libGDX Scene2D interfaces
Builds menus and dialogs without placing game rules inside visual widgets. It coordinates Stage ownership, skins, focus and modal input so the interface remains usable through resizing and screen changes.
libgdx-scene2d-ui
See how it helpsWhen is it useful?
Use it when Scene2D interfaces need reliable focus, modal behavior or adaptation to longer text and resized windows.
What does it help you do?
- Keeps Stage and Actor presentation separate from game state.
- Reuses Skin conventions with explicit resource ownership.
- Defines modal input, keyboard focus and resize behavior.
Try asking this
Create a shop dialog for our RPG with scrolling items and a confirmation popup. Navigate by keyboard, resize the window and cancel a purchase. Focus must return to the selected item, background gameplay must not consume menu input and closing the shop must not dispose shared skin assets.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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libGDX — scene2d ui
Use when implementing libGDX Scene2D menus, dialogs, layout or UI focus.
Version and project gate
Inspect Gradle wrapper and modules, libGDX/backend versions, Java toolchain, ApplicationListener/Game/Screen structure, AssetManager ownership, viewport policy, native libraries and supported desktop/mobile/web targets. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.
Work
Separate Stage/Actor presentation from durable game state. Reuse the existing Skin and layout conventions. Set input ownership, modal behavior and keyboard focus explicitly. Keep act/draw timing and viewport application consistent and dispose stage-owned resources according to ownership.
Deliver
A complete menu/dialog interaction with long text and resize behavior. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
A Table layout is not automatic keyboard accessibility; sharing a Skin does not transfer disposal ownership to every screen.
Acceptance scenario
Open a modal over gameplay, navigate with keyboard, resize and dismiss it without a click falling through. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.
Scope and sources
This skill belongs to Keiko. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.
Task-specific official references
Included files 1
SKILL.md
