Page

open inner class Page(name: String, background: Drawable = Styles.none) : Table

Represents a page of TablePager. Upon the creation, adds a button to buttonsTable.

Note that Pages of one TablePager are incompatible with other. Moving a page from one pager to another might cause bizarre errors.

Constructors

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fun Page(name: String, background: Drawable = Styles.none)

Functions

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open override fun act(p0: Float)
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open fun actions(vararg p0: Action)
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open fun add(): Cell<Element>
open fun <T : Element> add(p0: T): Cell<T>
open fun add(vararg p0: Element)
open fun add(p0: CharSequence): Cell<Label>
open fun add(p0: CharSequence, p1: Color): Cell<Label>
open fun add(p0: CharSequence, p1: Label.LabelStyle): Cell<Label>
open fun add(p0: CharSequence, p1: Float): Cell<Label>
open fun add(p0: CharSequence, p1: Color, p2: Float): Cell<Label>
open fun add(p0: CharSequence, p1: Label.LabelStyle, p2: Float): Cell<Label>
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open fun addAction(p0: Action)
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open fun addCaptureListener(p0: EventListener): Boolean
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open fun addChild(p0: Element)
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open fun addChildAfter(p0: Element, p1: Element)
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open fun addChildAt(p0: Int, p1: Element)
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open fun addChildBefore(p0: Element, p1: Element)
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open fun addListener(p0: EventListener): Boolean
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open fun align(p0: Int): Table
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open fun area(p0: String, p1: Cons<String>): Cell<TextArea>
open fun area(p0: String, p1: TextField.TextFieldStyle, p2: Cons<String>): Cell<TextArea>
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open fun background(p0: Drawable): Table
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open fun bottom(): Table
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open fun button(p0: Cons<Button>, p1: Runnable): Cell<Button>
open fun button(p0: Drawable, p1: Runnable): Cell<ImageButton>
open fun button(p0: String, p1: Runnable): Cell<TextButton>
open fun button(p0: Cons<Button>, p1: Button.ButtonStyle, p2: Runnable): Cell<Button>
open fun button(p0: Drawable, p1: ImageButton.ImageButtonStyle, p2: Runnable): Cell<ImageButton>
open fun button(p0: Drawable, p1: Float, p2: Runnable): Cell<ImageButton>
open fun button(p0: String, p1: Drawable, p2: Runnable): Cell<TextButton>
open fun button(p0: String, p1: TextButton.TextButtonStyle, p2: Runnable): Cell<TextButton>
open fun button(p0: Drawable, p1: ImageButton.ImageButtonStyle, p2: Float, p3: Runnable): Cell<ImageButton>
open fun button(p0: String, p1: Drawable, p2: TextButton.TextButtonStyle, p3: Runnable): Cell<TextButton>
open fun button(p0: String, p1: Drawable, p2: Float, p3: Runnable): Cell<TextButton>
open fun button(p0: String, p1: Drawable, p2: TextButton.TextButtonStyle, p3: Float, p4: Runnable): Cell<TextButton>
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open fun buttonCenter(p0: String, p1: Drawable, p2: Runnable): Cell<TextButton>
open fun buttonCenter(p0: String, p1: Drawable, p2: Float, p3: Runnable): Cell<TextButton>
open fun buttonCenter(p0: String, p1: Drawable, p2: TextButton.TextButtonStyle, p3: Float, p4: Runnable): Cell<TextButton>
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open fun buttonRow(p0: String, p1: Drawable, p2: Runnable): Cell<TextButton>
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open fun center(): Table
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open fun change()
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open fun changed(p0: Runnable)
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open fun check(p0: String, p1: Boolc): Cell<CheckBox>
open fun check(p0: String, p1: Boolean, p2: Boolc): Cell<CheckBox>
open fun check(p0: String, p1: Float, p2: Boolean, p3: Boolc): Cell<CheckBox>
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open override fun clear()
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open fun clearActions()
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open override fun clearChildren()
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open fun clearListeners()
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open fun clicked(p0: Runnable): ClickListener
open fun clicked(p0: Cons<ClickListener>, p1: Cons<ClickListener>): ClickListener
open fun clicked(p0: Cons<ClickListener>, p1: Runnable): ClickListener
open fun clicked(p0: KeyCode, p1: Runnable): ClickListener
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open fun clipBegin(): Boolean
open fun clipBegin(p0: Float, p1: Float, p2: Float, p3: Float): Boolean
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open fun clipEnd()
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open fun collapser(p0: Cons<Table>, p1: Boolp): Cell<Collapser>
open fun collapser(p0: Table, p1: Boolp): Cell<Collapser>
open fun collapser(p0: Cons<Table>, p1: Boolean, p2: Boolp): Cell<Collapser>
open fun collapser(p0: Table, p1: Boolean, p2: Boolp): Cell<Collapser>
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open fun defaults(): Cell<Element>
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open fun dragged(p0: Floatc2)
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open override fun draw()
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open fun exited(p0: Runnable)
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open fun field(p0: String, p1: Cons<String>): Cell<TextField>
open fun field(p0: String, p1: TextField.TextFieldFilter, p2: Cons<String>): Cell<TextField>
open fun field(p0: String, p1: TextField.TextFieldStyle, p2: Cons<String>): Cell<TextField>
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open fun fill(): Table
open fun fill(p0: Cons<Table>)
open fun fill(p0: Table.DrawRect): Element
open fun fill(p0: Drawable, p1: Cons<Table>)
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open fun <T : Element> find(p0: Boolf<Element>): T
open fun <T : Element> find(p0: String): T
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open fun <T : Element> findVisible(p0: String): T
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open fun fire(p0: SceneEvent): Boolean
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open fun fireClick()
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open fun forEach(p0: Cons<Element>)
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open fun getCaptureListeners(): Seq<EventListener>
