KSplitPane

class KSplitPane(vertical: Boolean, skin: Skin, style: String) : SplitPane, KGroup

Extends SplitPane API with type-safe widget builders. Note that this widget may store only two children. It is advised to use the inlined extension factory methods added by KGroup rather than set its widgets directly with setFirstWidget or setSecondWidget.

Constructors

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constructor(vertical: Boolean, skin: Skin, style: String)

Properties

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open val actions: Array<Action?>?
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open val captureListeners: DelayedRemovalArray<EventListener?>?
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open val children: SnapshotArray<Actor?>?
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open var color: Color?
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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 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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@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 var scaleX: Float
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open var scaleY: Float
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open var splitAmount: Float
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@get:Null
open var stage: Stage?
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open var style: SplitPane.SplitPaneStyle?
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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 addAction(action: Action?)
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open override fun addActor(actor: Actor?)

Matches Group.addActor API.

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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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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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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 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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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(): Actor?
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open fun debugAll(): Group?
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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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open fun getChild(index: Int): Actor?
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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 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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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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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 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 rotateBy(amountInDegrees: Float)
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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 setFirstWidget(@Null widget: Actor?)
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open fun setLayoutEnabled(enabled: Boolean)
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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 setScale(scaleXY: Float)
open fun setScale(scaleX: Float, scaleY: Float)
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open fun setSecondWidget(@Null widget: Actor?)
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open fun setSize(width: Float, height: Float)
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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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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): 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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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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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