# Class Form

java.lang.Object
com.codename1.ui.Component
com.codename1.ui.Container
com.codename1.ui.Form

All Implemented Interfaces:
  `Animation, Editable, StyleListener, Iterable<Component>`

Direct Known Subclasses:
  `Dialog`

public class Form extends Container

Top level component that serves as the root for the UI, this `Container` subclass works in concert with the `Toolbar` to create menus. By default a forms main content area (the content pane) is scrollable on the Y axis and has a `com.codename1.ui.layouts.FlowLayout` as is the default.

Form contains a title bar area which in newer application is replaced by the `Toolbar`. Calling `#add(com.codename1.ui.Component)` or all similar methods on the `Form` delegates to the contentPane so calling `form.add(cmp)` is equivalent to `form.getContentPane().add(cmp)`. Normally this shouldn't matter, however in some cases such as animation we need to use the content pane directly e.g. `form.getContentPane().animateLayout(200)` will work whereas `form.animateLayout(200)` will fail.

- ## Nested Class Summary

  Nested Classes
  Modifier and Type
  Class
  Description
  `static class`
  `Form.TabIterator`
  Iterates through the components on this form in traversal order.

- ## Field Summary

  Fields
  Modifier and Type
  Field
  Description
  `protected boolean`
  `focusScrolling`
  Indicates whether lists and containers should scroll only via focus and thus "jump" when moving to a larger component as was the case in older versions of Codename One.

  ### Fields inherited from class Component

  `BASELINE, BOTTOM, BRB_CENTER_OFFSET, BRB_CONSTANT_ASCENT, BRB_CONSTANT_DESCENT, BRB_OTHER, CENTER, CROSSHAIR_CURSOR, DEFAULT_CURSOR, DRAG_REGION_IMMEDIATELY_DRAG_X, DRAG_REGION_IMMEDIATELY_DRAG_XY, DRAG_REGION_IMMEDIATELY_DRAG_Y, DRAG_REGION_LIKELY_DRAG_X, DRAG_REGION_LIKELY_DRAG_XY, DRAG_REGION_LIKELY_DRAG_Y, DRAG_REGION_NOT_DRAGGABLE, DRAG_REGION_POSSIBLE_DRAG_X, DRAG_REGION_POSSIBLE_DRAG_XY, DRAG_REGION_POSSIBLE_DRAG_Y, E_RESIZE_CURSOR, HAND_CURSOR, LEFT, MOVE_CURSOR, N_RESIZE_CURSOR, NE_RESIZE_CURSOR, NW_RESIZE_CURSOR, RIGHT, S_RESIZE_CURSOR, SE_RESIZE_CURSOR, SW_RESIZE_CURSOR, TEXT_CURSOR, TOP, W_RESIZE_CURSOR, WAIT_CURSOR`

- ## Constructor Summary

  Constructors
  Constructor
  Description
  `Form()`
  Default constructor creates a simple form
  `Form(Layout contentPaneLayout)`
  Constructor that accepts a layout
  `Form(String title)`
  Sets the title after invoking the constructor
  `Form(String title, Layout contentPaneLayout)`
  Sets the title after invoking the constructor