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open fun <T : Element> getCell(p0: T): Cell<Element>
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open fun getChildren(): SnapshotSeq<Element>
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open fun getColumnWidth(p0: Int): Float
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open fun getCullingArea(): Rect
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open fun getHeight(): Float
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open fun getListeners(): Seq<EventListener>
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open fun getMaxHeight(): Float
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open fun getMaxWidth(): Float
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open override fun getMinHeight(): Float
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open override fun getMinWidth(): Float
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open override fun getPrefHeight(): Float
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open override fun getPrefWidth(): Float
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open fun getRight(): Float
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open fun getRotation(): Float
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open fun getRow(p0: Float): Int
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open fun getRowHeight(p0: Int): Float
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open fun getScene(): Scene
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open fun getTop(): Float
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open fun getWidth(): Float
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open fun getX(p0: Int): Float
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open fun getY(p0: Int): Float
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open fun getZIndex(): Int
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open fun hasActions(): Boolean
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open fun hasChildren(): Boolean
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open fun hasKeyboard(): Boolean
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open fun hasMouse(): Boolean
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open fun hasParent(): Boolean
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open fun hasScroll(): Boolean
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open override fun hit(p0: Float, p1: Float, p2: Boolean): Element
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open fun hovered(p0: Runnable)
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open fun image(): Cell<Image>
open fun image(p0: Prov<TextureRegion>): Cell<Image>
open fun image(p0: TextureRegion): Cell<Image>
open fun image(p0: Drawable): Cell<Image>
open fun image(p0: Drawable, p1: Color): Cell<Image>
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open fun imageDraw(p0: Prov<Drawable>): Cell<Image>
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open override fun invalidate()
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open override fun invalidateHierarchy()
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open fun isAscendantOf(p0: Element): Boolean
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open fun isDescendantOf(p0: Boolf<Element>): Boolean
open fun isDescendantOf(p0: Element): Boolean
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open fun isTouchable(): Boolean
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open fun isTransform(): Boolean
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open fun keepInStage()
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open fun keyDown(p0: Cons<KeyCode>)
open fun keyDown(p0: KeyCode, p1: Runnable)
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open fun label(p0: Prov<CharSequence>): Cell<Label>
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open fun labelWrap(p0: Prov<CharSequence>): Cell<Label>
open fun labelWrap(p0: String): Cell<Label>
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open override fun layout()
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open fun left(): Table
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open fun localToAscendantCoordinates(p0: Element, p1: Vec2): Vec2
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open fun localToDescendantCoordinates(p0: Element, p1: Vec2): Vec2
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open fun localToParentCoordinates(p0: Vec2): Vec2
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open fun localToStageCoordinates(p0: Vec2): Vec2
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open fun margin(p0: Float): Table
open fun margin(p0: Float, p1: Float, p2: Float, p3: Float): Table
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open fun marginBottom(p0: Float): Table
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open fun marginLeft(p0: Float): Table
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open fun marginRight(p0: Float): Table
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open fun marginTop(p0: Float): Table
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open fun moveBy(p0: Float, p1: Float)
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open override fun needsLayout(): Boolean
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open fun notify(p0: SceneEvent, p1: Boolean): Boolean
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open override fun pack()
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open fun pane(p0: Cons<Table>): Cell<ScrollPane>
open fun pane(p0: Element): Cell<ScrollPane>
open fun pane(p0: ScrollPane.ScrollPaneStyle, p1: Cons<Table>): Cell<ScrollPane>
open fun pane(p0: ScrollPane.ScrollPaneStyle, p1: Element): Cell<ScrollPane>
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open fun parentToLocalCoordinates(p0: Vec2): Vec2
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open fun rect(p0: Table.DrawRect): Cell<*>
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open fun released(p0: Runnable)
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open fun remove(): Boolean
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open fun removeAction(p0: Action)
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open fun removeCaptureListener(p0: EventListener): Boolean
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open override fun removeChild(p0: Element): Boolean
open override fun removeChild(p0: Element, p1: Boolean): Boolean
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open fun removeListener(p0: EventListener): Boolean
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Removes this page from it's TablePager. If there are some other pages left in the pager, the first page is shown instead.

