Class TCastleControlCustom

DescriptionHierarchyFieldsMethodsProperties

Unit

Declaration

type TCastleControlCustom = class(TCustomOpenGLControl)

Description

OpenGL control, with extensions for "Castle Game Engine", including Controls list for TUIControl instances. Use a descendant TCastleControl to have a ready TCastleControl.SceneManager for 3D world.

This extends TOpenGLControl, adding various features:

Hierarchy

  • TCustomOpenGLControl
  • TCastleControlCustom

Overview

Methods

Protected procedure DestroyHandle; override;
Protected procedure DoExit; override;
Protected procedure Resize; override;
Protected procedure KeyDown(var Key: Word; Shift: TShiftState); override;
Protected procedure KeyUp(var Key: Word; Shift: TShiftState); override;
Protected procedure MouseDown(Button: Controls.TMouseButton; Shift:TShiftState; X,Y:Integer); override;
Protected procedure MouseUp(Button: Controls.TMouseButton; Shift:TShiftState; X,Y:Integer); override;
Protected procedure MouseMove(Shift: TShiftState; NewX, NewY: Integer); override;
Protected function DoMouseWheel(Shift: TShiftState; WheelDelta: Integer; MousePos: TPoint): Boolean; override;
Protected procedure DoUpdate; virtual;
Public constructor Create(AOwner: TComponent); override;
Public destructor Destroy; override;
Public function Controls: TUIControlList;
Public function MakeCurrent(SaveOldToStack: boolean = false): boolean; override;
Public procedure Invalidate; override;
Public procedure Paint; override;
Public procedure ReleaseAllKeysAndMouse;
Public function SaveScreenBuffer: TColorBuffer;
Public function SaveScreen: TRGBImage;
Public function Rect: TRectangle;

Properties

Protected property GLInitialized: boolean read FGLInitialized;
Public property Pressed: TKeysPressed read FPressed;
Public property MousePressed: CastleKeysMouse.TMouseButtons read FMousePressed;
Public property MousePosition: TVector2Single read FMousePosition write SetMousePosition;
Public property Fps: TFramesPerSecond read FFps;
Published property Align;
Published property Anchors;
Published property AutoResizeViewport;
Published property BorderSpacing;
Published property Enabled;
Published property OpenGLMajorVersion;
Published property OpenGLMinorVersion;
Published property MultiSampling;
Published property AlphaBits;
Published property DepthBits;
Published property StencilBits;
Published property AUXBuffers;
Published property OnChangeBounds;
Published property OnConstrainedResize;
Published property OnDblClick;
Published property OnDragDrop;
Published property OnDragOver;
Published property OnEnter;
Published property OnExit;
Published property OnMakeCurrent;
Published property OnClick;
Published property OnKeyDown;
Published property OnKeyPress;
Published property OnKeyUp;
Published property OnMouseDown;
Published property OnMouseMove;
Published property OnMouseUp;
Published property OnMouseWheel;
Published property OnMouseWheelDown;
Published property OnMouseWheelUp;
Published property OnMouseEnter;
Published property OnMouseLeave;
Published property OnPaint;
Published property OnShowHint;
Published property PopupMenu;
Published property ShowHint;
Published property Visible;
Published property OnOpen: TNotifyEvent read FOnOpen write FOnOpen ;
Published property OnClose: TNotifyEvent read FOnClose write FOnClose ;
Published property OnBeforeRender: TNotifyEvent read FOnBeforeRender write FOnBeforeRender;
Published property OnRender: TNotifyEvent read FOnRender write FOnRender ;
Published property OnResize: TNotifyEvent read FOnResize write FOnResize ;
Published property OnPress: TControlInputPressReleaseEvent read FOnPress write FOnPress ;
Published property OnRelease: TControlInputPressReleaseEvent read FOnRelease write FOnRelease ;
Published property OnMotion: TControlInputMotionEvent read FOnMotion write FOnMotion ;
Published property OnUpdate: TNotifyEvent read FOnUpdate write FOnUpdate ;
Published property TabOrder;
Published property TabStop default true;
Published property Container: TContainer read FContainer;

Description

Methods

Protected procedure DestroyHandle; override;
 
