KTreeWidget

class KTreeWidget(skin: Skin, style: String) : Tree<KNode<*>, Any?> , KTree

Extends Tree API with type-safe widget builders.

Constructors

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

Properties

Link copied to clipboard
open val actions: Array<Action?>?
Link copied to clipboard
open val captureListeners: DelayedRemovalArray<EventListener?>?
Link copied to clipboard
open val children: SnapshotArray<Actor?>?
Link copied to clipboard
open override val clickListener: ClickListener?
Link copied to clipboard
open var color: Color?
Link copied to clipboard
@get:Null
open var cullingArea: Rectangle?
Link copied to clipboard
open var debug: Boolean
Link copied to clipboard
open var height: Float
Link copied to clipboard
open override var indentSpacing: Float
Link copied to clipboard
open val <T : Actor> T.inNode: KNode<T>

Allows to access Node in this actor is stored in the Tree. Relies on the Actor.userObject mechanism.

Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open var isVisible: Boolean
Link copied to clipboard
open val listeners: DelayedRemovalArray<EventListener?>?
Link copied to clipboard
open val maxHeight: Float
Link copied to clipboard
open val maxWidth: Float
Link copied to clipboard
open val minHeight: Float
Link copied to clipboard
open val minWidth: Float
Link copied to clipboard
@get:Null
open var name: String?
Link copied to clipboard
open override val nodes: Array<KNode<*>?>?
Link copied to clipboard
open var originX: Float
Link copied to clipboard
open var originY: Float
Link copied to clipboard
@get:Null
open override var overNode: KNode<*>?
Link copied to clipboard
@get:Null
open override val overValue: Any?
Link copied to clipboard
@get:Null
open var parent: Group?
Link copied to clipboard
open override val prefHeight: Float
Link copied to clipboard
open override val prefWidth: Float
Link copied to clipboard
open val right: Float
Link copied to clipboard
open override val rootNodes: Array<KNode<*>?>?
Link copied to clipboard
open var rotation: Float
Link copied to clipboard
open var scaleX: Float
Link copied to clipboard
open var scaleY: Float
Link copied to clipboard
@get:Null
open override val selectedNode: KNode<*>?
Link copied to clipboard
@get:Null
open override val selectedValue: Any?
Link copied to clipboard
open override val selection: Selection<KNode<*>?>?
Link copied to clipboard
@get:Null
open var stage: Stage?
Link copied to clipboard
open override var style: Tree.TreeStyle?
Link copied to clipboard
open val top: Float
Link copied to clipboard
open var touchable: Touchable?
Link copied to clipboard
@get:Null
open var userObject: Any?
Link copied to clipboard
open var width: Float
Link copied to clipboard
open var x: Float
Link copied to clipboard
open var y: Float
Link copied to clipboard
open override var ySpacing: Float
Link copied to clipboard
open var zIndex: Int

Functions

Link copied to clipboard
open fun act(delta: 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(node: KNode<*>?)
open override fun <A : Actor> add(actor: A): KNode<A>
Link copied to clipboard
open fun addAction(action: Action?)
Link copied to clipboard
open fun addActor(actor: Actor?)
Link copied to clipboard
open fun addActorAfter(actorAfter: Actor?, actor: Actor?)
Link copied to clipboard
open fun addActorAt(index: Int, actor: Actor?)
Link copied to clipboard
open fun addActorBefore(actorBefore: Actor?, actor: Actor?)
Link copied to clipboard
open fun addCaptureListener(listener: EventListener?): Boolean
Link copied to clipboard
open fun addListener(listener: EventListener?): Boolean
Link copied to clipboard
Link copied to clipboard
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
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 fun clear()
open fun clear(unfocus: Boolean)
Link copied to clipboard
open fun clearActions()
Link copied to clipboard
open fun clearChildren()
open fun clearChildren(unfocus: Boolean)
Link copied to clipboard
open fun clearListeners()
Link copied to clipboard
open fun clipBegin(): Boolean
open fun clipBegin(x: Float, y: Float, width: Float, height: Float): Boolean
Link copied to clipboard
open fun clipEnd()
Link copied to clipboard
open fun collapseAll()
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 fun debug(): Actor?
Link copied to clipboard
open fun debugAll(): Group?
Link copied to clipboard
open fun draw(batch: Batch?, parentAlpha: Float)
Link copied to clipboard
open fun drawDebug(shapes: ShapeRenderer?)
Link copied to clipboard
open fun expandAll()
Link copied to clipboard
@Null
open fun <T : Actor?> findActor(name: String?): T?
Link copied to clipboard
open fun findExpandedValues(values: Array<Any?>?)
Link copied to clipboard
@Null
open fun findNode(value: Any?): KNode<*>?
Link copied to clipboard
open fun fire(event: Event?): Boolean
Link copied to clipboard
@Null
open fun <T : Actor?> firstAscendant(type: Class<T?>?): T?
Link copied to clipboard
open fun getChild(index: Int): Actor?
Link copied to clipboard
@Null
open fun getNodeAt(y: Float): KNode<*>?
Link copied to clipboard
open fun getNodes(): Array<KNode<*>?>?
Link copied to clipboard
@Null
open fun getOverNode(): KNode<*>?
Link copied to clipboard
@Null
open fun getOverValue(): Any?
Link copied to clipboard
open fun getRootNodes(): Array<KNode<*>?>?
Link copied to clipboard
@Null
open fun getSelectedNode(): KNode<*>?
Link copied to clipboard
@Null
open fun getSelectedValue(): Any?
Link copied to clipboard
open fun getSelection(): Selection<KNode<*>?>?
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
open fun hit(x: Float, y: Float, touchable: 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 fun insert(index: Int, node: KNode<*>?)
Link copied to clipboard
open fun invalidate()
Link copied to clipboard
Link copied to clipboard
open fun isAscendantOf(actor: Actor?): Boolean
Link copied to clipboard
open fun isDescendantOf(actor: Actor?): Boolean
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 fun layout()
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(actor: Actor?, localCoords: Vector2?): Vector2?
Link copied to clipboard
open fun localToAscendantCoordinates(@Null ascendant: Actor?, localCoords: Vector2?): Vector2?
Link copied to clipboard
open fun localToDescendantCoordinates(descendant: Actor?, localCoords: Vector2?): Vector2?
Link copied to clipboard
open fun localToParentCoordinates(localCoords: Vector2?): Vector2?
Link copied to clipboard
open fun localToScreenCoordinates(localCoords: Vector2?): Vector2?
Link copied to clipboard
open fun localToStageCoordinates(localCoords: Vector2?): Vector2?
Link copied to clipboard
open fun moveBy(x: Float, y: Float)
Link copied to clipboard
open fun needsLayout(): Boolean
Link copied to clipboard
open fun <T : Actor> T.node(icon: Drawable? = null, expanded: Boolean? = null, selectable: Boolean? = null, userObject: Any? = null): T