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open fun requestKeyboard()
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open fun requestScroll()
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open fun reset()
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open fun right(): Table
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open fun rotateBy(p0: Float)
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open fun row(): Table
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open fun scaleBy(p0: Float)
open fun scaleBy(p0: Float, p1: Float)
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open fun screenToLocalCoordinates(p0: Vec2): Vec2
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open fun scrolled(p0: Floatc)
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open fun setBounds(p0: Float, p1: Float, p2: Float, p3: Float)
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open fun setColor(p0: Color)
open fun setColor(p0: Float, p1: Float, p2: Float, p3: Float)
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open override fun setCullingArea(p0: Rect)
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open override fun setFillParent(p0: Boolean)
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open fun setHeight(p0: Float)
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open override fun setLayoutEnabled(p0: Boolean)
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open fun setOrigin(p0: Int)
open fun setOrigin(p0: Float, p1: Float)
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open fun setPosition(p0: Float, p1: Float)
open fun setPosition(p0: Float, p1: Float, p2: Int)
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open fun setRotation(p0: Float)
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open fun setRotationOrigin(p0: Float, p1: Int)
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open fun setRound(p0: Boolean)
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open fun setScale(p0: Float)
open fun setScale(p0: Float, p1: Float)
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open fun setSize(p0: Float)
open fun setSize(p0: Float, p1: Float)
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open fun setTransform(p0: Boolean)
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open fun setTranslation(p0: Float, p1: Float)
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open fun setWidth(p0: Float)
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open fun setZIndex(p0: Int)
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fun show()

Forcibly switches the parent TablePager to this page.

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open fun sizeBy(p0: Float)
open fun sizeBy(p0: Float, p1: Float)
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open fun slider(p0: Float, p1: Float, p2: Float, p3: Floatc): Cell<Slider>
open fun slider(p0: Float, p1: Float, p2: Float, p3: Float, p4: Floatc): Cell<Slider>
open fun slider(p0: Float, p1: Float, p2: Float, p3: Float, p4: Boolean, p5: Floatc): Cell<Slider>
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open fun stack(vararg p0: Element): Cell<Stack>
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open fun stageToLocalCoordinates(p0: Vec2): Vec2
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open fun swapActor(p0: Element, p1: Element): Boolean
open fun swapActor(p0: Int, p1: Int): Boolean
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open fun table(): Cell<Table>
open fun table(p0: Cons<Table>): Cell<Table>
open fun table(p0: Drawable): Cell<Table>
open fun table(p0: Drawable, p1: Cons<Table>): Cell<Table>
open fun table(p0: Drawable, p1: Int, p2: Cons<Table>): Cell<Table>
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open fun tapped(p0: Runnable): InputListener
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open fun toBack()
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open fun toFront()
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open fun top(): Table
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open override fun toString(): String
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open fun touchable(p0: Prov<Touchable>)
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open fun update(p0: Runnable): Element
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open fun updateVisibility()
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open override fun validate()
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open fun visible(p0: Boolp): Element

Properties

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val actions: Seq<Action>
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val align: Int
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var background: Drawable
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val button: TextButton

The button that allows the user to switch to this page.

