/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on
* an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the
* specific language governing permissions and limitations under the License.
******************************************************************************/
package com.badlogic.gdx.scenes.scene2d;
import com.badlogic.gdx.utils.Pool.Poolable;
/**
* The base class for all events.
*
* @see InputEvent
* @see Actor#fire(Event)
*/
public class Event implements Poolable {
private Stage stage;
private Actor targetActor;
private Actor listenerActor;
private boolean capture; // true means event occurred during the capture phase
private boolean bubbles = true; // true means propagate to target's parents
private boolean handled; // true means the event was handled (the stage will eat the input)
private boolean stopped; // true means event propagation was stopped
private boolean cancelled; // true means propagation was stopped and any action that this event would cause should not happen
/**
* Marks this event has being handled. This does not affect event propagation inside scene2d, but causes the
* {@link Stage} event methods to return false, which will eat the event so it is not passed on to the application
* under the stage.
*/
public void handle() {
handled = true;
}
/**
* Marks this event has being cancelled. This {@link #handle() handles} the event and {@link #stop() stops} the
* event propagation. It also cancels any default action that would have been taken by the code that fired the
* event. Eg, if the event is for a checkbox being checked, cancelling the event could uncheck the checkbox.
*/
public void cancel() {
cancelled = true;
stopped = true;
handled = true;
}
/**
* Marks this event has being stopped. This halts event propagation. Any other listeners on the
* {@link #getListenerActor() listener actor} are notified, but after that no other listeners are notified.
*/
public void stop() {
stopped = true;
}
public void reset() {
stage = null;
targetActor = null;
listenerActor = null;
capture = false;
bubbles = true;
handled = false;
stopped = false;
cancelled = false;
}
/** Returns the actor that the event originated from. */
public Actor getTarget() {
return targetActor;
}
public void setTarget(Actor targetActor) {
this.targetActor = targetActor;
}
/** Returns the actor that this listener is attached to. */
public Actor getListenerActor() {
return listenerActor;
}
public void setListenerActor(Actor listenerActor) {
this.listenerActor = listenerActor;
}
public boolean getBubbles() {
return bubbles;
}
/**
* If true, after the event is fired on the target actor, it will also be fired on each of the parent actors, all
* the way to the root.
*/
public void setBubbles(boolean bubbles) {
this.bubbles = bubbles;
}
/** {@link #handle()} */
public boolean isHandled() {
return handled;
}
/** @see #stop() */
public boolean isStopped() {
return stopped;
}
/** @see #cancel() */
public boolean isCancelled() {
return cancelled;
}
public void setCapture(boolean capture) {
this.capture = capture;
}
/**
* If true, the event was fired during the capture phase.
*
* @see Actor#fire(Event)
*/
public boolean isCapture() {
return capture;
}
public void setStage(Stage stage) {
this.stage = stage;
}
/** The stage for the actor the event was fired on. */
public Stage getStage() {
return stage;
}
}