Class TCastleOrthographic
Unit
Declaration
type TCastleOrthographic = class(TCastleComponent)
Description
Subcomponent used in TCastleCamera.Orthographic to set orthographic projection parameters.
Do not create instances of this class yourself, these are automatically created by TCastleCamera.
Source: transform/castletransform_camera.inc (line 93).
Hierarchy
- TObject
- TPersistent
- TComponent
- TCastleComponent
- TCastleOrthographic
Overview
Methods
| Protected | function GetInternalText: String; virtual; |
| Protected | procedure SetInternalText(const Value: String); virtual; |
| Protected | procedure SetName(const Value: TComponentName); override; |
| Protected | procedure TranslateProperties(const TranslatePropertyEvent: TTranslatePropertyEvent); virtual; |
| Public | procedure SetTransient; |
| Public | procedure AddNonVisualComponent(const NonVisualComponent: TComponent); |
| Public | procedure InsertNonVisualComponent(const Index: Integer; const NonVisualComponent: TComponent); |
| Public | procedure RemoveNonVisualComponent(const NonVisualComponent: TComponent); |
| Public | function NonVisualComponentsIndexOf(const NonVisualComponent: TComponent): Integer; |
| Public | function NonVisualComponentsCount: Integer; |
| Public | function NonVisualComponentsEnumerate: TNonVisualComponentsEnumerator; |
| Public | function ValueIsStreamed: Boolean; virtual; |
| Public | procedure DesignerInfo(const SList: TStrings); virtual; |
| Public | procedure DesignerWarnings(const SList: TStrings); virtual; |
| Public | constructor Create(AOwner: TComponent); override; |
| Public | destructor Destroy; override; |
| Public | function PropertySections(const PropertyName: String): TPropertySections; override; |
| Public | procedure CustomSerialization(const SerializationProcess: TSerializationProcess); override; |
| Public | function EffectiveWidth: Single; deprecated 'use EffectiveRect.Width'; |
| Public | function EffectiveHeight: Single; deprecated 'use EffectiveRect.Height'; |
Properties
| Public | property NonVisualComponents [const Index: Integer]: TComponent read GetNonVisualComponents; |
| Public | property IsLoading: Boolean read FIsLoading; |
| Public | property Origin: TVector2 read FOrigin write SetOrigin; |
| Public | property EffectiveRect: TFloatRectangle read FEffectiveRect; |
| Public | property Scale: Single read FScale write SetScale default 1; deprecated 'just multiply Width or Height instead of using this'; |
| Public | property Stretch: Boolean read FStretch write SetStretch default false; experimental; |
| Published | property Width: Single read FWidth write SetWidth default 0; |
| Published | property Height: Single read FHeight write SetHeight default 0; |
| Published | property OriginPersistent: TCastleVector2Persistent read FOriginPersistent ; |
Description
Methods
| Protected | function GetInternalText: String; virtual; |
|
This item is declared in ancestor TCastleComponent. This item has no description. | |
| Protected | procedure SetInternalText(const Value: String); virtual; |
|
This item is declared in ancestor TCastleComponent. This item has no description. | |
| Protected | procedure SetName(const Value: TComponentName); override; |
|
This item is declared in ancestor TCastleComponent. This item has no description. | |
| Protected | procedure TranslateProperties(const TranslatePropertyEvent: TTranslatePropertyEvent); virtual; |
|
This item is declared in ancestor TCastleComponent. Enumerate all properties that are possible to translate in this component. E.g. in TCastleLabel it will return TCastleLabel.Caption, in TCastleEdit it will return TCastleEdit.Text and TCastleEdit.Placeholder. Returns only non-empty properties, thus assuming that if current (by convention, English) text is empty, then there is no point in translating it. Moreover descendants may define boolean properties to exclude particular text from translating, e.g. TCastleLabel.CaptionTranslate, TCastleEdit.TextTranslate, TCastleEdit.PlaceholderTranslate. It is not recursive (it doesn't enumerate children properties). Use global TranslateProperties procedure to call this on a hierarchy of TComponent. You usually don't want to call this method (it is called by other engine routines). But you may find it useful to override this, if you define new component. | |
| Public | procedure SetTransient; |
|
This item is declared in ancestor TCastleComponent. Ignore this component when serializing parent's TCastleUserInterface.Controls list or TCastleTransform.List, and do not show this component in CGE editor. This simply sets csTransient flag in ComponentStyle. This is useful for children that are automatically managed by the parent, and should not be modified by user code. For example, TCastleCheckbox is internally composed from TCastleImageControl and TCastleLabel children, but we don't want to serialize or even show these children to user. Note that if you want to prevent this component from serializing as part of TCastleUserInterface.Controls list or TCastleTransform.List, but you still want it to be visible in CGE editor, then make it a "subcomponent" instead, by Note that both csSubComponent and csTransient only disable the component serialization as part of parent's lists enumerated by CustomSerialization (see internal TCastleUserInterface.SerializeChildrenEnumerate , TCastleTransform.SerializeChildrenEnumerate, TCastleTransform.SerializeBehaviorsEnumerate). If you will make the component published in its own property (which is normal for "subcomponents") then it will be serialized anyway, just as part of it's own property (like TCastleScrollView.ScrollArea). So to really avoid serializing a children component make it csSubComponent and/or csTransient, and do not publish it. | |
| Public | procedure AddNonVisualComponent(const NonVisualComponent: TComponent); |
|
This item is declared in ancestor TCastleComponent. Add non-visual component to this component. This is used to organize non-visual components in a tree hierarchy, in CGE designs and editor.
