Class TCastleRectangleControl
Unit
Declaration
type TCastleRectangleControl = class(TCastleUserInterface)
Description
Fill a rectangle on screen with given color or theme image.
Hierarchy
- TObject
- TPersistent
- TComponent
- TCastleComponent
- TCastleUserInterface
- TCastleRectangleControl
Overview
Methods
![]() |
constructor Create(AOwner: TComponent); override; |
![]() |
destructor Destroy; override; |
![]() |
procedure Render; override; |
![]() |
function Press(const Event: TInputPressRelease): boolean; override; |
![]() |
function Release(const Event: TInputPressRelease): boolean; override; |
![]() |
function Motion(const Event: TInputMotion): boolean; override; |
![]() |
function PropertySections(const PropertyName: String): TPropertySections; override; |
Properties
![]() |
property Color: TCastleColor read FColor write SetColor; |
![]() |
property ThemeImage: TThemeImage read FThemeImage write SetThemeImage; deprecated 'use TCastleImageControl to display images'; |
![]() |
property UseThemeImage: boolean read FUseThemeImage write SetUseThemeImage default false; deprecated 'use TCastleImageControl to display images'; |
![]() |
property InterceptInput: boolean read FInterceptInput write FInterceptInput
default false; deprecated 'in each case, there should be a cleaner way to disable something from processing the input'; |
![]() |
property ColorPersistent: TCastleColorPersistent read FColorPersistent ; |
Description
Methods
![]() |
constructor Create(AOwner: TComponent); override; |
This item has no description. |
![]() |
destructor Destroy; override; |
This item has no description. |
![]() |
procedure Render; override; |
This item has no description. Showing description inherited from TCastleUserInterface.Render. Render a control. Called only when Exists and GLInitialized, you can depend on it in the implementation of this method. Do not explicitly call this method. Instead, render controls by adding them to the TCastleContainer.Controls list, or render them explicitly (for off-screen rendering) by TCastleContainer.RenderControl. This is method should only be overridden in your own code. Before calling this method we always set some OpenGL state, and you can depend on it (and you can carelessly change it, as it will be reset again before rendering other control). OpenGL state always set:
Beware that GLSL RenderContext.CurrentProgram has undefined value when this is called. You should always set it, before making direct OpenGL drawing calls (all the engine drawing routines of course do it already, this is only a concern if you make direct OpenGL / OpenGLES calls). |
![]() |
function Press(const Event: TInputPressRelease): boolean; override; |
This item has no description. Showing description inherited from TCastleUserInterface.Press.
Handle press or release of a key, mouse button or mouse wheel. Return When implementing in descendants it is best to override it like this: function TMyControl.Press(const Event: TInputPressRelease): boolean; begin Result := inherited; if Result then Exit; // exit if ancestor already handled event if Event.IsKey(keyEnter) then begin // do something in reaction on Enter Exit(ExclusiveEvents); // ExclusiveEvents is true by default end; if Event.IsMouseButton(buttonLeft) then begin // do something in reaction on Enter Exit(ExclusiveEvents); // ExclusiveEvents is true by default end; end;
Note that releasing of the mouse wheel is not reported now by any backend. Only releasing of keys and mouse buttons is reported. The events PreviewPress and PreviewRelease are passed first to the parent control, before children have a chance to process this event. Overriding them makes sense if you draw something in TCastleUserInterface.RenderOverChildren. The events Press and Release are passed to the parent only after the children had a chance to process this event. Overriding them makes sense if you draw something in TCastleUserInterface.Render. This is usually more natural, and adviced. |
![]() |
function Release(const Event: TInputPressRelease): boolean; override; |
This item has no description. |
![]() |
function Motion(const Event: TInputMotion): boolean; override; |
This item has no description. Showing description inherited from TCastleUserInterface.Motion.
|
![]() |
function PropertySections(const PropertyName: String): TPropertySections; override; |
This item has no description. Showing description inherited from TCastleComponent.PropertySections. Section where to show property in the editor. |
Properties
![]() |
property Color: TCastleColor read FColor write SetColor; |
Rectangle color. By default, opaque white. |
![]() |
property ThemeImage: TThemeImage read FThemeImage write SetThemeImage; deprecated 'use TCastleImageControl to display images'; |
Warning: this symbol is deprecated: use TCastleImageControl to display images Fill rectangle with theme image. You have to set UseThemeImage to true to take effect. |
![]() |
property InterceptInput: boolean read FInterceptInput write FInterceptInput
default false; deprecated 'in each case, there should be a cleaner way to disable something from processing the input'; |
Warning: this symbol is deprecated: in each case, there should be a cleaner way to disable something from processing the input
Prevents passing mouse/keyboard events to the controls underneath. More precisely, when this property is |
![]() |
property ColorPersistent: TCastleColorPersistent read FColorPersistent ; |
Color that can be visually edited in Castle Game Engine Editor, Lazarus and Delphi. Normal user code does not need to deal with this, instead read or write Color directly. See also
|
Generated by PasDoc 0.16.0.