Class TCastleTimer
Unit
Declaration
type TCastleTimer = class(TCastleUserInterface)
Description
Timer, running the OnTimer event periodically.
Hierarchy
- TObject
- TPersistent
- TComponent
- TCastleComponent
- TCastleUserInterface
- TCastleTimer
Overview
Methods
procedure DoTimer; virtual; |
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procedure Update(const SecondsPassed: Single; var HandleInput: boolean); override; |
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function PropertySections(const PropertyName: String): TPropertySections; override; |
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procedure ResetNextTimerEvent; |
Properties
property IntervalSeconds: TFloatTime read FIntervalSeconds write SetIntervalSeconds; |
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property OnTimer: TNotifyEvent read FOnTimer write FOnTimer; |
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property CounteractDelays: boolean
read FCounteractDelays write FCounteractDelays default false; |
Description
Methods
procedure DoTimer; virtual; |
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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 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. |
procedure ResetNextTimerEvent; |
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Make next OnTimer event happen after IntervalSeconds seconds from now. This is automatically done when you change IntervalSeconds. You can also call this method manually to reset the timer. |
Properties
property IntervalSeconds: TFloatTime read FIntervalSeconds write SetIntervalSeconds; |
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How often should we call OnTimer. Value of 0 means to call OnTimer in every Update event. |
property OnTimer: TNotifyEvent read FOnTimer write FOnTimer; |
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The event called periodically. |
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