Class TCastleViewport
Unit
Declaration
type TCastleViewport = class(TCastleScreenEffects)
Description
Viewport displays a tree of scenes and transformations (TCastleTransform and descendants of it, like TCastleScene). Add the scenes and transformations to Items. See https://castle-engine.io/viewport_and_scenes .
Each viewport has a Camera with a position and orientation. Viewport may have multiple cameras.
Viewport may also have a navigation that allows to move camera by keyboard, mouse and other inputs. You can use any navigation method implemented in the engine (TCastleExamineNavigation, TCastleWalkNavigation, TCastleThirdPersonNavigation) or implement your own (you can create your own descendants of TCastleNavigation, or just move/rotate the camera by calling Viewport.Camera.SetWorldView from anywhere). Just add TCastleNavigation as a child of TCastleViewport.
Viewport may display a background. It may be a solid color, a 3D skybox or a gradient. See Background, BackgroundColor properties and https://castle-engine.io/background . Alternatively, viewport background may be transparent (so other TCastleUserInterface underneath will be visible) if Transparent.
Multiple viewports can display the same world. To do this, simply copy Items reference from one TCastleViewport to another. You can also just create your own TCastleRootTransform instance and then assign it to multiple viewports. This allows e.g. to make a split-screen game (played by 2 people, with 2 viewports, on a single monitor). Or you can show in a 3D FPS game an additional view from some security camera, or from a flying rocket. See https://castle-engine.io/multiple_viewports_to_display_one_world .
Source: scene/castleviewport.pas (line 78).
Hierarchy
- TObject
- TPersistent
- TComponent
- TCastleComponent
- TCastleUserInterface
- TCastleScreenEffects
- TCastleViewport
Overview
Constants
| Public | DefaultWidth = 100.0; |
| Public | DefaultHeight = 100.0; |
| Public | DefaultScreenSpaceAmbientOcclusion = false; |
| Public | DefaultScreenSpaceReflections = False; |
| Public | DefaultScreenSpaceReflectionsSurfaceGlossiness = 0.5; |
| Public | DefaultUseGlobalLights = true; |
| Public | DefaultUseGlobalFog = true; |
| Public | DefaultShadowVolumes = true; |
| Public | DefaultBackgroundColor: TVector4 = (X: 0.1; Y: 0.1; Z: 0.1; W: 1); |
| Public | Default2DProjectionFar = CastleTransform.Default2DProjectionFar deprecated 'this default is not used; ProjectionFar in orthographic projection is now automatically adjusted to what you display'; |
| Public | Default2DProjectionNear = CastleTransform.Default2DProjectionNear deprecated 'this default is not used; ProjectionNear in orthographic projection is now automatically adjusted to what you display'; |
| Public | Default2DCameraZ = CastleTransform.Default2DCameraZ; |
| Public | DefaultPrepareOptions = [prRenderSelf, prRenderClones, prBackground, prBoundingBox, prScreenEffects]; |
| Public | DefaultInternalGridAxis = false; |
Fields
| Protected | RenderScreenEffects: Boolean; |
| Public | var CustomRenderingPass: TUserRenderingPass; |
| Public | InternalDesignCamera: TCastleCamera; |
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; |
| Protected | function ContainerWidth: Cardinal; virtual; deprecated 'arrange UI using anchors, FullSize and friends; if you really need container size, use "Container.UnscaledWidth" or "Container.PixelsWidth" after checking "Container <> nil"'; |
| Protected | function ContainerHeight: Cardinal; virtual; deprecated 'arrange UI using anchors, FullSize and friends; if you really need container size, use "Container.UnscaledHeight" or "Container.PixelsHeight" after checking "Container <> nil"'; |
| Protected | function ContainerRect: TRectangle; virtual; deprecated 'arrange UI using anchors, FullSize and friends; if you really need container size, use "Container.UnscaledRect" or "Container.PixelsRect" after checking "Container <> nil"'; |
| Protected | function ContainerSizeKnown: boolean; virtual; deprecated 'arrange UI using anchors, FullSize and friends; if you really need container size, use "Container.UnscaledWidth/Height" or "Container.PixelsWidth/Height" after checking "Container <> nil"'; |
| Protected | procedure DoCursorChange; virtual; deprecated 'better override VisibleChange and watch for chCursor in Changes'; |
| Protected | procedure DefineProperties(Filer: TFiler); override; |
| Protected | procedure UIScaleChanged; virtual; |
| Protected | procedure PreferredSize(var PreferredWidth, PreferredHeight: Single); virtual; |
| Protected | procedure BeforeSizing; virtual; |
| Protected | procedure DoInternalMouseEnter; virtual; |
| Protected | procedure DoInternalMouseLeave; virtual; |
| Protected | function Theme: TCastleTheme; |
| Public | procedure DesignerInfo(const SList: TStrings); override; |
| Public | procedure DesignerWarnings(const SList: TStrings); override; |
| Public | function GetEnumerator: TEnumerator; |
| Public | procedure InternalSetContainer(const Value: TCastleContainer); virtual; |
| Public | function PreviewPress(const Event: TInputPressRelease): boolean; virtual; |
| Public | function PreviewRelease(const Event: TInputPressRelease): boolean; virtual; |
| Public | function SensorRotation(const X, Y, Z, Angle: Double; const SecondsPassed: Single): boolean; virtual; |
| Public | function SensorTranslation(const X, Y, Z, Length: Double; const SecondsPassed: Single): boolean; virtual; |
| Public | procedure VisibleChange(const Changes: TCastleUserInterfaceChanges; const ChangeInitiatedByChildren: boolean = false); overload; virtual; |
| Public | procedure Resize; virtual; |
| Public | function ControlsCount: Integer; |
| Public | procedure InsertFront(const NewItem: TCastleUserInterface); overload; |
| Public | procedure InsertFrontIfNotExists(const NewItem: TCastleUserInterface); |
| Public | procedure InsertFront(const NewItems: TCastleUserInterfaceList); overload; |
| Public | procedure InsertBack(const NewItem: TCastleUserInterface); overload; |
| Public | procedure InsertBackIfNotExists(const NewItem: TCastleUserInterface); |
| Public | procedure InsertBack(const NewItems: TCastleUserInterfaceList); overload; |
| Public | procedure InsertControl(const Index: Integer; const NewItem: TCastleUserInterface); |
| Public | procedure RemoveControl(const Item: TCastleUserInterface); |
