LeaderIntroTable

class LeaderIntroTable(civInfo: CivilizationInfo, hello: String) : Table

This is meant to be used for any kind of civ introduction - DiplomacyScreen, AlertPopuptypes WarDeclaration, FirstContact etc.

Parameters

civInfo

The civilization to display

hello

Optional additional message

Constructors

LeaderIntroTable
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fun LeaderIntroTable(civInfo: CivilizationInfo, hello: String = "")

Functions

act
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open override fun act(p0: Float)
add
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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>
addAction
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open fun addAction(p0: Action)
addActor
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open fun addActor(p0: Actor)
addActorAfter
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open fun addActorAfter(p0: Actor, p1: Actor)
addActorAt
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open fun addActorAt(p0: Int, p1: Actor)
addActorBefore
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open fun addActorBefore(p0: Actor, p1: Actor)
addCaptureListener
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open fun addCaptureListener(p0: EventListener): Boolean
addDebugRect
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private open fun addDebugRect(p0: Float, p1: Float, p2: Float, p3: Float, p4: Color)
addDebugRects
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private open fun addDebugRects(p0: Float, p1: Float, p2: Float, p3: Float)
addListener
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open fun addListener(p0: EventListener): Boolean
align
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open fun align(p0: Int): Table
ancestorsVisible
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open fun ancestorsVisible(): Boolean
applyTransform
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open fun applyTransform(p0: Batch, p1: Matrix4)
open fun applyTransform(p0: ShapeRenderer, p1: Matrix4)
ascendantsVisible
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open fun ascendantsVisible(): Boolean
background
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open fun background(@Null p0: Drawable): Table
open fun background(p0: String): Table
bottom
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open fun bottom(): Table
center
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open fun center(): Table
childrenChanged
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open override fun childrenChanged()
clear
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open override fun clear()
open fun clear(p0: Boolean)
clearActions
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open fun clearActions()
clearChildren
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open fun clearChildren()
open override fun clearChildren(p0: Boolean)
clearDebugRects
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private open fun clearDebugRects()
clearListeners
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open fun clearListeners()
clip
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open fun clip(): Table
open fun clip(p0: Boolean): Table
clipBegin
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open fun clipBegin(): Boolean
open fun clipBegin(p0: Float, p1: Float, p2: Float, p3: Float): Boolean
clipEnd
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open fun clipEnd()
columnDefaults
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open fun columnDefaults(p0: Int): Cell<Actor>
computeSize
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private open fun computeSize()
computeTransform
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open fun computeTransform(): Matrix4
debug
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open override fun debug(): Table
open fun debug(p0: Table.Debug): Table
debugActor
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open fun debugActor(): Table
debugAll
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open override fun debugAll(): Table
debugCell
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open fun debugCell(): Table
debugTable
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open fun debugTable(): Table
defaults
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open fun defaults(): Cell<Actor>
draw
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open override fun draw(p0: Batch, p1: Float)
drawBackground
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open fun drawBackground(p0: Batch, p1: Float, p2: Float, p3: Float)
drawChildren
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open fun drawChildren(p0: Batch, p1: Float)
drawDebug
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open override fun drawDebug(p0: ShapeRenderer)
drawDebugBounds
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open override fun drawDebugBounds(p0: ShapeRenderer)
drawDebugChildren
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open fun drawDebugChildren(p0: ShapeRenderer)
drawDebugRects
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private open fun drawDebugRects(p0: ShapeRenderer)
endRow
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private open fun endRow()
ensureSize
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private open fun ensureSize(p0: FloatArray, p1: Int): FloatArray
equals
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open operator fun equals(other: Any?): Boolean
findActor
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open fun <T : Actor> findActor(p0: String): T
fire
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open fun fire(p0: Event): Boolean
firstAscendant
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open fun <T : Actor> firstAscendant(p0: Class<T>): T
getActions
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open fun getActions(): Array<Action>
getAlign
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open fun getAlign(): Int
getBackground
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open fun getBackground(): Drawable
getCaptureListeners
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open fun getCaptureListeners(): DelayedRemovalArray<EventListener>
getCell
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open fun <T : Actor> getCell(p0: T): Cell<T>
getCells
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open fun getCells(): Array<Cell<Actor>>
getChild
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open fun getChild(p0: Int): Actor
getChildren
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open fun getChildren(): SnapshotArray<Actor>
getClip
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open fun getClip(): Boolean
getColor
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open fun getColor(): Color
getColumnMinWidth
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open fun getColumnMinWidth(p0: Int): Float
getColumnPrefWidth
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open fun getColumnPrefWidth(p0: Int): Float
getColumns
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open fun getColumns(): Int
getColumnWidth