- ## Method Summary

  Modifier and Type
  Method
  Description
  `protected void`
  `actionCommand(Command cmd)`
  Invoked to allow subclasses of form to handle a command from one point rather than implementing many command instances.
  `final void`
  `addCommand(Command cmd)`
  Adds a command to the menu bar softkeys.
  `void`
  `addCommand(Command cmd, int offset)`
  Adds a command to the menu bar softkeys or into the menu dialog, this version of add allows us to place a command in an arbitrary location.
  `void`
  `addCommandListener(ActionListener l)`
  A listener that is invoked when a command is clicked allowing multiple commands to be handled by a single block
  `void`
  `addComponent(int index, Component cmp)`
  Adds Component to the Form's Content Pane
  `void`
  `addComponent(int index, Object constraints, Component cmp)`
  Adds a Component to the Container
  `void`
  `addComponent(Component cmp)`
  Adds Component to the Form's Content Pane
  `void`
  `addComponent(Object constraints, Component cmp)`
  Adds a Component to the Container
  `<C extends Component>
  void`
  `addComponentAwaitingRelease(C c)`
  `void`
  `addGameKeyListener(int keyCode, ActionListener listener)`
  Add a game key listener to the given gamekey for a callback when the key is released
  `void`
  `addKeyListener(int keyCode, ActionListener listener)`
  Add a key listener to the given keycode for a callback when the key is released
  `void`
  `addOrientationListener(ActionListener l)`
  This listener is invoked when device orientation changes on devices that support orientation change
  `void`
  `addPasteListener(ActionListener l)`
  Adds a listener to be notified when the user has initiated a paste event.
  `void`
  `addShowListener(ActionListener l)`
  This listener would be invoked when show is completed
  `void`
  `addSizeChangedListener(ActionListener l)`
  This listener is invoked when device size is changed
  `boolean`
  `animate()`
  Allows the animation to reduce "repaint" calls when it returns false.
  `void`
  `animateHierarchy(int duration)`
  Animates a pending hierarchy of components into place, this effectively replaces revalidate with a more visual form of animation
  `void`
  `animateHierarchyAndWait(int duration)`
  Animates a pending hierarchy of components into place, this effectively replaces revalidate with a more visual form of animation.
  `void`
  `animateHierarchyFade(int duration, int startingOpacity)`
  Animates a pending hierarchy of components into place, this effectively replaces revalidate with a more visual form of animation
  `void`
  `animateHierarchyFadeAndWait(int duration, int startingOpacity)`
  Animates a pending hierarchy of components into place, this effectively replaces revalidate with a more visual form of animation.
  `void`
  `animateLayout(int duration)`
  Animates a pending layout into place, this effectively replaces revalidate with a more visual form of animation
  `void`
  `animateLayoutAndWait(int duration)`
  Animates a pending layout into place, this effectively replaces revalidate with a more visual form of animation.
  `void`
  `animateLayoutFade(int duration, int startingOpacity)`
  Animates a pending layout into place, this effectively replaces revalidate with a more visual form of animation
  `void`
  `animateLayoutFadeAndWait(int duration, int startingOpacity)`
  Animates a pending layout into place, this effectively replaces revalidate with a more visual form of animation.
  `void`
  `animateUnlayout(int duration, int opacity, Runnable callback)`
  This method is the exact reverse of animateLayout, when completed it leaves the container in an invalid state.
  `void`
  `animateUnlayoutAndWait(int duration, int opacity)`
  This method is the exact reverse of animateLayoutAndWait, when completed it leaves the container in an invalid state.
  `boolean`
  `checkPopGuard(PopReason reason)`
  Consults the installed pop guard for the given reason.
  `void`
  `clearComponentsAwaitingRelease()`
  `protected Component`
  `createStatusBar()`
  Subclasses can override this method to control the creation of the status bar component.
  `void`
  `deregisterAnimated(Animation cmp)`
  Indicate that cmp would no longer like to receive animation events
  `void`
  `dispatchCommand(Command cmd, ActionEvent ev)`
  Dispatches a command via the standard form mechanism of firing a command event
  `void`
  `dispatchPaste(ActionEvent l)`
  Fires a paste event to the paste listeners.
  `Component`
  `findCurrentlyEditingComponent()`
  Returns the component on this form that is currently being edited, or null if no component is currently being edited.
  `Component`
  `findNextFocusHorizontal(boolean right)`
  This method returns the next focusable Component horizontally
  `Component`
  `findNextFocusVertical(boolean down)`
  This method returns the next focusable Component vertically
  `AnimationManager`
  `getAnimationManager()`
  Returns the animation manager instance responsible for this form, this can be used to track/queue animations
  `Command`
  `getBackCommand()`
  Indicates the command that is defined as the back command out of this form.
  `Command`
  `getClearCommand()`
  Indicates the command that is defined as the clear command in this form.
  `Command`
  `getCommand(int index)`
  Returns the command occupying the given index
  `int`
  `getCommandCount()`
  A helper method to check the amount of commands within the form menu
  `final Form`
  `getComponentForm()`
  Returns the Component Form or null if this Component is not added yet to a form
  `int`
  `getComponentIndex(Component cmp)`
  Returns the Component index in the Container
  `Container`
  `getContentPane()`
  This method returns the Content pane instance
  `VirtualInputDevice`
  `getCurrentInputDevice()`
  Returns the current virtual input device in the form.
  `Command`
  `getDefaultCommand()`
  Default command is invoked when a user presses fire, this functionality works well in some situations but might collide with elements such as navigation and combo boxes.
  `int`
  `getDragRegionStatus(int x, int y)`
  Indicates if the section within the X/Y area is a "drag region" where we expect people to drag or press in which case we can instantly start dragging making perceived performance faster.
  `TextArea`
  `getEditOnShow()`
  A text component that will receive focus and start editing immediately as the form is shown
  `Component`
  `getFocused()`
  Returns the current focus component for this form
  `Container`
  `getFormLayeredPane(Class c, boolean top)`
  Returns the layered pane for the class and if one doesn't exist a new one is created dynamically and returned.
  `protected Container`
  `getFormLayeredPaneIfExists()`
  Gets the form layered pane of the container without trying to create it.
  `Painter`
  `getGlassPane()`
  Allows a developer that doesn't derive from the form to draw on top of the form regardless of underlying changes or animations.
  `int`
  `getInvisibleAreaUnderVKB()`
  In some virtual keyboard implementations (notably iOS) this value is used to determine the height of the virtual keyboard
  `Container`
  `getLayeredPane()`
  This method returns the layered pane of the Form, the layered pane is laid on top of the content pane and is created lazily upon calling this method the layer will be created.
  `Container`
  `getLayeredPane(Class c, boolean top)`
  Returns the layered pane for the class and if one doesn't exist a new one is created dynamically and returned
  `Container`
  `getLayeredPane(Class c, int zIndex)`
  Returns the layered pane for the class and if one doesn't exist a new one is created dynamically and returned
  `protected Container`
  `getLayeredPaneIfExists()`
  Gets the layered pane of the container without trying to create it.
  `Layout`
  `getLayout()`
  Returns the layout manager of the form's content pane.
  `MenuBar`
  `getMenuBar()`
  Returns the associated Menu Bar object
  `Style`
  `getMenuStyle()`
  Returns the style of the menu
  `Component`
  `getNextComponent(Component current)`
  Gets the next component in focus traversal order.
  `PopGuard`
  `getPopGuard()`
  Returns the currently installed pop guard, or null.
  `Component`
  `getPreviousComponent(Component current)`
  Gets the previous component in focus traversal order.
  `String[]`
  `getPropertyNames()`
  A component may expose mutable property names for a UI designer to manipulate, this API is designed for usage internally by the GUI builder code
  `String[]`
  `getPropertyTypeNames()`
  This method is here to workaround an XMLVM array type bug where property types aren't identified properly, it returns the names of the types using the following type names: String,int,double,long,byte,short,char,String[],String[][],byte[],Image,Image[],Object[],ListModel,ListCellRenderer
  `Class[]`
  `getPropertyTypes()`
  Matches the property names method (see that method for further details).
  `Object`
  `getPropertyValue(String name)`
  Returns the current value of the property name, this method is used by the GUI builder
  `Rectangle`
  `getSafeArea()`
  This method returns a rectangle defining the "safe" area of the display, which excludes areas on the screen that are covered by notches, task bars, rounded corners, etc.
  `int`
  `getScrollAnimationSpeed()`
  Scroll animation speed in milliseconds allowing a developer to slow down or accelerate the smooth animation mode
  `int`
  `getSideGap()`
  The form itself should
  `Button`
  `getSoftButton(int offset)`
  Returns the button representing the softbutton, this allows modifying softbutton attributes and behavior programmatically rather than by using the command API.
  `final int`
  `getSoftButtonCount()`
  Returns the number of buttons on the menu bar for use with getSoftButton()
  `Command`
  `getSourceCommand()`
  Gets the source command that was used to navigate to this form.
  `Form.TabIterator`
  `getTabIterator(Component start)`
  Returns an iterator that iterates over all of the components in this form, ordered by their tab index.
  `TextSelection`
  `getTextSelection()`
  Gets TextSelection support for this form.
  `int`
  `getTintColor()`
  Default color for the screen tint when a dialog or a menu is shown
  `String`
  `getTitle()`
  Returns the Form title text
  `Container`
  `getTitleArea()`
  Title area manipulation might break with future changes to Codename One and might damage themeing/functionality of the Codename One application in some platforms
  `Label`
  `getTitleComponent()`
  Allows modifying the title attributes beyond style (e.g. setting icon/alignment etc.)
  `Style`
  `getTitleStyle()`
  Returns the style of the title
  `Toolbar`
  `getToolbar()`
  Gets the Form Toolbar if exists or null
  `Transition`
  `getTransitionInAnimator()`
  This property allows us to define a an animation that will draw the transition for entering this form.
  `Transition`
  `getTransitionOutAnimator()`
  This property allows us to define a an animation that will draw the transition for exiting this form.
  `UIManager`
  `getUIManager()`
  This method should be used by the Component to retrieve the correct UIManager to work with
  `boolean`
  `grabAnimationLock()`
  Allows grabbing a flag that is used by convention to indicate that you are running an exclusive animation.
  `final boolean`
  `hasMedia()`
  Used by the implementation to prevent flickering when flushing the double buffer
  `protected void`
  `hideNotify()`
  This method is only invoked when the underlying canvas for the form is hidden this method isn't called for form based events and is generally usable for suspend/resume based behavior
  `protected void`
  `initGlobalToolbar()`
  Allows subclasses to disable the global toolbar for a specific form by overriding this method
  `protected void`
  `initLaf(UIManager uim)`
  This method initializes the Component defaults constants
  `boolean`
  `isAlwaysTensile()`
  Enable the tensile drag to work even when a component doesn't have a scroll showable (scrollable flag still needs to be set to true)
  `boolean`
  `isCyclicFocus()`
  Indicates whether focus should cycle within the form
  `boolean`
  `isDragRegion(int x, int y)`
  Indicates if the section within the X/Y area is a "drag region" where we expect people to drag and never actually "press" in which case we can instantly start dragging making perceived performance faster.
  `boolean`
  `isEditing()`
  Checks if the component is currently being edited.
  `boolean`
  `isEnableCursors()`
  Checks if custom cursors are enabled on this form.
  `boolean`
  `isFocusScrolling()`
  Indicates whether lists and containers should scroll only via focus and thus "jump" when moving to a larger component as was the case in older versions of Codename One.
  `boolean`
  `isFormBottomPaddingEditingMode()`
  Toggles the way the virtual keyboard behaves, enabling this mode shrinks the screen but makes editing possible when working with text fields that aren't in a scrollable container.
  `boolean`
  `isMinimizeOnBack()`
  When set to true the physical back button will minimize the application
  `boolean`
  `isScrollable()`
  Indicates whether the component should/could scroll by default a component is not scrollable.
  `boolean`
  `isScrollableX()`
  Indicates whether the component should/could scroll on the X axis
  `boolean`
  `isScrollableY()`
  Indicates whether the component should/could scroll on the Y axis
  `boolean`
  `isScrollVisible()`
  Indicate whether this component scroll is visible
  `boolean`
  `isSingleFocusMode()`
  Returns true if there is only one focusable member in this form.
  `boolean`
  `isSmoothScrolling()`
  Indicates that scrolling through the component should work as an animation
  `void`
  `keyPressed(int keyCode)`
  If this Component is focused, the key pressed event will call this method
  `void`
  `keyReleased(int keyCode)`
  If this Component is focused, the key released event will call this method
  `void`
  `keyRepeated(int keyCode)`
  If this Component is focused, the key repeat event will call this method.
  `protected void`
  `longKeyPress(int keyCode)`
  If this Component is focused this method is invoked when the user presses and holds the key
  `void`
  `longPointerPress(int x, int y)`
  If this Component is focused this method is invoked when the user presses and holds the pointer on the Component
  `protected void`
  `onRegisterAnimated(Animation cmp)`
  Callback that's invoked by registerAnimated to let subclasses keep track of animation registration.
  `protected void`
  `onShow()`
  Allows subclasses to bind functionality that occurs when a specific form or dialog appears on the screen
  `protected void`
  `onShowCompleted()`
  Allows subclasses to bind functionality that occurs when a specific form or dialog is "really" showing hence when the transition is totally complete (unlike onShow which is called on intent).
  `void`
  `paint(Graphics g)`
  This method paints the Component on the screen, it should be overriden by subclasses to perform custom drawing or invoke the UI API's to let the PLAF perform the rendering.
  `void`
  `paintBackground(Graphics g)`
  Exposing the background painting for the benefit of animations
  `protected void`
  `paintScrollbars(Graphics g)`
  Paints the UI for the scrollbars on the component, this will be invoked only for scrollable components.
  `protected String`
  `paramString()`
  Returns a string representing the state of this component.
  `void`
  `pointerDragged(int[] x, int[] y)`
  If this Component is focused, the pointer dragged event will call this method
  `void`
  `pointerDragged(int x, int y)`
  If this Component is focused, the pointer dragged event will call this method
  `void`
  `pointerHover(int[] x, int[] y)`
  Invoked for devices where the pointer can hover without actually clicking the display.
  `void`
  `pointerHoverPressed(int[] x, int[] y)`
  Invoked for devices where the pointer can hover without actually clicking the display.
  `void`
  `pointerHoverReleased(int[] x, int[] y)`
  Invoked for devices where the pointer can hover without actually clicking the display.
  `void`
  `pointerPressed(int x, int y)`
  If this Component is focused, the pointer pressed event will call this method
  `void`
  `pointerReleased(int x, int y)`
  If this Component is focused, the pointer released event will call this method
  `void`
  `refreshTheme(boolean merge)`
  Makes sure the component is up to date with the current theme, ONLY INVOKE THIS METHOD IF YOU CHANGED THE THEME!
  `final void`
  `registerAnimated(Animation cmp)`
  The given component is interested in animating its appearance and will start receiving callbacks when it is visible in the form allowing it to animate its appearance.
  `void`
  `releaseAnimationLock()`
  Invoke this to release the animation lock that was grabbed in grabAnimationLock
  `void`
  `removeAll()`
  Removes all Components from the Content Pane
  `void`
  `removeAllCommands()`
  Clear menu commands from the menu bar
  `void`
  `removeAllShowListeners()`
  Removes all Show Listeners from this Form
  `void`
  `removeCommand(Command cmd)`
  Removes the command from the menu bar softkeys
  `void`
  `removeCommandListener(ActionListener l)`
  A listener that is invoked when a command is clicked allowing multiple commands to be handled by a single block
  `void`
  `removeComponent(Component cmp)`
  Removes a component from the Form's Content Pane
  `<C extends Component>
  void`
  `removeComponentAwaitingRelease(C c)`
  `void`
  `removeGameKeyListener(int keyCode, ActionListener listener)`
  Removes a game key listener from the given game keycode
  `void`
  `removeKeyListener(int keyCode, ActionListener listener)`
  Removes a key listener from the given keycode
  `void`
  `removeOrientationListener(ActionListener l)`
  This listener is invoked when device orientation changes on devices that support orientation change
  `void`
  `removePasteListener(ActionListener l)`
  Removes listener from being notified when the user has initiated a paste event.
  `void`
  `removeShowListener(ActionListener l)`
  Removes the show listener
  `void`
  `removeSizeChangedListener(ActionListener l)`
  Remove SizeChangedListener
  `void`
  `replace(Component current, Component next, Transition t)`
  This method replaces the current Component with the next Component.
  `void`
  `replaceAndWait(Component current, Component next, Transition t)`
  This method replaces the current Component with the next Component.
  `protected boolean`
  `resumeDragAfterScrolling(int x, int y)`
  This method fixes this tensile drag issue.
  `void`
  `scrollComponentToVisible(Component c)`
  Makes sure the component is visible in the scroll if this container is scrollable
  `void`
  `setAllowEnableLayoutOnPaint(boolean allow)`
  Enabling "layoutOnPaint" behaviour.
  `void`
  `setAlwaysTensile(boolean alwaysTensile)`
  Enable the tensile drag to work even when a component doesn't have a scroll showable (scrollable flag still needs to be set to true)
  `void`
  `setBackCommand(Command backCommand)`
  Indicates the command that is defined as the back command out of this form.
  `Command`
  `setBackCommand(String name, Image icon, ActionListener ev)`
  Shorthand for `#setBackCommand(com.codename1.ui.Command)` that dynamically creates the command using `com.codename1.ui.Image, com.codename1.ui.events.ActionListener)`.
  `void`
  `setBgImage(Image bgImage)`
  Sets the background image to show behind the form
  `void`
  `setClearCommand(Command clearCommand)`
  Indicates the command that is defined as the clear command in this form.
  `void`
  `setCurrentInputDevice(VirtualInputDevice device)`
  Sets the current virtual input device for the form.
  `void`
  `setCyclicFocus(boolean cyclicFocus)`
  Indicates whether focus should cycle within the form
  `void`
  `setDefaultCommand(Command defaultCommand)`
  Default command is invoked when a user presses fire, this functionality works well in some situations but might collide with elements such as navigation and combo boxes.
  `void`
  `setEditOnShow(TextArea editOnShow)`
  A text component that will receive focus and start editing immediately as the form is shown
  `void`
  `setEnableCursors(boolean e)`
  Enable or disable custom cursors on this form.
  `void`
  `setFocused(Component focused)`
  Sets the focused component and fires the appropriate events to make it so
  `void`
  `setFocusScrolling(boolean focusScrolling)`
  Indicates whether lists and containers should scroll only via focus and thus "jump" when moving to a larger component as was the case in older versions of Codename One.
  `void`
  `setFormBottomPaddingEditingMode(boolean b)`
  Toggles the way the virtual keyboard behaves, enabling this mode shrinks the screen but makes editing possible when working with text fields that aren't in a scrollable container.
  `void`
  `setGlassPane(Painter glassPane)`
  Allows a developer that doesn't derive from the form to draw on top of the form regardless of underlying changes or animations.
  `void`
  `setLayout(Layout layout)`
  Sets the layout manager responsible for arranging this container
  `void`
  `setMenuBar(MenuBar menuBar)`
  Sets the associated MenuBar Object.
  `void`
  `setMenuCellRenderer(ListCellRenderer menuCellRenderer)`
  Determine the cell renderer used to render menu elements for themeing the look of the menu options
  `void`
  `setMenuTransitions(Transition transitionIn, Transition transitionOut)`
  Sets the menu transitions for showing/hiding the menu, can be null...
  `void`
  `setMinimizeOnBack(boolean minimizeOnBack)`
  When set to true the physical back button will minimize the application
  `void`
  `setOverrideInvisibleAreaUnderVKB(int invisibleAreaUnderVKB)`
  Overrides the invisible area under the virtual keyboard with a given value.
  `void`
  `setPopGuard(PopGuard guard)`
  Installs an optional guard that is consulted before back/pop navigation leaves this form.
  `String`
  `setPropertyValue(String name, Object value)`
  Sets a new value to the given property, returns an error message if failed and null if successful.
  `void`
  `setRTL(boolean r)`
  Is the component a bidi RTL component
  `void`
  `setSafeAreaChanged()`
  Causes the display safe area to be recalculated the next time the form list laid out.
  `void`
  `setScrollable(boolean scrollable)`
  The equivalent of calling both setScrollableY and setScrollableX
  `void`
  `setScrollableX(boolean scrollableX)`
  Sets whether the component should/could scroll on the X axis
  `void`
  `setScrollableY(boolean scrollableY)`
  Sets whether the component should/could scroll on the Y axis
  `void`
  `setScrollAnimationSpeed(int animationSpeed)`
  Scroll animation speed in milliseconds allowing a developer to slow down or accelerate the smooth animation mode
  `void`
  `setScrollVisible(boolean isScrollVisible)`
  Set whether this component scroll is visible
  `void`
  `setSmoothScrolling(boolean smoothScrolling)`
  Indicates that scrolling through the component should work as an animation
  `void`
  `setSourceCommand(Command sourceCommand)`
  Sets the source command that was used to navigate to this form.
  `void`
  `setTintColor(int tintColor)`
  Default color for the screen tint when a dialog or a menu is shown
  `void`
  `setTitle(String title)`
  Sets the Form title to the given text
  `void`
  `setTitleComponent(Label title)`
  Allows replacing the title with a different title component, thus allowing developers to create more elaborate title objects.
  `void`
  `setTitleComponent(Label title, Transition t)`
  Allows replacing the title with a different title component, thus allowing developers to create more elaborate title objects.
  `void`
  `setTitleStyle(Style s)`
  Sets the style of the title programmatically
  `void`
  `setToolbar(Toolbar toolbar)`
  Sets the Form Toolbar
  `void`
  `setToolBar(Toolbar toolbar)`
  Sets the Form Toolbar
  `void`
  `setTransitionInAnimator(Transition transitionInAnimator)`
  This property allows us to define a an animation that will draw the transition for entering this form.
  `void`
  `setTransitionOutAnimator(Transition transitionOutAnimator)`
  This property allows us to define a an animation that will draw the transition for exiting this form.
  `void`
  `setUIManager(UIManager uiManager)`
  Allows replacing the UIManager in a component hierarchy to update the look and feel only to a specific hierarchy
  `void`
  `setVisible(boolean visible)`
  Toggles visibility of the component
  `protected boolean`
  `shouldPaintStatusBar()`
  This method returns the value of the theme constant `paintsTitleBarBool` and it is invoked internally in the code.
  `protected boolean`
  `shouldSendPointerReleaseToOtherForm()`
  Indicates whether this form wants to receive pointerReleased events for touch events that started in a different form
  `void`
  `show()`
  Displays the current form on the screen
  `void`
  `showBack()`
  Displays the current form on the screen, this version of the method is useful for "back" navigation since it reverses the direction of the transition.
  `protected void`
  `showNotify()`
  This method is only invoked when the underlying canvas for the form is shown this method isn't called for form based events and is generally usable for suspend/resume based behavior
  `protected void`
  `sizeChanged(int w, int h)`
  This method is only invoked when the underlying canvas for the form gets a size changed event.
  `void`
  `stopEditing(Runnable onFinish)`
  Stops any active editing on the form.

