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com.badlogic.gdx.scenes.scene2d

public Class Stage

extends InputAdapter
implements Disposable
Class Inheritance
All Implemented Interfaces
com.badlogic.gdx.utils.Disposable
Imports
com.badlogic.gdx.Application.ApplicationType, .Gdx, .Graphics, .Input, .InputAdapter, .InputMultiplexer, com.badlogic.gdx.graphics.Camera, .Color, .GL20, .OrthographicCamera, com.badlogic.gdx.graphics.g2d.Batch, .SpriteBatch, com.badlogic.gdx.graphics.glutils.ShapeRenderer, com.badlogic.gdx.math.Matrix4, .Rectangle, .Vector2, com.badlogic.gdx.scenes.scene2d.InputEvent.Type, com.badlogic.gdx.scenes.scene2d.ui.Table, .Table.Debug, com.badlogic.gdx.scenes.scene2d.utils.FocusListener, .FocusListener.FocusEvent, .ScissorStack, com.badlogic.gdx.utils.Array, .Disposable, .Null, .Pool.Poolable, .PoolManager, .Scaling, .SnapshotArray, com.badlogic.gdx.utils.viewport.ScalingViewport, .Viewport

A 2D scene graph containing hierarchies of actors. Stage handles the viewport and distributes input events.

setViewport(Viewport) controls the coordinates used within the stage and sets up the camera used to convert between stage coordinates and screen coordinates.

A stage must receive input events so it can distribute them to actors. This is typically done by passing the stage to Gdx.input.setInputProcessor. An InputMultiplexer 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.

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.

Authors
mzechner, Nathan Sweet

Nested and Inner Type Summary

Modifier and TypeClass and Description
public static class
Stage.TouchFocus

Internal class for managing touch focus.

Field Summary

Modifier and TypeField and Description
private boolean
private final Batch
pack-priv static boolean
debug

True if any actor has ever had debug enabled.

private boolean
private final Color
private boolean
private boolean
private ShapeRenderer
private Table.Debug
private boolean
private Actor
private Actor
private int
private int
private boolean
private final Actor[]
private final int[]
private final int[]
private final boolean[]
protected PoolManager
private Group
private Actor
private final Vector2
pack-priv final SnapshotArray<Stage.TouchFocus>
private Viewport

Constructor Summary

AccessConstructor and Description
public
Stage()

Creates a stage with a ScalingViewport set to Scaling#stretch.

public
Stage(Viewport viewport)

Creates a stage with the specified viewport.

public
Stage(Viewport viewport, Batch
Will not be disposed if dispose() is called, handle disposal yourself.
batch
)

Creates a stage with the specified viewport and batch.

Method Summary

Modifier and TypeMethod and Description
public void
act()

Calls act(float) with Graphics#getDeltaTime(), limited to a minimum of 30fps.

public void
act(float
Time in seconds since the last frame.
delta
)

Calls the Actor#act(float) method on each actor in the stage.

protected void
actorRemoved(Actor actor)

Called just before an actor is removed from a group.

public void
addAction(Action action)

Adds an action to the root of the stage.

public void
addActor(Actor actor)

Adds an actor to the root of the stage.

public boolean
addCaptureListener(EventListener listener)

Adds a capture listener to the root.

public boolean
addListener(EventListener listener)

Adds a listener to the root.

public void
addTouchFocus(EventListener listener, Actor listenerActor, Actor target, int pointer, int button)

Adds the listener to be notified for all touchDragged and touchUp events for the specified pointer and button.

public void
calculateScissors(Rectangle localRect, Rectangle scissorRect)

Calculates window scissor coordinates from local coordinates using the batch's current transformation matrix.

public void
cancelTouchFocus(Actor listenerActor)

Cancels touch focus for all listeners with the specified listener actor.

public void
cancelTouchFocus()

Removes all touch focus listeners, sending a touchUp event to each listener.

public void
cancelTouchFocusExcept(EventListener exceptListener, Actor exceptActor)

Cancels touch focus for all listeners except the specified listener.

public void
clear()

Removes the root's children, actions, and listeners.

private void
disableDebug(Actor actor, Actor except)

Disables debug on all actors recursively except the specified actor and any children.

public void
dispose()

Implements com.badlogic.gdx.utils.Disposable.dispose.