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open fun getColumnWidth(p0: Int): Float
getCullingArea
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open fun getCullingArea(): Rectangle
getDebug
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open fun getDebug(): Boolean
getHeight
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open fun getHeight(): Float
getListeners
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open fun getListeners(): DelayedRemovalArray<EventListener>
getMaxHeight
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open override fun getMaxHeight(): Float
getMaxWidth
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open override fun getMaxWidth(): Float
getMinHeight
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open override fun getMinHeight(): Float
getMinWidth
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open override fun getMinWidth(): Float
getName
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open fun getName(): String
getOriginX
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open fun getOriginX(): Float
getOriginY
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open fun getOriginY(): Float
getPadBottom
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open fun getPadBottom(): Float
getPadBottomValue
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open fun getPadBottomValue(): Value
getPadLeft
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open fun getPadLeft(): Float
getPadLeftValue
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open fun getPadLeftValue(): Value
getPadRight
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open fun getPadRight(): Float
getPadRightValue
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open fun getPadRightValue(): Value
getPadTop
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open fun getPadTop(): Float
getPadTopValue
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open fun getPadTopValue(): Value
getPadX
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open fun getPadX(): Float
getPadY
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open fun getPadY(): Float
getParent
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open fun getParent(): Group
getPrefHeight
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open override fun getPrefHeight(): Float
getPrefWidth
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open override fun getPrefWidth(): Float
getRight
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open fun getRight(): Float
getRotation
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open fun getRotation(): Float
getRow
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open fun getRow(p0: Float): Int
getRowHeight
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open fun getRowHeight(p0: Int): Float
getRowMinHeight
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open fun getRowMinHeight(p0: Int): Float
getRowPrefHeight
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open fun getRowPrefHeight(p0: Int): Float
getRows
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open fun getRows(): Int
getScaleX
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open fun getScaleX(): Float
getScaleY
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open fun getScaleY(): Float
getSkin
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open fun getSkin(): Skin
getStage
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open fun getStage(): Stage
getTableDebug
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open fun getTableDebug(): Table.Debug
getTop
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open fun getTop(): Float
getTouchable
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open fun getTouchable(): Touchable
getUserObject
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open fun getUserObject(): Any
getWidth
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open fun getWidth(): Float
getX
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open fun getX(): Float
open fun getX(p0: Int): Float
getY
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open fun getY(): Float
open fun getY(p0: Int): Float
getZIndex
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open fun getZIndex(): Int
hasActions
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open fun hasActions(): Boolean
hasChildren
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open fun hasChildren(): Boolean
hashCode
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open fun hashCode(): Int
hasKeyboardFocus
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open fun hasKeyboardFocus(): Boolean
hasParent
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open fun hasParent(): Boolean
hasScrollFocus
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open fun hasScrollFocus(): Boolean
hit
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open override fun hit(p0: Float, p1: Float, p2: Boolean): Actor
invalidate
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open override fun invalidate()
invalidateHierarchy
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open override fun invalidateHierarchy()
isAscendantOf
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open fun isAscendantOf(p0: Actor): Boolean
isDescendantOf
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open fun isDescendantOf(p0: Actor): Boolean
isTouchable
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open fun isTouchable(): Boolean
isTouchFocusListener
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open fun isTouchFocusListener(): Boolean
isTouchFocusTarget
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open fun isTouchFocusTarget(): Boolean
isTransform
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open fun isTransform(): Boolean
isVisible
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open fun isVisible(): Boolean
layout
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open override fun layout()
left
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open fun left(): Table
localToActorCoordinates
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open fun localToActorCoordinates(p0: Actor, p1: Vector2): Vector2
localToAscendantCoordinates
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open fun localToAscendantCoordinates(@Null p0: Actor, p1: Vector2): Vector2
localToDescendantCoordinates
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open fun localToDescendantCoordinates(p0: Actor, p1: Vector2): Vector2
localToParentCoordinates
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open fun localToParentCoordinates(p0: Vector2): Vector2
localToScreenCoordinates
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open fun localToScreenCoordinates(p0: Vector2): Vector2
localToStageCoordinates
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open fun localToStageCoordinates(p0: Vector2): Vector2
moveBy
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open fun moveBy(p0: Float, p1: Float)
needsLayout
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open fun needsLayout(): Boolean
notify
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open fun notify(p0: Event, p1: Boolean): Boolean
obtainCell
