KCheckBox

class KCheckBox(text: String, skin: Skin, style: String) : CheckBox, KTable

Extends CheckBox API with type-safe widget builders.

Constructors

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constructor(text: String, skin: Skin, style: String)

Properties

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val actions: Array<Action>
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val align: Int
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@Null
@get:Null
var background: Drawable
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@get:Null
val buttonGroup: ButtonGroup<Button>
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val captureListeners: DelayedRemovalArray<EventListener>
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val cells: Array<Cell<Actor>>
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val children: SnapshotArray<Actor>
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val clickListener: ClickListener
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var color: Color
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@Null
@get:Null
var cullingArea: Rectangle
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val image: Image
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val imageCell: Cell<Actor>
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open val <T : Actor> T.inCell: Cell<T>

Allows to access Cell in this actor is stored in the Table. Relies on the Actor.userObject mechanism.

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var label: Label
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val listeners: DelayedRemovalArray<EventListener>
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@Null
@get:Null
var name: String
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@Null
@get:Null
var parent: Group
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val rows: Int
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@Null
@get:Null
var skin: Skin
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@Null
@get:Null
var stage: Stage
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val style: CheckBox.CheckBoxStyle
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var touchable: Touchable
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@Null
@get:Null
var userObject: Any
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var x: Float
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var y: Float

Functions

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open override fun act(p0: Float)
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inline fun <S, A : Actor> KWidget<S>.actor(actor: A, init: A.(S) -> Unit = {}): A

Utility function for adding existing actors to the group with a type-safe builder init block. Mostly for internal use.

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open fun add(): Cell<Actor>
open fun <T : Actor> add(@Null p0: T): Cell<T>
open fun add(vararg p0: Actor): Table
open fun add(@Null p0: CharSequence): Cell<Label>
open fun add(@Null p0: CharSequence, p1: String): Cell<Label>
open fun add(@Null p0: CharSequence, p1: String, @Null p2: Color): Cell<Label>
open fun add(@Null p0: CharSequence, p1: String, p2: String): Cell<Label>
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open fun addAction(p0: Action)
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open fun addActor(p0: Actor)
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open fun addActorAfter(p0: Actor, p1: Actor)
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open fun addActorAt(p0: Int, p1: Actor)
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open fun addActorBefore(p0: Actor, p1: Actor)
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open fun addCaptureListener(p0: EventListener): Boolean
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open fun addListener(p0: EventListener): Boolean
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open fun align(p0: Int): Table
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open fun background(@Null p0: Drawable): Table
open fun background(p0: String): Table
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open fun bottom(): Table
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inline fun <S> KWidget<S>.button(style: String = defaultStyle, skin: Skin = Scene2DSkin.defaultSkin, init: KButton.(S) -> Unit = {}): KButton
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inline fun <S> KWidget<S>.buttonGroup(minCheckedCount: Int, maxCheckedCount: Int, skin: Skin = Scene2DSkin.defaultSkin, init: KButtonTable.(S) -> Unit = {}): KButtonTable
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open fun <T : Actor> T.cell(grow: Boolean = false, growX: Boolean = false, growY: Boolean = false, expand: Boolean? = null, expandX: Boolean? = null, expandY: Boolean? = null, fill: Boolean? = null, fillX: Boolean? = null, fillY: Boolean? = null, uniform: Boolean? = null, uniformX: Boolean? = null, uniformY: Boolean? = null, align: Int? = null, colspan: Int? = null, width: Float? = null, minWidth: Float? = null, preferredWidth: Float? = null, maxWidth: Float? = null, height: Float? = null, minHeight: Float? = null, preferredHeight: Float? = null, maxHeight: Float? = null, pad: Float? = null, padTop: Float? = null, padLeft: Float? = null, padRight: Float? = null, padBottom: Float? = null, space: Float? = null, spaceTop: Float? = null, spaceLeft: Float? = null, spaceRight: Float? = null, spaceBottom: Float? = null, row: Boolean = false): T

Allows to customize properties of the Cell storing this actor.

