KWindow

class KWindow(title: String, skin: Skin, style: String) : Window, KTable

Extends Window API with type-safe widget builders.

Constructors

Link copied to clipboard
constructor(title: String, skin: Skin, style: String)

Properties

Link copied to clipboard
val actions: Array<Action>
Link copied to clipboard
val align: Int
Link copied to clipboard
@Null
@get:Null
var background: Drawable
Link copied to clipboard
val captureListeners: DelayedRemovalArray<EventListener>
Link copied to clipboard
val cells: Array<Cell<Actor>>
Link copied to clipboard
val children: SnapshotArray<Actor>
Link copied to clipboard
Link copied to clipboard
var color: Color
Link copied to clipboard
Link copied to clipboard
@Null
@get:Null
var cullingArea: Rectangle
Link copied to clipboard
Link copied to clipboard
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.

Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
val listeners: DelayedRemovalArray<EventListener>
Link copied to clipboard
@Null
@get:Null
var name: String
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
@Null
@get:Null
var parent: Group
Link copied to clipboard
Link copied to clipboard
val rows: Int
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
@Null
@get:Null
var skin: Skin
Link copied to clipboard
@Null
@get:Null
var stage: Stage
Link copied to clipboard
var style: Window.WindowStyle
Link copied to clipboard
val titleLabel: Label
Link copied to clipboard
val titleTable: Table
Link copied to clipboard
var touchable: Touchable
Link copied to clipboard
Link copied to clipboard
@Null
@get:Null
var userObject: Any
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
var x: Float
Link copied to clipboard
var y: Float

Functions

Link copied to clipboard
open override fun act(p0: Float)
Link copied to clipboard
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.

Link copied to clipboard
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>
Link copied to clipboard
open fun addAction(p0: Action)
Link copied to clipboard
open fun addActor(p0: Actor)
Link copied to clipboard
open fun addActorAfter(p0: Actor, p1: Actor)
Link copied to clipboard
open fun addActorAt(p0: Int, p1: Actor)
Link copied to clipboard
open fun addActorBefore(p0: Actor, p1: Actor)
Link copied to clipboard
open fun addCaptureListener(p0: EventListener): Boolean
Link copied to clipboard
open fun addListener(p0: EventListener): Boolean
Link copied to clipboard
open fun align(p0: Int): Table
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun background(@Null p0: Drawable): Table
open fun background(p0: String): Table
Link copied to clipboard
open fun bottom(): Table
Link copied to clipboard
inline fun <S> KWidget<S>.button(style: String = defaultStyle, skin: Skin = Scene2DSkin.defaultSkin, init: KButton.(S) -> Unit = {}): KButton
Link copied to clipboard
inline fun <S> KWidget<S>.buttonGroup(minCheckedCount: Int, maxCheckedCount: Int, skin: Skin = Scene2DSkin.defaultSkin, init: KButtonTable.(S) -> Unit = {}): KButtonTable
Link copied to clipboard
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.