| Public | function IndexOfControl(const Item: TCastleUserInterface): Integer; |
| Public | procedure ClearControls; |
| Public | procedure MoveToFront; |
| Public | function CapturesEventsAtPosition(const Position: TVector2): boolean; virtual; |
| Public | function TooltipExists: Boolean; virtual; deprecated 'use TooltipControl to customize tooltip look'; |
| Public | procedure TooltipRender(const TooltipPosition: TVector2); virtual; deprecated 'use TooltipControl to customize tooltip look'; |
| Public | procedure SetFocused(const Value: boolean); virtual; |
| Public | function EffectiveRect: TFloatRectangle; |
| Public | function EffectiveWidth: Single; |
| Public | function EffectiveHeight: Single; |
| Public | function EffectiveWidthForChildren: Single; |
| Public | function EffectiveHeightForChildren: Single; |
| Public | function CalculatedWidth: Cardinal; deprecated 'use EffectiveWidth'; |
| Public | function CalculatedHeight: Cardinal; deprecated 'use EffectiveHeight'; |
| Public | function CalculatedRect: TRectangle; deprecated 'use EffectiveRect'; |
| Public | function RenderRect: TFloatRectangle; |
| Public | function RenderRectWithBorder: TFloatRectangle; |
| Public | function ScreenRect: TRectangle; deprecated 'use RenderRect'; |
| Public | function ContainerToLocalPosition(ContainerPosition: TVector2; const ContainerPositionScaled: Boolean = true): TVector2; |
| Public | function LocalToContainerPosition(const LocalPosition: TVector2; const ContainerPositionScaled: Boolean = true): TVector2; |
| Public | function ParentRect: TFloatRectangle; |
| Public | procedure Anchor(const AHorizontalAnchor: THorizontalPosition; const TranslationX: Single = 0); overload; |
| Public | procedure Anchor( const AHorizontalAnchorSelf, AHorizontalAnchorParent: THorizontalPosition; const TranslationX: Single = 0); overload; |
| Public | procedure Anchor(const AVerticalAnchor: TVerticalPosition; const TranslationY: Single = 0); overload; |
| Public | procedure Anchor( const AVerticalAnchorSelf, AVerticalAnchorParent: TVerticalPosition; const TranslationY: Single = 0); overload; |
| Public | procedure AlignHorizontal( const ControlPosition: TPositionRelative = prMiddle; const ContainerPosition: TPositionRelative = prMiddle; const X: Single = 0); deprecated 'use Anchor'; |
| Public | procedure Align( const ControlPosition: THorizontalPosition; const ContainerPosition: THorizontalPosition; const X: Single = 0); overload; deprecated 'use Anchor'; |
| Public | procedure AlignVertical( const ControlPosition: TPositionRelative = prMiddle; const ContainerPosition: TPositionRelative = prMiddle; const Y: Single = 0); deprecated 'use Anchor'; |
| Public | procedure Align( const ControlPosition: TVerticalPosition; const ContainerPosition: TVerticalPosition; const Y: Single = 0); overload; deprecated 'use Anchor'; |
| Public | procedure Center; deprecated 'use Anchor(hpMiddle); Anchor(vpMiddle); to reliably center the control'; |
| Public | function UIScale: Single; virtual; |
| Public | procedure EditorAllowResize(out ResizeWidth, ResizeHeight: Boolean; out Reason: String); virtual; |
| Public | function EffectiveFullSize: Boolean; |
| Public | procedure AddScreenEffect(const Node: TAbstractChildNode); |
| Public | procedure RemoveScreenEffect(const Node: TAbstractChildNode); |
| Public | procedure Render; override; |
| Public | procedure RenderOverChildren; override; |
| Public | procedure PrepareResources; |
| Protected | function CalculateProjection: TProjection; virtual; |
| Protected | procedure InitializeGlobalLights(const GlobalLights: TLightInstancesList); virtual; |
| Protected | procedure InitializeLights(const GlobalLights: TLightInstancesList); deprecated 'use InitializeGlobalLights'; |
| Protected | procedure RenderFromViewEverything(const RenderingCamera: TRenderingCamera); virtual; |
| Protected | procedure RenderFromView3D(const Params: TRenderParams); virtual; |
| Protected | procedure RenderOnePass(const Params: TRenderParams; const PassParams: TRenderOnePassParams); virtual; |
| Protected | procedure Notification(AComponent: TComponent; Operation: TOperation); override; |
| Protected | function InternalExtraGetScreenEffects( const Index: Integer): TGLSLProgram; override; |
| Protected | function InternalExtraScreenEffectsCount: Integer; override; |
| Protected | function InternalExtraScreenEffectsNeedDepth: Boolean; override; |
| Protected | procedure PointingDevicePressFailed; virtual; |
| Protected | procedure BoundNavigationInfoChanged; virtual; |
| Protected | procedure BoundViewpointChanged; virtual; |
| Protected | procedure RenderWithoutScreenEffects; override; |
| Protected | procedure Loaded; override; |
| Public | constructor Create(AOwner: TComponent); override; |
| Public | destructor Destroy; override; |
| Public | function AllowSuspendForInput: boolean; 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 Update(const SecondsPassed: Single; var HandleInput: boolean); override; |
| Public | procedure BeforeRender; override; |
| Public | function PropertySections(const PropertyName: String): TPropertySections; override; |
| Public | procedure CustomSerialization(const SerializationProcess: TSerializationProcess); override; |
| Public | function GetMainScene: TCastleScene; deprecated 'use Items.MainScene'; |
| Public | procedure AssignDefaultCamera; virtual; |
| Public | function ScreenSpaceAmbientOcclusionAvailable: boolean; |
| Public | function ScreenSpaceReflectionsAvailable: boolean; |
| Public | procedure GLContextOpen; override; |
| Public | procedure GLContextClose; override; |
| Public | function PrepareParams: TPrepareParams; deprecated 'use TCastleViewport.PrepareResources to prepare transforms'; |
| Public | function BaseLights: TLightInstancesList; deprecated 'this is internal info, you should not need this; use PrepareParams to get opaque information to pass to TCastleTransform.PrepareResources'; |
| Public | function Statistics: TRenderStatistics; |
| Public | function TriangleHit: PTriangle; |
| Public | procedure Setup2D; |
| Public | function PositionToCameraPlane(const Position: TVector2; const ContainerCoordinates: Boolean; const Depth: Single; out PlanePosition: TVector3): Boolean; |