  ### Methods inherited from class Container

  `add, add, add, add, add, add, addAll, applyRTL, calcPreferredSize, cancelRepaints, clearClientProperties, constrainHeightWhenScrollable, constrainWidthWhenScrollable, contains, createAnimateHierarchy, createAnimateHierarchyFade, createAnimateLayout, createAnimateLayoutFade, createAnimateLayoutFadeAndWait, createAnimateMotion, createAnimateUnlayout, createReplaceTransition, dragInitiated, drop, encloseIn, encloseIn, findDropTargetAt, findFirstFocusable, fireClicked, flushReplace, forceRevalidate, getBottomGap, getChildrenAsList, getClosestComponentTo, getComponentAt, getComponentAt, getComponentCount, getGridPosX, getGridPosY, getLayoutHeight, getLayoutWidth, getLeadComponent, getLeadParent, getResponderAt, getSafeAreaRoot, getScrollIncrement, invalidate, isEnabled, isSafeArea, isSafeAreaRoot, isSelectableInteraction, isSurface, iterator, iterator, layoutContainer, morph, morphAndWait, paintComponentBackground, paintGlass, replace, replaceAndWait, replaceAndWait, revalidate, revalidateLater, revalidateWithAnimationSafety, setCellRenderer, setEnabled, setLeadComponent, setSafeArea, setSafeAreaRoot, setScrollIncrement, setShouldCalcPreferredSize, setShouldLayout, updateTabIndices`

  ### Methods inherited from class Component

  `accessibilityChanged, accessibilityChanged, addContextMenuListener, addDragFinishedListener, addDragOverListener, addDropListener, addFocusListener, addLongPressListener, addMouseWheelListener, addPointerDraggedListener, addPointerPressedListener, addPointerReleasedListener, addPullToRefresh, addScrollListener, addStateChangeListener, addStylusListener, announceForAccessibility, bindProperty, blocksSideSwipe, calcScrollSize, contains, containsOrOwns, createStyleAnimation, deinitialize, deinitializeCustomStyle, dragEnter, dragExit, dragFinished, draggingOver, drawDraggedImage, focusGained, focusLost, getAbsoluteX, getAbsoluteY, getAccessibilityNode, getAccessibilityText, getAllStyles, getBaseline, getBaselineResizeBehavior, getBindablePropertyNames, getBindablePropertyTypes, getBorder, getBoundPropertyValue, getBounds, getBounds, getClientProperty, getCloudBoundProperty, getCloudDestinationProperty, getComponentState, getCursor, getDefaultDragTransparency, getDirtyRegion, getDisabledStyle, getDraggedx, getDraggedy, getDragImage, getDragSpeed, getDragTransparency, getEditingDelegate, getHeight, getInlineAllStyles, getInlineDisabledStyles, getInlinePressedStyles, getInlineSelectedStyles, getInlineStylesTheme, getInlineUnselectedStyles, getInnerHeight, getInnerPreferredH, getInnerPreferredW, getInnerWidth, getInnerX, getInnerY, getLabelForComponent, getName, getNativeOverlay, getNextFocusDown, getNextFocusLeft, getNextFocusRight, getNextFocusUp, getOuterHeight, getOuterPreferredH, getOuterPreferredW, getOuterWidth, getOuterX, getOuterY, getOwner, getParent, getPreferredH, getPreferredSize, getPreferredSizeStr, getPreferredTabIndex, getPreferredW, getPressedStyle, getSameHeight, getSameWidth, getScrollable, getScrollDimension, getScrollOpacity, getScrollOpacityChangeSpeed, getScrollX, getScrollY, getSelectCommandText, getSelectedRect, getSelectedStyle, getSemantics, getStyle, getTabIndex, getTensileLength, getTextSelectionSupport, getTooltip, getUIID, getUnselectedStyle, getVisibleBounds, getVisibleBounds, getWidth, getX, getY, growShrink, handlesInput, hasFixedPreferredSize, hasFocus, hideNativeOverlay, initComponent, initCustomStyle, initDisabledStyle, initPressedStyle, initSelectedStyle, initUnselectedStyle, installDefaultPainter, isBlockLead, isCellRenderer, isChildOf, isDragActivated, isDragAndDropOperation, isDraggable, isDropTarget, isEditable, isFlatten, isFocusable, isGrabsPointerEvents, isHidden, isHidden, isHideInLandscape, isHideInPortrait, isHScrollThumbGrabbed, isHScrollThumbHover, isIgnorePointerEvents, isInClippingRegion, isInitialized, isOpaque, isOwnedBy, isPinchBlocksDragAndDrop, isRippleEffect, isRTL, isSetCursorSupported, isSnapToGrid, isStickyDrag, isTactileTouch, isTactileTouch, isTensileDragEnabled, isTraversable, isVisible, isVScrollThumbGrabbed, isVScrollThumbHover, laidOut, onScrollX, onScrollY, onSetFocusable, paintBackgrounds, paintBorder, paintBorderBackground, paintComponent, paintComponent, paintIntersectingComponentsAbove, paintLock, paintLockRelease, paintRippleOverlay, paintScrollbarX, paintScrollbarY, paintShadows, parsePreferredSize, pinch, pinch, pinchReleased, pointerPressed, pointerReleased, putClientProperty, refreshTheme, refreshTheme, remove, removeContextMenuListener, removeDragFinishedListener, removeDragOverListener, removeDropListener, removeFocusListener, removeLongPressListener, removeMouseWheelListener, removePointerDraggedListener, removePointerPressedListener, removePointerReleasedListener, removeScrollListener, removeStateChangeListener, removeStylusListener, repaint, repaint, requestFocus, resetFocusable, respondsToPointerEvents, rotation, scrollRectToVisible, scrollRectToVisible, setAccessibilityText, setBlockLead, setBoundPropertyValue, setCloudBoundProperty, setCloudDestinationProperty, setComponentState, setCursor, setDefaultDragTransparency, setDirtyRegion, setDisabledStyle, setDraggable, setDragTransparency, setDropTarget, setEditingDelegate, setFlatten, setFocus, setFocusable, setGrabsPointerEvents, setHandlesInput, setHeight, setHidden, setHidden, setHideInLandscape, setHideInPortrait, setHorizontalScrollBounds, setIgnorePointerEvents, setInitialized, setInlineAllStyles, setInlineDisabledStyles, setInlinePressedStyles, setInlineSelectedStyles, setInlineStylesTheme, setInlineUnselectedStyles, setIsScrollVisible, setLabelForComponent, setName, setNextFocusDown, setNextFocusLeft, setNextFocusRight, setNextFocusUp, setOpaque, setOwner, setPinchBlocksDragAndDrop, setPreferredH, setPreferredSize, setPreferredSizeStr, setPreferredTabIndex, setPreferredW, setPressedStyle, setPullToRefresh, setRippleEffect, setSameHeight, setSameSize, setSameWidth, setScrollOpacityChangeSpeed, setScrollSize, setScrollX, setScrollY, setSelectCommandText, setSelectedStyle, setSize, setSnapToGrid, setTabIndex, setTactileTouch, setTensileDragEnabled, setTensileLength, setTooltip, setTraversable, setUIID, setUIID, setUIIDFinal, setUnselectedStyle, setVerticalScrollBounds, setWidth, setX, setY, shouldBlockSideSwipe, shouldBlockSideSwipeLeft, shouldBlockSideSwipeRight, shouldRenderComponentSelection, showNativeOverlay, startEditingAsync, stripMarginAndPadding, styleChanged, toImage, toString, unbindProperty, updateNativeOverlay, visibleBoundsContains`

  ### Methods inherited from class Object

  `clone, equals, getClass, hashCode, notify, notifyAll, wait, wait, wait`

  ### Methods inherited from interface Iterable

  `forEach`

- ## Field Details

  - ### focusScrolling

    protected boolean focusScrolling
    Indicates whether lists and containers should scroll only via focus and thus "jump" when moving to a larger component as was the case in older versions of Codename One.