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val cells: Seq<Cell<Element>>
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val color: Color
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var parent: Group
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val rows: Int
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var touchable: Touchable
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var touchablility: Prov<Touchable>
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var translation: Vec2
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var visibility: Boolp
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var x: Float
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var y: Float

Extensions

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inline fun Table.addCollapser(shown: Boolean = true, background: Drawable = Styles.none, constructor: Table.() -> Unit = {}): Cell<Collapser>

Adds a collapser constructed by a lambda to the existing table and returns the created cell

inline fun Table.addCollapser(crossinline shown: () -> Boolean = { true }, background: Drawable = Styles.none, animate: Boolean = false, constructor: Table.() -> Unit = {}): Cell<Collapser>

Adds a collapser constructed by a lambda to the existing table and returns the created cell. Whether it's shown is determined by the lambda.

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fun Table.addImage(drawable: Drawable?, scaling: Scaling = Scaling.stretch): Cell<Image>
fun Table.addImage(drawable: TextureRegion, scaling: Scaling = Scaling.stretch): Cell<Image>

Adds a constant image to the table and returns the created cell

inline fun Table.addImage(crossinline provider: () -> Drawable?, scaling: Scaling = Scaling.stretch): Cell<Image>

Adds a dynamic image to the table and returns the created cell

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fun Table.addLabel(text: CharSequence, style: Label.LabelStyle = Styles.defaultLabel, wrap: Boolean = false, ellipsis: String? = null, align: Int = Align.center): Cell<Label>

Adds a constant label to the table and returns the created cell

inline fun Table.addLabel(crossinline provider: () -> CharSequence, style: Label.LabelStyle = Styles.defaultLabel, wrap: Boolean = false, ellipsis: String? = null, align: Int = Align.center): Cell<Label>

Adds a dynamic label to the table and returns the created cell

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inline fun Table.addLabels(vararg elems: Any?, style: Label.LabelStyle = Styles.defaultLabel, wrap: Boolean = false, ellipsis: String? = null, align: Int = Align.center, block: (Cell<Label>) -> Unit = {})

Adds multiple labels, either static or dynamic ones.

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fun Table.addPrefSpace(spaceWidth: Float = 1.0f, spaceHeight: Float = 1.0f): Cell<Element>
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fun Table.addSpace(width: Float = 1.0f, height: Float = 1.0f): Cell<Element>

Adds a simple Element that occupies the providen size.

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fun Table.addStack(vararg elements: Element): Cell<Stack>

Adds an element stack that contains the specified elements and returns the created cell

inline fun Table.addStack(constructor: Stack.() -> Unit): Cell<Stack>

Adds a stack constructed by a lambda and returns the created cell

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inline fun Table.addTable(background: Drawable = Styles.none, constructor: Table.() -> Unit = {}): Cell<Table>

Adds a table constructed by a lambda to the existing table and returns the created table cell

inline fun Group.addTable(background: Drawable = Styles.none, constructor: Table.() -> Unit = {}): Table

Adds a table to the group, passes it to the lambda and returns the created table.

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inline fun <T : Element> Element.asOrNull(): T?

Casts the element to the specified class or returns null if it's not an instance of this class.

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inline fun Table.buttonGroup(background: Drawable = Styles.none, constructor: Table.(ButtonGroup<Button>) -> Unit): Cell<Table>

Creates a table and a button group, calls the constructor and passes this table to it, adds all created buttons into the same group. Adds the table and returns the created cell.

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inline fun <T : Element> Group.child(index: Int): T

Returns the n-th child of a group.

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inline fun <T : Element> Group.childOrNull(index: Int): T?

Returns the n-th element of a group or null if it doesn't exist

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inline fun Table.customButton(constructor: Button.() -> Unit, style: Button.ButtonStyle = Styles.defaultb, crossinline onclick: Button.() -> Unit = {}): Cell<Button>

Adds a custom button constructed by a lambda and returns the created cell

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fun Group.deepInvalidate()

Invalidates every element in the hierarchy. Usually used in combination with deepShrink.