| Public | procedure PositionToRay(const Position: TVector2; const ContainerCoordinates: Boolean; out RayOrigin, RayDirection: TVector3); |
| Public | function PositionToWorldPlane(const Position: TVector2; const ContainerCoordinates: Boolean; const PlaneConstCoord: T3DAxis; const PlaneConstValue: Single; out PlanePosition: TVector3): Boolean; overload; |
| Public | function PositionToWorldPlane(const Position: TVector2; const ContainerCoordinates: Boolean; const PlaneConstValue: Single; out PlanePosition: TVector3): Boolean; overload; deprecated 'use PositionToWorldPlane overload with PlaneConstCoord parameter; this version assumes PlaneConstCoord = 2'; |
| Public | function PositionTo2DWorld(const Position: TVector2; const ContainerCoordinates: Boolean): TVector2; |
| Public | function PositionFrom2DWorld(const WorldPosition: TVector2; const ContainerCoordinates: Boolean): TVector2; |
| Public | function PositionFromWorld(const WorldPosition: TVector3): TVector2; |
| Public | procedure PrepareResources(const DisplayProgressTitle: string; const Options: TPrepareResourcesOptions = DefaultPrepareOptions); overload; deprecated 'use overload without DisplayProgressTitle: String'; |
| Public | procedure PrepareResources(const Item: TCastleTransform; const DisplayProgressTitle: string; Options: TPrepareResourcesOptions = DefaultPrepareOptions); overload; deprecated 'use overload without DisplayProgressTitle: String'; |
| Public | procedure PrepareResources( const Options: TPrepareResourcesOptions = DefaultPrepareOptions); overload; |
| Public | procedure PrepareResources(const Item: TCastleTransform; Options: TPrepareResourcesOptions = DefaultPrepareOptions); overload; virtual; |
| Public | function TransformUnderMouse: TCastleTransform; |
| Public | function TransformHit(const Position: TVector2; const ContainerCoordinates: Boolean; const MaxDistance: Single = 0): TCastleTransform; |
| Public | procedure SetupCamera; |
| Public | function InternalBuildNode(const SaveBaseUrl: String): TX3DRootNode; |
Properties
| Public | property NonVisualComponents [const Index: Integer]: TComponent read GetNonVisualComponents; |
| Public | property IsLoading: Boolean read FIsLoading; |
| Public | property OnVisibleChange: TCastleUserInterfaceChangeEvent
read FOnVisibleChange write FOnVisibleChange; |
| Public | property Container: TCastleContainer read FContainer; |
| Public | property OnCursorChange: TNotifyEvent
read FOnCursorChange write FOnCursorChange; deprecated 'use OnVisibleChange (or override VisibleChange) and watch for Changes that include chCursor'; |
| Public | property ExclusiveEvents: boolean
read FExclusiveEvents write FExclusiveEvents default true; deprecated 'do not use this; supporting this property was complicated and had no real benefit; everything now works as if ExclusiveEvents=true, always'; |
| Public | property Controls [const Index: Integer]: TCastleUserInterface read GetControls write SetControls; |
| Public | property GetExists: Boolean read FExists; deprecated 'use Exists'; |
| Public | property GLInitialized: boolean read FGLInitialized default false; |
| Public | property Focused: boolean read FFocused write SetFocused; |
| Public | property Parent: TCastleUserInterface read FParent ; |
| Public | property FloatWidth: Single read FWidth write SetWidth stored false; deprecated 'use Width'; |
| Public | property FloatHeight: Single read FHeight write SetHeight stored false; deprecated 'use Height'; |
| Public | property AnchorDelta: TVector2 read FTranslation write SetTranslation; deprecated 'use Translation'; |
| Public | property Translation: TVector2 read FTranslation write SetTranslation; |
| Public | property KeepInFront: boolean read FKeepInFront write FKeepInFront
default false; |
| Public | property BorderColor: TCastleColor read FBorderColor write SetBorderColor; |
| Public | property HasHorizontalAnchor: boolean
read FHasHorizontalAnchor write FHasHorizontalAnchor stored false; deprecated 'this property does not do anything anymore, anchors are always active'; |
| Public | property HasVerticalAnchor: boolean
read FHasVerticalAnchor write FHasVerticalAnchor stored false; deprecated 'this property does not do anything anymore, anchors are always active'; |
| Public | property HorizontalAnchorDelta: Single
read GetHorizontalAnchorDelta write SetHorizontalAnchorDelta default 0; deprecated 'use Translation.X'; |
| Public | property VerticalAnchorDelta: Single
read GetVerticalAnchorDelta write SetVerticalAnchorDelta default 0; deprecated 'use Translation.Y'; |
| Public | property Visible: Boolean read FVisible; |
| Public | property EnableUIScaling: boolean
read FEnableUIScaling write SetEnableUIScaling default true; |
| Public | property CapturesEvents: boolean read FCapturesEvents write FCapturesEvents
default true; |
| Public | property OnInternalMouseEnter: TUiNotifyEvent
read FOnInternalMouseEnter write FOnInternalMouseEnter; |
| Public | property OnInternalMouseLeave: TUiNotifyEvent
read FOnInternalMouseLeave write FOnInternalMouseLeave; |
| Published | property Cursor: TMouseCursor read FCursor write SetCursor default mcDefault; |
| Published | property OnUpdate: TUiUpdateEvent read FOnUpdate write FOnUpdate; |
| Published | property OnPress: TUiPressReleaseEvent read FOnPress write FOnPress; |
| Published | property OnRelease: TUiPressReleaseEvent read FOnRelease write FOnRelease; |
| Published | property OnMotion: TUiMotionEvent read FOnMotion write FOnMotion; |
| Published | property OnRender: TUiNotifyEvent read FOnRender write FOnRender; |
| Published | property Exists: boolean read FExists write SetExists default true; |
| Published | property Left: Single read FLeft write SetLeft stored false default 0; deprecated 'use Translation.X'; |
| Published | property Bottom: Single read FBottom write SetBottom default 0; deprecated 'use Translation.Y'; |
| Published | property FullSize: boolean read FFullSize write SetFullSize default false; |
| Published | property Width: Single read FWidth write SetWidth default DefaultWidth; |
| Published | property Height: Single read FHeight write SetHeight default DefaultHeight; |
| Published | property WidthFraction: Single read FWidthFraction write SetWidthFraction default 0.0; |
| Published | property HeightFraction: Single read FHeightFraction write SetHeightFraction default 0.0; |
| Published | property AutoSizeToChildren: Boolean