Releases all resources of this object.

public void
draw()

private void
private Actor
fireEnterAndExit(Actor overLast, int screenX, int screenY, int pointer)

private void
fireExit(Actor actor, int screenX, int screenY, int pointer)

public boolean
public Array<Actor>
getActors()

Returns the root's child actors.

public Batch
public Camera
getCamera()

The viewport's camera.

public Color
getDebugColor()

The default color that can be used by actors to draw debug lines.

public float
getHeight()

The viewport's world height.

public Actor

Returns:

May be null.
getKeyboardFocus
()

Gets the actor that will receive key events.

public Group
getRoot()

Returns the root group which holds all actors in the stage.

public Actor

Returns:

May be null.
getScrollFocus
()

Gets the actor that will receive scroll events.

public Viewport
public float
getWidth()

The viewport's world width.

public Actor

Returns:

May be null if no actor was hit.
hit
(float stageX, float stageY, boolean
If true, the hit detection will respect the touchability.
touchable
)

Returns the Actor at the specified location in stage coordinates.

public boolean
protected boolean
isInsideViewport(int screenX, int screenY)

Check if screen coordinates are inside the viewport's screen area.

public boolean
keyDown(int keyCode)

Overrides com.badlogic.gdx.InputAdapter.keyDown.

Implements com.badlogic.gdx.InputProcessor.keyDown.

Applies a key down event to the actor that has keyboard focus, if any, and returns true if the event was handled.

public boolean
keyTyped(char character)

Overrides com.badlogic.gdx.InputAdapter.keyTyped.

Implements com.badlogic.gdx.InputProcessor.keyTyped.

Applies a key typed event to the actor that has keyboard focus, if any, and returns true if the event was handled.

public boolean
keyUp(int keyCode)

Overrides com.badlogic.gdx.InputAdapter.keyUp.

Implements com.badlogic.gdx.InputProcessor.keyUp.

Applies a key up event to the actor that has keyboard focus, if any, and returns true if the event was handled.

public boolean
mouseMoved(int screenX, int screenY)

Overrides com.badlogic.gdx.InputAdapter.mouseMoved.

Implements com.badlogic.gdx.InputProcessor.mouseMoved.

Applies a mouse moved event to the stage and returns true if an actor in the scene handled the event.

public boolean
removeCaptureListener(EventListener listener)

Removes a listener from the root.

public boolean
removeListener(EventListener listener)

Removes a listener from the root.

public void
removeTouchFocus(EventListener listener, Actor listenerActor, Actor target, int pointer, int button)

Removes touch focus for the specified listener, pointer, and button.

public Vector2
screenToStageCoordinates(Vector2
Input screen coordinates and output for resulting stage coordinates.
screenCoords
)

Transforms the screen coordinates to stage coordinates.

public boolean
scrolled(float amountX, float amountY)

Overrides com.badlogic.gdx.InputAdapter.scrolled.

Implements com.badlogic.gdx.InputProcessor.scrolled.

Applies a mouse scroll event to the stage and returns true if an actor in the scene handled the event.

public void
setActionsRequestRendering(boolean actionsRequestRendering)

If true, any actions executed during a call to act()) will result in a call to Graphics#requestRendering().

public void
setDebugAll(boolean debugAll)

If true, debug lines are shown for all actors.

public void
setDebugInvisible(boolean debugInvisible)

If true, debug lines are shown for actors even when Actor#isVisible() is false.

public void
setDebugParentUnderMouse(boolean debugParentUnderMouse)

If true, debug is enabled only for the parent of the actor under the mouse.

public void
setDebugTableUnderMouse(Table.Debug
May be null for Debug#none.
debugTableUnderMouse
)

If not Debug#none, debug is enabled only for the first ascendant of the actor under the mouse that is a table.

public void
setDebugTableUnderMouse(boolean debugTableUnderMouse)

If true, debug is enabled only for the first ascendant of the actor under the mouse that is a table.

public void
setDebugUnderMouse(boolean debugUnderMouse)

If true, debug is enabled only for the actor under the mouse.

public boolean

Returns:

true if the unfocus and focus events were not cancelled by a FocusListener.
setKeyboardFocus
(Actor
May be null.
actor
)

Sets the actor that will receive key events.

public void
setRoot(Group root)

Replaces the root group.

public boolean

Returns:

true if the unfocus and focus events were not cancelled by a FocusListener.
setScrollFocus
(Actor
May be null.
actor
)

Sets the actor that will receive scroll events.

public void
public Vector2
stageToScreenCoordinates(Vector2
Input stage coordinates and output for resulting screen coordinates.
stageCoords
)

Transforms the stage coordinates to screen coordinates.

public Vector2
toScreenCoordinates(Vector2 coords, Matrix4 transformMatrix)

Transforms the coordinates to screen coordinates.

public boolean
touchCancelled(int screenX, int screenY, int pointer, int button)

Overrides com.badlogic.gdx.InputAdapter.touchCancelled.

