KDialog

class KDialog(title: String, skin: Skin, style: String) : Dialog, KTable

Extends Dialog API with type-safe widget builders.

Constructors

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

Properties

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open val actions: Array<Action?>?
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open val align: Int
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@get:Null
open var background: Drawable?
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open val buttonTable: Table?
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open val captureListeners: DelayedRemovalArray<EventListener?>?
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open val cells: Array<Cell<*>?>?
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open val children: SnapshotArray<Actor?>?
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open var clip: Boolean
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open var color: Color?
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open val columns: Int
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open val contentTable: Table?
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@get:Null
open var cullingArea: Rectangle?
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open var debug: Boolean
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open var height: Float
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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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open var isModal: Boolean
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open var isMovable: Boolean
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open var isVisible: Boolean
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open val listeners: DelayedRemovalArray<EventListener?>?
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open val maxHeight: Float
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open val maxWidth: Float
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open val minHeight: Float
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open val minWidth: Float
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@get:Null
open var name: String?
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open var originX: Float
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open var originY: Float
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open val padBottom: Float
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open val padBottomValue: Value?
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open val padLeft: Float
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open val padLeftValue: Value?
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open val padRight: Float
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open val padRightValue: Value?
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open val padTop: Float
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open val padTopValue: Value?
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open val padX: Float
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open val padY: Float
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@get:Null
open var parent: Group?
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open val prefHeight: Float
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open val prefWidth: Float
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open val right: Float
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open var rotation: Float
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open val rows: Int
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open var scaleX: Float
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open var scaleY: Float
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@get:Null
open var skin: Skin?
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@get:Null
open var stage: Stage?
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open var style: Window.WindowStyle?
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open val tableDebug: Table.Debug?
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open val titleLabel: Label?
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open val titleTable: Table?
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open val top: Float
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open var touchable: Touchable?
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@get:Null
open var userObject: Any?
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open var width: Float
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open var x: Float
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open var y: Float
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open var zIndex: Int

Functions

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open fun act(delta: 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<*>?
open fun add(@Null text: CharSequence?): Cell<Label?>?
open fun add(vararg actors: Actor?): Table?
open fun add(@Null text: CharSequence?, labelStyleName: String?): Cell<Label?>?
open fun add(@Null text: CharSequence?, fontName: String?, @Null color: Color?): Cell<Label?>?
open fun add(@Null text: CharSequence?, fontName: String?, colorName: String?): Cell<Label?>?

open fun <T : Actor> add(actor: T): Cell<T>

Matches Table.add API.