read FAutoSizeToChildren write SetAutoSizeToChildren default false; |
| Published | property AutoSizeToChildrenPaddingRight: Single
read FAutoSizeToChildrenPaddingRight
write SetAutoSizeToChildrenPaddingRight default 0; |
| Published | property AutoSizeToChildrenPaddingTop: Single
read FAutoSizeToChildrenPaddingTop
write SetAutoSizeToChildrenPaddingTop default 0; |
| Published | property HorizontalAnchorSelf: THorizontalPosition
read FHorizontalAnchorSelf write SetHorizontalAnchorSelf default hpLeft; |
| Published | property HorizontalAnchorParent: THorizontalPosition
read FHorizontalAnchorParent write SetHorizontalAnchorParent default hpLeft; |
| Published | property VerticalAnchorSelf: TVerticalPosition
read FVerticalAnchorSelf write SetVerticalAnchorSelf default vpBottom; |
| Published | property VerticalAnchorParent: TVerticalPosition
read FVerticalAnchorParent write SetVerticalAnchorParent default vpBottom; |
| Published | property Culling: Boolean read FCulling write SetCulling default false; |
| Published | property ClipChildren: Boolean read FClipChildren write SetClipChildren default false; |
| Published | property Border: TBorder read FBorder; |
| Published | property CustomTheme: TCastleTheme read FCustomTheme write SetCustomTheme; |
| Published | property TooltipControl: TCastleUserInterface read FTooltipControl write SetTooltipControl; |
| Published | property EditorSelectOnHover: Boolean read FEditorSelectOnHover write FEditorSelectOnHover default true; |
| Published | property BorderColorPersistent: TCastleColorPersistent read FBorderColorPersistent ; |
| Published | property TranslationPersistent: TCastleVector2Persistent read FTranslationPersistent ; |
| Public | property ScreenEffectsTimeScale: Single
read FScreenEffectsTimeScale write FScreenEffectsTimeScale default 1; |
| Public | property ScreenEffectsEnable: Boolean
read FScreenEffectsEnable write FScreenEffectsEnable default true; |
| Public | property Projection: TProjection read FProjection; deprecated 'in most cases, you can instead read Camera parameters, like Camera.Orthographic.EffectiveWidth, Camera.Orthographic.EffectiveHeight'; |
| Public | property BackgroundColor: TCastleColor
read FBackgroundColor write FBackgroundColor; |
| Public | property ScreenSpaceAmbientOcclusion: boolean
read FScreenSpaceAmbientOcclusion write SetScreenSpaceAmbientOcclusion
default DefaultScreenSpaceAmbientOcclusion; |
| Public | property ScreenSpaceReflections: Boolean
read FScreenSpaceReflections write SetScreenSpaceReflections
default DefaultScreenSpaceReflections; |
| Public | property ScreenSpaceReflectionsSurfaceGlossiness: Single
read FScreenSpaceReflectionsSurfaceGlossiness write SetScreenSpaceReflectionsSurfaceGlossiness; |
| Public | property OnCameraChanged: TNotifyEvent read FOnCameraChanged write FOnCameraChanged; |
| Public | property MouseRayHit: TRayCollision read GetMouseRayHit; |
| Public | property AvoidNavigationCollisions: TCastleTransform
read FAvoidNavigationCollisions
write SetAvoidNavigationCollisions; |
| Public | property Paused: boolean read GetPaused write SetPaused default false; deprecated 'use Items.Paused'; |
| Public | property Navigation: TCastleNavigation read GetNavigation write SetNavigation
stored false; deprecated 'instead of this property: to get, just remember current navigation instance on your side; to set, add it like "MyViewport.InsertBack(MyNavigation)"'; |
| Published | property Items: TCastleRootTransform read FItems write SetItems; |
| Published | property Camera: TCastleCamera read FCamera write SetCamera; |
| Published | property ShadowVolumes: boolean
read FShadowVolumes write FShadowVolumes default DefaultShadowVolumes; |
| Published | property ShadowVolumesRender: boolean read FShadowVolumesRender write FShadowVolumesRender default false; |
| Published | property Background: TCastleBackground read FBackground write SetBackground; |
| Published | property Fog: TCastleFog read FFog write SetFog; |
| Published | property BackgroundWireframe: boolean
read FBackgroundWireframe write FBackgroundWireframe default false; |
| Published | property Transparent: boolean read FTransparent write FTransparent default false; |
| Published | property ClearDepth: boolean read FClearDepth write FClearDepth default true; |
| Published | property UseGlobalLights: boolean
read FUseGlobalLights write FUseGlobalLights default DefaultUseGlobalLights; deprecated 'if you need to tweak this, then do not use MainScene; use regular TCastleScene and set CastGlobalLights as needed'; |
| Published | property UseGlobalFog: boolean
read FUseGlobalFog write FUseGlobalFog default DefaultUseGlobalFog; deprecated 'configure fog by assigning to TCastleViewport.Fog component; leave deprecated MyViewport.Items.MainScene = nil'; |
| Published | property ApproximateActivation: boolean
read FApproximateActivation write FApproximateActivation default false; |
| Published | property OnProjection: TProjectionEvent read FOnProjection write FOnProjection; deprecated 'adjust projection by changing Camera.ProjectionType and other projection parameters inside Camera'; |
| Published | property EnableParentDragging: boolean
read FEnableParentDragging write FEnableParentDragging default false; |
| Published | property AutoCamera: Boolean
read FAutoCamera write SetAutoCamera default false; deprecated 'it is simpler to set camera at design-time explicitly, or use CameraViewpointForWholeScene to auto-adjust camera; if you want to animate the camera, attach TCastleCamera to a bone transformation exposed by Scene.ExposeTransforms'; |
| Published | property OnBoundViewpointChanged: TNotifyEvent read FOnBoundViewpointChanged write FOnBoundViewpointChanged; |
| Published | property OnBoundNavigationInfoChanged: TNotifyEvent read FOnBoundNavigationInfoChanged write FOnBoundNavigationInfoChanged; |
| Published | property PreventInfiniteFallingDown: Boolean
read FPreventInfiniteFallingDown write FPreventInfiniteFallingDown default false; |
| Published | property DynamicBatching: Boolean
read FDynamicBatching write SetDynamicBatching default false; |
| Published | property OcclusionCulling: boolean
read FOcclusionCulling write SetOcclusionCulling default false; |
| Published | property OcclusionSort: TShapeSort
read FOcclusionSort write FOcclusionSort default sortAuto; |
