RootWidget

interface RootWidget : KWidget<Actor>

A specialized interface for widgets that can create top-level root actors.

See also

Inheritors

Functions

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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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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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inline fun <S> KWidget<S>.checkBox(    text: String,     style: String = defaultStyle,     skin: Skin = Scene2DSkin.defaultSkin,     init: KCheckBox.(S) -> Unit = {}): KCheckBox
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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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inline fun RootWidget.dialog(title: String, style: String = defaultStyle, skin: Skin = Scene2DSkin.defaultSkin, init: KDialog.() -> Unit = {}): KDialog

Constructs a top-level Dialog widget.

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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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inline fun <S> KWidget<S>.label(    text: CharSequence,     style: String = defaultStyle,     skin: Skin = Scene2DSkin.defaultSkin,     init: Label.(S) -> Unit = {}): Label
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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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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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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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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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inline fun <S> KWidget<S>.stack(init: KStack.(S) -> Unit = {}): KStack
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abstract override fun <T : Actor> storeActor(actor: T): T

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

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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 <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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inline fun <S> KWidget<S>.verticalGroup(init: KVerticalGroup.(S) -> Unit = {}): KVerticalGroup
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inline fun RootWidget.window(title: String, style: String = defaultStyle, skin: Skin = Scene2DSkin.defaultSkin, init: KWindow.() -> Unit = {}): KWindow

Constructs a top-level Window widget.