Class TCastleMouseLookNavigation
Unit
Declaration
type TCastleMouseLookNavigation = class(TCastleNavigation)
Description
Abstract navigation class that can utilize mouse look, during which mouse cursor is hidden and we look at MouseLookDelta every frame.
Hierarchy
- TObject
- TPersistent
- TComponent
- TCastleComponent
- TCastleUserInterface
- TCastleNavigation
- TCastleMouseLookNavigation
Overview
Fields
nested const DefaultMouseLookHorizontalSensitivity = Pi * 0.1 / 180; |
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nested const DefaultMouseLookVerticalSensitivity = Pi * 0.1 / 180; |
Methods
procedure ProcessMouseLookDelta(const Delta: TVector2); virtual; |
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constructor Create(AOwner: TComponent); override; |
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procedure Update(const SecondsPassed: Single; var HandleInput: boolean); override; |
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function Motion(const Event: TInputMotion): boolean; override; |
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function PropertySections(const PropertyName: String): TPropertySections; override; |
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function InternalUsingMouseLook: Boolean; |
Properties
property MouseLook: boolean read FMouseLook write SetMouseLook default false; |
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property MouseLookHorizontalSensitivity: Single
read FMouseLookHorizontalSensitivity write FMouseLookHorizontalSensitivity
default DefaultMouseLookHorizontalSensitivity; |
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property MouseLookVerticalSensitivity: Single
read FMouseLookVerticalSensitivity write FMouseLookVerticalSensitivity
default DefaultMouseLookVerticalSensitivity; |
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property InvertVerticalMouseLook: boolean
read FInvertVerticalMouseLook write FInvertVerticalMouseLook
default false; |
Description
Fields
nested const DefaultMouseLookHorizontalSensitivity = Pi * 0.1 / 180; |
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This item has no description. |
nested const DefaultMouseLookVerticalSensitivity = Pi * 0.1 / 180; |
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This item has no description. |
Methods
procedure ProcessMouseLookDelta(const Delta: TVector2); virtual; |
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This item has no description. |
constructor Create(AOwner: TComponent); override; |
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This item has no description. |
procedure Update(const SecondsPassed: Single; var HandleInput: boolean); override; |
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This item has no description. Showing description inherited from TCastleUserInterface.Update. Control may do here anything that must be continuously repeated. E.g. camera handles here falling down due to gravity, rotating model in Examine mode, and many more.
This method may be used, among many other things, to continuously react to the fact that user pressed some key (or mouse button). For example, if holding some key should move some 3D object, you should do something like: if HandleInput then begin if Container.Pressed[keyArrowRight] then begin Transform.Position := Transform.Position + Vector3(SecondsPassed * 10, 0, 0); HandleInput := false; end; end;
Instead of directly using a key code, consider also using TInputShortcut that makes the input key nicely configurable. See engine tutorial about handling inputs. Multiplying movement by SecondsPassed makes your operation frame-rate independent. Object will move by 10 units in a second, regardless of how many FPS your game has. The code related to HandleInput is important if you write a generally-useful control that should nicely cooperate with all other controls, even when placed on top of them or under them. The correct approach is to only look at pressed keys/mouse buttons if HandleInput is Note that to handle a single press / release (like "switch light on when pressing a key") you should rather use Press and Release methods. Use this method only for continuous handling (like "holding this key makes the light brighter and brighter"). To understand why such HandleInput approach is needed, realize that the "Update" events are called differently than simple mouse and key events like "Press" and "Release". "Press" and "Release" events return whether the event was somehow "handled", and the container passes them only to the controls under the mouse (decided by TCastleUserInterface.CapturesEventsAtPosition). And as soon as some control says it "handled" the event, other controls (even if under the mouse) will not receive the event. This approach is not suitable for Update events. Some controls need to do the Update job all the time, regardless of whether the control is under the mouse and regardless of what other controls already did. So all controls (well, all controls that exist, in case of TCastleUserInterface, see TCastleUserInterface.Exists) receive Update calls. So the "handled" status is passed through HandleInput. If a control is not under the mouse, it will receive HandleInput = |
function Motion(const Event: TInputMotion): boolean; override; |
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This item has no description. Showing description inherited from TCastleUserInterface.Motion.
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function PropertySections(const PropertyName: String): TPropertySections; override; |
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This item has no description. Showing description inherited from TCastleComponent.PropertySections. Section where to show property in the editor. |
function InternalUsingMouseLook: Boolean; |
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This item has no description. |
Properties
property MouseLookHorizontalSensitivity: Single
read FMouseLookHorizontalSensitivity write FMouseLookHorizontalSensitivity
default DefaultMouseLookHorizontalSensitivity; |
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Mouse look sensitivity, if MouseLook is working. These properties specify how much angle change is produced by moving mouse by 1 pixel. |
property MouseLookVerticalSensitivity: Single
read FMouseLookVerticalSensitivity write FMouseLookVerticalSensitivity
default DefaultMouseLookVerticalSensitivity; |
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This item has no description. |
property InvertVerticalMouseLook: boolean
read FInvertVerticalMouseLook write FInvertVerticalMouseLook
default false; |
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If this is |
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