| Published | property BlendingSort: TShapeSort
read FBlendingSort write FBlendingSort default sortAuto; |
| Published | property OnCustomShapeSort: TShapeSortEvent
read FOnCustomShapeSort write FOnCustomShapeSort; |
| Published | property UpdateSoundListener: Boolean
read FUpdateSoundListener write FUpdateSoundListener default true; |
| Published | property BackgroundColorPersistent: TCastleColorPersistent read FBackgroundColorPersistent ; |
Description
Constants
| Public | DefaultWidth = 100.0; |
|
This item is declared in ancestor TCastleUserInterface. This item has no description. | |
| Public | DefaultHeight = 100.0; |
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This item is declared in ancestor TCastleUserInterface. This item has no description. | |
| Public | DefaultScreenSpaceAmbientOcclusion = false; |
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This item has no description. | |
| Public | DefaultScreenSpaceReflections = False; |
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This item has no description. | |
| Public | DefaultScreenSpaceReflectionsSurfaceGlossiness = 0.5; |
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This item has no description. | |
| Public | DefaultUseGlobalLights = true; |
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This item has no description. | |
| Public | DefaultUseGlobalFog = true; |
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This item has no description. | |
| Public | DefaultShadowVolumes = true; |
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This item has no description. | |
| Public | DefaultBackgroundColor: TVector4 = (X: 0.1; Y: 0.1; Z: 0.1; W: 1); |
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This item has no description. | |
| Public | Default2DProjectionFar = CastleTransform.Default2DProjectionFar deprecated 'this default is not used; ProjectionFar in orthographic projection is now automatically adjusted to what you display'; |
|
Warning: this symbol is deprecated: this default is not used; ProjectionFar in orthographic projection is now automatically adjusted to what you display referencing deprecated in deprecated | |
| Public | Default2DProjectionNear = CastleTransform.Default2DProjectionNear deprecated 'this default is not used; ProjectionNear in orthographic projection is now automatically adjusted to what you display'; |
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Warning: this symbol is deprecated: this default is not used; ProjectionNear in orthographic projection is now automatically adjusted to what you display This item has no description. | |
| Public | Default2DCameraZ = CastleTransform.Default2DCameraZ; |
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This item has no description. | |
| Public | DefaultPrepareOptions = [prRenderSelf, prRenderClones, prBackground, prBoundingBox, prScreenEffects]; |
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This item has no description. | |
| Public | DefaultInternalGridAxis = false; |
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This item has no description. | |
Fields
| Protected | RenderScreenEffects: Boolean; |
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This item is declared in ancestor TCastleScreenEffects. Valid only between Render and RenderOverChildren calls. Tells whether we actually use screen effects, thus RenderWithoutScreenEffects renders to texture. Read-only in descendants. | |
| Public | var CustomRenderingPass: TUserRenderingPass; |
|
Rendering pass, for user purposes. Useful to keep shaders cached when you render the same scene multiple times in the same frame (under different lighting conditions or other things that change shaders). By default this is always 0, the engine doesn't modify this. You can set this field manually. | |
| Public | InternalDesignCamera: TCastleCamera; |
|
At design-time (in CGE editor), this is the camera used by the editor. Usually use InternalCamera, to automatically pick either design-time camera or runtime Camera. | |
Methods
| Protected | function GetInternalText: String; virtual; |
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This item is declared in ancestor TCastleComponent. This item has no description. | |
| Protected | procedure SetInternalText(const Value: String); virtual; |
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This item is declared in ancestor TCastleComponent. This item has no description. | |
| Protected | procedure SetName(const Value: TComponentName); override; |
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This item is declared in ancestor TCastleComponent. This item has no description. | |
| Protected | procedure TranslateProperties(const TranslatePropertyEvent: TTranslatePropertyEvent); virtual; |
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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; |
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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); |
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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
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| Public | procedure InsertNonVisualComponent(const Index: Integer; const NonVisualComponent: TComponent); |
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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
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| Public | procedure RemoveNonVisualComponent(const NonVisualComponent: TComponent); |
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This item is declared in ancestor TCastleComponent. Removes the component previously added by AddNonVisualComponent. | |
| Public | function NonVisualComponentsIndexOf(const NonVisualComponent: TComponent): Integer; |
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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; |
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This item is declared in ancestor TCastleComponent. Count of components added by AddNonVisualComponent.
See also
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| Public | function NonVisualComponentsEnumerate: TNonVisualComponentsEnumerator; |
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This item is declared in ancestor TCastleComponent.