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open fun center(): Table
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inline fun <S> KWidget<S>.checkBox(text: String, style: String = defaultStyle, skin: Skin = Scene2DSkin.defaultSkin, init: KCheckBox.(S) -> Unit = {}): KCheckBox
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open override fun clear()
open fun clear(p0: Boolean)
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open fun clearActions()
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open fun clearChildren()
open override fun clearChildren(p0: Boolean)
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open fun clearListeners()
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open fun clip(): Table
open fun clip(p0: Boolean): Table
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open fun clipBegin(): Boolean
open fun clipBegin(p0: Float, p1: Float, p2: Float, p3: Float): Boolean
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open fun clipEnd()
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open fun columnDefaults(p0: Int): Cell<Actor>
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inline fun <S> KWidget<S>.container(init: KContainer<Actor>.(S) -> Unit = {}): KContainer<Actor>

inline fun <S, A : Actor> KWidget<S>.container(actor: A, init: KContainer<A>.(S) -> Unit = {}): KContainer<A>

Use this container method variant for customly built actors that you want to keep in a Container.

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open override fun debug(): Table
open fun debug(p0: Table.Debug): Table
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open fun debugActor(): Table
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open override fun debugAll(): Table
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open fun debugCell(): Table
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open fun debugTable(): Table
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open fun defaults(): Cell<Actor>
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open override fun draw(p0: Batch, p1: Float)
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open override fun drawDebug(p0: ShapeRenderer)
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@Null
open fun <T : Actor> findActor(p0: String): T
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open fun fire(p0: Event): Boolean
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@Null
open fun <T : Actor> firstAscendant(p0: Class<T>): T
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@Null
open fun <T : Actor> getCell(p0: T): Cell<T>
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open fun getChild(p0: Int): Actor
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open fun getColumnMinWidth(p0: Int): Float
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open fun getColumnWidth(p0: Int): Float
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open fun getDebug(): Boolean
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open fun getLabelCell(): Cell<Label>
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open override fun getMaxHeight(): Float
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open override fun getMaxWidth(): Float
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open override fun getMinHeight(): Float
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open override fun getMinWidth(): Float
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open fun getPadBottom(): Float
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open fun getPadBottomValue(): Value
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open fun getPadLeft(): Float
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open fun getPadLeftValue(): Value
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open fun getPadRight(): Float
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open fun getPadRightValue(): Value
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open fun getPadTop(): Float
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open fun getPadTopValue(): Value
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open fun getPadX(): Float
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open fun getPadY(): Float
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open override fun getPrefHeight(): Float
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open override fun getPrefWidth(): Float
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open fun getRight(): Float
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open fun getRow(p0: Float): Int
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open fun getRowHeight(p0: Int): Float
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open fun getRowMinHeight(p0: Int): Float
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open fun getRowPrefHeight(p0: Int): Float
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open fun getTableDebug(): Table.Debug
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open fun getText(): CharSequence
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open fun getTop(): Float
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open fun getX(p0: Int): Float
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open fun getY(p0: Int): Float
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open fun getZIndex(): Int
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open fun hasActions(): Boolean
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open fun hasChildren(): Boolean
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open fun hasParent(): Boolean
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@Null
open override fun hit(p0: Float, p1: Float, p2: Boolean): Actor
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inline fun <S> KWidget<S>.image(texture: Texture, init: Image.(S) -> Unit = {}): Image
inline fun <S> KWidget<S>.image(ninePatch: NinePatch, init: Image.(S) -> Unit = {}): Image
inline fun <S> KWidget<S>.image(textureRegion: TextureRegion, init: Image.(S) -> Unit = {}): Image
inline fun <S> KWidget<S>.image(drawable: Drawable? = null, init: Image.(S) -> Unit = {}): Image
inline fun <S> KWidget<S>.image(drawableName: String, skin: Skin = Scene2DSkin.defaultSkin, init: Image.(S) -> Unit = {}): Image
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inline fun <S> KWidget<S>.imageButton(style: String = defaultStyle, skin: Skin = Scene2DSkin.defaultSkin, init: KImageButton.(S) -> Unit = {}): KImageButton
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inline fun <S> KWidget<S>.imageTextButton(text: String, style: String = defaultStyle, skin: Skin = Scene2DSkin.defaultSkin, init: KImageTextButton.(S) -> Unit = {}): KImageTextButton
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open override fun invalidate()
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open override fun invalidateHierarchy()
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open fun isAscendantOf(p0: Actor): Boolean
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open fun isDescendantOf(p0: Actor): Boolean
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open fun isOver(): Boolean
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open fun isPressed(): Boolean
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open fun isTouchable(): Boolean
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inline fun <S> KWidget<S>.label(text: CharSequence, style: String = defaultStyle, skin: Skin = Scene2DSkin.defaultSkin, init: Label.(S) -> Unit = {}): Label
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open override fun layout()