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private open fun obtainCell(): Cell<Actor>
pack
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open override fun pack()
pad
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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
padBottom
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open fun padBottom(p0: Value): Table
open fun padBottom(p0: Float): Table
padLeft
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open fun padLeft(p0: Value): Table
open fun padLeft(p0: Float): Table
padRight
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open fun padRight(p0: Value): Table
open fun padRight(p0: Float): Table
padTop
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open fun padTop(p0: Value): Table
open fun padTop(p0: Float): Table
parentToLocalCoordinates
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open fun parentToLocalCoordinates(p0: Vector2): Vector2
positionChanged
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open fun positionChanged()
remove
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open fun remove(): Boolean
removeAction
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open fun removeAction(@Null p0: Action)
removeActor
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open override fun removeActor(p0: Actor): Boolean
open override fun removeActor(p0: Actor, p1: Boolean): Boolean
removeActorAt
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open override fun removeActorAt(p0: Int, p1: Boolean): Actor
removeCaptureListener
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open fun removeCaptureListener(p0: EventListener): Boolean
removeListener
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open fun removeListener(p0: EventListener): Boolean
reset
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open fun reset()
resetTransform
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open fun resetTransform(p0: Batch)
open fun resetTransform(p0: ShapeRenderer)
right
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open fun right(): Table
rotateBy
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open fun rotateBy(p0: Float)
rotationChanged
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open fun rotationChanged()
row
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open fun row(): Cell<Actor>
scaleBy
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open fun scaleBy(p0: Float)
open fun scaleBy(p0: Float, p1: Float)
scaleChanged
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open fun scaleChanged()
screenToLocalCoordinates
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open fun screenToLocalCoordinates(p0: Vector2): Vector2
setBackground
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open fun setBackground(@Null p0: Drawable)
open fun setBackground(p0: String)
setBounds
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open fun setBounds(p0: Float, p1: Float, p2: Float, p3: Float)
setClip
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open fun setClip(p0: Boolean)
setColor
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open fun setColor(p0: Color)
open fun setColor(p0: Float, p1: Float, p2: Float, p3: Float)
setCullingArea
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open override fun setCullingArea(@Null p0: Rectangle)
setDebug
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open override fun setDebug(p0: Boolean)
open fun setDebug(p0: Boolean, p1: Boolean)
setFillParent
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open override fun setFillParent(p0: Boolean)
setHeight
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open fun setHeight(p0: Float)
setLayoutEnabled
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open override fun setLayoutEnabled(p0: Boolean)
private open fun setLayoutEnabled(p0: Group, p1: Boolean)
setName
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open fun setName(@Null p0: String)
setOrigin
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open fun setOrigin(p0: Int)
open fun setOrigin(p0: Float, p1: Float)
setOriginX
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open fun setOriginX(p0: Float)
setOriginY
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open fun setOriginY(p0: Float)
setParent
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open fun setParent(@Null p0: Group)
setPosition
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open fun setPosition(p0: Float, p1: Float)
open fun setPosition(p0: Float, p1: Float, p2: Int)
setRotation
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open fun setRotation(p0: Float)
setRound
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open fun setRound(p0: Boolean)
setScale
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open fun setScale(p0: Float)
open fun setScale(p0: Float, p1: Float)
setScaleX
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open fun setScaleX(p0: Float)
setScaleY
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open fun setScaleY(p0: Float)
setSize
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open fun setSize(p0: Float, p1: Float)
setSkin
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open fun setSkin(@Null p0: Skin)
setStage
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open override fun setStage(p0: Stage)
setTouchable
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open fun setTouchable(p0: Touchable)
setTransform
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open fun setTransform(p0: Boolean)
setUserObject
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open fun setUserObject(@Null p0: Any)
setVisible
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open fun setVisible(p0: Boolean)
setWidth
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open fun setWidth(p0: Float)
setX
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open fun setX(p0: Float)
open fun setX(p0: Float, p1: Int)
setY
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open fun setY(p0: Float)
open fun setY(p0: Float, p1: Int)
setZIndex
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open fun setZIndex(p0: Int): Boolean
sizeBy
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open fun sizeBy(p0: Float)
open fun sizeBy(p0: Float, p1: Float)
sizeChanged
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open override fun sizeChanged()
stack
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open fun stack(@Null vararg p0: Actor): Cell<Stack>
stageToLocalCoordinates
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open fun stageToLocalCoordinates(p0: Vector2): Vector2
swapActor
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open fun swapActor(p0: Actor, p1: Actor): Boolean
open fun swapActor(p0: Int, p1: Int): Boolean
toBack
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open fun toBack()
toFront
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open fun toFront()
top
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open fun top(): Table
toString
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open override fun toString(): String
open fun toString(p0: StringBuilder, p1: Int)
validate
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open override fun validate()