You can enumerate current non-visual components using loop like See also
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| Public | function ValueIsStreamed: Boolean; virtual; |
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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. | |
| Protected | function ContainerWidth: Cardinal; virtual; deprecated 'arrange UI using anchors, FullSize and friends; if you really need container size, use "Container.UnscaledWidth" or "Container.PixelsWidth" after checking "Container <> nil"'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: arrange UI using anchors, FullSize and friends; if you really need container size, use "Container.UnscaledWidth" or "Container.PixelsWidth" after checking "Container <> nil" Container sizes. | |
| Protected | function ContainerHeight: Cardinal; virtual; deprecated 'arrange UI using anchors, FullSize and friends; if you really need container size, use "Container.UnscaledHeight" or "Container.PixelsHeight" after checking "Container <> nil"'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: arrange UI using anchors, FullSize and friends; if you really need container size, use "Container.UnscaledHeight" or "Container.PixelsHeight" after checking "Container <> nil" This item has no description. | |
| Protected | function ContainerRect: TRectangle; virtual; deprecated 'arrange UI using anchors, FullSize and friends; if you really need container size, use "Container.UnscaledRect" or "Container.PixelsRect" after checking "Container <> nil"'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: arrange UI using anchors, FullSize and friends; if you really need container size, use "Container.UnscaledRect" or "Container.PixelsRect" after checking "Container <> nil" This item has no description. | |
| Protected | function ContainerSizeKnown: boolean; virtual; deprecated 'arrange UI using anchors, FullSize and friends; if you really need container size, use "Container.UnscaledWidth/Height" or "Container.PixelsWidth/Height" after checking "Container <> nil"'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: arrange UI using anchors, FullSize and friends; if you really need container size, use "Container.UnscaledWidth/Height" or "Container.PixelsWidth/Height" after checking "Container <> nil" This item has no description. | |
| Protected | procedure DoCursorChange; virtual; deprecated 'better override VisibleChange and watch for chCursor in Changes'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: better override VisibleChange and watch for chCursor in Changes Called when Cursor changed. In TCastleUserInterface class, just calls OnCursorChange. | |
| Protected | procedure DefineProperties(Filer: TFiler); override; |
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This item is declared in ancestor TCastleUserInterface. This item has no description. | |
| Protected | procedure UIScaleChanged; virtual; |
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This item is declared in ancestor TCastleUserInterface. This item has no description. | |
| Protected | procedure PreferredSize(var PreferredWidth, PreferredHeight: Single); virtual; |
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This item is declared in ancestor TCastleUserInterface. 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. | |
| Protected | procedure BeforeSizing; virtual; |
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This item is declared in ancestor TCastleUserInterface. Called right before calculating size. This is your only chance to adjust e.g. children size, if you need them to be synchronized with something, and you may use AutoSizeToChildren. In most use-cases, you rather adjust preferred size by overriding PreferredSize. | |
| Protected | procedure DoInternalMouseEnter; virtual; |
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This item is declared in ancestor TCastleUserInterface. This item has no description. | |
| Protected | procedure DoInternalMouseLeave; virtual; |
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This item is declared in ancestor TCastleUserInterface. This item has no description. | |
| Protected | function Theme: TCastleTheme; |
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This item is declared in ancestor TCastleUserInterface. Theme that should be used by this control. Either CustomTheme or global Theme. | |
| Public | procedure DesignerInfo(const SList: TStrings); override; |
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This item is declared in ancestor TCastleUserInterface. This item has no description. Showing description inherited from TCastleComponent.DesignerInfo.
Override to add information that should be visible at design-time. Call | |
| Public | procedure DesignerWarnings(const SList: TStrings); override; |
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This item is declared in ancestor TCastleUserInterface. This item has no description. Showing description inherited from TCastleComponent.DesignerWarnings.
Override to add warnings that should be visible at design-time. Call | |
| Public | function GetEnumerator: TEnumerator; |
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This item is declared in ancestor TCastleUserInterface. This item has no description. | |
| Public | procedure InternalSetContainer(const Value: TCastleContainer); virtual; |
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This item is declared in ancestor TCastleUserInterface. This item has no description. | |
| Public | function PreviewPress(const Event: TInputPressRelease): boolean; virtual; |
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This item is declared in ancestor TCastleUserInterface. Similar to Press but allows the parent control to preview the event before it is passed to children UI controls. See also
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| Public | function PreviewRelease(const Event: TInputPressRelease): boolean; virtual; |
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This item is declared in ancestor TCastleUserInterface. Similar to Release but allows the parent control to preview the event before it is passed to children UI controls. See also
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| Public | function SensorRotation(const X, Y, Z, Angle: Double; const SecondsPassed: Single): boolean; virtual; |
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This item is declared in ancestor TCastleUserInterface. Rotation detected by 3D sensor. Used for example by 3Dconnexion devices.
Parameters
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| Public | function SensorTranslation(const X, Y, Z, Length: Double; const SecondsPassed: Single): boolean; virtual; |
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This item is declared in ancestor TCastleUserInterface. Translation detected by 3D sensor. Used for example by 3Dconnexion devices.