Protected procedure DoExit; override;
 
Protected procedure Resize; override;
 
Protected procedure KeyDown(var Key: Word; Shift: TShiftState); override;
 
Protected procedure KeyUp(var Key: Word; Shift: TShiftState); override;
 
Protected procedure MouseDown(Button: Controls.TMouseButton; Shift:TShiftState; X,Y:Integer); override;
 
Protected procedure MouseUp(Button: Controls.TMouseButton; Shift:TShiftState; X,Y:Integer); override;
 
Protected procedure MouseMove(Shift: TShiftState; NewX, NewY: Integer); override;
 
Protected function DoMouseWheel(Shift: TShiftState; WheelDelta: Integer; MousePos: TPoint): Boolean; override;
 
Protected procedure DoUpdate; virtual;
 
Public constructor Create(AOwner: TComponent); override;
 
Public destructor Destroy; override;
 
Public function Controls: TUIControlList;
 
Public function MakeCurrent(SaveOldToStack: boolean = false): boolean; override;
 
Public procedure Invalidate; override;
 
Public procedure Paint; override;
 
Public procedure ReleaseAllKeysAndMouse;
 
Public function SaveScreenBuffer: TColorBuffer;

Color buffer where we draw, and from which it makes sense to grab pixels. Use with SaveScreen_NoFlush.

Public function SaveScreen: TRGBImage;

Capture the current control contents to an image. These functions take care of flushing any pending redraw operations and capturing the screen contents correctly.

Public function Rect: TRectangle;

Rectangle representing the inside of this container. Always (Left,Bottom) are zero, and (Width,Height) correspond to container sizes.

Properties

Protected property GLInitialized: boolean read FGLInitialized;
 
Public property Pressed: TKeysPressed read FPressed;
 
Public property MousePressed: CastleKeysMouse.TMouseButtons read FMousePressed;
 
Public property MousePosition: TVector2Single read FMousePosition write SetMousePosition;

Current mouse position. See TTouch.Position for a documentation how this is expressed.

Public property Fps: TFramesPerSecond read FFps;
 
Published property Align;

Be cafeful about comments in the published section. They are picked up and shown automatically by Lazarus Object Inspector, and it has it's own logic, much much dumber than what PasDoc sees. There seems no way to hide comment there.

We publish most, but not all, stuff from inherited TCustomOpenGLControl.

Exceptions: - Don't publish, as not every widgetset has them. property RedBits; property GreenBits; property BlueBits; - Don't publish, as we have our own event for this. property OnResize;

Published property Anchors;
 
Published property AutoResizeViewport;

Don't use, engine handles this completely.

Published property BorderSpacing;
 
Published property Enabled;
 
Published property OpenGLMajorVersion;
 
Published property OpenGLMinorVersion;
 
Published property MultiSampling;
 
Published property AlphaBits;
 
Published property DepthBits;
 
Published property StencilBits;
 
Published property AUXBuffers;
 
Published property OnChangeBounds;
 
Published property OnConstrainedResize;
 
Published property OnDblClick;
 
Published property OnDragDrop;
 
Published property OnDragOver;
 
Published property OnEnter;
 
Published property OnExit;
 
Published property OnMakeCurrent;

Don't use, engine handles this completely.

Published property OnClick;

Deprecated, use OnPress instead.

Published property OnKeyDown;

Deprecated, use OnPress instead.

Published property OnKeyPress;

Deprecated, use OnPress instead.

Published property OnKeyUp;

Deprecated, use OnRelease instead.

Published property OnMouseDown;

Deprecated, use OnPress instead.

Published property OnMouseMove;

Deprecated, use OnMotion instead.

Published property OnMouseUp;

Deprecated, use OnRelease instead.

Published property OnMouseWheel;

Deprecated, use OnPress instead.

Published property OnMouseWheelDown;

Deprecated, use OnPress instead.

Published property OnMouseWheelUp;

Deprecated, use OnPress instead.

Published property OnMouseEnter;
 
Published property OnMouseLeave;
 
Published property OnPaint;

Deprecated, use OnRender instead.

