PlayActView

open class PlayActView(val game: Game) : ActView

There is only ever one PlayActView which is created shortly after the application starts, and is only destroyed when the application ends.

Constructors

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constructor(game: Game)

Types

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object Companion

Properties

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var act: Act?
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val actProperty: SimpleProperty<Act?>
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var backgroundColor: Color
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val backgroundColorProperty: ColorProperty
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open override val children: MutableObservableList<Node>
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val combinedScaleProperty: ObservableFloat
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val focusAcceptableProperty: StylableBooleanProperty
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val focusedProperty: ReadOnlyBooleanProperty
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val focusTraversableProperty: StylableBooleanProperty
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val game: Game
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val growPriorityProperty: StylableFloatProperty
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val heightProperty: ReadOnlyFloatProperty
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var id: String
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val idProperty: StringProperty
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val intermediateToSceneProperty: SimpleProperty<Matrix>

Because sceneToWorld and worldToScene have so many inputs, I split the job into two. This is an intermediate step that you won't care about!?

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val intermediateToWorldProperty: SimpleProperty<Matrix>

Because sceneToWorld and worldToScene have so many inputs, I split the job into two. This is an intermediate step that you won't care about!?

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val localXProperty: ReadOnlyFloatProperty
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val localYProperty: ReadOnlyFloatProperty
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val overrideMaxHeightProperty: StylableOptionalFloatProperty
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val overrideMaxWidthProperty: StylableOptionalFloatProperty
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val overrideMinHeightProperty: StylableOptionalFloatProperty
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val overrideMinWidthProperty: StylableOptionalFloatProperty
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val overridePrefHeightProperty: StylableOptionalFloatProperty
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val overridePrefWidthProperty: StylableOptionalFloatProperty
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var parent: Node?
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val parentProperty: ReadOnlyOptionalNodeProperty
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val pseudoStyles: MutableObservableSet<String>
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val rotationProperty: FloatProperty
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val scaleProperty: FloatProperty

The scaling factor to take account of this view not being the same as the game's nominal size.

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var scene: Scene?
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val sceneProperty: ReadOnlyOptionalSceneProperty
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val scenesFontProperty: ObservableOptionalFont
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val sceneToIntermediateProperty: SimpleProperty<Matrix>

Because sceneToWorld and worldToScene have so many inputs, I split the job into two. This is an intermediate step that you won't care about!?

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var sceneToWorld: Matrix
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val sceneToWorldProperty: SimpleProperty<Matrix>

A Matrix property which can convert CoordinateSystem.window coordinates to CoordinateSystem.world coordinates (such as those used by Actor.position).

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val sceneXProperty: ReadOnlyFloatProperty
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val sceneYProperty: ReadOnlyFloatProperty
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val sectionProperty: StylableBooleanProperty
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val shrinkPriorityProperty: StylableFloatProperty
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val styles: MutableObservableSet<String>
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var tooltip: Tooltip?
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val tooltipProperty: OptionalTooltipProperty
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val viewPinRatioProperty: SimpleProperty<Vector2>

The point (as a ratio of the view's size from the top-left) that worldPinProperty corresponds to. This point will be the center of rotation and scaling.

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val visibleProperty: StylableBooleanProperty
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val widthProperty: ReadOnlyFloatProperty
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val worldPinProperty: SimpleProperty<Vector2>

The point in CoordinateSystem.world coordinates that corresponds to viewPinRatioProperty. This point will be the center of rotation and scaling.

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val worldToIntermediateProperty: SimpleProperty<Matrix>

Because sceneToWorld and worldToScene have so many inputs, I split the job into two. This is an intermediate step that you won't care about!?

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val worldToScene: Matrix
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val worldToSceneProperty: SimpleProperty<Matrix>

A Matrix property which can convert CoordinateSystem.world coordinates (such as those used by Actor.position) to CoordinateSystem.window coordinates.

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var zoom: Float
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val zoomProperty: FloatProperty

An arbitrary zoom factor, which is unrelated to the size of this view.