Implements com.badlogic.gdx.InputProcessor.touchCancelled.

Called when the touch gesture is cancelled.

public boolean
touchDown(int screenX, int screenY, int pointer, int button)

Overrides com.badlogic.gdx.InputAdapter.touchDown.

Implements com.badlogic.gdx.InputProcessor.touchDown.

Applies a touch down event to the stage and returns true if an actor in the scene handled the event.

public boolean
touchDragged(int screenX, int screenY, int pointer)

Overrides com.badlogic.gdx.InputAdapter.touchDragged.

Implements com.badlogic.gdx.InputProcessor.touchDragged.

Applies a touch moved event to the stage and returns true if an actor in the scene handled the event.

public boolean
touchUp(int screenX, int screenY, int pointer, int button)

Overrides com.badlogic.gdx.InputAdapter.touchUp.

Implements com.badlogic.gdx.InputProcessor.touchUp.

Applies a touch up event to the stage and returns true if an actor in the scene handled the event.

public void
unfocus(Actor actor)

Removes the touch, keyboard, and scroll focus for the specified actor and any descendants.

public void
unfocusAll()

Removes the touch, keyboard, and scroll focused actors.

Field Detail

actionsRequestRenderingback to summary
private boolean actionsRequestRendering
batchback to summary
private final Batch batch
debugback to summary
pack-priv static boolean debug

True if any actor has ever had debug enabled.

debugAllback to summary
private boolean debugAll
debugColorback to summary
private final Color debugColor
debugInvisibleback to summary
private boolean debugInvisible
debugParentUnderMouseback to summary
private boolean debugParentUnderMouse
debugShapesback to summary
private ShapeRenderer debugShapes
debugTableUnderMouseback to summary
private Table.Debug debugTableUnderMouse
debugUnderMouseback to summary
private boolean debugUnderMouse
keyboardFocusback to summary
private Actor keyboardFocus
Annotations
@Null
mouseOverActorback to summary
private Actor mouseOverActor
Annotations
@Null
mouseScreenXback to summary
private int mouseScreenX
mouseScreenYback to summary
private int mouseScreenY
ownsBatchback to summary
private boolean ownsBatch
pointerOverActorsback to summary
private final Actor[] pointerOverActors
pointerScreenXback to summary
private final int[] pointerScreenX
pointerScreenYback to summary
private final int[] pointerScreenY
pointerTouchedback to summary
private final boolean[] pointerTouched
poolsback to summary
protected PoolManager pools
rootback to summary
private Group root
scrollFocusback to summary
private Actor scrollFocus
Annotations
@Null
tempCoordsback to summary
private final Vector2 tempCoords
touchFocusesback to summary
pack-priv final SnapshotArray<Stage.TouchFocus> touchFocuses
viewportback to summary
private Viewport viewport

Constructor Detail

Stageback to summary
public Stage()

Creates a stage with a ScalingViewport set to Scaling#stretch. The stage will use its own Batch which will be disposed when the stage is disposed.

Stageback to summary
public Stage(Viewport viewport)

Creates a stage with the specified viewport. The stage will use its own Batch which will be disposed when the stage is disposed.

Stageback to summary
public Stage(Viewport viewport, Batch batch)

Creates a stage with the specified viewport and batch. This can be used to specify an existing batch or to customize which batch implementation is used.

Parameters
batch:Batch

Will not be disposed if dispose() is called, handle disposal yourself.

Method Detail

actback to summary
public void act()

Calls act(float) with Graphics#getDeltaTime(), limited to a minimum of 30fps.

actback to summary
public void act(float delta)

Calls the Actor#act(float) method on each actor in the stage. Typically called each frame. This method also fires enter and exit events.

