# 名字映射锚点(只放**已确定**的;每条都要能说清依据,依据写进 混淆名对照表.md) # 列:owner name desc newName (desc 写 * 表示该 owner 下所有同名成员) # # ---- libGDX:Table(载荷名 et);依据 Obf.java + 直读字节码 ---- et D (Ldl;)LdR; add et D ([Ldl;)Let; addAll et I ()LdR; row et Z (Z)V setFillParent et SourceFile ()V clearChildren et D (Ljava/lang/CharSequence;)LdR; addLabel # ---- libGDX:Cell(载荷名 dR)---- dR StackMapTable ()LdR; expand dR D ()LdR; fill dR C ()LdR; left dR S ()LdR; top # ---- libGDX:Button / Label(保名类)---- com/badlogic/gdx/scenes/scene2d/ui/Button String ()Z isChecked com/badlogic/gdx/scenes/scene2d/ui/Button I (Z)V setChecked com/badlogic/gdx/scenes/scene2d/ui/Button B (ZZ)V setCheckedAndFire com/badlogic/gdx/scenes/scene2d/ui/Button a_ (Z)V setDisabled com/badlogic/gdx/scenes/scene2d/ui/Label D (Ljava/lang/CharSequence;)V setText com/badlogic/gdx/scenes/scene2d/ui/Label D ()Ljava/lang/StringBuilder; getTextBuilder # ---- libGDX:SelectBox(载荷名 KP);依据 DumpSites 解出的 (Ljava/lang/String;)V ---- KP B (Ljava/lang/String;)V setSelected KP B ()Ljava/lang/String; getSelected KP B (I)V setSelectedIndex # ---- 场景模型:Gp = 骨骼;依据 gp_2.java 的 toString()/D(String,boolean)V ---- Gp D Ljava/lang/String; name Gp D (Ljava/lang/String;Z)V setName