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

Link copied to clipboard
open override fun debug(): Table
open fun debug(p0: Table.Debug): Table
Link copied to clipboard
open fun debugActor(): Table
Link copied to clipboard
open override fun debugAll(): Table
Link copied to clipboard
open fun debugCell(): Table
Link copied to clipboard
open fun debugTable(): Table
Link copied to clipboard
open fun defaults(): Cell<Actor>
Link copied to clipboard
open override fun draw(p0: Batch, p1: Float)
Link copied to clipboard
open override fun drawDebug(p0: ShapeRenderer)
Link copied to clipboard
@Null
open fun <T : Actor> findActor(p0: String): T
Link copied to clipboard
open fun fire(p0: Event): Boolean
Link copied to clipboard
@Null
open fun <T : Actor> firstAscendant(p0: Class<T>): T
Link copied to clipboard
@Null
open fun <T : Actor> getCell(p0: T): Cell<T>
Link copied to clipboard
open fun getChild(p0: Int): Actor
Link copied to clipboard
open fun getColumnMinWidth(p0: Int): Float
Link copied to clipboard
Link copied to clipboard
open fun getColumnWidth(p0: Int): Float
Link copied to clipboard
open fun getDebug(): Boolean
Link copied to clipboard
open override fun getMaxHeight(): Float
Link copied to clipboard
open override fun getMaxWidth(): Float
Link copied to clipboard
open override fun getMinHeight(): Float
Link copied to clipboard
open override fun getMinWidth(): Float
Link copied to clipboard
open fun getPadBottom(): Float
Link copied to clipboard
open fun getPadBottomValue(): Value
Link copied to clipboard
open fun getPadLeft(): Float
Link copied to clipboard
open fun getPadLeftValue(): Value
Link copied to clipboard
open fun getPadRight(): Float
Link copied to clipboard
open fun getPadRightValue(): Value
Link copied to clipboard
open fun getPadTop(): Float
Link copied to clipboard
open fun getPadTopValue(): Value
Link copied to clipboard
open fun getPadX(): Float
Link copied to clipboard
open fun getPadY(): Float
Link copied to clipboard
open override fun getPrefHeight(): Float
Link copied to clipboard
open override fun getPrefWidth(): Float
Link copied to clipboard
open fun getRight(): Float
Link copied to clipboard
open fun getRow(p0: Float): Int
Link copied to clipboard
open fun getRowHeight(p0: Int): Float
Link copied to clipboard
open fun getRowMinHeight(p0: Int): Float
Link copied to clipboard
open fun getRowPrefHeight(p0: Int): Float
Link copied to clipboard
open fun getTableDebug(): Table.Debug
Link copied to clipboard
open fun getTop(): Float
Link copied to clipboard
open fun getX(p0: Int): Float
Link copied to clipboard
open fun getY(p0: Int): Float
Link copied to clipboard
open fun getZIndex(): Int
Link copied to clipboard
open fun hasActions(): Boolean
Link copied to clipboard
open fun hasChildren(): Boolean
Link copied to clipboard
Link copied to clipboard
open fun hasParent(): Boolean
Link copied to clipboard
Link copied to clipboard
@Null
open override fun hit(p0: Float, p1: Float, p2: Boolean): Actor
Link copied to clipboard
Link copied to clipboard
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
Link copied to clipboard
inline fun <S> KWidget<S>.imageButton(style: String = defaultStyle, skin: Skin = Scene2DSkin.defaultSkin, init: KImageButton.(S) -> Unit = {}): KImageButton
Link copied to clipboard
inline fun <S> KWidget<S>.imageTextButton(text: String, style: String = defaultStyle, skin: Skin = Scene2DSkin.defaultSkin, init: KImageTextButton.(S) -> Unit = {}): KImageTextButton
Link copied to clipboard
open override fun invalidate()
Link copied to clipboard
open override fun invalidateHierarchy()
Link copied to clipboard
open fun isAscendantOf(p0: Actor): Boolean
Link copied to clipboard
open fun isDescendantOf(p0: Actor): Boolean
Link copied to clipboard
open fun isDragging(): Boolean
Link copied to clipboard
open fun isTouchable(): Boolean
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun keepWithinStage()
Link copied to clipboard
inline fun <S> KWidget<S>.label(text: CharSequence, style: String = defaultStyle, skin: Skin = Scene2DSkin.defaultSkin, init: Label.(S) -> Unit = {}): Label
Link copied to clipboard
open override fun layout()
Link copied to clipboard
open fun left(): Table
Link copied to clipboard
inline fun <I> KWidget<*>.listWidget(style: String = defaultStyle, skin: Skin = Scene2DSkin.defaultSkin, init: KListWidget<I>.() -> Unit = {}): KListWidget<I>
Link copied to clipboard
fun <I> KWidget<*>.listWidgetOf(items: Array<I>? = null, style: String = defaultStyle, skin: Skin = Scene2DSkin.defaultSkin): KListWidget<I>
Link copied to clipboard
open fun localToActorCoordinates(p0: Actor, p1: Vector2): Vector2
Link copied to clipboard
open fun localToAscendantCoordinates(@Null p0: Actor, p1: Vector2): Vector2
Link copied to clipboard