- ## Constructor Details

  - ### Form

    public Form()
    Default constructor creates a simple form

  - ### Form

    public Form(Layout contentPaneLayout)

    Constructor that accepts a layout

    ###### Parameters

    - `contentPaneLayout`: the layout for the content pane

  - ### Form

    public Form(String title)

    Sets the title after invoking the constructor

    ###### Parameters

    - `title`: the form title

  - ### Form

    public Form(String title, Layout contentPaneLayout)

    Sets the title after invoking the constructor

    ###### Parameters

    - `title`: the form title

    - `contentPaneLayout`: the layout for the content pane

- ## Method Details

  - ### setAllowEnableLayoutOnPaint

    public void setAllowEnableLayoutOnPaint(boolean allow)

    Enabling "layoutOnPaint" behaviour. Setting this flag to true will cause this form and all of its containers to lay themselves out whenever they are painted. This carries a performance penalty.

    Historical Note: "layoutOnPaint" behaviour has been "on" since the original commit to Google code in 2012, but it isn't clear, now, why it was necessary. It was likely to fix an edge case in certain layouts that is no longer relevant. As of 7.0, we are disabling this behaviour by default because it carries such performance penalties, but allowing developers to opt-in to it using this method.

    ###### Parameters

    - `allow`: Whether to allow layoutOnPaint behaviour in this this form and it's containers.

  - ### addPasteListener

    public void addPasteListener(ActionListener l)

    Adds a listener to be notified when the user has initiated a paste event. This will primarily occur only on desktop devices which allow the user to initiate a paste outside the UI of the app itself, either using a key code (Command/Ctrl V), or a menu (Edit > Paste).

    The event will be fired after the paste action has updated the clipboard contents, so you can access the clipboard contents via `Display#getPasteDataFromClipboard()`.

    ###### Parameters

    - `l`: Listener registered to receive paste events.

  - ### removePasteListener

    public void removePasteListener(ActionListener l)

    Removes listener from being notified when the user has initiated a paste event.

    ###### Parameters

    - `l`: Listener to unregister to receive paste events.

    ###### See also

    - #addPasteListener(com.codename1.ui.events.ActionListener)

  - ### dispatchPaste

    public void dispatchPaste(ActionEvent l)

    Fires a paste event to the paste listeners. For internal use.

    ###### Parameters

    - `l`: The paste event. Includes no useful data currently.

    ###### See also

    - #addPasteListener(com.codename1.ui.events.ActionListener)

    - #removePasteListener(com.codename1.ui.events.ActionListener)

  - ### getTextSelection

    public TextSelection getTextSelection()

    Gets TextSelection support for this form.

    ###### Returns

    The text selection support for this form.

  - ### isEnableCursors

    public boolean isEnableCursors()

    Checks if custom cursors are enabled on this form. They are turned off by default since they incur some overhead.

    ###### Returns

    True if cursors are enabled on this form.

    ###### See also

    - #setEnableCursors(boolean)

    - Component#setCursor(int)

  - ### setEnableCursors

    public void setEnableCursors(boolean e)

    Enable or disable custom cursors on this form. They are turned off by default since they incur some overhead.

    ###### Parameters

    - `e`: True to enable cursors. False to disable them.

    ###### See also

    - Component#setCursor(int)

  - ### getSourceCommand

    public Command getSourceCommand()

    Gets the source command that was used to navigate to this form. This can be used to pass context information to the form.

    ###### Returns

    The source command.

  - ### setSourceCommand

    public void setSourceCommand(Command sourceCommand)

    Sets the source command that was used to navigate to this form. This can be used to pass context information to the form.

    ###### Parameters

    - `sourceCommand`: The source command.

  - ### getCurrentInputDevice

    public VirtualInputDevice getCurrentInputDevice()

    Returns the current virtual input device in the form.

    ###### Returns

    The current input device in the form.

    ###### See also

    - #setCurrentInputDevice(com.codename1.ui.VirtualInputDevice)

  - ### setCurrentInputDevice

    public void setCurrentInputDevice(VirtualInputDevice device) throws Exception

    Sets the current virtual input device for the form. This will execute the `VirtualInputDevice#close()` method of the current input device, and then set device as the new current input device.

    Some examples of virtual input devices are the Picker widget and the virtual keyboard.

    ###### Parameters

    - `device`

    ###### Throws

    - `Exception`
    Throws:
      `Exception`

  - ### initGlobalToolbar

    protected void initGlobalToolbar()
    Allows subclasses to disable the global toolbar for a specific form by overriding this method

  - ### setOverrideInvisibleAreaUnderVKB

    public void setOverrideInvisibleAreaUnderVKB(int invisibleAreaUnderVKB)

    Overrides the invisible area under the virtual keyboard with a given value. This is used by lightweight components to simulate the virtual keyboard, so that they will respect `#setFormBottomPaddingEditingMode(boolean)`.

    Warning: This setting is generally for internal use only, and should only be used if you know what you are doing. After setting this value to a non-negative value, it will override the "real" area under the VKB if the read VKB is shown.

    To reset this after the lightweight component is hidden, set the value to -1.

    ###### Parameters

    - `invisibleAreaUnderVKB`: The area hidden by the VKB in pixels.

  - ### getInvisibleAreaUnderVKB

    public int getInvisibleAreaUnderVKB()

    In some virtual keyboard implementations (notably iOS) this value is used to determine the height of the virtual keyboard

    ###### Returns

    height in pixels of the virtual keyboard

    ###### See also

    - #setOverrideInvisibleAreaUnderVKB(int)

  - ### getAnimationManager

    public AnimationManager getAnimationManager()

    Returns the animation manager instance responsible for this form, this can be used to track/queue animations

    ###### Returns

    the animation manager

    Overrides:
      `getAnimationManager` in class `Component`

  - ### isFormBottomPaddingEditingMode

    public boolean isFormBottomPaddingEditingMode()

    Toggles the way the virtual keyboard behaves, enabling this mode shrinks the screen but makes editing possible when working with text fields that aren't in a scrollable container.

    ###### Returns

    true when this mode is enabled

  - ### setFormBottomPaddingEditingMode

    public void setFormBottomPaddingEditingMode(boolean b)

    Toggles the way the virtual keyboard behaves, enabling this mode shrinks the screen but makes editing possible when working with text fields that aren't in a scrollable container.

    ###### Parameters

    - `b`: true to enable false to disable

  - ### getSafeArea

    public Rectangle getSafeArea()

    This method returns a rectangle defining the "safe" area of the display, which excludes areas on the screen that are covered by notches, task bars, rounded corners, etc.

    This feature was primarily added to deal with the task bar on the iPhone X, which is displayed on the screen near the bottom edge, and can interfere with components that are laid out at the bottom of the screen.

    Most platforms will simply return a Rectangle with bounds (0, 0, displayWidth, displayHeight). iPhone X will return a rectangle that excludes the notch, and task bar regions.

    ###### Returns

    The safe area on which to draw.

    ###### See also

    - CodenameOneImplementation#getDisplaySafeArea(com.codename1.ui.geom.Rectangle)

    - Container#setSafeArea(boolean)

    - Container#isSafeArea()

  - ### shouldPaintStatusBar

    protected boolean shouldPaintStatusBar()

    This method returns the value of the theme constant `paintsTitleBarBool` and it is invoked internally in the code. You can override this method to toggle the appearance of the status bar on a per-form basis

    ###### Returns

    the value of the `paintsTitleBarBool` theme constant

  - ### createStatusBar

    protected Component createStatusBar()

    Subclasses can override this method to control the creation of the status bar component. Notice that this method will only be invoked if the paintsTitleBarBool theme constant is true which it is on iOS by default

    ###### Returns

    a Component that represents the status bar if the OS requires status bar spacing

  - ### isAlwaysTensile

    public boolean isAlwaysTensile()

    Enable the tensile drag to work even when a component doesn't have a scroll showable (scrollable flag still needs to be set to true)

    ###### Returns

    the alwaysTensile

    Overrides:
      `isAlwaysTensile` in class `Component`

  - ### setAlwaysTensile

    public void setAlwaysTensile(boolean alwaysTensile)

    Enable the tensile drag to work even when a component doesn't have a scroll showable (scrollable flag still needs to be set to true)

    ###### Parameters

    - `alwaysTensile`: the alwaysTensile to set
    Overrides:
      `setAlwaysTensile` in class `Component`

  - ### grabAnimationLock

    public boolean grabAnimationLock()

    Allows grabbing a flag that is used by convention to indicate that you are running an exclusive animation. This is used by some code to prevent collision between optional animation

    ###### Returns

    whether the lock was acquired or not

    ###### Deprecated

    this is effectively invalidated by the newer animation framework

  - ### releaseAnimationLock

    public void releaseAnimationLock()

    Invoke this to release the animation lock that was grabbed in grabAnimationLock

    ###### Deprecated

    this is effectively invalidated by the newer animation framework

  - ### findCurrentlyEditingComponent

    public Component findCurrentlyEditingComponent()

    Returns the component on this form that is currently being edited, or null if no component is currently being edited.

    ###### Returns

    The currently edited component on this form.

    ###### See also

    - Component#isEditing()

  - ### getTitleArea

    public Container getTitleArea()

    Title area manipulation might break with future changes to Codename One and might damage themeing/functionality of the Codename One application in some platforms

    ###### Returns

    the container containing the title

    ###### Deprecated

  - ### getUIManager

    public UIManager getUIManager()
    Description copied from class: `Container`

    This method should be used by the Component to retrieve the correct UIManager to work with

    ###### Returns

    a UIManager instance

    Overrides:
      `getUIManager` in class `Container`

  - ### setUIManager

    public void setUIManager(UIManager uiManager)
    Description copied from class: `Container`

    Allows replacing the UIManager in a component hierarchy to update the look and feel only to a specific hierarchy

    ###### Parameters

    - `uiManager`: UIManager instance
    Overrides:
      `setUIManager` in class `Container`

  - ### addShowListener

    public void addShowListener(ActionListener l)

    This listener would be invoked when show is completed

    ###### Parameters

    - `l`: listener

  - ### removeShowListener

    public void removeShowListener(ActionListener l)

    Removes the show listener

    ###### Parameters

    - `l`: the listener

  - ### removeAllShowListeners

    public void removeAllShowListeners()
    Removes all Show Listeners from this Form

  - ### addOrientationListener

    public void addOrientationListener(ActionListener l)

    This listener is invoked when device orientation changes on devices that support orientation change

    ###### Parameters

    - `l`: listener

  - ### removeOrientationListener

    public void removeOrientationListener(ActionListener l)

    This listener is invoked when device orientation changes on devices that support orientation change

    ###### Parameters

    - `l`: the listener

  - ### addSizeChangedListener

    public void addSizeChangedListener(ActionListener l)

    This listener is invoked when device size is changed

    ###### Parameters

    - `l`: listener

  - ### removeSizeChangedListener

    public void removeSizeChangedListener(ActionListener l)

    Remove SizeChangedListener

    ###### Parameters

    - `l`: the listener

  - ### hideNotify

    protected void hideNotify()
    This method is only invoked when the underlying canvas for the form is hidden this method isn't called for form based events and is generally usable for suspend/resume based behavior

  - ### showNotify

    protected void showNotify()
    This method is only invoked when the underlying canvas for the form is shown this method isn't called for form based events and is generally usable for suspend/resume based behavior

  - ### sizeChanged

    protected void sizeChanged(int w, int h)

    This method is only invoked when the underlying canvas for the form gets a size changed event. This method will trigger a relayout of the Form. This method will get the callback only if this Form is the Current Form

    ###### Parameters

    - `w`: the new width of the Form

    - `h`: the new height of the Form

  - ### setSafeAreaChanged

    public void setSafeAreaChanged()

    Causes the display safe area to be recalculated the next time the form list laid out.

