Class TCastleTransformDesign
Unit
Declaration
type TCastleTransformDesign = class(TCastleTransform)
Description
Contents are loaded from an indicated castle-transform file (by the Url property).
The file should be in the format created by Castle Game Engine Editor (serialized by CastleComponentSerialize routines) with .castle-transform extension.
Source: transform/castletransform_design.inc (line 28).
Hierarchy
- TObject
- TPersistent
- TComponent
- TCastleComponent
- TCastleTransform
- TCastleTransformDesign
Overview
Methods
| Public | constructor Create(AOwner: TComponent); override; |
| Public | destructor Destroy; override; |
| Public | function PropertySections(const PropertyName: String): TPropertySections; override; |
| Public | procedure BeforeDestruction; override; |
| Public | function DesignedComponent(const ComponentName: String; const Required: Boolean = true): TComponent; |
| Public | function FindRequiredComponent(const ComponentName: String): TComponent; deprecated 'use DesignedComponent(ComponentName)'; |
| Public | function FindComponent(const ComponentName: String): TComponent; deprecated 'use DesignedComponent(ComponentName, false)'; |
| Public | procedure ReloadUrl; |
Properties
| Public | property DesignRoot: TCastleTransform read FDesign; |
| Published | property Url: String read FUrl write SetUrl; |
| Published | property RevertUrl: String read FRevertUrl write FRevertUrl; |
Description
Methods
| 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 BeforeDestruction; override; |
|
This item has no description. | |
| Public | function DesignedComponent(const ComponentName: String; const Required: Boolean = true): TComponent; |
|
Find by name a component in currently loaded design. When the name is not found, raises exception (unless Required is | |
| Public | function FindRequiredComponent(const ComponentName: String): TComponent; deprecated 'use DesignedComponent(ComponentName)'; |
|
Warning: this symbol is deprecated: use DesignedComponent(ComponentName) This item has no description. | |
| Public | function FindComponent(const ComponentName: String): TComponent; deprecated 'use DesignedComponent(ComponentName, false)'; |
|
Warning: this symbol is deprecated: use DesignedComponent(ComponentName, false) This item has no description. | |
| Public | procedure ReloadUrl; |
|
Load again the design from Url. This makes sense to be used when underlying file on disk changed, and you want to reload it. | |
Properties
| Public | property DesignRoot: TCastleTransform read FDesign; |
|
Root of the loaded components, or | |
| Published | property Url: String read FUrl write SetUrl; |
|
Load file with the transform design. The file should be in the format created by Castle Game Engine Editor (see CastleComponentSerialize unit) with .castle-transform extension. Setting this property automatically unloads the previous design, and loads a new one (if the value is <> ''). After loading a design, you can use DesignedComponent to find the components inside. So e.g. this works: var MyDesign: TCastleTransformDesign; MyScene: TCastleScene; begin MyDesign := TCastleTransformDesign.Create(...); MyDesign.Url := 'castle-data:/my_transform.castle-transform'; MyScene := MyDesign.DesignedComponent('MyScene') as TCastleScene; MyScene.Translation := Vector3(1, 2, 3); end; | |
| Published | property RevertUrl: String read FRevertUrl write FRevertUrl; |
|
URL used to perform editor "Revert" operation. | |
Generated by PasDoc 0.17.0.snapshot.