open fun localToDescendantCoordinates(p0: Actor, p1: Vector2): Vector2
Link copied to clipboard
open fun localToParentCoordinates(p0: Vector2): Vector2
Link copied to clipboard
open fun localToScreenCoordinates(p0: Vector2): Vector2
Link copied to clipboard
open fun localToStageCoordinates(p0: Vector2): Vector2
Link copied to clipboard
open fun moveBy(p0: Float, p1: Float)
Link copied to clipboard
open fun needsLayout(): Boolean
Link copied to clipboard
open fun notify(p0: Event, p1: Boolean): Boolean
Link copied to clipboard
open override fun pack()
Link copied to clipboard
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
Link copied to clipboard
open fun padBottom(p0: Value): Table
open fun padBottom(p0: Float): Table
Link copied to clipboard
open fun padLeft(p0: Value): Table
open fun padLeft(p0: Float): Table
Link copied to clipboard
open fun padRight(p0: Value): Table
open fun padRight(p0: Float): Table
Link copied to clipboard
open fun padTop(p0: Value): Table
open fun padTop(p0: Float): Table
Link copied to clipboard
open fun parentToLocalCoordinates(p0: Vector2): Vector2
Link copied to clipboard
inline fun <S> KWidget<S>.particleEffect(particleEffect: ParticleEffect, resetOnStart: Boolean = true, init: ParticleEffectActor.(S) -> Unit = {}): ParticleEffectActor
Link copied to clipboard
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
Link copied to clipboard
open fun remove(): Boolean
Link copied to clipboard
open fun removeAction(@Null p0: Action)
Link copied to clipboard
open override fun removeActor(p0: Actor): Boolean
open override fun removeActor(p0: Actor, p1: Boolean): Boolean
Link copied to clipboard
open override fun removeActorAt(p0: Int, p1: Boolean): Actor
Link copied to clipboard
open fun removeCaptureListener(p0: EventListener): Boolean
Link copied to clipboard
open fun removeListener(p0: EventListener): Boolean
Link copied to clipboard
open fun reset()
Link copied to clipboard
open fun right(): Table
Link copied to clipboard
open fun rotateBy(p0: Float)
Link copied to clipboard
open fun row(): Cell<Actor>
Link copied to clipboard
open fun scaleBy(p0: Float)
open fun scaleBy(p0: Float, p1: Float)
Link copied to clipboard
open fun screenToLocalCoordinates(p0: Vector2): Vector2
Link copied to clipboard
inline fun <S> KWidget<S>.scrollPane(style: String = defaultStyle, skin: Skin = Scene2DSkin.defaultSkin, init: KScrollPane.(S) -> Unit = {}): KScrollPane
Link copied to clipboard
inline fun <I> KWidget<*>.selectBox(style: String = defaultStyle, skin: Skin = Scene2DSkin.defaultSkin, init: KSelectBox<I>.() -> Unit = {}): KSelectBox<I>
Link copied to clipboard
fun <I> KWidget<*>.selectBoxOf(items: Array<I>? = null, style: String = defaultStyle, skin: Skin = Scene2DSkin.defaultSkin): KSelectBox<I>
Link copied to clipboard
open fun setBackground(p0: String)
Link copied to clipboard
open fun setBounds(p0: Float, p1: Float, p2: Float, p3: Float)
Link copied to clipboard
open fun setColor(p0: Float, p1: Float, p2: Float, p3: Float)
Link copied to clipboard
open fun setDebug(p0: Boolean, p1: Boolean)
open override fun setDebug(p0: Boolean)
Link copied to clipboard
open override fun setFillParent(p0: Boolean)
Link copied to clipboard
Link copied to clipboard
open override fun setLayoutEnabled(p0: Boolean)
Link copied to clipboard
open fun setOrigin(p0: Int)
open fun setOrigin(p0: Float, p1: Float)
Link copied to clipboard
open fun setPosition(p0: Float, p1: Float)
open fun setPosition(p0: Float, p1: Float, p2: Int)
Link copied to clipboard
open fun setResizeBorder(p0: Int)
Link copied to clipboard
open fun setRound(p0: Boolean)
Link copied to clipboard
open fun setScale(p0: Float)
open fun setScale(p0: Float, p1: Float)
Link copied to clipboard
open fun setSize(p0: Float, p1: Float)
Link copied to clipboard
open fun setX(p0: Float, p1: Int)
Link copied to clipboard
open fun setY(p0: Float, p1: Int)
Link copied to clipboard
open fun setZIndex(p0: Int): Boolean
Link copied to clipboard
open fun sizeBy(p0: Float)
open fun sizeBy(p0: Float, p1: Float)
Link copied to clipboard
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
Link copied to clipboard
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
Link copied to clipboard
open fun stack(@Null vararg p0: Actor): Cell<Stack>
Link copied to clipboard
inline fun <S> KWidget<S>.stack(init: KStack.(S) -> Unit = {}): KStack
Link copied to clipboard
open fun stageToLocalCoordinates(p0: Vector2): Vector2
Link copied to clipboard
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.

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

Link copied to clipboard
open fun toBack()
Link copied to clipboard
open fun toFront()
Link copied to clipboard
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.

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