdx.utils">Array</a>&lt;<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</a>&gt;&nbsp;getActors()</pre>
<div class="block">Returns the root's child actors.</div>
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<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>
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<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>
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<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>
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<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>
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<pre>public&nbsp;void&nbsp;clear()</pre>
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<pre>public&nbsp;void&nbsp;unfocusAll()</pre>
<div class="block">Removes the touch, keyboard, and scroll focused actors.</div>
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<div class="block">Removes the touch, keyboard, and scroll focus for the specified actor and any descendants.</div>
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<div class="block">Sets the actor that will receive key events.</div>
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<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>
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<div class="block">Sets the actor that will receive scroll events.</div>
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<div class="block">Gets the actor that will receive scroll events.</div>
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<pre>public&nbsp;float&nbsp;getWidth()</pre>
<div class="block">The width of the stage's viewport.</div>
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<pre>public&nbsp;float&nbsp;getHeight()</pre>
<div class="block">The height of the stage's viewport.</div>
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<pre>public&nbsp;float&nbsp;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>
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<pre>public&nbsp;float&nbsp;getGutterHeight()</pre>
<div class="block">Half the amount in the y direction that the stage's viewport was lengthened to fill the screen.</div>
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<pre>public&nbsp;void&nbsp;setCamera(<a href="../../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera</a>&nbsp;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>
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<h4>getRoot</h4>
<pre>public&nbsp;<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group</a>&nbsp;getRoot()</pre>
<div class="block">Returns the root group which holds all actors in the stage.</div>
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<pre>public&nbsp;<a href="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</a>&nbsp;hit(float&nbsp;stageX,
        float&nbsp;stageY,
        boolean&nbsp;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>
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<pre>public&nbsp;<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;screenToStageCoordinates(<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;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>
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<pre>public&nbsp;<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;stageToScreenCoordinates(<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;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>
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<pre>public&nbsp;<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;toScreenCoordinates(<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;coords,
                          <a href="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a>&nbsp;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>
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<pre>public&nbsp;void&nbsp;calculateScissors(<a href="../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle</a>&nbsp;area,
                     <a href="../../../../../com/badlogic/gdx/math/Rectangle.html" title="class in com.badlogic.gdx.math">Rectangle</a>&nbsp;scissor)</pre>
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<pre>public&nbsp;void&nbsp;dispose()</pre>
<div class="block"><strong>Description copied from interface:&nbsp;<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>
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<dt><strong>Specified by:</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/utils/Disposable.html#dispose()">dispose</a></code>&nbsp;in interface&nbsp;<code><a href="../../../../../com/badlogic/gdx/utils/Disposable.html" title="interface in com.badlogic.gdx.utils">Disposable</a></code></dd>
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