title: scene2d button scaling with libgdx
body: <p>I don't know if it is just me, but <a href="http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/utils/Drawable.html">drawables</a> confuse me. Are they intended to keep the size they are given, or is there a way to scale the image within them? I understand they can use ninepatch to fill certain areas by stretching an image, but I want to scale the image that it stretches. I am using a <a href="http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/ui/TextButton.html">TextButton</a>
  for my menu buttons, but they are way too big, and I would love to know how to scale them. I am retrieving the skin from an atlas, which has ninepatch images in it.
  Here is the settings screen:
  <img src="https://i.stack.imgur.com/FPzTO.png" alt="The settings screen">
  Here are the images in the pack I am using:
  <img src="https://i.stack.imgur.com/Fm7gy.png" alt="ninepatch images packed">
  Here is the initialization of the TextureAtlas, and Skin:</p>
  
  <pre><code>buttonAtlas = new TextureAtlas(Gdx.files.internal("buttons/buttons.pack"));
  buttonSkin = new Skin(buttonAtlas); 
  </code></pre>
  
  <p>Here is the initialization of that menu button.     </p>
  
  <pre><code>TextButtonStyle textButtonStyle = new TextButtonStyle();
  textButtonStyle.up = Assets.buttonSkin.getDrawable("bluebutton");
  textButtonStyle.down = Assets.buttonSkin.getDrawable("redbutton");
  textButtonStyle.font = font;
  
  buttonMenu = new TextButton("Menu", textButtonStyle);
  buttonMenu.pad(20.0f);
  buttonMenu.addListener(new ClickListener() {
      @Override
      public void clicked(InputEvent event, float x, float y) {
          game.fade.startFadeOut();
          super.clicked(event, x, y);
      }
  });
  </code></pre>
  
  <p>And perhaps I could change how I put it in the table, or how I put the table in the stage?</p>
  
  <pre><code>table.add(buttonMenu).width(Gdx.graphics.getWidth()/4);
  stage.addActor(table);
  </code></pre>
  
  <p>As a last resort I suppose I could attempt creating my own text button actor that I could scale, thank you for your time.</p>