Parameters
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| Public | procedure VisibleChange(const Changes: TCastleUserInterfaceChanges; const ChangeInitiatedByChildren: boolean = false); overload; virtual; |
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This item is declared in ancestor TCastleUserInterface. Called always when something important inside this control (or it's children) changed. To be more precise, this is called when something mentioned among the TCastleUserInterfaceChange enumerated items changed. This is always called with Changes <> [] (non-empty set). | |
| Public | procedure Resize; virtual; |
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This item is declared in ancestor TCastleUserInterface. Event called when the container (component or window with OpenGL context) size changes. You can resize/reposition your component here to react to parent size changes. This is called only when the rendering context of the container is initialized, so you can be sure that this is called only between GLContextOpen and GLContextClose. We also call this once when inserting into the controls list (like TCastleWindow.Controls or TCastleControl.Controls or inside parent TCastleUserInterface), if inserting into the container/parent with already initialized OpenGL context. If inserting into the container/parent without OpenGL context initialized, it will be called later, when OpenGL context will get initialized, right after GLContextOpen. In other words, this is always called to let the control know the size of the container, if and only if the OpenGL context is initialized. | |
| Public | function ControlsCount: Integer; |
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This item is declared in ancestor TCastleUserInterface. This item has no description. | |
| Public | procedure InsertFront(const NewItem: TCastleUserInterface); overload; |
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This item is declared in ancestor TCastleUserInterface. Add child control, at the front of other children. | |
| Public | procedure InsertFrontIfNotExists(const NewItem: TCastleUserInterface); |
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This item is declared in ancestor TCastleUserInterface. This item has no description. | |
| Public | procedure InsertFront(const NewItems: TCastleUserInterfaceList); overload; |
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This item is declared in ancestor TCastleUserInterface. This item has no description. | |
| Public | procedure InsertBack(const NewItem: TCastleUserInterface); overload; |
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This item is declared in ancestor TCastleUserInterface. Add child control, at the back of other children. | |
| Public | procedure InsertBackIfNotExists(const NewItem: TCastleUserInterface); |
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This item is declared in ancestor TCastleUserInterface. This item has no description. | |
| Public | procedure InsertBack(const NewItems: TCastleUserInterfaceList); overload; |
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This item is declared in ancestor TCastleUserInterface. This item has no description. | |
| Public | procedure InsertControl(const Index: Integer; const NewItem: TCastleUserInterface); |
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This item is declared in ancestor TCastleUserInterface. Add child control at specified position. It is usually easier to use InsertFront or InsertBack, if possible. | |
| Public | procedure RemoveControl(const Item: TCastleUserInterface); |
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This item is declared in ancestor TCastleUserInterface. Remove control added by InsertFront or InsertBack. Note that this method does not free the Item instance. This method merely removes Item from our controls, so that Item is no longer rendered as part of this parent. It is still the caller's responsibility to make sure the Item is freed at some point. See https://castle-engine.io/modern_pascal#_freeing_classes for description how to free instances in Pascal. As TCastleUserInterface descends from TComponent, a simple and proper solution is often just to create it with some "owner" (like TCastleView.FreeAtStop or Application) that will take care of freeing it. | |
| Public | function IndexOfControl(const Item: TCastleUserInterface): Integer; |
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This item is declared in ancestor TCastleUserInterface. Index of child control, or -1 if not present. | |
| Public | procedure ClearControls; |
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This item is declared in ancestor TCastleUserInterface. Remove all child controls added by InsertFront or InsertBack. Note that, just like RemoveControl, this method does not free the children controls. This method merely removes children controls, so they are no longer rendered as part of the parent. It is still the caller's responsibility to make sure the children controls are freed at some point. See https://castle-engine.io/modern_pascal#_freeing_classes for description how to free instances in Pascal. As TCastleUserInterface descends from TComponent, a simple and proper solution is often just to create it with some "owner" (like TCastleView.FreeAtStop or Application) that will take care of freeing it. | |
| Public | procedure MoveToFront; |
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This item is declared in ancestor TCastleUserInterface. Move to become the front-most control within the parent. This works when this control is a child of another control (has Parent assigned) or when it's a direct child of the container (in which case Parent is not assigned by Container is, which means the control is directly on TCastleContainer.Controls list). This is ignored if this control is not within any container (so, also not within any parent). | |
| Public | function CapturesEventsAtPosition(const Position: TVector2): boolean; virtual; |
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This item is declared in ancestor TCastleUserInterface.
Does this control capture events under this container position. The default implementation simply checks whether Position is inside RenderRect. It also checks whether CapturesEvents is Always treated like | |
| Public | function TooltipExists: Boolean; virtual; deprecated 'use TooltipControl to customize tooltip look'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: use TooltipControl to customize tooltip look
Render a tooltip of this control. If you want to have tooltip for this control detected, you have to override TooltipRender is called in the same way as Render. TooltipRender is always called as a last (front-most) control. Argument TooltipPosition is the left-bottom (in screen space, regardless of UIScaling) suggested position of the tooltip. It is simplest to descend from TCastleUserInterfaceFont, that implements simple TCastleUserInterfaceFont.Tooltip property and overrides these two methods as necessary. | |
| Public | procedure TooltipRender(const TooltipPosition: TVector2); virtual; deprecated 'use TooltipControl to customize tooltip look'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: use TooltipControl to customize tooltip look This item has no description. | |
| Public | procedure SetFocused(const Value: boolean); virtual; |
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This item is declared in ancestor TCastleUserInterface. Called when this control becomes or stops being focused, that is: under the mouse cursor and will receive events. This updates Focused property. This also calls OnInternalMouseEnter / OnInternalMouseLeave. | |
| Public | function EffectiveRect: TFloatRectangle; |
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This item is declared in ancestor TCastleUserInterface. Control position and size. Use this to base other controls size/position on this control's calculated size/position. The algorithm that determines control position and size is like this:
The above describes the size of the content and border, summed. The content itself may be a little smaller, when the Border is used. The size of the "content itself" is returned only by The anchors (see Anchor) also affect the final position of the control. Note that some descendants do auto-sizing by default. This means that some of these properties may be ignored, and instead the calculated size (EffectiveWidth, EffectiveHeight) depends on some core values of the control. For example:
Consult the documentation of each descendant for the exact specification of the size behavior. This method returns the rectangle in local coordinates (relative to the parent 2D control). The returned rectangle size includes the border size. The returned rectangle size uses "unscaled" coordinates, which means that they correspond to the sizes you set e.g. in TCastleUserInterface.Width, TCastleUserInterface.Height, and translation units you use with e.g. TCastleUserInterface.Anchor. If you're looking for a way to query the size of the control in final scaled coordinates (in real device pixels), and not relative to the parent position, use RenderRect or RenderRectWithBorder instead. This method ignores the current value of the Exists method and Exists property, that is: the result of this function assumes that control does exist.