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open fun left(): Table
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inline fun <I> KWidget<*>.listWidget(style: String = defaultStyle, skin: Skin = Scene2DSkin.defaultSkin, init: KListWidget<I>.() -> Unit = {}): KListWidget<I>
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fun <I> KWidget<*>.listWidgetOf(items: Array<I>? = null, style: String = defaultStyle, skin: Skin = Scene2DSkin.defaultSkin): KListWidget<I>
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open fun localToActorCoordinates(p0: Actor, p1: Vector2): Vector2
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open fun localToAscendantCoordinates(@Null p0: Actor, p1: Vector2): Vector2
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open fun localToDescendantCoordinates(p0: Actor, p1: Vector2): Vector2
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open fun localToParentCoordinates(p0: Vector2): Vector2
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open fun localToScreenCoordinates(p0: Vector2): Vector2
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open fun localToStageCoordinates(p0: Vector2): Vector2
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open fun moveBy(p0: Float, p1: Float)
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open fun needsLayout(): Boolean
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open fun notify(p0: Event, p1: Boolean): Boolean
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open override fun pack()
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open fun pad(p0: Value): Table
open fun pad(p0: Float): Table
open fun pad(p0: Value, p1: Value, p2: Value, p3: Value): Table
open fun pad(p0: Float, p1: Float, p2: Float, p3: Float): Table
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open fun padBottom(p0: Value): Table
open fun padBottom(p0: Float): Table
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open fun padLeft(p0: Value): Table
open fun padLeft(p0: Float): Table
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open fun padRight(p0: Value): Table
open fun padRight(p0: Float): Table
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open fun padTop(p0: Value): Table
open fun padTop(p0: Float): Table
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open fun parentToLocalCoordinates(p0: Vector2): Vector2
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inline fun <S> KWidget<S>.particleEffect(particleEffect: ParticleEffect, resetOnStart: Boolean = true, init: ParticleEffectActor.(S) -> Unit = {}): ParticleEffectActor
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inline fun <S> KWidget<S>.progressBar(min: Float = 0.0f, max: Float = 1.0f, step: Float = 0.01f, vertical: Boolean = false, style: String = if (vertical) defaultVerticalStyle else defaultHorizontalStyle, skin: Skin = Scene2DSkin.defaultSkin, init: ProgressBar.(S) -> Unit = {}): ProgressBar
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open fun remove(): Boolean
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open fun removeAction(@Null p0: Action)
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open override fun removeActor(p0: Actor): Boolean
open override fun removeActor(p0: Actor, p1: Boolean): Boolean
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open override fun removeActorAt(p0: Int, p1: Boolean): Actor
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open fun removeCaptureListener(p0: EventListener): Boolean
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open fun removeListener(p0: EventListener): Boolean
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open fun reset()
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open fun right(): Table
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open fun rotateBy(p0: Float)
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open fun row(): Cell<Actor>
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open fun scaleBy(p0: Float)
open fun scaleBy(p0: Float, p1: Float)
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open fun screenToLocalCoordinates(p0: Vector2): Vector2
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inline fun <S> KWidget<S>.scrollPane(style: String = defaultStyle, skin: Skin = Scene2DSkin.defaultSkin, init: KScrollPane.(S) -> Unit = {}): KScrollPane
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inline fun <I> KWidget<*>.selectBox(style: String = defaultStyle, skin: Skin = Scene2DSkin.defaultSkin, init: KSelectBox<I>.() -> Unit = {}): KSelectBox<I>
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fun <I> KWidget<*>.selectBoxOf(items: Array<I>? = null, style: String = defaultStyle, skin: Skin = Scene2DSkin.defaultSkin): KSelectBox<I>
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open fun setBackground(p0: String)
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open fun setBounds(p0: Float, p1: Float, p2: Float, p3: Float)
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open fun setColor(p0: Float, p1: Float, p2: Float, p3: Float)
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open fun setDebug(p0: Boolean, p1: Boolean)
open override fun setDebug(p0: Boolean)
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open override fun setFillParent(p0: Boolean)
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open override fun setLayoutEnabled(p0: Boolean)
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open fun setOrigin(p0: Int)
open fun setOrigin(p0: Float, p1: Float)
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open fun setPosition(p0: Float, p1: Float)
open fun setPosition(p0: Float, p1: Float, p2: Int)
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open fun setRound(p0: Boolean)
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open fun setScale(p0: Float)
open fun setScale(p0: Float, p1: Float)
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open fun setSize(p0: Float, p1: Float)
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open override fun setStyle(p0: Button.ButtonStyle)
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open fun setText(@Null p0: String)
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open fun setX(p0: Float, p1: Int)
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open fun setY(p0: Float, p1: Int)
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open fun setZIndex(p0: Int): Boolean
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open fun sizeBy(p0: Float)
open fun sizeBy(p0: Float, p1: Float)
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inline fun <S> KWidget<S>.slider(min: Float = 0.0f, max: Float = 1.0f, step: Float = 0.01f, vertical: Boolean = false, style: String = if (vertical) defaultVerticalStyle else defaultHorizontalStyle, skin: Skin = Scene2DSkin.defaultSkin, init: Slider.(S) -> Unit = {}): Slider
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inline fun <S> KWidget<S>.splitPane(vertical: Boolean = false, style: String = if (vertical) defaultVerticalStyle else defaultHorizontalStyle, skin: Skin = Scene2DSkin.defaultSkin, init: KSplitPane.(S) -> Unit = {}): KSplitPane
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open fun stack(@Null vararg p0: Actor): Cell<Stack>
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inline fun <S> KWidget<S>.stack(init: KStack.(S) -> Unit = {}): KStack
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open fun stageToLocalCoordinates(p0: Vector2): Vector2
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open override fun <T : Actor> storeActor(actor: T): Cell<T>

