FView

class FView(val sprites: FSprites, val texs: Array<Bitmap>) : View

Constructors

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constructor(sprites: FSprites, tex: Bitmap)
constructor(sprites: FSprites, texs: Array<Bitmap>)

Properties

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Returns a list of all the non-null View.name values of this and the descendants

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Shortcut for adjusting the multiplicative alpha value manually. Equivalent to ColorTransform.mA + View.invalidate

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Returns the number of ancestors of this view. Views without parents return 0.

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Returns a list of all the ancestors (including this) to reach the root node (usually the stage).

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open val anchorDispX: Float
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open val anchorDispY: Float
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The BlendMode used for this view BlendMode.INHERIT will use the ancestors blendModes

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open override val bview: View
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open override val bviewAll: List<View>
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The multiplicative RGBA color.

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open override var extra: ExtraType
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An optional Filter attached to this view. Filters allow to render this view to a texture, and to control how to render that texture (using shaders, repeating the texture, etc.). You add multiple filters by creating a composite filter ComposedFilter.

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Usually a value between 0.0, 1.0

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Returns the global bounds of this object. Note this incurs in allocations. Use getGlobalBounds (out) to avoid it

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Global transform Matrix. Matrix that concatenates all the affine transforms of this view and its ancestors.

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The inverted version of the globalMatrix

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Computed speed combining all the speeds from ancestors

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Changes the height of this view. Generically, this means adjusting the scaleY of the view to match that size using the current bounds, but some views might override this to adjust its internal width or height (like SolidRect or UIView for example).

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open var hitShape: VectorPath?
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open override var hitShape2d: Shape2D
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var index: Int

The index the child has in its parent

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Indicates if this class is a container or not. This is only overridden by Container. This check is performed like this, to avoid type checks. That might be an expensive operation in some targets.

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Local transform MMatrix. If you plan to change its components manually instead of setting it directly, you should call the View.invalidate method.

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var View.mask: View?
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Determines if mouse events will be handled for this view and its children

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var name: String?

Optional name of this view

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Parent Container of this View if any, or null

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var pos: Point
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Indicates if this view is going to propagate the events that reach this node to its children

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The concatenated/global version of the local alpha

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The concatenated/global version of the local alpha

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The actual blendMode of the view after computing the ancestors and reaching a view with a non BlendMode.INHERIT.

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The concatenated/global version of the local colorMul

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val root: View

The ancestor view without parents. When attached (visible or invisible), this is the Stage. When no parents, it is this

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Local rotation of this view

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Local scaling in the X axis of this view

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Local scaling in the Y axis of this view

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var size: Size
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Local skewing in the X axis of this view

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Local skewing in the Y axis of this view

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Ratio speed of this node, affecting all the View.addUpdater

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open val stage: Stage?

When included in the tree, this returns the stage. When not attached yet, this will return null.

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var tint: RGBA

Alias for colorMul to make this familiar to people coming from other engines.

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open var unscaledSize: Size
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open var visible: Boolean

Determines if the view will be displayed or not. It is different to alpha=0, since the render method won't be executed. Usually giving better performance. But also not receiving events.

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Changes the width of this view. Generically, this means adjusting the scaleX of the view to match that size using the current bounds, but some views might override this to adjust its internal width or height (like SolidRect or UIView for example).

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Returns the global bounds of this object. Note this incurs in allocations. Use getGlobalBounds (out) to avoid it

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var x: Double

Local X position of this view

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var y: Double

Local Y position of this view

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Functions

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Like setTransform but without invalidation. If used at all, should be used with care and invalidate when required.

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fun View?.allDescendants(out: ArrayList<View> = arrayListOf()): List<View>
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fun View?.ancestorsUpTo(target: View?): List<View>

Returns a list of all the ancestors including this in order to reach from this view to the target view, or a list of all the ancestors in the case target is not an ancestor.