    ###### See also

    - #getSafeArea()

  - ### isDragRegion

    public boolean isDragRegion(int x, int y)

    Indicates if the section within the X/Y area is a "drag region" where we expect people to drag and never actually "press" in which case we can instantly start dragging making perceived performance faster. This is invoked by the implementation code to optimize drag start behavior

    ###### Parameters

    - `x`: x location for the touch

    - `y`: y location for the touch

    ###### Returns

    true if the touch is in a region specifically designated as a "drag region"

    ###### Deprecated

    this method was replaced by getDragRegionStatus

    Overrides:
      `isDragRegion` in class `Component`

  - ### getDragRegionStatus

    public int getDragRegionStatus(int x, int y)

    Indicates if the section within the X/Y area is a "drag region" where we expect people to drag or press in which case we can instantly start dragging making perceived performance faster. This is invoked by the implementation code to optimize drag start behavior

    ###### Parameters

    - `x`: x location for the touch

    - `y`: y location for the touch

    ###### Returns

    one of the DRAG_REGION_* values

    Overrides:
      `getDragRegionStatus` in class `Component`

  - ### getGlassPane

    public Painter getGlassPane()

    Allows a developer that doesn't derive from the form to draw on top of the form regardless of underlying changes or animations. This is useful for watermarks or special effects (such as tinting) it is also useful for generic drawing of validation errors etc... A glass pane is generally transparent or translucent and allows the the UI below to be seen.

    The example shows a glasspane running on top of a field to show a validation hint, notice that for real world usage you should probably look into `com.codename1.ui.validation.Validator`

        Form hi = new Form("Glass Pane", new BoxLayout(BoxLayout.Y_AXIS));
        Style s = UIManager.getInstance().getComponentStyle("Label");
        s.setFgColor(0xff0000);
        s.setBgTransparency(0);
        Image warningImage = FontImage.createMaterial(FontImage.MATERIAL_WARNING, s).toImage();
        TextField tf1 = new TextField("My Field");
        tf1.getAllStyles().setMarginUnit(Style.UNIT_TYPE_DIPS);
        tf1.getAllStyles().setMargin(5, 5, 5, 5);
        hi.add(tf1);
        hi.setGlassPane((g, rect) -> {
            int x = tf1.getAbsoluteX() + tf1.getWidth();
            int y = tf1.getAbsoluteY();
            x -= warningImage.getWidth() / 2;
            y += (tf1.getHeight() / 2 - warningImage.getHeight() / 2);
            g.drawImage(warningImage, x, y);
        });
        hi.show();

    ###### Returns

    the instance of the glass pane for this form

    ###### See also

    - com.codename1.ui.painter.PainterChain#installGlassPane(Form, com.codename1.ui.Painter)

  - ### setGlassPane

    public void setGlassPane(Painter glassPane)

    Allows a developer that doesn't derive from the form to draw on top of the form regardless of underlying changes or animations. This is useful for watermarks or special effects (such as tinting) it is also useful for generic drawing of validation errors etc... A glass pane is generally transparent or translucent and allows the the UI below to be seen.

    The example shows a glasspane running on top of a field to show a validation hint, notice that for real world usage you should probably look into `com.codename1.ui.validation.Validator`

        Form hi = new Form("Glass Pane", new BoxLayout(BoxLayout.Y_AXIS));
        Style s = UIManager.getInstance().getComponentStyle("Label");
        s.setFgColor(0xff0000);
        s.setBgTransparency(0);
        Image warningImage = FontImage.createMaterial(FontImage.MATERIAL_WARNING, s).toImage();
        TextField tf1 = new TextField("My Field");
        tf1.getAllStyles().setMarginUnit(Style.UNIT_TYPE_DIPS);
        tf1.getAllStyles().setMargin(5, 5, 5, 5);
        hi.add(tf1);
        hi.setGlassPane((g, rect) -> {
            int x = tf1.getAbsoluteX() + tf1.getWidth();
            int y = tf1.getAbsoluteY();
            x -= warningImage.getWidth() / 2;
            y += (tf1.getHeight() / 2 - warningImage.getHeight() / 2);
            g.drawImage(warningImage, x, y);
        });
        hi.show();

    ###### Parameters

    - `glassPane`: @param glassPane a new glass pane to install. It is generally recommended to use a painter chain if more than one painter is required.

  - ### getTitleComponent

    public Label getTitleComponent()

    Allows modifying the title attributes beyond style (e.g. setting icon/alignment etc.)

    ###### Returns

    the component representing the title for the form

  - ### setTitleComponent

    public void setTitleComponent(Label title)

    Allows replacing the title with a different title component, thus allowing developers to create more elaborate title objects.

    ###### Parameters

    - `title`: new title component

  - ### setTitleComponent

    public void setTitleComponent(Label title, Transition t)

    Allows replacing the title with a different title component, thus allowing developers to create more elaborate title objects. This version of the method allows special effects for title replacement such as transitions for title entering

    ###### Parameters

    - `title`: new title component

    - `t`: transition for title replacement

  - ### addKeyListener

    public void addKeyListener(int keyCode, ActionListener listener)

    Add a key listener to the given keycode for a callback when the key is released

    ###### Parameters

    - `keyCode`: code on which to send the event

    - `listener`: listener to invoke when the key code released.

  - ### removeKeyListener

    public void removeKeyListener(int keyCode, ActionListener listener)

    Removes a key listener from the given keycode

    ###### Parameters

    - `keyCode`: code on which the event is sent

    - `listener`: listener instance to remove

  - ### removeGameKeyListener

    public void removeGameKeyListener(int keyCode, ActionListener listener)

    Removes a game key listener from the given game keycode

    ###### Parameters

    - `keyCode`: code on which the event is sent

    - `listener`: listener instance to remove

  - ### addGameKeyListener

    public void addGameKeyListener(int keyCode, ActionListener listener)

    Add a game key listener to the given gamekey for a callback when the key is released

    ###### Parameters

    - `keyCode`: code on which to send the event

    - `listener`: listener to invoke when the key code released.

  - ### getSoftButtonCount

    public final int getSoftButtonCount()

    Returns the number of buttons on the menu bar for use with getSoftButton()

    ###### Returns

    the number of softbuttons

  - ### getSoftButton

    public Button getSoftButton(int offset)

    Returns the button representing the softbutton, this allows modifying softbutton attributes and behavior programmatically rather than by using the command API. Notice that this API behavior is fragile since the button mapped to a particular offset might change based on the command API

    ###### Parameters

    - `offset`: the offest of the softbutton

    ###### Returns

    a button that can be manipulated

  - ### getMenuStyle

    public Style getMenuStyle()

    Returns the style of the menu

    ###### Returns

    the style of the menu

  - ### getTitleStyle

    public Style getTitleStyle()

    Returns the style of the title

    ###### Returns

    the style of the title

  - ### setTitleStyle

    public void setTitleStyle(Style s)

    Sets the style of the title programmatically

    ###### Parameters

    - `s`: new style

    ###### Deprecated

    this method doesn't take into consideration multiple styles

  - ### initLaf

    protected void initLaf(UIManager uim)
    This method initializes the Component defaults constants
    Overrides:
      `initLaf` in class `Container`

  - ### getDefaultCommand

    public Command getDefaultCommand()

    Default command is invoked when a user presses fire, this functionality works well in some situations but might collide with elements such as navigation and combo boxes. Use with caution.

    ###### Returns

    the command to treat as default

  - ### setDefaultCommand

    public void setDefaultCommand(Command defaultCommand)

    Default command is invoked when a user presses fire, this functionality works well in some situations but might collide with elements such as navigation and combo boxes. Use with caution.

    ###### Parameters

    - `defaultCommand`: the command to treat as default

  - ### getClearCommand

    public Command getClearCommand()

    Indicates the command that is defined as the clear command in this form. A clear command can be used both to map to a "clear" hardware button if such a button exists.

    ###### Returns

    the command to treat as the clear Command

  - ### setClearCommand

    public void setClearCommand(Command clearCommand)

    Indicates the command that is defined as the clear command in this form. A clear command can be used both to map to a "clear" hardware button if such a button exists.

    ###### Parameters

    - `clearCommand`: the command to treat as the clear Command

  - ### setBackCommand

    public Command setBackCommand(String name, Image icon, ActionListener ev)

    Shorthand for `#setBackCommand(com.codename1.ui.Command)` that dynamically creates the command using `com.codename1.ui.Image, com.codename1.ui.events.ActionListener)`.

    ###### Parameters

    - `name`: the name/title of the command

    - `icon`: the icon for the command

    - `ev`: the even handler

    ###### Returns

    a newly created Command instance

  - ### getBackCommand

    public Command getBackCommand()

    Indicates the command that is defined as the back command out of this form. A back command can be used both to map to a hardware button (e.g. on the Sony Ericsson devices) and by elements such as transitions etc. to change the behavior based on direction (e.g. slide to the left to enter screen and slide to the right to exit with back).

    ###### Returns

    the command to treat as the back Command

  - ### setBackCommand

    public void setBackCommand(Command backCommand)

    Indicates the command that is defined as the back command out of this form. A back command can be used both to map to a hardware button (e.g. on the Sony Ericsson devices) and by elements such as transitions etc. to change the behavior based on direction (e.g. slide to the left to enter screen and slide to the right to exit with back).

    ###### Parameters

    - `backCommand`: the command to treat as the back Command

  - ### setPopGuard

    public void setPopGuard(PopGuard guard)

    Installs an optional guard that is consulted before back/pop navigation leaves this form.

    The guard fires for:

    - The back command (toolbar / menu back button).
    - Hardware back (Android back button, iOS edge-swipe back).
    - Programmatic `com.codename1.router.Router#pop` and `replace` calls.

    If the guard returns `false` the navigation is suppressed; the guard itself is responsible for any follow-up UI (e.g. showing a confirm dialog and then calling `Router.pop()` once the user accepts).

    Pass `null` to remove a previously installed guard.

    ###### Since 7.0

    ###### See also

    - `com.codename1.router.PopGuard`

  - ### getPopGuard

    public PopGuard getPopGuard()

    Returns the currently installed pop guard, or null.

    ###### Since 7.0

  - ### checkPopGuard

    public boolean checkPopGuard(PopReason reason)

    Consults the installed pop guard for the given reason. Returns `true` when no guard is installed or the guard permits the pop. Called by `Router`, by the back-command dispatcher, by platform back-key glue, and may be called by developer code that implements its own back navigation and wants to honor any pop guard installed on the form.

    ###### Since 7.0

  - ### getContentPane

    public Container getContentPane()

    This method returns the Content pane instance

    ###### Returns

    a content pane instance

  - ### getLayeredPane

    public Container getLayeredPane()

    This method returns the layered pane of the Form, the layered pane is laid on top of the content pane and is created lazily upon calling this method the layer will be created. This is equivalent to getLayeredPane(null, false).

    ###### Returns

    the LayeredPane

  - ### getLayeredPane

    public Container getLayeredPane(Class c, boolean top)

    Returns the layered pane for the class and if one doesn't exist a new one is created dynamically and returned

    ###### Parameters

    - `c`: @param c the class with which this layered pane is associated, null for the global layered pane which is always on the bottom

    - `top`: if created this indicates whether the layered pane should be added on top or bottom

    ###### Returns

    the layered pane instance

  - ### getLayeredPane

    public Container getLayeredPane(Class c, int zIndex)

    Returns the layered pane for the class and if one doesn't exist a new one is created dynamically and returned

    ###### Parameters

    - `c`: @param c the class with which this layered pane is associated, null for the global layered pane which is always on the bottom

    - `zIndex`: if created this indicates the zIndex at which the pane is placed. Higher z values in front of lower z values.