See also
| |
| Public | procedure InsertNonVisualComponent(const Index: Integer; const NonVisualComponent: TComponent); |
|
This item is declared in ancestor TCastleComponent. Insert non-visual component to this component. This is used to organize non-visual components in a tree hierarchy, in CGE designs and editor.
See also
| |
| Public | procedure RemoveNonVisualComponent(const NonVisualComponent: TComponent); |
|
This item is declared in ancestor TCastleComponent. Removes the component previously added by AddNonVisualComponent. | |
| Public | function NonVisualComponentsIndexOf(const NonVisualComponent: TComponent): Integer; |
|
This item is declared in ancestor TCastleComponent. Index of the previously added non-visual component. Returns -1 if the component was not found. | |
| Public | function NonVisualComponentsCount: Integer; |
|
This item is declared in ancestor TCastleComponent. Count of components added by AddNonVisualComponent.
See also
| |
| Public | function NonVisualComponentsEnumerate: TNonVisualComponentsEnumerator; |
|
This item is declared in ancestor TCastleComponent.
You can enumerate current non-visual components using loop like See also
| |
| Public | function ValueIsStreamed: Boolean; virtual; |
|
This item is declared in ancestor TCastleComponent.
Whether the current value of this object should be written to the stream. This should be This is used by CastleComponentSerialize, which is used in Castle Game Engine for all serialization. In simple cases, this just says whether the current value of this object equals to some default value. The default implementation of this class returns Descendants that override this to sometimes return The name of this method is consistent with TPropertyEditor.ValueIsStreamed in LCL. | |
| Public | procedure DesignerInfo(const SList: TStrings); virtual; |
|
This item is declared in ancestor TCastleComponent.
Override to add information that should be visible at design-time. Call | |
| Public | procedure DesignerWarnings(const SList: TStrings); virtual; |
|
This item is declared in ancestor TCastleComponent.
Override to add warnings that should be visible at design-time. Call | |
| Public | constructor Create(AOwner: TComponent); override; |
|
This item has no description. | |
| Public | destructor Destroy; override; |
|
This item has no description. | |
| Public | 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. | |
| Public | procedure CustomSerialization(const SerializationProcess: TSerializationProcess); override; |
|
This item has no description. Showing description inherited from TCastleComponent.CustomSerialization. Override this method to call various methods of SerializationProcess, which in turn allows to serialize/deserialize things that are not published. This allows to serialize/deserialize with more freedom, e.g. to serialize/deserialize some private field. | |
| Public | function EffectiveWidth: Single; deprecated 'use EffectiveRect.Width'; |
|
Warning: this symbol is deprecated: use EffectiveRect.Width This item has no description. | |
| Public | function EffectiveHeight: Single; deprecated 'use EffectiveRect.Height'; |
|
Warning: this symbol is deprecated: use EffectiveRect.Height This item has no description. | |
Properties
| Public | property NonVisualComponents [const Index: Integer]: TComponent read GetNonVisualComponents; |
|
This item is declared in ancestor TCastleComponent. Components added by AddNonVisualComponent. | |
| Public | property IsLoading: Boolean read FIsLoading; |
|
This item is declared in ancestor TCastleComponent. Is the component during deserialization now. Note: We can't use | |
| Public | property Origin: TVector2 read FOrigin write SetOrigin; |
|
Additional translation of the camera. The camera movement applied here is always scaled by the calculated orthographic projection width and height. By default this equals (0,0) which means that Camera.Translation determines what is visible in the left-bottom corner of the viewport. This matches the typical 2D drawing coordinates used throughout our engine. In other words, if the camera is at position (0,0,whatever), then the (0,0) position in 2D is in the left-bottom corner of the TCastleViewport. You can change it e.g. to (0.5,0.5) to move the camera to the middle of the viewport. In effect, if the camera is at position (0,0,whatever), then the (0,0) position is in the center of the TCastleViewport. Both values of
| |
| Public | property EffectiveRect: TFloatRectangle read FEffectiveRect; |
|
Currently used projection dimensions, calculated following the algorithm described at Width and Height, taking into account sizes of the viewport using this camera. | |
| Public | property Scale: Single read FScale write SetScale default 1; deprecated 'just multiply Width or Height instead of using this'; |
|
Warning: this symbol is deprecated: just multiply Width or Height instead of using this Scales the projection size derived from Width and Height. The effect of this scale is also affected by the Origin. When Origin is zero, this behaves like scaling around left-bottom corner of the viewport. When Origin is (0.5,0.5), this behaves like scaling around the middle of the viewport. | |
| Public | property Stretch: Boolean read FStretch write SetStretch default false; experimental; |
|
Warning: this symbol is experimental. Allow non-proportional stretch of projection. In effect the Width and Height (if both non-zero) are applied directly, without correcting them to follow aspect ratio of the viewport. | |
| Published | property Width: Single read FWidth write SetWidth default 0; |
|
Orthographic projection width and height. You can leave one or both of them as zero (default) to automatically calculate effective projection width and height (in EffectiveWidth and EffectiveHeight):
In all the cases, the resulting size is also multiplied by Scale, by default 1.0. You can read EffectiveWidth and EffectiveHeight to learn the actual projection width and height, calculated using the above algorithm. | |
| Published | property Height: Single read FHeight write SetHeight default 0; |
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This item has no description. | |
| Published | property OriginPersistent: TCastleVector2Persistent read FOriginPersistent ; |
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Origin 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 Origin directly. See also
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