All Classes and Interfaces

Class
Description
Makes the hovered-over glyph stretch on y, as well as some glyphs near it.
Blinks the entire text in two different colors at once, without interpolation.
 
Starts the text large and shrinks into the final position/size, arcing up and then ending moving down.
Makes the text jumps and falls as if there was gravity.
An unordered map where the keys are case-insensitive Strings and the values are unboxed ints.
 
 
 
 
Allows looking up an RGBA8888 int color given a String key, returning either the color or 256 if none was found.
The default ColorLookup, this simply looks up key in Colors, returning 256 (fully transparent, extremely dark blue) if no Color exists by that exact name (case-sensitive), or returning the RGBA8888 value of the color otherwise.
A few static methods for commonly-used color handling tasks.
Rotates each glyph slightly back and forth, each one independently.
Moves the text vertically easing it into the final position.
Abstract text effect.
A functional interface that is meant to be used with the 2-parameter constructor available for all Effects here, using a method reference such as WaveEffect::new.
Stretches the text vertically from the baseline up to its full height.
Fades the text's color from between colors or alphas.
A replacement for libGDX's BitmapFont class, supporting additional markup to allow styling text with various effects.
Defines what types of distance field font this can use and render.
Holds up to 16 Font values, accessible by index or by name, that markup can switch between while rendering.
Describes the region of a glyph in a larger TextureRegion, carrying a little more info about the offsets that apply to where the glyph is rendered.
Tints the text in a gradient pattern.
Hangs the text in midair and suddenly drops it.
Makes the text jumps and falls as if there was gravity.
Tints the single glyph (or affected text, if all is true) underneath the pointer/mouse in a rainbow pattern.
A button with a child Image and TextraLabel.
A button with a child Image and TypingLabel.
Makes a span of text appear instantly, without the typing delay taking place per-glyph.
Randomly selects and shakes individual characters in the text.
Makes the text jumps and falls as if there was gravity.
Preconfigured static Font instances, with any important metric adjustments already applied.
A replacement for libGDX's GlyphLayout, more or less; stores one or more (possibly empty) Lines of text, which can use color and style markup from Font, and can be drawn with Font.drawGlyphs(Batch, Layout, float, float, int).
One line of possibly-colorful, possibly-styled text, with a width and height set by Font.markup(String, Layout) on Lines in a Layout.
Allows clicking the affected text to open a URL in the browser.
Some 1D noise methods to be used when an effect needs smooth but random changes.
Tints the text in an irregular, flowing color pattern that defaults to using sea green through deep blue, but can be changed to other colors.
Combines 50 colors chosen to be generally distinct with the 34 colors libGDX defines in Colors.
Utility class to parse tokens from a TypingLabel; not intended for external use in most situations.
Tints the text in a rainbow pattern.
Permanently rotates text in-place for each cell.
Permanently sets the size of text.
Shakes the text in a random pattern.
Starts the text large and shrinks into the final position/size.
Drips the text in a random pattern.
Moves the text horizontally easing it into the final position.
Rotates each glyph quickly and slows down as it approaches some count of rotations.
Moves the text in a round spiral from outwards-in, easing it into the final position.
Scales each glyph randomly, with each one scaled independently.
Stretches the text vertically from the baseline up to its full height.
 
Enables style properties for the single glyph (or affected text, if all is true) underneath the pointer/mouse, and disables them when not underneath.
A button with a child TextraLabel to display text.
A checkbox is a button that contains an image indicating the checked or unchecked state and a TextraLabel.
Displays a dialog, which is a window with a title, a content table, and a button table.
A single-line text input field.
The default TextraField.OnscreenKeyboard used by all TextraField instances.
An interface for onscreen keyboards.
Interface for filtering characters entered into the text field.
 
Interface for listening to typed characters.
A scene2d.ui Widget that displays text using a Font rather than a libGDX BitmapFont.
A tooltip that shows a TextraLabel.
A table that can be dragged and act as a modal window.
 
Allows clicking the affected text to trigger an event.
Simple listener for label events.
A button with a child TypingLabel to display text.
A checkbox is a button that contains an image indicating the checked or unchecked state and a TypingLabel.
Configuration class that easily allows the user to fine tune the library's functionality.
Displays a dialog, which is a TypingWindow with a TypingLabel for a title, a content table, and a button table.
An extension of Label that progressively shows the text as if it was being typed in real time, and allows the use of tokens in the following format: {TOKEN=PARAMETER}.
Simple listener for label events.
A tooltip that shows a TypingLabel.
A table that can be dragged and act as a modal window.
Moves the text vertically in a sine wave pattern.
Moves the text in a wind pattern.