    ###### Returns

    the layered pane instance

  - ### getFormLayeredPane

    public Container getFormLayeredPane(Class c, boolean top)

    Returns the layered pane for the class and if one doesn't exist a new one is created dynamically and returned. This version of the method returns a layered pane on the whole form

    ###### Parameters

    - `c`: @param c the class with which this layered pane is associated, null for the global layered pane which is always on the bottom

    - `top`: if created this indicates whether the layered pane should be added on top or bottom

    ###### Returns

    the layered pane instance

  - ### getLayeredPaneIfExists

    protected Container getLayeredPaneIfExists()

    Gets the layered pane of the container without trying to create it. If `#getLayeredPane()` hasn't been called yet for the form, then the layered pane will be null.

    ###### Returns

    The layered pane if it's been created - or null.

  - ### getFormLayeredPaneIfExists

    protected Container getFormLayeredPaneIfExists()

    Gets the form layered pane of the container without trying to create it. If `boolean)` hasn't been called yet for the form, then the layered pane will be null.

    ###### Returns

    The layered pane if it's been created - or null.

  - ### removeAll

    public void removeAll()
    Removes all Components from the Content Pane
    Overrides:
      `removeAll` in class `Container`

  - ### setBgImage

    public void setBgImage(Image bgImage)

    Sets the background image to show behind the form

    ###### Parameters

    - `bgImage`: the background image

    ###### Deprecated

    Use the style directly

  - ### stopEditing

    public void stopEditing(Runnable onFinish)

    Stops any active editing on the form. Closes keyboard if it is opened.

    ###### Parameters

    - `onFinish`: Callback to run on finish.
    Specified by:
      `stopEditing` in interface `Editable`
    Overrides:
      `stopEditing` in class `Component`

  - ### isEditing

    public boolean isEditing()
    Description copied from class: `Component`

    Checks if the component is currently being edited.

    ###### Returns

    True if the component is currently being edited.

    ###### See also

    - #startEditingAsync()

    - #stopEditing(java.lang.Runnable)

    - #isEditable()

    - #getEditingDelegate()

    - #setEditingDelegate(com.codename1.ui.Editable)

    Specified by:
      `isEditing` in interface `Editable`
    Overrides:
      `isEditing` in class `Component`

  - ### getTitle

    public String getTitle()

    Returns the Form title text

    ###### Returns

    returns the form title

  - ### setTitle

    public void setTitle(String title)

    Sets the Form title to the given text

    ###### Parameters

    - `title`: the form title

  - ### addComponent

    public void addComponent(Component cmp)

    Adds Component to the Form's Content Pane

    ###### Parameters

    - `cmp`: the added param
    Overrides:
      `addComponent` in class `Container`

  - ### addComponent

    public void addComponent(Object constraints, Component cmp)

    Adds a Component to the Container

    ###### Parameters

    - `constraints`: @param constraints this method is useful when the Layout requires a constraint such as the BorderLayout. In this case you need to specify an additional data when you add a Component, such as "CENTER", "NORTH"...

    - `cmp`: component to add

    Overrides:
      `addComponent` in class `Container`

  - ### addComponent

    public void addComponent(int index, Object constraints, Component cmp)

    Adds a Component to the Container

    ###### Parameters

    - `index`: location to insert the Component

    - `constraints`: @param constraints this method is useful when the Layout requires a constraint such as the BorderLayout. In this case you need to specify an additional data when you add a Component, such as "CENTER", "NORTH"...

    - `cmp`: component to add

    Overrides:
      `addComponent` in class `Container`

  - ### addComponent

    public void addComponent(int index, Component cmp)

    Adds Component to the Form's Content Pane

    ###### Parameters

    - `cmp`: the added param
    Overrides:
      `addComponent` in class `Container`

  - ### replace

    public void replace(Component current, Component next, Transition t)

    This method replaces the current Component with the next Component. Current Component must be contained in this Container. This method return immediately.

    ###### Parameters

    - `current`: a Component to remove from the Container

    - `next`: a Component that replaces the current Component

    - `t`: @param t a Transition between the add and removal of the Components a Transition can be null

    Overrides:
      `replace` in class `Container`

  - ### replaceAndWait

    public void replaceAndWait(Component current, Component next, Transition t)

    This method replaces the current Component with the next Component. Current Component must be contained in this Container. This method returns when transition has finished.

    ###### Parameters

    - `current`: a Component to remove from the Container

    - `next`: a Component that replaces the current Component

    - `t`: @param t a Transition between the add and removal of the Components a Transition can be null

    Overrides:
      `replaceAndWait` in class `Container`

  - ### removeComponent

    public void removeComponent(Component cmp)

    Removes a component from the Form's Content Pane

    ###### Parameters

    - `cmp`: the component to be removed
    Overrides:
      `removeComponent` in class `Container`

  - ### animateHierarchy

    public void animateHierarchy(int duration)

    Animates a pending hierarchy of components into place, this effectively replaces revalidate with a more visual form of animation

    ###### Parameters

    - `duration`: the duration in milliseconds for the animation
    Overrides:
      `animateHierarchy` in class `Container`

  - ### animateHierarchyAndWait

    public void animateHierarchyAndWait(int duration)

    Animates a pending hierarchy of components into place, this effectively replaces revalidate with a more visual form of animation. This method waits until the operation is completed before returning

    ###### Parameters

    - `duration`: the duration in milliseconds for the animation
    Overrides:
      `animateHierarchyAndWait` in class `Container`

  - ### animateHierarchyFade

    public void animateHierarchyFade(int duration, int startingOpacity)

    Animates a pending hierarchy of components into place, this effectively replaces revalidate with a more visual form of animation

    ###### Parameters

    - `duration`: the duration in milliseconds for the animation

    - `startingOpacity`: the initial opacity to give to the animated components

    Overrides:
      `animateHierarchyFade` in class `Container`

  - ### animateHierarchyFadeAndWait

    public void animateHierarchyFadeAndWait(int duration, int startingOpacity)

    Animates a pending hierarchy of components into place, this effectively replaces revalidate with a more visual form of animation. This method waits until the operation is completed before returning

    ###### Parameters

    - `duration`: the duration in milliseconds for the animation

    - `startingOpacity`: the initial opacity to give to the animated components

    Overrides:
      `animateHierarchyFadeAndWait` in class `Container`

  - ### animateLayout

    public void animateLayout(int duration)

    Animates a pending layout into place, this effectively replaces revalidate with a more visual form of animation

    See:

        Form hi = new Form("Layout Animations", new BoxLayout(BoxLayout.Y_AXIS));
        Button fall = new Button("Fall");
        fall.addActionListener((e) -> {
            for(int iter = 0 ; iter < 10 ; iter++) {
                Label b = new Label ("Label " + iter);
                b.setWidth(fall.getWidth());
                b.setHeight(fall.getHeight());
                b.setY(-fall.getHeight());
                hi.add(b);
            }
            hi.getContentPane().animateLayout(20000);
        });
        hi.add(fall);

    ###### Parameters

    - `duration`: the duration in milliseconds for the animation
    Overrides:
      `animateLayout` in class `Container`

  - ### animateLayoutAndWait

    public void animateLayoutAndWait(int duration)

    Animates a pending layout into place, this effectively replaces revalidate with a more visual form of animation. This method waits until the operation is completed before returning

    ###### Parameters

    - `duration`: the duration in milliseconds for the animation
    Overrides:
      `animateLayoutAndWait` in class `Container`

  - ### animateLayoutFade

    public void animateLayoutFade(int duration, int startingOpacity)

    Animates a pending layout into place, this effectively replaces revalidate with a more visual form of animation

    ###### Parameters

    - `duration`: the duration in milliseconds for the animation

    - `startingOpacity`: the initial opacity to give to the animated components

    Overrides:
      `animateLayoutFade` in class `Container`

  - ### animateLayoutFadeAndWait

    public void animateLayoutFadeAndWait(int duration, int startingOpacity)

    Animates a pending layout into place, this effectively replaces revalidate with a more visual form of animation. This method waits until the operation is completed before returning

    ###### Parameters

    - `duration`: the duration in milliseconds for the animation

    - `startingOpacity`: the initial opacity to give to the animated components

    Overrides:
      `animateLayoutFadeAndWait` in class `Container`

  - ### animateUnlayout

    public void animateUnlayout(int duration, int opacity, Runnable callback)

    This method is the exact reverse of animateLayout, when completed it leaves the container in an invalid state. It is useful to invoke this in order to remove a component, transition to a different form or provide some other interaction. E.g.:

        Form hi = new Form("Layout Animations", new BoxLayout(BoxLayout.Y_AXIS));
        Button fall = new Button("Fall");
        fall.addActionListener((e) -> {
            if(hi.getContentPane().getComponentCount() == 1) {
                fall.setText("Rise");
                for(int iter = 0 ; iter  {
                    hi.removeAll();
                    hi.add(fall);
                    hi.revalidate();
                });*/

            }
        });
        hi.add(fall);

    ###### Parameters

    - `duration`: the duration of the animation

    - `opacity`: the opacity to which the layout will reach, allows fading out the components

    - `callback`: if not null will be invoked when unlayouting is complete

    Overrides:
      `animateUnlayout` in class `Container`

  - ### animateUnlayoutAndWait

    public void animateUnlayoutAndWait(int duration, int opacity)

    This method is the exact reverse of animateLayoutAndWait, when completed it leaves the container in an invalid state. It is useful to invoke this in order to remove a component, transition to a different form or provide some other interaction. E.g.:

        Form hi = new Form("Layout Animations", new BoxLayout(BoxLayout.Y_AXIS));
        Button fall = new Button("Fall");
        fall.addActionListener((e) -> {
            if(hi.getContentPane().getComponentCount() == 1) {
                fall.setText("Rise");
                for(int iter = 0 ; iter  {
                    hi.removeAll();
                    hi.add(fall);
                    hi.revalidate();
                });*/

            }
        });
        hi.add(fall);

    ###### Parameters

    - `duration`: the duration of the animation

    - `opacity`: the opacity to which the layout will reach, allows fading out the components

    Overrides:
      `animateUnlayoutAndWait` in class `Container`

  - ### hasMedia

    public final boolean hasMedia()

    Used by the implementation to prevent flickering when flushing the double buffer

    ###### Returns

    true if the form has media components within it

  - ### registerAnimated

    public final void registerAnimated(Animation cmp)

    The given component is interested in animating its appearance and will start receiving callbacks when it is visible in the form allowing it to animate its appearance. This method would not register a component instance more than once

    ###### Parameters

    - `cmp`: component that would be animated

  - ### onRegisterAnimated

    protected void onRegisterAnimated(Animation cmp)

    Callback that's invoked by registerAnimated to let subclasses keep track of animation registration.

    ###### Parameters

    - `cmp`: component that would be animated

  - ### deregisterAnimated

    public void deregisterAnimated(Animation cmp)

    Indicate that cmp would no longer like to receive animation events

    ###### Parameters

    - `cmp`: component that would no longer receive animation events

  - ### animate

    public boolean animate()

    Allows the animation to reduce "repaint" calls when it returns false. It is called once for every frame. Frames are defined by the `com.codename1.ui.Display` class.

    ###### Returns

    true if a repaint is desired or false if no repaint is necessary

    Specified by:
      `animate` in interface `Animation`
    Overrides:
      `animate` in class `Component`

  - ### getSideGap

    public int getSideGap()
    The form itself should
    Overrides:
      `getSideGap` in class `Container`

  - ### paintScrollbars

    protected void paintScrollbars(Graphics g)
    Description copied from class: `Component`

    Paints the UI for the scrollbars on the component, this will be invoked only for scrollable components. This method invokes the appropriate X/Y versions to do all the work.