Published property OnShowHint;
 
Published property PopupMenu;
 
Published property ShowHint;
 
Published property Visible;
 
Published property OnOpen: TNotifyEvent read FOnOpen write FOnOpen ;

Event called when the OpenGL context is created, you can initialize things that require OpenGL context now. Often you do not need to use this callback (engine components will automatically create/release OpenGL resource when necessary), but sometimes it may be handy (e.g. TGLImage requires OpenGL context). You usually will also want to implement OnClose callback that releases stuff created here.

Even when you really need to initialize some OpenGL resource (like TGLImage), instead of using this callback it's usually better to derive new classes from TUIControl class or it's descendants, and override their GLContextOpen / GLContextClose methods to react to context being open/closed. Using such TUIControl classes is usually easier, as you add/remove them from controls whenever you want (e.g. you add them in ApplicationInitialize), and underneath they create/release/create again the OpenGL resources when necessary.

Published property OnClose: TNotifyEvent read FOnClose write FOnClose ;

Event called when the context is closed, right before the OpenGL context is destroyed. This is your last chance to release OpenGL resources, like textures, shaders, display lists etc. This is a counterpart to OnOpen event.

Published property OnBeforeRender: TNotifyEvent read FOnBeforeRender write FOnBeforeRender;

Event always called right before OnRender. These two events, OnBeforeRender and OnRender, will be always called sequentially as a pair.

The only difference between these two events is that time spent in OnBeforeRender is NOT counted as "frame time" by Fps.FrameTime. This is useful when you have something that needs to be done from time to time right before OnRender and that is very time-consuming. It such cases it is not desirable to put such time-consuming task inside OnRender because this would cause a sudden big change in Fps.FrameTime value. So you can avoid this by putting this in OnBeforeRender.

Published property OnRender: TNotifyEvent read FOnRender write FOnRender ;

Render window contents here.

Called when window contents must be redrawn, e.g. after creating a window, after resizing a window, after uncovering the window etc. You can also request yourself a redraw of the window by the Invalidate method, which will cause this event to be called at nearest good time.

Note that calling Invalidate while in OnRender is not ignored. It means that in a short time next OnRender will be called.

Published property OnResize: TNotifyEvent read FOnResize write FOnResize ;

Called when the control size (Width, Height) changes. It's also guaranteed to be called right after the OnOpen event.

Our OpenGL context is already "current" when this event is called (MakeCurrent is done right before), like for other events. This is a good place to set OpenGL viewport and projection matrix.

In the usual case, the SceneManager takes care of setting appropriate OpenGL projection, so you don't need to do anything here.

Published property OnPress: TControlInputPressReleaseEvent read FOnPress write FOnPress ;

Called when user presses a key or mouse button or moves mouse wheel.

Published property OnRelease: TControlInputPressReleaseEvent read FOnRelease write FOnRelease ;

Called when user releases a pressed key or mouse button.

It's called right after Pressed[Key] changed from true to false.

The TInputPressRelease structure, passed as a parameter to this event, contains the exact information what was released.

Note that reporting characters for "key release" messages is not perfect, as various key combinations (sometimes more than one?) may lead to generating given character. We have some intelligent algorithm for this, used to make Characters table and to detect this C for OnRelease callback. The idea is that a character is released when the key that initially caused the press of this character is also released.

This solves in a determined way problems like "what happens if I press Shift, then X, then release Shift, then release X". (will "X" be correctly released as pressed and then released? yes. will small "x" be reported as released at the end? no, as it was never pressed.)

Published property OnMotion: TControlInputMotionEvent read FOnMotion write FOnMotion ;

Mouse or a finger on touch device moved.

For a mouse, remember you always have the currently pressed mouse buttons in MousePressed. When this is called, the MousePosition property records the previous mouse position, while callback parameter NewMousePosition gives the new mouse position.

Published property OnUpdate: TNotifyEvent read FOnUpdate write FOnUpdate ;

Continously occuring event. This event is called at least as regularly as redraw, so it is continously called even when your game is overwhelmed by messages (like mouse moves) and redraws.

Published property TabOrder;
 
Published property TabStop default true;
 
Published property Container: TContainer read FContainer;
 

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