Internal utility method for adding actors to the group. Assumes the actor might be stored in a container.

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open fun swapActor(p0: Actor, p1: Actor): Boolean
open fun swapActor(p0: Int, p1: Int): Boolean
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inline fun <S> KWidget<S>.table(skin: Skin = Scene2DSkin.defaultSkin, init: KTableWidget.(S) -> Unit = {}): KTableWidget
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inline fun <S> KWidget<S>.textArea(text: String = "", style: String = defaultStyle, skin: Skin = Scene2DSkin.defaultSkin, init: TextArea.(S) -> Unit = {}): TextArea
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inline fun <S> KWidget<S>.textButton(text: String, style: String = defaultStyle, skin: Skin = Scene2DSkin.defaultSkin, init: KTextButton.(S) -> Unit = {}): KTextButton
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inline fun <S> KWidget<S>.textField(text: String = "", style: String = defaultStyle, skin: Skin = Scene2DSkin.defaultSkin, init: TextField.(S) -> Unit = {}): TextField
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inline fun Actor.textTooltip(text: String, style: String = defaultStyle, skin: Skin = Scene2DSkin.defaultSkin, tooltipManager: TooltipManager = TooltipManager.getInstance(), init: Label.(TextTooltip) -> Unit = {}): TextTooltip

Adds a new TextTooltip to this actor.

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open fun toBack()
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open fun toFront()
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open fun toggle()
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inline fun Actor.tooltip(background: String? = null, skin: Skin = Scene2DSkin.defaultSkin, tooltipManager: TooltipManager = TooltipManager.getInstance(), init: KTableWidget.(Tooltip<KTableWidget>) -> Unit = {}): Tooltip<KTableWidget>

Adds a new Tooltip to this actor, storing a flexible Table widget.

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open fun top(): Table
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open override fun toString(): String
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inline fun <S> KWidget<S>.touchpad(deadzone: Float, style: String = defaultStyle, skin: Skin = Scene2DSkin.defaultSkin, init: Touchpad.(S) -> Unit = {}): Touchpad
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inline fun <S> KWidget<S>.tree(style: String = defaultStyle, skin: Skin = Scene2DSkin.defaultSkin, init: KTreeWidget.(S) -> Unit = {}): KTreeWidget
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open override fun validate()
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inline fun <S> KWidget<S>.verticalGroup(init: KVerticalGroup.(S) -> Unit = {}): KVerticalGroup