Class TCastleTouchControl

Unit

Declaration

type TCastleTouchControl = class(TCastleUserInterface)

Description

Warning: this symbol is deprecated: use TCastleTouchNavigation

Touch user interface to navigate in a 3D world. Shows one "lever", that can be moved up/down/left/right, and controls the movement while Walking or Flying.

Hierarchy

Overview

Methods

Protected procedure PreferredSize(var PreferredWidth, PreferredHeight: Single); override;
Public constructor Create(AOwner: TComponent); override;
Public procedure Render; override;
Public function Press(const Event: TInputPressRelease): boolean; override;
Public function Release(const Event: TInputPressRelease): boolean; override;
Public function Motion(const Event: TInputMotion): boolean; override;
Public procedure SetTouchMode(const Value: TCastleTouchCtlMode);
Public procedure GetSensorRotation(var X, Y, Z, Angle: Double);
Public procedure GetSensorTranslation(var X, Y, Z, Length: Double);

Properties

Published property TouchMode: TCastleTouchCtlMode read FTouchMode write SetTouchMode default ctcmWalking;
Published property Position: TCastleTouchPosition read FPosition write SetPosition default tpManual;
Published property Scale: Single read FScale write SetScale default 1;

Description

Methods

Protected procedure PreferredSize(var PreferredWidth, PreferredHeight: Single); override;

This item has no description. Showing description inherited from TCastleUserInterface.PreferredSize.

Controls that have a preferred size should override this. By default this contains values derived from Width, WidthFraction, Height, HeightFraction, with Border subtracted.

Note that the arguments should be already scaled, i.e. multiplied by UIScale, i.e. expressed in final device pixels.

Note that the returned PreferredWidth and PreferredHeight must not include the space for Border. Border size will be added later.

Public constructor Create(AOwner: TComponent); override;

This item has no description.

Public 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:

  • Viewport is set to include whole container.

  • Depth test is off.

  • (For fixed-function pipeline:) The 2D orthographic projection is always set at the beginning. Useful for 2D controls, 3D controls can just override projection matrix, e.g. use CastleRenderContext.PerspectiveProjection.

  • (For fixed-function pipeline:) The modelview matrix is set to identity. The matrix mode is always modelview.

  • (For fixed-function pipeline:) The raster position is set to (0,0). The (deprecated) WindowPos is also set to (0,0).

  • (For fixed-function pipeline:) Texturing, lighting, fog is off.

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).

Public 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 True if the event was somehow handled, which prevents from passing this event to other UI controls.

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.

Public function Release(const Event: TInputPressRelease): boolean; override;

This item has no description.

Public function Motion(const Event: TInputMotion): boolean; override;

This item has no description. Showing description inherited from TCastleUserInterface.Motion.

Motion of mouse or touch.

Public procedure SetTouchMode(const Value: TCastleTouchCtlMode);

This item has no description.

Public procedure GetSensorRotation(var X, Y, Z, Angle: Double);

This item has no description.

Public procedure GetSensorTranslation(var X, Y, Z, Length: Double);

This item has no description.

Properties

Published property TouchMode: TCastleTouchCtlMode read FTouchMode write SetTouchMode default ctcmWalking;

This item has no description.

Published property Position: TCastleTouchPosition read FPosition write SetPosition default tpManual;

Set position of touch control. Right now this simply sets the anchor using TCastleUserInterface.Anchor and friends. Tip: Use TCastleContainer.UIScaling to have the anchors automatically scale with screen size.

The size of the control is set to be constant physical size, so it's not affected by TCastleContainer.UIScaling, only by TCastleContainer.Dpi.

Published property Scale: Single read FScale write SetScale default 1;

This item has no description.


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