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suspend fun View.animate(defaultTime: TimeSpan = Animator.DEFAULT_TIME, defaultSpeed: Double = Animator.DEFAULT_SPEED, defaultEasing: Easing = Animator.DEFAULT_EASING, parallel: Boolean = false, looped: Boolean = false, completeOnCancel: Boolean = false, startImmediately: Boolean = Animator.DEFAULT_START_IMMEDIATELY, block: Animator.() -> Unit = {}): Animator
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fun View.animator(defaultTime: TimeSpan = Animator.DEFAULT_TIME, defaultSpeed: Double = Animator.DEFAULT_SPEED, defaultEasing: Easing = Animator.DEFAULT_EASING, parallel: Boolean = false, looped: Boolean = false, startImmediately: Boolean = Animator.DEFAULT_START_IMMEDIATELY, block: Animator.() -> Unit = {}): Animator
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inline fun BView.bviewFastForEach(block: (view: View) -> Unit)
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fun <T : BEvent> clearEvents(type: EventType<T>)
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open fun clone(): View

Allows to clone this view. This method is inadvisable in normal circumstances. This might not work properly if the View doesn't override the createInstance method.

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fun View?.commonAncestor(ancestor: View?): View?
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fun View.convertToSpace(srcPoint: Point, dst: View): Point
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open fun copyPropsFrom(source: View)

Allows to copy the basic properties (transform localMatrix, visible, colorMul, speed, name...) from source into this

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suspend fun View.delay(time: TimeSpan)
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suspend fun View.delayFrame()
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inline fun <T> View?.descendantsOfType(): List<T>
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fun View?.descendantsWith(out: ArrayList<View> = arrayListOf(), check: (View) -> Boolean): List<View>

Returns a list of descendants including this that matches the check method. Allows to provide an out array to reduce allocations.

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override fun <T : BEvent> dispatch(event: T): Boolean
override fun <T : BEvent> dispatch(type: EventType<T>, event: T, result: EventResult?): Boolean

open override fun <T : BEvent> dispatch(type: EventType<T>, event: T, result: EventResult?, up: Boolean, down: Boolean): Boolean

Dispatched a event of type that will execute all the handlers registered with onEvents in this object and its children.

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open fun <T : BEvent> dispatchChildren(type: EventType<T>, event: T, result: EventResult?)
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open fun <T : BEvent> dispatchDown(type: EventType<T>, event: T, result: EventResult? = null): Boolean
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open override fun <T : BEvent> dispatchParent(type: EventType<T>, event: T, result: EventResult?)
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open fun <T : BEvent> dispatchUp(type: EventType<T>, event: T, result: EventResult? = null): Boolean
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override fun <T : BEvent> dispatchWithResult(event: T, out: EventResult): EventResult
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fun View?.dump(indent: String = "", emit: (String) -> Unit = ::println)

Dumps a view and its children for debugging purposes. The emit block parameter allows to define how to print those results.

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Dumps a view and its children for debugging purposes into a String.

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fun View?.findFirstAscendant(cond: (view: View) -> Boolean): View?
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fun View?.findLastAscendant(cond: (view: View) -> Boolean): View?
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open fun findViewByName(name: String): View?

Allows to find a descendant view whose View.name property is name. Returns null if can't find any.

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fun View?.firstAncestor(includeThis: Boolean = true, condition: (View) -> Boolean): View?
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inline fun <T : View> View?.firstAncestorOfType(includeThis: Boolean = true): T?
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Tries to find a view matching the check method or null if none is found

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inline fun View?.forEachAscendant(includeThis: Boolean = false, handler: (View) -> Unit)
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inline fun forEachChild(callback: (child: View) -> Unit): Unit?

Iterates all the children of this container in normal order of rendering.

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inline fun forEachChildren(callback: (child: View) -> Unit): Unit?

Iterates all the children of this container in normal order of rendering.

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inline fun forEachChildrenReversed(callback: (child: View) -> Unit): Unit?

Iterates all the children of this container in reverse order of rendering.

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inline fun forEachChildrenWithIndex(callback: (index: Int, child: View) -> Unit): Unit?

Iterates all the children of this container in normal order of rendering. Providing an index in addition to the child to the callback.

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inline fun forEachChildReversed(callback: (child: View) -> Unit): Unit?

Iterates all the children of this container in reverse order of rendering.

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inline fun forEachChildWithIndex(callback: (index: Int, child: View) -> Unit): Unit?

Iterates all the children of this container in normal order of rendering. Providing an index in addition to the child to the callback.

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fun View?.foreachDescendant(handler: (View) -> Unit)

Iterates all the descendant Views including this calling the handler. Iteration happens in Pre-order (NLR).