    ###### Parameters

    - `g`: the component graphics
    Overrides:
      `paintScrollbars` in class `Component`

  - ### refreshTheme

    public void refreshTheme(boolean merge)

    Makes sure the component is up to date with the current theme, ONLY INVOKE THIS METHOD IF YOU CHANGED THE THEME!

    ###### Parameters

    - `merge`: indicates if the current styles should be merged with the new styles
    Overrides:
      `refreshTheme` in class `Container`

  - ### paintBackground

    public void paintBackground(Graphics g)

    Exposing the background painting for the benefit of animations

    ###### Parameters

    - `g`: the form graphics
    Overrides:
      `paintBackground` in class `Component`

  - ### getTransitionInAnimator

    public Transition getTransitionInAnimator()

    This property allows us to define a an animation that will draw the transition for entering this form. A transition is an animation that would occur when switching from one form to another.

    ###### Returns

    the Form in transition

  - ### setTransitionInAnimator

    public void setTransitionInAnimator(Transition transitionInAnimator)

    This property allows us to define a an animation that will draw the transition for entering this form. A transition is an animation that would occur when switching from one form to another.

    ###### Parameters

    - `transitionInAnimator`: the Form in transition

  - ### getTransitionOutAnimator

    public Transition getTransitionOutAnimator()

    This property allows us to define a an animation that will draw the transition for exiting this form. A transition is an animation that would occur when switching from one form to another.

    ###### Returns

    the Form out transition

  - ### setTransitionOutAnimator

    public void setTransitionOutAnimator(Transition transitionOutAnimator)

    This property allows us to define a an animation that will draw the transition for exiting this form. A transition is an animation that would occur when switching from one form to another.

    ###### Parameters

    - `transitionOutAnimator`: the Form out transition

  - ### addCommandListener

    public void addCommandListener(ActionListener l)

    A listener that is invoked when a command is clicked allowing multiple commands to be handled by a single block

    ###### Parameters

    - `l`: the command action listener

  - ### removeCommandListener

    public void removeCommandListener(ActionListener l)

    A listener that is invoked when a command is clicked allowing multiple commands to be handled by a single block

    ###### Parameters

    - `l`: the command action listener

  - ### actionCommand

    protected void actionCommand(Command cmd)

    Invoked to allow subclasses of form to handle a command from one point rather than implementing many command instances. All commands selected on the form will trigger this method implicitly.

    ###### Parameters

    - `cmd`: the form commmand object

  - ### dispatchCommand

    public void dispatchCommand(Command cmd, ActionEvent ev)

    Dispatches a command via the standard form mechanism of firing a command event

    ###### Parameters

    - `cmd`: The command to dispatch

    - `ev`: the event to dispatch

  - ### show

    public void show()
    Displays the current form on the screen

  - ### showBack

    public void showBack()
    Displays the current form on the screen, this version of the method is useful for "back" navigation since it reverses the direction of the transition.

  - ### isSmoothScrolling

    public boolean isSmoothScrolling()

    Indicates that scrolling through the component should work as an animation

    ###### Returns

    whether this component use smooth scrolling

    Overrides:
      `isSmoothScrolling` in class `Component`

  - ### setSmoothScrolling

    public void setSmoothScrolling(boolean smoothScrolling)

    Indicates that scrolling through the component should work as an animation

    ###### Parameters

    - `smoothScrolling`: indicates if a component uses smooth scrolling
    Overrides:
      `setSmoothScrolling` in class `Component`

  - ### getScrollAnimationSpeed

    public int getScrollAnimationSpeed()

    Scroll animation speed in milliseconds allowing a developer to slow down or accelerate the smooth animation mode

    ###### Returns

    scroll animation speed in milliseconds

    Overrides:
      `getScrollAnimationSpeed` in class `Component`

  - ### setScrollAnimationSpeed

    public void setScrollAnimationSpeed(int animationSpeed)

    Scroll animation speed in milliseconds allowing a developer to slow down or accelerate the smooth animation mode

    ###### Parameters

    - `animationSpeed`: scroll animation speed in milliseconds
    Overrides:
      `setScrollAnimationSpeed` in class `Component`

  - ### onShow

    protected void onShow()
    Allows subclasses to bind functionality that occurs when a specific form or dialog appears on the screen

  - ### onShowCompleted

    protected void onShowCompleted()
    Allows subclasses to bind functionality that occurs when a specific form or dialog is "really" showing hence when the transition is totally complete (unlike onShow which is called on intent). The necessity for this is for special cases like media that might cause artifacts if played during a transition.

  - ### getComponentForm

    public final Form getComponentForm()

    Returns the Component Form or null if this Component is not added yet to a form

    ###### Returns

    the Component Form

    Overrides:
      `getComponentForm` in class `Component`

  - ### getFocused

    public Component getFocused()

    Returns the current focus component for this form

    ###### Returns

    the current focus component for this form

  - ### setFocused

    public void setFocused(Component focused)

    Sets the focused component and fires the appropriate events to make it so

    ###### Parameters

    - `focused`: the newly focused component or null for no focus

  - ### longKeyPress

    protected void longKeyPress(int keyCode)

    If this Component is focused this method is invoked when the user presses and holds the key

    ###### Parameters

    - `keyCode`: the key code value to indicate a physical key.
    Overrides:
      `longKeyPress` in class `Component`

  - ### longPointerPress

    public void longPointerPress(int x, int y)
    If this Component is focused this method is invoked when the user presses and holds the pointer on the Component
    Overrides:
      `longPointerPress` in class `Component`

  - ### shouldSendPointerReleaseToOtherForm

    protected boolean shouldSendPointerReleaseToOtherForm()

    Indicates whether this form wants to receive pointerReleased events for touch events that started in a different form

    ###### Returns

    false by default

  - ### getNextComponent

    public Component getNextComponent(Component current)

    Gets the next component in focus traversal order. This will return the `Component#getNextFocusRight()` if it is set. If not, it will return `Component#getNextFocusDown()` if it is set. If not, it will return the next component according to the traversal order.

    ###### Parameters

    - `current`: The current component.

    ###### Returns

    The next component in the focus traversal order.

  - ### getPreviousComponent

    public Component getPreviousComponent(Component current)

    Gets the previous component in focus traversal order. This will return the `Component#getNextFocusLeft()` if it is set. If not, it will return `Component#getNextFocusUp()` if it is set. If not, it will return the previous component according to the traversal order defined by `Form#getTabIterator(com.codename1.ui.Component)`.

    ###### Parameters

    - `current`: The current component.

    ###### Returns

    The previous component in the traversal order.

  - ### getTabIterator

    public Form.TabIterator getTabIterator(Component start)

    Returns an iterator that iterates over all of the components in this form, ordered by their tab index.

    ###### Parameters

    - `start`: @param start The start position. The iterator will automatically initialized such that `ListIterator#next()` will return the next component in the traversal order, and the `ListIterator#previous()` returns the previous component in traversal order.

    ###### Returns

    An iterator for the traversal order of the components in this form.

    ###### See also

    - #getNextComponent(com.codename1.ui.Component)

    - #getPreviousComponent(com.codename1.ui.Component)

    - Component#getPreferredTabIndex()

    - Component#setPreferredTabIndex(int)

  - ### keyPressed

    public void keyPressed(int keyCode)

    If this Component is focused, the key pressed event will call this method

    ###### Parameters

    - `keyCode`: the key code value to indicate a physical key.
    Overrides:
      `keyPressed` in class `Container`

  - ### getLayout

    public Layout getLayout()

    Returns the layout manager of the form's content pane.

    ###### See also

    - #getActualLayout() For the actual layout of the form.
    Overrides:
      `getLayout` in class `Container`

  - ### setLayout

    public void setLayout(Layout layout)

    Sets the layout manager responsible for arranging this container

    ###### Parameters

    - `layout`: the specified layout manager
    Overrides:
      `setLayout` in class `Container`

  - ### isMinimizeOnBack

    public boolean isMinimizeOnBack()

    When set to true the physical back button will minimize the application

    ###### Returns

    the minimizeOnBack

  - ### setMinimizeOnBack

    public void setMinimizeOnBack(boolean minimizeOnBack)

    When set to true the physical back button will minimize the application

    ###### Parameters

    - `minimizeOnBack`: the minimizeOnBack to set

  - ### keyReleased

    public void keyReleased(int keyCode)

    If this Component is focused, the key released event will call this method

    ###### Parameters

    - `keyCode`: the key code value to indicate a physical key.
    Overrides:
      `keyReleased` in class `Container`

  - ### keyRepeated

    public void keyRepeated(int keyCode)

    If this Component is focused, the key repeat event will call this method.

    ###### Parameters

    - `keyCode`: the key code value to indicate a physical key.
    Overrides:
      `keyRepeated` in class `Component`

  - ### resumeDragAfterScrolling

    protected boolean resumeDragAfterScrolling(int x, int y)

    This method fixes this tensile drag issue. However, this might be undesireable in some cases and so this method can be overriden to return false in some cases.

    ###### Parameters

    - `x`: the x position of a pointer press operation

    - `y`: the y position of a pointer press operation

    ###### Returns

    true if drag should be resumed and false otherwise

  - ### pointerPressed

    public void pointerPressed(int x, int y)

    If this Component is focused, the pointer pressed event will call this method

    ###### Parameters

    - `x`: the pointer x coordinate

    - `y`: the pointer y coordinate

    Overrides:
      `pointerPressed` in class `Container`

  - ### addComponentAwaitingRelease

    public <C extends Component> void addComponentAwaitingRelease(C c)

  - ### removeComponentAwaitingRelease

    public <C extends Component> void removeComponentAwaitingRelease(C c)

  - ### clearComponentsAwaitingRelease

    public void clearComponentsAwaitingRelease()

  - ### pointerDragged

    public void pointerDragged(int x, int y)

    If this Component is focused, the pointer dragged event will call this method

    ###### Parameters

    - `x`: the pointer x coordinate

    - `y`: the pointer y coordinate

    Overrides:
      `pointerDragged` in class `Component`

  - ### pointerDragged

    public void pointerDragged(int[] x, int[] y)
    Description copied from class: `Component`

    If this Component is focused, the pointer dragged event will call this method

    ###### Parameters

    - `x`: the pointer x coordinate

    - `y`: the pointer y coordinate

    Overrides:
      `pointerDragged` in class `Component`

  - ### pointerHoverReleased

    public void pointerHoverReleased(int[] x, int[] y)

    Invoked for devices where the pointer can hover without actually clicking the display. This is true for PC mouse pointer as well as some devices such as the BB storm.

    ###### Parameters

    - `x`: the pointer x coordinate

    - `y`: the pointer y coordinate

    Overrides:
      `pointerHoverReleased` in class `Component`

  - ### pointerHoverPressed

    public void pointerHoverPressed(int[] x, int[] y)

    Invoked for devices where the pointer can hover without actually clicking the display. This is true for PC mouse pointer as well as some devices such as the BB storm.

    ###### Parameters

    - `x`: the pointer x coordinate

    - `y`: the pointer y coordinate

    Overrides:
      `pointerHoverPressed` in class `Component`

  - ### pointerHover

    public void pointerHover(int[] x, int[] y)

    Invoked for devices where the pointer can hover without actually clicking the display. This is true for PC mouse pointer as well as some devices such as the BB storm.

