/******************************************************************************* * 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.utils; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.scenes.scene2d.Actor; import com.badlogic.gdx.scenes.scene2d.ui.Table; /** * Provides methods for an actor to participate in layout and to provide a minimum, preferred, and maximum size. * * @author Nathan Sweet */ public interface Layout { /** * Computes and caches any information needed for drawing and, if this actor has children, positions and sizes each * child, calls {@link #invalidate()} any each child whose width or height has changed, and calls * {@link #validate()} on each child. This method should almost never be called directly, instead * {@link #validate()} should be used. */ public void layout(); /** * Invalidates this actor's layout, causing {@link #layout()} to happen the next time {@link #validate()} is called. * This method should be called when state changes in the actor that requires a layout but does not change the * minimum, preferred, maximum, or actual size of the actor (meaning it does not affect the parent actor's layout). */ public void invalidate(); /** * Invalidates this actor and all its parents, calling {@link #invalidate()} on all involved actors. This method * should be called when state changes in the actor that affects the minimum, preferred, maximum, or actual size of * the actor (meaning it it potentially affects the parent actor's layout). */ public void invalidateHierarchy(); /** * Ensures the actor has been laid out. Calls {@link #layout()} if {@link #invalidate()} has called since the last * time {@link #validate()} was called, or if the actor otherwise needs to be laid out. This method is usually * called in {@link Actor#draw(SpriteBatch, float)} before drawing is performed. */ public void validate(); /** * Sizes this actor to its preferred width and height and, if this changed the size, causes the actor to be laid out * by calling {@link #invalidate()} then {@link #validate()}. * <p> * Generally this method should not be called in an actor's constructor because it calls {@link #layout()}, which * means a subclass would have layout() called before the subclass' constructor. Instead, in constructors, simply * set the actors width and height to {@link #getPrefWidth()} and {@link #getPrefHeight()}. This allows the actor to * have a size at construction time for more convenient use outside of a {@link Table}. */ public void pack(); /** * If true, this actor will be sized to the parent in {@link #validate()}. If the parent is the stage, the actor * will be sized to the stage. */ public void setFillParent(boolean fillParent); /** * Enables or disables the layout for this actor and all child actors, recursively. When false, {@link #validate()} * will not cause a layout to occur. This is useful when an actor will be manipulated externally, such as with * actions. Default is true. */ public void setLayoutEnabled(boolean enabled); public float getMinWidth(); public float getMinHeight(); public float getPrefWidth(); public float getPrefHeight(); public float getMaxWidth(); public float getMaxHeight(); }