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inline fun <T> View.gamepad(callback: GamePadEvents.() -> T): T
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inline fun <T> View.gestures(callback: GestureEvents.() -> T): T
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operator fun View?.get(name: String): QView

Indexer that allows to get a descendant marked with the name name.

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fun getBounds(target: View? = this, doAnchoring: Boolean = true, inclusive: Boolean = false, includeFilters: Boolean = false): Rectangle
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fun getBoundsInSpace(viewSpace: View?, doAnchoring: Boolean = true, includeFilters: Boolean = false): Rectangle

Get the bounds of the current this view in another view viewSpace.

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fun getBoundsNoAnchoring(target: View? = this, inclusive: Boolean = false, includeFilters: Boolean = false): Rectangle

Get the bounds of this view, using the target view as coordinate system. Not providing a target will return the local bounds. Allows to specify out to prevent allocations.

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fun getConcatMatrix(target: View, inclusive: Boolean = false): Matrix

Gets the concatenated MMatrix of this View up to the target view. If inclusive is true, the concatenated matrix will include the target view too. Allows to define an out matrix that will hold the result to prevent allocations.

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fun getConcatMatrixAccurateSlow(target: View, inclusive: Boolean = false): Matrix
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Returns a list of descendants views that are of type T.

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fun getGlobalBounds(includeFilters: Boolean = false): Rectangle

Returns the global bounds of this object.

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fun getLocalBounds(doAnchoring: Boolean = true, includeFilters: Boolean = false): Rectangle

Get local bounds of the view.

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inline fun <T : ViewRenderPhase> getOrCreateAndAddRenderPhase(create: () -> T): T
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Converts the global point p (using root/stage as reference) into the local coordinate system. Allows to define out to avoid allocation.

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fun View.hasAncestor(ancestor: View): Boolean

Checks if this view has the specified ancestor.

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open fun hitTest(globalPos: Point, direction: HitTestDirection = HitTestDirection.ANY): View?

Determines the view at the global point defined by xD and yD if any, or null

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open override fun hitTestAny(p: Point, direction: HitTestDirection): Boolean
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fun hitTestLocal(p: Point, direction: HitTestDirection = HitTestDirection.ANY): View?
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fun hitTestShape(shape: Shape2D, matrix: Matrix, direction: HitTestDirection = HitTestDirection.ANY): View?
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fun hitTestView(view: View, direction: HitTestDirection = HitTestDirection.ANY): View?
fun hitTestView(views: List<View>, direction: HitTestDirection = HitTestDirection.ANY): View?
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fun View.interval(time: TimeSpan, callback: () -> Unit): Closeable
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fun View.intervalAndNow(time: TimeSpan, callback: () -> Unit): Closeable
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open fun invalidate()

Invalidates the View after changing some of its properties so the geometry can be computed again. If you change the localMatrix directly, you should call invalidateMatrix instead.

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Invalidates the localMatrix, so it gets updated from the decomposed properties: xD, yD, scaleXD, scaleYD, rotation, skewX and skewY.

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open override fun invalidateRender()
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fun View?.isDescendantOf(other: View, include: Boolean = true): Boolean
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inline fun <T> View.keys(callback: KeysEvents.() -> T): T
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Computes the local X and Y coordinates of the mouse using the coords from the Views object

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Converts the local point p into a global point (using root/stage as reference). Allows to define out to avoid allocation.

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fun localToWindow(views: Views, p: Point): Point

Converts the local point p into a point in window coordinates.

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fun View.makeFocusable(tabIndex: Int = 0, onChanged: (value: Boolean) -> Unit = {}): UIFocusable
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x and y are in global coordinates

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inline fun View.newKeys(callback: KeysEvents.() -> Unit): KeysEvents
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inline fun View.newMouse(callback: MouseEvents.() -> Unit): MouseEvents
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inline fun View.nextView(filter: (View) -> Boolean): View?
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inline fun <T> View.nextViewOfType(): T?
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Handles a DropFileEvent. The event happens when a drag&drop file over the window happens.

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override fun <T : BEvent> onEvent(type: EventType<T>, handler: (T) -> Unit): CloseableCancellable

Registers a handler block to be executed when an event of type is dispatched

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override fun onEventCount(type: EventType<*>): Int
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open fun <T : BEvent> onEvents(vararg etypes: EventType<out T>, handler: (T) -> Unit): Closeable
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operator fun View?.plusAssign(view: View?)