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open fun addAction(action: Action?)
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open fun addActor(actor: Actor?)
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open fun addActorAfter(actorAfter: Actor?, actor: Actor?)
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open fun addActorAt(index: Int, actor: Actor?)
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open fun addActorBefore(actorBefore: Actor?, actor: Actor?)
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open fun addCaptureListener(listener: EventListener?): Boolean
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open fun addListener(listener: EventListener?): Boolean
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open fun align(align: Int): Table?
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open fun background(@Null background: Drawable?): Table?
open fun background(drawableName: String?): Table?
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open fun bottom(): Table?
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open fun button(button: Button?): Dialog?
open fun button(@Null text: String?): Dialog?
open fun button(button: Button?, @Null object: Any?): Dialog?
open fun button(@Null text: String?, @Null object: Any?): Dialog?
open fun button(@Null text: String?, @Null object: Any?, buttonStyle: TextButton.TextButtonStyle?): Dialog?
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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 cancel()
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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 fun clear()
open fun clear(unfocus: Boolean)
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open fun clearActions()
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open fun clearChildren()
open fun clearChildren(unfocus: Boolean)
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open fun clearListeners()
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open fun clip(): Table?
open fun clip(enabled: Boolean): Table?
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open fun clipBegin(): Boolean
open fun clipBegin(x: Float, y: Float, width: Float, height: Float): Boolean
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open fun clipEnd()
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open fun columnDefaults(column: Int): Cell<*>?
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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 fun debug(): Table?
open fun debug(debug: Table.Debug?): Table?
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open fun debugActor(): Table?
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open 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<*>?
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open fun draw(batch: Batch?, parentAlpha: Float)
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open fun drawDebug(shapes: ShapeRenderer?)
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@Null
open fun <T : Actor?> findActor(name: String?): T?
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open fun fire(event: Event?): Boolean
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@Null
open fun <T : Actor?> firstAscendant(type: Class<T?>?): T?
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@Null
open fun <T : Actor?> getCell(actor: T?): Cell<T?>?
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open fun getChild(index: Int): Actor?
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open fun getColumnMinWidth(columnIndex: Int): Float
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open fun getColumnPrefWidth(columnIndex: Int): Float
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open fun getColumnWidth(columnIndex: Int): Float
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open fun getRow(y: Float): Int
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open fun getRowHeight(rowIndex: Int): Float
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open fun getRowMinHeight(rowIndex: Int): Float
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open fun getRowPrefHeight(rowIndex: Int): Float
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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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open fun hide()
open fun hide(@Null action: Action?)
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@Null
open fun hit(x: Float, y: Float, touchable: 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 fun invalidate()
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open fun isAscendantOf(actor: Actor?): Boolean
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open fun isDescendantOf(actor: Actor?): Boolean
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open fun keepWithinStage()
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open fun key(keycode: Int, @Null object: Any?): Dialog?
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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 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(actor: Actor?, localCoords: Vector2?): Vector2?
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open fun localToAscendantCoordinates(@Null ascendant: Actor?, localCoords: Vector2?): Vector2?
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open fun localToDescendantCoordinates(descendant: Actor?, localCoords: Vector2?): Vector2?
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open fun localToParentCoordinates(localCoords: Vector2?): Vector2?
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open fun localToScreenCoordinates(localCoords: Vector2?): Vector2?
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open fun localToStageCoordinates(localCoords: Vector2?): Vector2?
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open fun moveBy(x: Float, y: Float)
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open fun needsLayout(): Boolean
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open fun notify(event: Event?, capture: Boolean): Boolean
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open fun pack()
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open fun pad(pad: Value?): Table?
open fun pad(pad: Float): Table?
open fun pad(top: Value?, left: Value?, bottom: Value?, right: Value?): Table?
open fun pad(top: Float, left: Float, bottom: Float, right: Float): Table?
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open fun padBottom(padBottom: Value?): Table?
open fun padBottom(padBottom: Float): Table?
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open fun padLeft(padLeft: Value?): Table?
open fun padLeft(padLeft: Float): Table?
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open fun padRight(padRight: Value?): Table?
open fun padRight(padRight: Float): Table?
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open fun padTop(padTop: Value?): Table?
open fun padTop(padTop: Float): Table?
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open fun parentToLocalCoordinates(parentCoords: 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 action: Action?)
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open fun removeActor(actor: Actor?): Boolean
open fun removeActor(actor: Actor?, unfocus: Boolean): Boolean
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open fun removeActorAt(index: Int, unfocus: Boolean): Actor?
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open fun removeCaptureListener(listener: EventListener?): Boolean
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open fun removeListener(listener: EventListener?): Boolean
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open fun reset()
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open fun right(): Table?
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open fun rotateBy(amountInDegrees: Float)
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open fun row(): Cell<*>?
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open fun scaleBy(scale: Float)
open fun scaleBy(scaleX: Float, scaleY: Float)
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open fun screenToLocalCoordinates(screenCoords: 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 setBounds(x: Float, y: Float, width: Float, height: Float)
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open fun setDebug(enabled: Boolean, recursively: Boolean)
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open fun setFillParent(fillParent: Boolean)
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open fun setKeepWithinStage(keepWithinStage: Boolean)
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open fun setLayoutEnabled(enabled: Boolean)
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open fun setObject(actor: Actor?, @Null object: Any?)
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open fun setOrigin(alignment: Int)
open fun setOrigin(originX: Float, originY: Float)
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open fun setPosition(x: Float, y: Float)
open fun setPosition(x: Float, y: Float, alignment: Int)
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open fun setResizeBorder(resizeBorder: Int)
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open fun setRound(round: Boolean)
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open fun setScale(scaleXY: Float)
open fun setScale(scaleX: Float, scaleY: Float)
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open fun setSize(width: Float, height: Float)
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open fun show(stage: Stage?): Dialog?
open fun show(stage: Stage?, @Null action: Action?): Dialog?
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open fun sizeBy(size: Float)
open fun sizeBy(width: Float, height: 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 actors: 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(stageCoords: 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(first: Actor?, second: Actor?): Boolean
open fun swapActor(first: Int, second: 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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open fun text(label: Label?): Dialog?
open fun text(@Null text: String?): Dialog?
open fun text(@Null text: String?, labelStyle: Label.LabelStyle?): Dialog?
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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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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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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 fun validate()
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inline fun <S> KWidget<S>.verticalGroup(init: KVerticalGroup.(S) -> Unit = {}): KVerticalGroup