Castle Game EngineIntroduction Units Class Hierarchy Classes, Interfaces, Objects and Records Types Variables Constants Functions and Procedures Identifiers
|
Class TUIContainer
Unit
CastleUIControls
Declaration
type TUIContainer = class abstract(TComponent)
Description
Abstract user interface container. Connects OpenGL context management code with Castle Game Engine controls (TUIControl, that is the basis for all our 2D and 3D rendering). When you use TCastleWindowCustom (a window) or TCastleControlCustom (Lazarus component), they provide you a non-abstact implementation of TUIContainer .
Basically, this class manages a Controls list.
We pass our inputs (mouse / key / touch events) to the controls on this list. Input goes to the front-most (that is, last on the Controls list) control under the event position (or mouse position, or the appropriate touch position). We use TUIControl.CapturesEventsAtPosition to decide this (by default it simply checks control's TUIControl.ScreenRect vs the given position). As long as the event is not handled, we search for the next control that can handle this event and returns TUIControl.CapturesEventsAtPosition = True .
We also call various methods to every control. These include TInputListener.Update, TUIControl.Render, TInputListener.Resize.
Hierarchy
Overview
Methods
Properties
Description
Methods
 |
procedure Notification(AComponent: TComponent; Operation: TOperation); override; |
|
 |
procedure SetInternalCursor(const Value: TMouseCursor); virtual; |
|
 |
function GetMousePosition: TVector2; virtual; |
|
 |
procedure SetMousePosition(const Value: TVector2); virtual; |
|
 |
function GetTouches(const Index: Integer): TTouch; virtual; |
|
 |
function DefaultUIScale: Single; |
Get the default UI scale of controls. Useful only when GLInitialized, when we know that our size is sensible. Most UI code should rather be placed in TUIControl, and use TUIControl.UIScale.
|
 |
constructor Create(AOwner: TComponent); override; |
|
 |
destructor Destroy; override; |
|
 |
procedure EventClose(const OpenWindowsCount: Cardinal); virtual; |
|
 |
procedure EventUpdate; virtual; |
|
 |
function AllowSuspendForInput: boolean; |
|
 |
procedure EventBeforeRender; virtual; |
|
 |
procedure EventRender; virtual; abstract; |
|
 |
procedure EventResize; virtual; |
|
 |
function EventJoyAxisMove(const JoyID, Axis: Byte): boolean; virtual; |
|
 |
function EventJoyButtonPress(const JoyID, Button: Byte): boolean; virtual; |
|
 |
function EventSensorRotation(const X, Y, Z, Angle: Double; const SecondsPassed: Single): boolean; virtual; |
|
 |
function EventSensorTranslation(const X, Y, Z, Length: Double; const SecondsPassed: Single): boolean; virtual; |
|
 |
function Controls: TChildrenControls; |
Controls listening for events (user input, resize, and such) of this container.
Usually you explicitly add / remove controls to this list using the Controls.InsertFront or Controls.InsertBack methods. Freeing any control that is on this list automatically removes it from this list (we use the TComponent.Notification mechanism).
Controls on the list should be specified in back-to-front order. That is, controls at the beginning of this list are rendered first, and are last to catch some events, since the rest of controls cover them.
|
 |
procedure Invalidate; virtual; |
Redraw the contents of of this window, at the nearest suitable time. This method does not redraw immediately (it does not call EventBeforeRender and EventRender inside), it only makes sure that they will be called very soon. Calling this on a closed container (with GLInitialized = False ) is allowed and ignored.
|
 |
function GLInitialized: boolean; virtual; |
Is the OpenGL context initialized.
|
 |
function Width: Integer; virtual; abstract; |
Container size, in pixels. This is expressed in real device pixels. Prefer using UnscaledWidth instead of this. UnscaledWidth is more natural when you use UI scaling (UIScaling), and it's simply equal to Width when UI scaling is not used.
|
 |
function Height: Integer; virtual; abstract; |
Container size, in pixels. This is expressed in real device pixels. Prefer using UnscaledHeight instead of this. UnscaledHeight is more natural when you use UI scaling (UIScaling), and it's simply equal to Height when UI scaling is not used.
|
 |
function Rect: TRectangle; virtual; |
Container size, in pixels. This is expressed in real device pixels, using Width and Height. Prefer using UnscaledRect instead of this. UnscaledRect is more natural when you use UI scaling (UIScaling), and it's simply equal to Rect when UI scaling is not used.
|
 |
function UnscaledWidth: Cardinal; |
Container width as seen by controls with UI scaling. In other words, this is the real Width with UI scaling reversed (divided). Suitable to adjust size of your UI controls to container, when UI scaling is used.
This is equivalent to just Width when UIScaling is usNone (default).
Note: the name "unscaled" may seem a little unintuitive, but it's consistent. We call UI sizes "scaled" when they are expressed in real device pixels, because they are usually calculated as "desired size * UIScaling". So the UI size is "unscaled" when it's expressed in your "desired size". We usually don't use the prefix "unscaled" (e.g. TCastleButton.Width is "unscaled" by we don't call it "UnscaledWidth "; every property inside TCastleButton is actually "unscaled"). But here, we use prefix "unscaled", because the TUIContainer.Width is (for historic reasons) the "real" size.
See also
- UnscaledHeight
- Container height as seen by controls with UI scaling.
|
 |
function UnscaledHeight: Cardinal; |
Container height as seen by controls with UI scaling.
See also
- UnscaledWidth
- Container width as seen by controls with UI scaling.
|
 |
function UnscaledRect: TRectangle; |
Container rectangle as seen by controls with UI scaling.