Parameters
delta:float

Time in seconds since the last frame.

actorRemovedback to summary
protected void actorRemoved(Actor actor)

Called just before an actor is removed from a group.

The default implementation fires an InputEvent.Type#exit event if a pointer had entered the actor.

addActionback to summary
public void addAction(Action action)

Adds an action to the root of the stage.

See Also
Group#addAction(Action)
addActorback to summary
public void addActor(Actor actor)

Adds an actor to the root of the stage.

See Also
Group#addActor(Actor)
addCaptureListenerback to summary
public boolean addCaptureListener(EventListener listener)

Adds a capture listener to the root.

See Also
Actor#addCaptureListener(EventListener)
addListenerback to summary
public boolean addListener(EventListener listener)

Adds a listener to the root.

See Also
Actor#addListener(EventListener)
addTouchFocusback to summary
public void addTouchFocus(EventListener listener, Actor listenerActor, Actor target, int pointer, int button)

Adds the listener to be notified for all touchDragged and touchUp events for the specified pointer and button. Touch focus is added automatically when true is returned from touchDown. The specified actors will be used as the listener actor and target for the touchDragged and touchUp events.

calculateScissorsback to summary
public void calculateScissors(Rectangle localRect, Rectangle scissorRect)

Calculates window scissor coordinates from local coordinates using the batch's current transformation matrix.

See Also
ScissorStack#calculateScissors(Camera, float, float, float, float, Matrix4, Rectangle, Rectangle)
cancelTouchFocusback to summary
public void cancelTouchFocus(Actor listenerActor)

Cancels touch focus for all listeners with the specified listener actor.

See Also
cancelTouchFocus()
cancelTouchFocusback to summary
public void cancelTouchFocus()

Removes all touch focus listeners, sending a touchUp event to each listener. Listeners typically expect to receive a touchUp event when they have touch focus. The location of the touchUp is Integer#MIN_VALUE. Listeners can use InputEvent#isTouchFocusCancel() to ignore this event if needed.

cancelTouchFocusExceptback to summary
public void cancelTouchFocusExcept(EventListener exceptListener, Actor exceptActor)

Cancels touch focus for all listeners except the specified listener.

See Also
cancelTouchFocus()
clearback to summary
public void clear()

Removes the root's children, actions, and listeners.

disableDebugback to summary
private void disableDebug(Actor actor, Actor except)

Disables debug on all actors recursively except the specified actor and any children.

disposeback to summary
public void dispose()

Implements com.badlogic.gdx.utils.Disposable.dispose.

Doc from com.badlogic.gdx.utils.Disposable.dispose.

Releases all resources of this object.

drawback to summary
public void draw()
drawDebugback to summary
private void drawDebug()
fireEnterAndExitback to summary
private Actor fireEnterAndExit(Actor overLast, int screenX, int screenY, int pointer)
Annotations
@Null
fireExitback to summary
private void fireExit(Actor actor, int screenX, int screenY, int pointer)
getActionsRequestRenderingback to summary
public boolean getActionsRequestRendering()
getActorsback to summary
public Array<Actor> getActors()

Returns the root's child actors.

See Also
Group#getChildren()
getBatchback to summary
public Batch getBatch()
getCameraback to summary
public Camera getCamera()

The viewport's camera.

getDebugColorback to summary
public Color getDebugColor()

The default color that can be used by actors to draw debug lines.

getHeightback to summary
public float getHeight()

The viewport's world height.

getKeyboardFocusback to summary
public Actor getKeyboardFocus()

Gets the actor that will receive key events.

Returns:Actor

May be null.

Annotations
@Null
getRootback to summary
public Group getRoot()

Returns the root group which holds all actors in the stage.

getScrollFocusback to summary
public Actor getScrollFocus()

Gets the actor that will receive scroll events.

Returns:Actor

May be null.

Annotations
@Null
getViewportback to summary
public Viewport getViewport()
getWidthback to summary
public float getWidth()

The viewport's world width.

hitback to summary
public Actor hit(float stageX, float stageY, boolean touchable)

Returns the Actor 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 screenToStageCoordinates(Vector2).

Parameters
touchable:boolean

If true, the hit detection will respect the touchability.

Returns:Actor

May be null if no actor was hit.