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fun Group.deepShrink(shrinkParents: Boolean = false, invalidateParents: Boolean = true)

Reduces the size of the whole group to (0, 0) and invalidates hierarchy, effectively reducing the size of this group to the minimum.

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inline fun <T : Element> Element.findElement(elementName: String? = null): T

Finds an element by its name and type. Can return the current element. If elementName is null, only the type is accounted for.

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inline fun <T : Element> Element.findOrNull(elementName: String? = null): T?

Finds an element by its type and name. Can return the current element. If elementName is null, only the type is accounted for.

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inline fun Table.hider(crossinline hideHorizontal: Table.() -> Boolean = { false }, crossinline hideVertical: Table.() -> Boolean = { false }, crossinline builder: Table.() -> Unit): Cell<Table>

Adds a table that returns 0 if its preferred width / height if the respective lambda returns true, or it's real preferred size otherwise.

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fun Table.hsplitter(color: Color = Color.white, padTop: Float = 5.0f, padBottom: Float = padTop): Cell<Image>

Creates a horizontal splitter and returns the created cell. This method automatically creates two rows.

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inline fun Table.imageButton(image: Drawable?, style: ImageButton.ImageButtonStyle = Styles.defaulti, crossinline onclick: ImageButton.() -> Unit = {}): Cell<ImageButton>
inline fun Table.imageButton(image: TextureRegion?, style: ImageButton.ImageButtonStyle = Styles.defaulti, crossinline onclick: ImageButton.() -> Unit = {}): Cell<ImageButton>

Adds an image button with an optional onclick listener, returns the created cell

inline fun Table.imageButton(crossinline provider: () -> Drawable?, style: ImageButton.ImageButtonStyle = Styles.defaulti, crossinline onclick: ImageButton.() -> Unit = {}): Cell<ImageButton>

Adds an image button with a dynamic image and an optional onclick listener, returns the created cell.

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inline fun Table.imageToggle(image: Drawable?, toggleableStyle: Button.ButtonStyle = Styles.clearTogglei, crossinline ontoggle: Button.(Boolean) -> Unit = {}): Cell<ToggleButton>

Simmilar to toggleButton but adds a constant image

inline fun Table.imageToggle(crossinline image: (Boolean) -> Drawable?, toggleableStyle: Button.ButtonStyle = Styles.clearTogglei, crossinline ontoggle: Button.(Boolean) -> Unit = {}): Cell<ToggleButton>

Simmilar to toggleButton but adds a dynamic image

inline fun Table.imageToggle(imageEnabled: Drawable?, imageDisabled: Drawable?, toggleableStyle: Button.ButtonStyle = Styles.togglet, crossinline ontoggle: Button.(Boolean) -> Unit = {}): Cell<ToggleButton>

Adds an image toggle button and returns the created cell. The toggle uses imageEnabled or imageDisabled depending on whether it's toggled on or off.

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inline fun Table.limitedScrollPane(limitW: Boolean = true, limitH: Boolean = limitW, style: ScrollPane.ScrollPaneStyle = Styles.defaultPane, constructor: Table.(ScrollPane) -> Unit): Cell<ScrollPane>

Creates a limited scroll pane constructed by a lambda and returns the created cell.

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fun Table.menuButton(icon: Drawable?, text: String, style: TextButton.TextButtonStyle, align: Int = Align.center, wrap: Boolean = false, ellipsis: String? = null): Cell<MenuButton>

Adds a MenuButton to the table and returns the created cell.

fun Table.menuButton(icon: MenuButton.() -> Drawable?, text: MenuButton.() -> String, style: TextButton.TextButtonStyle, align: Int = Align.center, wrap: Boolean = false, ellipsis: String? = null): Cell<MenuButton>

Adds a dynamic MenuButton to the table and returns the created cell.

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inline fun Table.pager(vertical: Boolean = false, constructor: TablePager.() -> Unit): Cell<TablePager>

Adds a table pager constructed by a lambda and returns the created cell.

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operator fun Table.plus(other: Element): Table

Returns this table with the specified element add to it.

operator fun Group.plus(other: Element): Group

Returns this group with the specified element add to it.