Properties

actions
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private val actions: Array<Action>
align
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val align: Int
background
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val background: Drawable
captureListeners
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private val captureListeners: DelayedRemovalArray<EventListener>
cellDefaults
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private val cellDefaults: Cell<Actor>
cells
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private val cells: Array<Cell<Actor>>
children
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val children: SnapshotArray<Actor>
clip
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private val clip: Boolean
color
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val color: Color
columnDefaults
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private val columnDefaults: Array<Cell<Actor>>
columnMinWidth
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private val columnMinWidth: FloatArray
columnPrefWidth
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private val columnPrefWidth: FloatArray
columns
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private val columns: Int
columnWidth
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private val columnWidth: FloatArray
computedTransform
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private val computedTransform: Matrix4
cullingArea
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private val cullingArea: Rectangle
debug
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val debug: Table.Debug
debugRects
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val debugRects: Array<Table.DebugRect>
expandHeight
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private val expandHeight: FloatArray
expandWidth
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private val expandWidth: FloatArray
fillParent
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private val fillParent: Boolean
height
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val height: Float
implicitEndRow
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private val implicitEndRow: Boolean
layoutEnabled
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private val layoutEnabled: Boolean
listeners
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private val listeners: DelayedRemovalArray<EventListener>
name
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private val name: String
needsLayout
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private val needsLayout: Boolean
oldTransform
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private val oldTransform: Matrix4
originX
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val originX: Float
originY
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val originY: Float
padBottom
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val padBottom: Value
padLeft
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val padLeft: Value
padRight
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val padRight: Value
padTop
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val padTop: Value
parent
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val parent: Group
rotation
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val rotation: Float
round
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val round: Boolean
rowDefaults
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private val rowDefaults: Cell<Actor>
rowHeight
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private val rowHeight: FloatArray
rowMinHeight
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private val rowMinHeight: FloatArray
rowPrefHeight
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private val rowPrefHeight: FloatArray
rows
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private val rows: Int
scaleX
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val scaleX: Float
scaleY
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val scaleY: Float
sizeInvalid
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private val sizeInvalid: Boolean
skin
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private val skin: Skin
stage
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private val stage: Stage
tableMinHeight
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private val tableMinHeight: Float
tableMinWidth
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private val tableMinWidth: Float
tablePrefHeight
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private val tablePrefHeight: Float
tablePrefWidth
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private val tablePrefWidth: Float
touchable
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private val touchable: Touchable
transform
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val transform: Boolean
userObject
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private val userObject: Any
visible
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private val visible: Boolean
width
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val width: Float
worldTransform
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private val worldTransform: Affine2
x
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val x: Float
y
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val y: Float

Sources

jvm source
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