Annotations
@Null
isDebugAllback to summary
public boolean isDebugAll()
isInsideViewportback to summary
protected boolean isInsideViewport(int screenX, int screenY)

Check if screen coordinates are inside the viewport's screen area.

keyDownback to summary
public boolean keyDown(int keyCode)

Overrides com.badlogic.gdx.InputAdapter.keyDown.

Implements com.badlogic.gdx.InputProcessor.keyDown.

Applies a key down event to the actor that has keyboard focus, if any, and returns true if the event was handled.

keyTypedback to summary
public boolean keyTyped(char character)

Overrides com.badlogic.gdx.InputAdapter.keyTyped.

Implements com.badlogic.gdx.InputProcessor.keyTyped.

Applies a key typed event to the actor that has keyboard focus, if any, and returns true if the event was handled.

keyUpback to summary
public boolean keyUp(int keyCode)

Overrides com.badlogic.gdx.InputAdapter.keyUp.

Implements com.badlogic.gdx.InputProcessor.keyUp.

Applies a key up event to the actor that has keyboard focus, if any, and returns true if the event was handled.

mouseMovedback to summary
public boolean mouseMoved(int screenX, int screenY)

Overrides com.badlogic.gdx.InputAdapter.mouseMoved.

Implements com.badlogic.gdx.InputProcessor.mouseMoved.

Applies a mouse moved event to the stage and returns true if an actor in the scene handled the event. This event only occurs on the desktop.

removeCaptureListenerback to summary
public boolean removeCaptureListener(EventListener listener)

Removes a listener from the root.

See Also
Actor#removeCaptureListener(EventListener)
removeListenerback to summary
public boolean removeListener(EventListener listener)

Removes a listener from the root.

See Also
Actor#removeListener(EventListener)
removeTouchFocusback to summary
public void removeTouchFocus(EventListener listener, Actor listenerActor, Actor target, int pointer, int button)

Removes touch focus for the specified listener, pointer, and button. Note the listener will not receive a touchUp event when this method is used.

screenToStageCoordinatesback to summary
public Vector2 screenToStageCoordinates(Vector2 screenCoords)

Transforms the screen coordinates to stage coordinates.

Parameters
screenCoords:Vector2

Input screen coordinates and output for resulting stage coordinates.

scrolledback to summary
public boolean scrolled(float amountX, float amountY)

Overrides com.badlogic.gdx.InputAdapter.scrolled.

Implements com.badlogic.gdx.InputProcessor.scrolled.

Applies a mouse scroll event to the stage and returns true if an actor in the scene handled the event. This event only occurs on the desktop.

setActionsRequestRenderingback to summary
public void setActionsRequestRendering(boolean actionsRequestRendering)

If true, any actions executed during a call to act()) will result in a call to Graphics#requestRendering(). Widgets that animate or otherwise require additional rendering may check this setting before calling Graphics#requestRendering(). Default is true.

setDebugAllback to summary
public void setDebugAll(boolean debugAll)

If true, debug lines are shown for all actors.

setDebugInvisibleback to summary
public void setDebugInvisible(boolean debugInvisible)

If true, debug lines are shown for actors even when Actor#isVisible() is false.

setDebugParentUnderMouseback to summary
public void setDebugParentUnderMouse(boolean debugParentUnderMouse)

If true, debug is enabled only for the parent of the actor under the mouse. Can be combined with setDebugAll(boolean).

setDebugTableUnderMouseback to summary
public void setDebugTableUnderMouse(Table.Debug debugTableUnderMouse)

If not Debug#none, debug is enabled only for the first ascendant of the actor under the mouse that is a table. Can be combined with setDebugAll(boolean).

Parameters
debugTableUnderMouse:Table.Debug

May be null for Debug#none.

setDebugTableUnderMouseback to summary
public void setDebugTableUnderMouse(boolean debugTableUnderMouse)

If true, debug is enabled only for the first ascendant of the actor under the mouse that is a table. Can be combined with setDebugAll(boolean).

setDebugUnderMouseback to summary
public void setDebugUnderMouse(boolean debugUnderMouse)

If true, debug is enabled only for the actor under the mouse. Can be combined with setDebugAll(boolean).

setKeyboardFocusback to summary
public boolean setKeyboardFocus(Actor actor)

Sets the actor that will receive key events.

Parameters
actor:Actor

May be null.