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fun Table.rowPer(number: Int): Table

Creates a row if the current amount of children is dividable by number. This is intended to be called when a grid of elements has to be generated.

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fun Table.scrollPane(style: ScrollPane.ScrollPaneStyle = Styles.defaultPane, element: Element): Cell<ScrollPane>

Creates a scroll pane containing the providen element and returns the created cell

inline fun Table.scrollPane(style: ScrollPane.ScrollPaneStyle = Styles.defaultPane, constructor: Table.(ScrollPane) -> Unit): Cell<ScrollPane>

Creates a scroll pane containing a table constructed by a lambda and returns the created cell

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fun Element.shrink(invalidateParents: Boolean = false)

Reduces the size of the element to (0, 0) and invalidates it, effectively reducing its size to the minimum. Label is an exception: itd width is set to its preferred width due to how labels work.

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inline fun Table.textArea(text: String = "", style: TextField.TextFieldStyle = Styles.areaField, crossinline onchange: TextArea.(String) -> Unit = {}): Cell<TextArea>

Adds a multi-line TextArea to the table and returns thencreated cell.

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inline fun Table.textButton(text: String, style: TextButton.TextButtonStyle = Styles.defaultt, wrap: Boolean = false, align: Int? = null, ellipsis: String? = null, crossinline onclick: TextButton.() -> Unit = {}): Cell<TextButton>

Adds a text button with an optional onclick listener, returns the created cell

inline fun Table.textButton(crossinline provider: () -> String, style: TextButton.TextButtonStyle = Styles.defaultt, wrap: Boolean = false, align: Int? = null, ellipsis: String? = null, crossinline onclick: TextButton.() -> Unit = {}): Cell<TextButton>

Adds a text button with a dynamic label and an optional onclick listener, returns the created cell

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inline fun Table.textField(text: String = "", style: TextField.TextFieldStyle = Styles.defaultField, crossinline onchange: TextField.(String) -> Unit = {}): Cell<TextField>

Adds a single-line TextField to the table and returns the created cell.

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inline fun Table.textToggle(text: String, toggleableStyle: Button.ButtonStyle = Styles.togglet, wrap: Boolean = false, align: Int? = null, ellipsis: String? = null, crossinline ontoggle: Button.(Boolean) -> Unit = {}): Cell<ToggleButton>

Simmilar to toggleButton but adds a constant label

inline fun Table.textToggle(crossinline text: (Boolean) -> String, toggleableStyle: Button.ButtonStyle = Styles.togglet, wrap: Boolean = false, align: Int? = null, ellipsis: String? = null, crossinline ontoggle: Button.(Boolean) -> Unit = {}): Cell<ToggleButton>

Simmilar to toggleButton but adds a dynamic label

inline fun Table.textToggle(textEnabled: String, textDisabled: String, toggleableStyle: Button.ButtonStyle = Styles.togglet, wrap: Boolean = false, align: Int? = null, ellipsis: String? = null, crossinline ontoggle: Button.(Boolean) -> Unit = {}): Cell<ToggleButton>

Adds a text toggle button and returns the created cell. The toggle uses textEnabled or textDisabled depending on whether it's toggled on or off.

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inline fun Table.toggleButton(constructor: Button.() -> Unit, toggleableStyle: Button.ButtonStyle = Styles.togglet, crossinline ontoggle: Button.(Boolean) -> Unit = {}): Cell<ToggleButton>

Creates a toggle button constructed by a lambda and returns the created cell. ontoggle is called whenever the button is toggled.

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operator fun Element.unaryPlus(): <Error class: unknown class>

Adds this element to the group in the current context.

operator fun Element.unaryPlus(): <Error class: unknown class>

Adds this element to the table in the current context.

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fun Table.vsplitter(color: Color = Color.white, padLeft: Float = 5.0f, padRight: Float = padLeft): Cell<Image>

Creates a vertical splitter and returns the created cell.

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inline fun Table.wrapper(crossinline width: Table.(originalWidth: Float) -> Float = { it }, crossinline height: Table.(originalHeight: Float) -> Float = { it }, crossinline builder: Table.() -> Unit): Cell<Table>

Adds a wrapper table with dynamic preferred size and returns the created cell. The size of the table is dynamic and is determined by the output of the width and height lambdas.