Adds the specified view to this view only if this view is a Container.

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inline fun View.prevView(filter: (View) -> Boolean): View?
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inline fun <T> View.prevViewOfType(): T?
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fun View.removeFilter(filter: Filter)
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Removes this view from its parent.

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override fun render(ctx: RenderContext)

The render method that is in charge of rendering. This method receives the ctx that allows to buffer geometry to be drawn in batches.

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inline fun View.renderCtx2d(ctx: RenderContext, crossinline block: (RenderContext2D) -> Unit)
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open fun renderDebug(ctx: RenderContext)
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fun View.renderFiltered(ctx: RenderContext, filter: Filter, first: Boolean = true)
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suspend fun View.renderToBitmap(views: Views? = this.stage?.views, region: Rectangle? = null, scale: Double = 1.0, outPoint: Ref<Point>? = null, includeBackground: Boolean = false): Bitmap32

Asynchronously renders this View (with the provided views) to a Bitmap32 and returns it. The rendering will happen before the next frame.

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Converts a point p in the nearest ancestor marked as View.Reference into the local coordinate system. Allows to define out to avoid allocation.

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inline fun <T : ViewRenderPhase> replaceRenderPhase(create: () -> T)
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Replaces this view in its parent with view. Returns true if the replacement was successful. If this view doesn't have a parent or view is the same as this, returns false.

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open fun reset()

Resets the View properties to an identity state.

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Scroll ancestors to make this view is visible

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Tries to set the global bounds of the object. If there are rotations in the ancestors, this might not work as expected.

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fun View?.setHtml(html: String)
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fun setMatrix(matrix: Matrix)

Sets the local transform matrix that includes xD, yD, scaleXD, scaleYD, rotation, skewX and skewY encoded into a Matrix

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Like setMatrix but directly sets an interpolated version of the l and r matrices with the ratio

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fun View?.setText(text: String)
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Sets the MatrixTransform decomposed version of the transformation, that directly includes xD, yD, scaleXD, scaleYD, rotation, skewX and skewY.

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fun View.singleTouch(removeTouch: Boolean = false, supportStartAnywhere: Boolean = false, block: SingleTouchHandler.(id: Int) -> Unit)
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fun View.timeout(time: TimeSpan, callback: () -> Unit): Closeable
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open override fun toString(): String
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fun View.touch(block: TouchEvents.() -> Unit)
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suspend fun BaseView?.tween(vararg vs: V2<*>, time: TimeSpan = DEFAULT_TIME, easing: Easing = DEFAULT_EASING, waitTime: TimeSpan = TimeSpan.NIL, timeout: Boolean = false, autoInvalidate: Boolean = true, callback: (Float) -> Unit = { })

Creates a tween that will take a specified time to execute, with an optional easing.

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suspend fun BaseView?.tweenAsync(vararg vs: V2<*>, time: TimeSpan = DEFAULT_TIME, easing: Easing = DEFAULT_EASING, waitTime: TimeSpan = TimeSpan.NIL, callback: (Float) -> Unit = {}): Deferred<Unit>
fun BaseView?.tweenAsync(vararg vs: V2<*>, coroutineContext: CoroutineContext, time: TimeSpan = DEFAULT_TIME, easing: Easing = DEFAULT_EASING, waitTime: TimeSpan = TimeSpan.NIL, callback: (Float) -> Unit = {}): Deferred<Unit>
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fun BaseView?.tweenNoWait(vararg vs: V2<*>, time: TimeSpan = DEFAULT_TIME, easing: Easing = DEFAULT_EASING, waitTime: TimeSpan = TimeSpan.NIL, callback: (Float) -> Unit = { }): TweenComponent?
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fun View.unsafeRenderToBitmapSync(ctx: RenderContext, region: Rectangle? = null, scale: Double = 1.0, outPoint: Ref<Point>? = null, useTexture: Boolean = true, bgcolor: RGBA = Colors.TRANSPARENT): Bitmap32
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fun View.updateSingleView(delta: TimeSpan, tempUpdate: UpdateEvent = UpdateEvent())
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