Returns:boolean

true if the unfocus and focus events were not cancelled by a FocusListener.

setRootback to summary
public void setRoot(Group root)

Replaces the root group. This can be useful, for example, to subclass the root group to be notified by Group#childrenChanged().

setScrollFocusback to summary
public boolean setScrollFocus(Actor actor)

Sets the actor that will receive scroll events.

Parameters
actor:Actor

May be null.

Returns:boolean

true if the unfocus and focus events were not cancelled by a FocusListener.

setViewportback to summary
public void setViewport(Viewport viewport)
stageToScreenCoordinatesback to summary
public Vector2 stageToScreenCoordinates(Vector2 stageCoords)

Transforms the stage coordinates to screen coordinates.

Parameters
stageCoords:Vector2

Input stage coordinates and output for resulting screen coordinates.

toScreenCoordinatesback to summary
public Vector2 toScreenCoordinates(Vector2 coords, Matrix4 transformMatrix)

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 Batch#getTransformMatrix() during Actor#draw(Batch, float).

See Also
Actor#localToStageCoordinates(Vector2)
touchCancelledback to summary
public boolean touchCancelled(int screenX, int screenY, int pointer, int button)

Overrides com.badlogic.gdx.InputAdapter.touchCancelled.

Implements com.badlogic.gdx.InputProcessor.touchCancelled.

Doc from com.badlogic.gdx.InputProcessor.touchCancelled.

Called when the touch gesture is cancelled. Reason may be from OS interruption to touch becoming a large surface such as the user cheek). Relevant on Android and iOS only. The button parameter will be Buttons#LEFT on iOS.

touchDownback to summary
public boolean touchDown(int screenX, int screenY, int pointer, int button)

Overrides com.badlogic.gdx.InputAdapter.touchDown.

Implements com.badlogic.gdx.InputProcessor.touchDown.

Applies a touch down event to the stage and returns true if an actor in the scene handled the event.

touchDraggedback to summary
public boolean touchDragged(int screenX, int screenY, int pointer)

Overrides com.badlogic.gdx.InputAdapter.touchDragged.

Implements com.badlogic.gdx.InputProcessor.touchDragged.

Applies a touch moved event to the stage and returns true if an actor in the scene handled the event. Only listeners that returned true for touchDown will receive this event.

touchUpback to summary
public boolean touchUp(int screenX, int screenY, int pointer, int button)

Overrides com.badlogic.gdx.InputAdapter.touchUp.

Implements com.badlogic.gdx.InputProcessor.touchUp.

Applies a touch up event to the stage and returns true if an actor in the scene handled the event. Only listeners that returned true for touchDown will receive this event.

unfocusback to summary
public void unfocus(Actor actor)

Removes the touch, keyboard, and scroll focus for the specified actor and any descendants.

unfocusAllback to summary
public void unfocusAll()

Removes the touch, keyboard, and scroll focused actors.

com.badlogic.gdx.scenes.scene2d back to summary

public final Class Stage.TouchFocus

extends Object
implements Poolable
Class Inheritance
All Implemented Interfaces
com.badlogic.gdx.utils.Pool.Poolable

Internal class for managing touch focus. Public only for GWT.
Author
Nathan Sweet

Field Summary

Modifier and TypeField and Description
pack-priv int
pack-priv EventListener
pack-priv Actor
pack-priv int
pack-priv Actor

Constructor Summary

AccessConstructor and Description
public

Method Summary

Modifier and TypeMethod and Description
public void
reset()

Implements com.badlogic.gdx.utils.Pool.Poolable.reset.

Resets the object for reuse.

Inherited from java.lang.Object:
cloneequalsfinalizegetClasshashCodenotifynotifyAlltoStringwaitwaitwait

Field Detail

buttonback to summary
pack-priv int button
listenerback to summary
pack-priv EventListener listener
listenerActorback to summary
pack-priv Actor listenerActor
pointerback to summary
pack-priv int pointer
targetback to summary
pack-priv Actor target

Constructor Detail

TouchFocusback to summary
public TouchFocus()

Method Detail

resetback to summary
public void reset()

Implements com.badlogic.gdx.utils.Pool.Poolable.reset.

Doc from com.badlogic.gdx.utils.Pool.Poolable.reset.

Resets the object for reuse. Object references should be nulled and fields may be set to default values.