Class TCastleImageTransform
Unit
Declaration
type TCastleImageTransform = class(TCastleTransform)
Description
Image (that you can place within TCastleViewport) with configurable size and repeat. Positioned in XY plane by defalut, so most suitable for 2D games.
Hierarchy
- TObject
- TPersistent
- TComponent
- TCastleComponent
- TCastleTransform
- TCastleImageTransform
Overview
Methods
function InternalBuildNodeInside: TObject; override; |
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constructor Create(AOwner: TComponent); override; |
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destructor Destroy; override; |
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function PropertySections(const PropertyName: String): TPropertySections; override; |
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procedure BeforeDestruction; override; |
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procedure ReloadUrl; |
Properties
property Pivot: TVector2 read FPivot write SetPivot; |
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property Size: TVector2 read FSize write SetSize; |
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property RepeatImage: TVector2 read FRepeatImage write SetRepeatImage; |
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property Shift: TVector2 read FShift write SetShift; |
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property Color: TCastleColor read FColor write SetColor; |
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property ImageWidth: Cardinal read FImageWidth; |
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property ImageHeight: Cardinal read FImageHeight; |
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property SmoothScaling: Boolean read FSmoothScaling write SetSmoothScaling default true; |
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property AlphaChannel: TAutoAlphaChannel read FAlphaChannel write SetAlphaChannel default acAuto; |
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property Url: String read FUrl write SetUrl; |
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property Mipmaps: Boolean read FMipmaps write SetMipmaps default false; |
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property PivotPersistent: TCastleVector2Persistent read FPivotPersistent ; |
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property SizePersistent: TCastleVector2Persistent read FSizePersistent ; |
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property RepeatImagePersistent: TCastleVector2Persistent read FRepeatImagePersistent ; |
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property ShiftPersistent: TCastleVector2Persistent read FShiftPersistent ; |
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property ColorPersistent: TCastleColorPersistent read FColorPersistent ; |
Description
Methods
function InternalBuildNodeInside: TObject; override; |
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This item has no description. Showing description inherited from TCastleTransform.InternalBuildNodeInside.
Helper for InternalBuildNode. Result must be TAbstractChildNode or |
constructor Create(AOwner: TComponent); override; |
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This item has no description. |
destructor Destroy; override; |
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This item has no description. |
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 BeforeDestruction; override; |
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This item has no description. |
procedure ReloadUrl; |
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Load again the image from current URL. This makes sense to be used when underlying file on disk changed, and you want to reload it. TODO: In case image is shared with other TCastleImageTransform instances, or TCastleScene (refering to the same image using TImageTextureNode), for now this method will not load new image from disk. That's because the previous image contents will "survive" in the cache. |
Properties
property Pivot: TVector2 read FPivot write SetPivot; |
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How is the image placed within its own coordinate system. Default value (0.5, 0.5) means that the middle of the image is at (0,0,0). Value (0, 0) means that the left-bottom corner of the image is at (0,0,0). |
property Size: TVector2 read FSize write SetSize; |
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Optionally resize the image. This is equivalent o using TCastleTransform.Scale to scale the image, except you can specify a value in terms of image size (in image pixels).
The size determines the size assuming that RepeatImage is (1,1). When RepeatImage is different – the size is actually multiplied by the RepeatImage. This makes it easy to create a continuous block of images by just increasing RepeatImage. |
property RepeatImage: TVector2 read FRepeatImage write SetRepeatImage; |
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How many times to repeat the image, along X and Y. By default this is (1,1). |
property Shift: TVector2 read FShift write SetShift; |
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How is the image shifted. This just shifts the texture coordinates, not moving the geometry. By default this is (0,0). |
property Color: TCastleColor read FColor write SetColor; |
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Color to multiply by image. By default, opaque white. |
property ImageWidth: Cardinal read FImageWidth; |
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Loaded image width. This is not affected by any resizing done by Size or scaling done by TCastleTransform.Scale. This property reflects the underlying image size. Zero if no image is loaded. |
property ImageHeight: Cardinal read FImageHeight; |
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Loaded image height. This is not affected by any resizing done by Size or scaling done by TCastleTransform.Scale. This property reflects the underlying image size. Zero if no image is loaded. |
property SmoothScaling: Boolean read FSmoothScaling write SetSmoothScaling default true; |
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How is the image scaled. Determines scaling done both by Size and TCastleTransform.Scale. |
property AlphaChannel: TAutoAlphaChannel read FAlphaChannel write SetAlphaChannel default acAuto; |
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How to treat alpha channel of the image. By default, this is acAuto, which means that image contents together with current Color determine how the alpha of image is treated (opaque, alpha test, alpha blending). Set this property force specific treatment. |
property Url: String read FUrl write SetUrl; |
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URL of the image to be loaded. When empty, no image is loaded and this is invisible. |
property PivotPersistent: TCastleVector2Persistent read FPivotPersistent ; |
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Pivot 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 Pivot directly. See also
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property SizePersistent: TCastleVector2Persistent read FSizePersistent ; |
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Size 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 Size directly. See also
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property RepeatImagePersistent: TCastleVector2Persistent read FRepeatImagePersistent ; |
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RepeatImage 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 RepeatImage directly. See also
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property ShiftPersistent: TCastleVector2Persistent read FShiftPersistent ; |
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Shift 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 Shift directly. See also
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property ColorPersistent: TCastleColorPersistent read FColorPersistent ; |
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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
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