Allows to customize properties of the Node storing this actor .

Link copied to clipboard
open fun notify(event: Event?, capture: Boolean): Boolean
Link copied to clipboard
open fun pack()
Link copied to clipboard
open fun parentToLocalCoordinates(parentCoords: 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
open fun remove(node: KNode<*>?)
Link copied to clipboard
open fun removeAction(@Null action: Action?)
Link copied to clipboard
open fun removeActor(actor: Actor?): Boolean
open fun removeActor(actor: Actor?, unfocus: Boolean): Boolean
Link copied to clipboard
open fun removeActorAt(index: Int, unfocus: Boolean): Actor?
Link copied to clipboard
open fun removeCaptureListener(listener: EventListener?): Boolean
Link copied to clipboard
open fun removeListener(listener: EventListener?): Boolean
Link copied to clipboard
open fun restoreExpandedValues(values: Array<Any?>?)
Link copied to clipboard
open fun rotateBy(amountInDegrees: Float)
Link copied to clipboard
open fun scaleBy(scale: Float)
open fun scaleBy(scaleX: Float, scaleY: Float)
Link copied to clipboard
open fun screenToLocalCoordinates(screenCoords: 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 setBounds(x: Float, y: Float, width: Float, height: Float)
Link copied to clipboard
open fun setDebug(enabled: Boolean, recursively: Boolean)
Link copied to clipboard
open fun setFillParent(fillParent: Boolean)
Link copied to clipboard
open fun setIconSpacing(left: Float, right: Float)
Link copied to clipboard
open fun setLayoutEnabled(enabled: Boolean)
Link copied to clipboard
open fun setOrigin(alignment: Int)
open fun setOrigin(originX: Float, originY: Float)
Link copied to clipboard
open fun setOverNode(@Null overNode: KNode<*>?)
Link copied to clipboard
open fun setPadding(padding: Float)
open fun setPadding(left: Float, right: Float)
Link copied to clipboard
open fun setPosition(x: Float, y: Float)
open fun setPosition(x: Float, y: Float, alignment: Int)
Link copied to clipboard
open fun setScale(scaleXY: Float)
open fun setScale(scaleX: Float, scaleY: Float)
Link copied to clipboard
open fun setSize(width: Float, height: Float)
Link copied to clipboard
open fun sizeBy(size: Float)
open fun sizeBy(width: Float, height: 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
inline fun <S> KWidget<S>.stack(init: KStack.(S) -> Unit = {}): KStack
Link copied to clipboard
open fun stageToLocalCoordinates(stageCoords: Vector2?): Vector2?
Link copied to clipboard
open override fun <T : Actor> storeActor(actor: T): KNode<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(first: Actor?, second: Actor?): Boolean
open fun swapActor(first: Int, second: 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
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 fun updateRootNodes()
Link copied to clipboard
open fun validate()
Link copied to clipboard
inline fun <S> KWidget<S>.verticalGroup(init: KVerticalGroup.(S) -> Unit = {}): KVerticalGroup