Functions

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fun <E : Event> addEventFilter(eventType: EventType<E>, handler: EventHandler<E>, combination: HandlerCombination)
fun <E : Event> addEventFilter(eventType: EventType<E>, handlerCombination: HandlerCombination, handler: (E) -> Unit)
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fun <E : Event> addEventHandler(eventType: EventType<E>, handler: EventHandler<E>, combination: HandlerCombination)
fun <E : Event> addEventHandler(eventType: EventType<E>, combination: HandlerCombination, handler: (E) -> Unit)
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fun containsScenePoint(sceneX: Float, sceneY: Float): Boolean
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fun dump(prefix: String, borders: Boolean, size: Boolean, filter: (Node) -> Boolean)
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open fun Number.em(): ObservableOptionalFloat
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open fun findDeepestNodeAt(sceneX: Float, sceneY: Float): Node
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fun findNodeById(id: String): Node?
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fun findStage(stageName: String): Stage?
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fun findStageView(stageName: String): StageView?
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open fun findStylableProperty(propertyName: String): StylableProperty<*>?
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fun firstToRoot(filter: (Node) -> Boolean): Node?
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fun forEachDescending(block: (Node) -> Unit)
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fun forEachFromRoot(block: (Node) -> Unit)
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fun forEachToRoot(block: (Node) -> Unit)
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open override fun getStylableProperties(): List<StylableProperty<*>>
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fun isAncestorOf(other: Node): Boolean
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fun isKeyDown(key: Key): Boolean
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fun nextFocusableNode(): Node?
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fun nextSection(): Node?
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open fun nodeMaxHeight(): Float
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open fun nodeMaxWidth(): Float
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open fun nodeMinHeight(): Float
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open fun nodeMinWidth(): Float
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open override fun nodePrefHeight(): Float
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open override fun nodePrefWidth(): Float
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fun onFilesDropped(combination: HandlerCombination, handler: (DroppedFilesEvent) -> Unit)
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fun onKeyPressed(combination: HandlerCombination, handler: (KeyEvent) -> Unit)
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fun onKeyReleased(combination: HandlerCombination, handler: (KeyEvent) -> Unit)
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fun onKeyTyped(combination: HandlerCombination, handler: (KeyTypedEvent) -> Unit)
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fun onMouseClicked(combination: HandlerCombination, handler: (MouseEvent) -> Unit)
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fun onMouseDragged(combination: HandlerCombination, handler: (MouseEvent) -> Unit)
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fun onMouseEntered(combination: HandlerCombination, handler: (MouseEvent) -> Unit)
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fun onMouseExited(combination: HandlerCombination, handler: (MouseEvent) -> Unit)
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fun onMouseMoved(combination: HandlerCombination, handler: (MouseEvent) -> Unit)
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fun onMousePressed(combination: HandlerCombination, handler: (MouseEvent) -> Unit)
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fun onMouseReleased(combination: HandlerCombination, handler: (MouseEvent) -> Unit)
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fun onPopupTrigger(combination: HandlerCombination, handler: (MouseEvent) -> Unit)
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fun onScrolled(combination: HandlerCombination, handler: (ScrollEvent) -> Unit)
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fun previousSection(): Node?
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fun <E : Event> removeEventFilter(eventType: EventType<E>, handler: EventHandler<E>)
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fun <E : Event> removeEventHandler(eventType: EventType<E>, handler: EventHandler<E>)
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fun requestFocus(useFocusTraversable: Boolean, showFocusBorder: Boolean)
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open fun requestLayout()
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fun scaleToNominalSize(nominalSize: Vector2)

Ensures that nominalSize (in world coordinates) fits within the view. If the view's aspect ratio is wider than nominalSize's then more of the world will be visible at the edges. On the other hand, if the view's aspect ratio is taller, then more of the world will be visible at the top and bottom.

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fun scrollTo()
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open override fun toString(): String
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fun treeVisitor(filter: (Node) -> Boolean, action: (Node) -> Unit)