    ###### Parameters

    - `x`: the pointer x coordinate

    - `y`: the pointer y coordinate

    Overrides:
      `pointerHover` in class `Component`

  - ### isSingleFocusMode

    public boolean isSingleFocusMode()

    Returns true if there is only one focusable member in this form. This is useful so setHandlesInput would always be true for this case.

    ###### Returns

    true if there is one focusable component in this form, false for 0 or more

  - ### pointerReleased

    public void pointerReleased(int x, int y)

    If this Component is focused, the pointer released event will call this method

    ###### Parameters

    - `x`: the pointer x coordinate

    - `y`: the pointer y coordinate

    Overrides:
      `pointerReleased` in class `Component`

  - ### isScrollVisible

    public boolean isScrollVisible()

    Indicate whether this component scroll is visible

    ###### Returns

    true is this component scroll is visible; otherwise false

    Overrides:
      `isScrollVisible` in class `Component`

  - ### setScrollVisible

    public void setScrollVisible(boolean isScrollVisible)

    Set whether this component scroll is visible

    ###### Parameters

    - `isScrollVisible`: Indicate whether this component scroll is visible
    Overrides:
      `setScrollVisible` in class `Component`

  - ### getComponentIndex

    public int getComponentIndex(Component cmp)

    Returns the Component index in the Container

    ###### Parameters

    - `cmp`: the component to search for

    ###### Returns

    the Component index in the Container or -1 if not found

    Overrides:
      `getComponentIndex` in class `Container`

  - ### addCommand

    public void addCommand(Command cmd, int offset)

    Adds a command to the menu bar softkeys or into the menu dialog, this version of add allows us to place a command in an arbitrary location. This allows us to force a command into the softkeys when order of command addition can't be changed.

    ###### Parameters

    - `cmd`: the Form command to be added

    - `offset`: position in which the command is added

    ###### Deprecated

    Please use `Toolbar#addCommandToLeftBar(com.codename1.ui.Command)` or similar methods

  - ### getCommandCount

    public int getCommandCount()

    A helper method to check the amount of commands within the form menu

    ###### Returns

    the number of commands

    ###### Deprecated

    Please use `Toolbar#getComponentCount()` or similar methods

  - ### getCommand

    public Command getCommand(int index)

    Returns the command occupying the given index

    ###### Parameters

    - `index`: offset of the command

    ###### Returns

    the command at the given index

  - ### addCommand

    public final void addCommand(Command cmd)

    Adds a command to the menu bar softkeys. The Commands are placed in the order they are added. If the Form has 1 Command it will be placed on the right. If the Form has 2 Commands the first one that was added will be placed on the right and the second one will be placed on the left. If the Form has more then 2 Commands the first one will stay on the left and a Menu will be added with all the remain Commands.

    ###### Parameters

    - `cmd`: the Form command to be added

    ###### Deprecated

    Please use `Toolbar#addCommandToLeftBar(com.codename1.ui.Command)` or similar methods

  - ### removeCommand

    public void removeCommand(Command cmd)

    Removes the command from the menu bar softkeys

    ###### Parameters

    - `cmd`: the Form command to be removed

  - ### findNextFocusVertical

    public Component findNextFocusVertical(boolean down)

    This method returns the next focusable Component vertically

    NOTE: This method does NOT make use of `Component#getNextFocusDown()` or `Component#getNextFocusUp()`. It simply finds the next focusable component on the form based solely on absolute Y coordinate.

    ###### Parameters

    - `down`: @param down if true will the return the next focusable on the bottom else on the top

    ###### Returns

    a focusable Component or null if not found

  - ### findNextFocusHorizontal

    public Component findNextFocusHorizontal(boolean right)

    This method returns the next focusable Component horizontally

    NOTE: This method does NOT make use of `Component#getNextFocusLeft()` or `Component#getNextFocusRight()`. It simply finds the next focusable component on the form based solely on absolute X coordinate.

    ###### Parameters

    - `right`: @param right if true will the return the next focusable on the right else on the left

    ###### Returns

    a focusable Component or null if not found

  - ### isCyclicFocus

    public boolean isCyclicFocus()

    Indicates whether focus should cycle within the form

    ###### Returns

    true if focus should cycle

  - ### setCyclicFocus

    public void setCyclicFocus(boolean cyclicFocus)

    Indicates whether focus should cycle within the form

    ###### Parameters

    - `cyclicFocus`: marks whether focus should cycle

  - ### scrollComponentToVisible

    public void scrollComponentToVisible(Component c)

    Makes sure the component is visible in the scroll if this container is scrollable

    ###### Parameters

    - `c`: the componant to be visible
    Overrides:
      `scrollComponentToVisible` in class `Container`

  - ### setMenuCellRenderer

    public void setMenuCellRenderer(ListCellRenderer menuCellRenderer)

    Determine the cell renderer used to render menu elements for themeing the look of the menu options

    ###### Parameters

    - `menuCellRenderer`: the menu cell renderer

  - ### removeAllCommands

    public void removeAllCommands()
    Clear menu commands from the menu bar

  - ### setRTL

    public void setRTL(boolean r)

    Is the component a bidi RTL component

    ###### Parameters

    - `rtl`: true if the component should work in a right to left mode
    Overrides:
      `setRTL` in class `Component`

  - ### paint

    public void paint(Graphics g)

    This method paints the Component on the screen, it should be overriden by subclasses to perform custom drawing or invoke the UI API's to let the PLAF perform the rendering.

    ###### Parameters

    - `g`: the component graphics
    Specified by:
      `paint` in interface `Animation`
    Overrides:
      `paint` in class `Container`

  - ### isScrollable

    public boolean isScrollable()

    Indicates whether the component should/could scroll by default a component is not scrollable.

    ###### Returns

    whether the component is scrollable

    Overrides:
      `isScrollable` in class `Component`

  - ### setScrollable

    public void setScrollable(boolean scrollable)

    The equivalent of calling both setScrollableY and setScrollableX

    ###### Parameters

    - `scrollable`: @param scrollable whether the component should/could scroll on the X and Y axis

    ###### Deprecated

    use setScrollableX and setScrollableY instead. This method is deprecated since it breeds confusion and is often misunderstood.

    Overrides:
      `setScrollable` in class `Container`

  - ### isScrollableX

    public boolean isScrollableX()

    Indicates whether the component should/could scroll on the X axis

    ###### Returns

    whether the component is scrollable on the X axis

    Overrides:
      `isScrollableX` in class `Container`

  - ### setScrollableX

    public void setScrollableX(boolean scrollableX)

    Sets whether the component should/could scroll on the X axis

    ###### Parameters

    - `scrollableX`: whether the component should/could scroll on the X axis
    Overrides:
      `setScrollableX` in class `Container`

  - ### isScrollableY

    public boolean isScrollableY()

    Indicates whether the component should/could scroll on the Y axis

    ###### Returns

    whether the component is scrollable on the X axis

    Overrides:
      `isScrollableY` in class `Container`

  - ### setScrollableY

    public void setScrollableY(boolean scrollableY)

    Sets whether the component should/could scroll on the Y axis

    ###### Parameters

    - `scrollableY`: whether the component should/could scroll on the Y axis
    Overrides:
      `setScrollableY` in class `Container`

  - ### setVisible

    public void setVisible(boolean visible)

    Toggles visibility of the component

    ###### Parameters

    - `visible`: true if component is visible; otherwise false
    Overrides:
      `setVisible` in class `Component`

  - ### getTintColor

    public int getTintColor()

    Default color for the screen tint when a dialog or a menu is shown

    ###### Returns

    the tint color when a dialog or a menu is shown

  - ### setTintColor

    public void setTintColor(int tintColor)

    Default color for the screen tint when a dialog or a menu is shown

    ###### Parameters

    - `tintColor`: the tint color when a dialog or a menu is shown

  - ### setMenuTransitions

    public void setMenuTransitions(Transition transitionIn, Transition transitionOut)

    Sets the menu transitions for showing/hiding the menu, can be null...

    ###### Parameters

    - `transitionIn`: the transition that will play when the menu appears

    - `transitionOut`: the transition that will play when the menu is folded

  - ### paramString

    protected String paramString()

    Returns a string representing the state of this component. This method is intended to be used only for debugging purposes, and the content and format of the returned string may vary between implementations. The returned string may be empty but may not be `null`.

    ###### Returns

    a string representation of this component's state

    Overrides:
      `paramString` in class `Container`

  - ### getMenuBar

    public MenuBar getMenuBar()

    Returns the associated Menu Bar object

    ###### Returns

    the associated Menu Bar object

  - ### setMenuBar

    public void setMenuBar(MenuBar menuBar)

    Sets the associated MenuBar Object.

    ###### Parameters

    - `menuBar`

  - ### setToolBar

    public void setToolBar(Toolbar toolbar)

    Sets the Form Toolbar

    ###### Parameters

    - `toolbar`

    ###### Deprecated

    use setToolbar instead (lower case b)

  - ### getToolbar

    public Toolbar getToolbar()

    Gets the Form Toolbar if exists or null

    ###### Returns

    the Toolbar instance or null if does not exists.

  - ### setToolbar

    public void setToolbar(Toolbar toolbar)

    Sets the Form Toolbar

    ###### Parameters

    - `toolbar`

  - ### isFocusScrolling

    public boolean isFocusScrolling()

    Indicates whether lists and containers should scroll only via focus and thus "jump" when moving to a larger component as was the case in older versions of Codename One.

    ###### Returns

    the value of focusScrolling

  - ### setFocusScrolling

    public void setFocusScrolling(boolean focusScrolling)

    Indicates whether lists and containers should scroll only via focus and thus "jump" when moving to a larger component as was the case in older versions of Codename One.

    ###### Parameters

    - `focusScrolling`: the new value for focus scrolling

  - ### getPropertyNames

    public String[] getPropertyNames()

    A component may expose mutable property names for a UI designer to manipulate, this API is designed for usage internally by the GUI builder code

    ###### Returns

    the property names allowing mutation

    Overrides:
      `getPropertyNames` in class `Component`

  - ### getPropertyTypes

    public Class[] getPropertyTypes()

    Matches the property names method (see that method for further details).

    ###### Returns

    the types of the properties

    Overrides:
      `getPropertyTypes` in class `Component`

  - ### getPropertyTypeNames

    public String[] getPropertyTypeNames()

    This method is here to workaround an XMLVM array type bug where property types aren't identified properly, it returns the names of the types using the following type names: String,int,double,long,byte,short,char,String[],String[][],byte[],Image,Image[],Object[],ListModel,ListCellRenderer

    ###### Returns

    Array of type names

    Overrides:
      `getPropertyTypeNames` in class `Component`

  - ### getPropertyValue

    public Object getPropertyValue(String name)

    Returns the current value of the property name, this method is used by the GUI builder

    ###### Parameters

    - `name`: the name of the property

    ###### Returns

    the value of said property

    Overrides:
      `getPropertyValue` in class `Component`

  - ### setPropertyValue

    public String setPropertyValue(String name, Object value)

    Sets a new value to the given property, returns an error message if failed and null if successful. Notice that some builtin properties such as "$designMode" might be sent to components to indicate application state.

    ###### Parameters

    - `name`: the name of the property

    - `value`: new value for the property

    ###### Returns

    error message or null

    Overrides:
      `setPropertyValue` in class `Component`

  - ### getEditOnShow

    public TextArea getEditOnShow()

    A text component that will receive focus and start editing immediately as the form is shown

    ###### Returns

    the component instance

  - ### setEditOnShow

    public void setEditOnShow(TextArea editOnShow)

    A text component that will receive focus and start editing immediately as the form is shown

    ###### Parameters

    - `editOnShow`: text component to edit when the form is shown