See also
- UnscaledWidth
- Container width as seen by controls with UI scaling.
|
 |
function Dpi: Integer; virtual; |
Dots per inch, specifying the relation of screen pixels to physical size.
|
 |
function Focused: boolean; virtual; |
Is the window focused now, which means that keys/mouse events are directed to this window.
|
 |
function TouchesCount: Integer; virtual; |
Count of currently active touches (mouse or fingers pressed) on the screen.
See also
- Touches
- Currently active
touches on the screen.
|
 |
procedure SaveScreen(const URL: string); overload; |
Capture the current container (window) contents to an image (or straight to an image file, like png).
Note that only capturing from the double-buffered OpenGL windows (which the default for our TCastleWindow and TCastleControl) is reliable. Internally, these methods may need to redraw the screen to the back buffer, because that's the only guaranteed way to capture OpenGL drawing (you have to capture the back buffer, before swap).
|
 |
procedure UpdateFocusAndMouseCursor; |
Called by controls within this container when something could change the container focused control (in TUIContainer.Focus) (or it's cursor) or TUIContainer.Focused or MouseLook. In practice, called when TUIControl.Cursor or TUIControl.CapturesEventsAtPosition (and so also TUIControl.ScreenRect) results change.
This recalculates the focused control and the final cursor of the container, looking at Container's Controls, testing TUIControl.CapturesEventsAtPosition with current mouse position, and looking at Cursor property of various controls.
When you add / remove some control from the Controls list, or when you move mouse (focused changes) this will also be automatically called (since focused control or final container cursor may also change then).
|
 |
function IsMousePositionForMouseLook: boolean; |
Internal for implementing mouse look in cameras.
|
 |
procedure MakeMousePositionForMouseLook; |
Internal for implementing mouse look in cameras.
|
 |
procedure ReleaseCapture(const C: TUIControl); |
When the control accepts the "press" event, it automatically captures the following motion and release events, hijacking them from other controls, regardless of the mouse cursor position. This is usually desirable, to allow the control to handle the dragging. But sometimes you want to cancel the dragging, and allow other controls to handle the following motion and release events, in which case calling this method helps.
|
Properties
 |
property OnBeforeRender: TContainerEvent read FOnBeforeRender write FOnBeforeRender; |
|
 |
property Cursor: TMouseCursor write SetInternalCursor; deprecated 'do not set this, engine will override this. Set TUIControl.Cursor of your UI controls to control the Cursor.'; |
Warning: this symbol is deprecated: do not set this, engine will override this. Set TUIControl.Cursor of your UI controls to control the Cursor. |
 |
property Focus: TUIControlList read FFocus; |
Returns the controls that should receive input events, from back to front. So the front-most control, that should receive events first, is last on this list.
|
 |
property TooltipPosition: TVector2 read FTooltipPosition; |
|
 |
property MousePressed: TMouseButtons read FMousePressed write FMousePressed; |
Currently pressed mouse buttons. When this changes, you're always notified by OnPress or OnRelease events.
This value is always current, in particular it's already updated before we call events OnPress or OnRelease.
|
 |
property Pressed: TKeysPressed read FPressed; |
Keys currently pressed.
|
 |
property Touches[Index:Integer]: TTouch read GetTouches; |
Currently active touches on the screen. This tracks currently pressed fingers, in case of touch devices (mobile, like Android and iOS). In case of desktops, it tracks the current mouse position, regardless if any mouse button is currently pressed.
Indexed from 0 to TouchesCount - 1.
See also
- TouchesCount
- Count of currently active touches (mouse or fingers pressed) on the screen.
- TTouch
- Tracking of a touch by a single finger, used by TTouchList.
|
 |
property ForceCaptureInput: TUIControl
read FForceCaptureInput write SetForceCaptureInput; |
Force passing events to given control first, regardless if this control is under mouse cursor. This control also always has focus.
An example when this is useful is when you use camera MouseLook, and the associated viewport does not fill the full window (TCastleAbstractViewport.FullSize is False , and actual sizes are smaller than window, and may not include window center). In this case you want to make sure that motion events get passed to this control, and that this control has focus (to keep mouse cursor hidden).
|
 |
property RenderStyle: TRenderStyle
read FRenderStyle write FRenderStyle default rs2D; deprecated 'do not use this to control front-back UI controls order, better to use controls order and TUIControl.KeepInFront'; |
Warning: this symbol is deprecated: do not use this to control front-back UI controls order, better to use controls order and TUIControl.KeepInFront
How OnRender callback fits within various Render methods of our Controls.
rs2D means that OnRender is called at the end, after all our Controls (3D and 2D) are drawn.
rs3D means that OnRender is called after all other Controls with rs3D draw style, but before any 2D controls.
This is suitable if you want to draw something 3D, that may be later covered by 2D controls.
Do not use this to control the order of rendering, better to use proper InsertFront or InsertBack or KeepInFront.
|
 |
property TooltipDelay: Single read FTooltipDelay write FTooltipDelay
default DefaultTooltipDelay; |
Delay in seconds before showing the tooltip.
|
 |
property TooltipDistance: Cardinal read FTooltipDistance write FTooltipDistance
default DefaultTooltipDistance; |
|
 |
property UIScaling: TUIScaling
read FUIScaling write SetUIScaling default usNone; |
Enable automatic scaling of the UI. This is great when the container size may vary widly (for example, on mobile devices, although it becomes more and more sensible for desktops too). See TUIScaling values for precise description how it works.
|
 |
property UIReferenceHeight: Integer
read FUIReferenceHeight write SetUIReferenceHeight default 0; |
|
 |
property UIExplicitScale: Single
read FUIExplicitScale write SetUIExplicitScale default 1.0; |
Scale of the container size (as seen by TUIControl implementations) when UIScaling is usExplicitScale. See usExplicitScale for precise description how this works.
|
Generated by PasDoc 0.15.0.
|