See also
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| Public | function EffectiveWidth: Single; |
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This item is declared in ancestor TCastleUserInterface. Calculated width of the control, without UI scaling. Useful if you want to base other controls size/position on this control calculated size. Unlike the Width property, this is the effective size, not the desired size. So this is already processed by any auto-sizing mechanism (e.g. TCastleImageControl may adjust it's own size to the underlying image, depending on settings), it is changed by FullSize and so on. It is always equal to just See also
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| Public | function EffectiveHeight: Single; |
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This item is declared in ancestor TCastleUserInterface. Calculated height of the control, without UI scaling. Useful if you want to base other controls size/position on this control calculated size. Unlike the Height property, this is the effective size, not the desired size. So this is already processed by any auto-sizing mechanism (e.g. TCastleImageControl may adjust it's own size to the underlying image, depending on settings), it is changed by FullSize and so on. It is always equal to just See also
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| Public | function EffectiveWidthForChildren: Single; |
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This item is declared in ancestor TCastleUserInterface. EffectiveWidth without Border size. | |
| Public | function EffectiveHeightForChildren: Single; |
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This item is declared in ancestor TCastleUserInterface. EffectiveHeight without Border size. | |
| Public | function CalculatedWidth: Cardinal; deprecated 'use EffectiveWidth'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: use EffectiveWidth This item has no description. | |
| Public | function CalculatedHeight: Cardinal; deprecated 'use EffectiveHeight'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: use EffectiveHeight This item has no description. | |
| Public | function CalculatedRect: TRectangle; deprecated 'use EffectiveRect'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: use EffectiveRect This item has no description. | |
| Public | function RenderRect: TFloatRectangle; |
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This item is declared in ancestor TCastleUserInterface. Position and size of this control, assuming it exists, in container coordinates (in final device pixels). The primary use of this is inside Render. A proper UI control should adjust to draw precisely in this rectangle. | |
| Public | function RenderRectWithBorder: TFloatRectangle; |
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This item is declared in ancestor TCastleUserInterface. This item has no description. | |
| Public | function ScreenRect: TRectangle; deprecated 'use RenderRect'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: use RenderRect This item has no description. | |
| Public | function ContainerToLocalPosition(ContainerPosition: TVector2; const ContainerPositionScaled: Boolean = true): TVector2; |
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This item is declared in ancestor TCastleUserInterface. Convert position relative to container (in final device coordinates, without UI scaling, by default) into position relative to this UI control (in coordinates with UI scaling). Useful e.g. to convert mouse/touch position from TInputPressRelease.Position into position useful for children of this UI control. The exact definition is that using the result of this to set our child Translation, assuming the child is anchored to the left-bottom (the default state) and child has Left = Bottom = 0, sets child position exactly to the indicated point on the container. Parameters
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| Public | function LocalToContainerPosition(const LocalPosition: TVector2; const ContainerPositionScaled: Boolean = true): TVector2; |
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This item is declared in ancestor TCastleUserInterface. Convert position relative to this UI control (in coordinates with UI scaling) into relative to container (in final device coordinates, without UI scaling, by default). Reverses ContainerToLocalPosition. Parameters
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| Public | function ParentRect: TFloatRectangle; |
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This item is declared in ancestor TCastleUserInterface. Rectangle filling the parent control (or container), in local coordinates. Since this is in local coordinates, the returned rectangle Left and Bottom are always zero, unless parent has Border (the returned rectangle is shrunk by Parent.Border). This is already scaled by UI scaling. | |
| Public | procedure Anchor(const AHorizontalAnchor: THorizontalPosition; const TranslationX: Single = 0); overload; |
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This item is declared in ancestor TCastleUserInterface. Adjust position to align us with the parent horizontally. The resulting EffectiveRect and RenderRect and RenderRectWithBorder will immediately reflect the new position. Note that position set here (anchors, Translation) are ignored when FullSize is set to true. In case of FullSize, the control fills the parent perfectly. This utility method sets HorizontalAnchorSelf, HorizontalAnchorParent, Translation.X. | |
| Public | procedure Anchor( const AHorizontalAnchorSelf, AHorizontalAnchorParent: THorizontalPosition; const TranslationX: Single = 0); overload; |
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This item is declared in ancestor TCastleUserInterface. Adjust position to align us with the parent horizontally. The resulting EffectiveRect and RenderRect and RenderRectWithBorder will immediately reflect the new position. Note that position set here (anchors, Translation) are ignored when FullSize is set to true. In case of FullSize, the control fills the parent perfectly. This utility method sets HorizontalAnchorSelf, HorizontalAnchorParent, Translation.X. | |
| Public | procedure Anchor(const AVerticalAnchor: TVerticalPosition; const TranslationY: Single = 0); overload; |
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This item is declared in ancestor TCastleUserInterface. Adjust position to align us to the parent vertically. The resulting EffectiveRect and RenderRect and RenderRectWithBorder will immediately reflect the new position. Note that position set here (anchors, Translation) are ignored when FullSize is set to true. In case of FullSize, the control fills the parent perfectly. This utility method sets VerticalAnchorSelf, VerticalAnchorParent, Translation.Y. | |
| Public | procedure Anchor( const AVerticalAnchorSelf, AVerticalAnchorParent: TVerticalPosition; const TranslationY: Single = 0); overload; |
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This item is declared in ancestor TCastleUserInterface. Adjust position to align us to the parent vertically. The resulting EffectiveRect and RenderRect and RenderRectWithBorder will immediately reflect the new position. Note that position set here (anchors, Translation) are ignored when FullSize is set to true. In case of FullSize, the control fills the parent perfectly. This utility method sets VerticalAnchorSelf, VerticalAnchorParent, Translation.Y. | |
| Public | procedure AlignHorizontal( const ControlPosition: TPositionRelative = prMiddle; const ContainerPosition: TPositionRelative = prMiddle; const X: Single = 0); deprecated 'use Anchor'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: use Anchor Immediately position the control with respect to the parent by adjusting Left. Deprecated, use Align with THorizontalPosition. | |
| Public | procedure Align( const ControlPosition: THorizontalPosition; const ContainerPosition: THorizontalPosition; const X: Single = 0); overload; deprecated 'use Anchor'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: use Anchor Immediately position the control with respect to the parent by adjusting Left. Note that using Anchor is often more comfortable than this method, since you only need to set anchor once (for example, right after creating the control). In contrast, adjusting position using this method will typically need to be repeated at each window on resize, like in TCastleUserInterface.Resize. | |
| Public | procedure AlignVertical( const ControlPosition: TPositionRelative = prMiddle; const ContainerPosition: TPositionRelative = prMiddle; const Y: Single = 0); deprecated 'use Anchor'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: use Anchor Immediately position the control with respect to the parent by adjusting Bottom. Deprecated, use Align with TVerticalPosition. | |
| Public | procedure Align( const ControlPosition: TVerticalPosition; const ContainerPosition: TVerticalPosition; const Y: Single = 0); overload; deprecated 'use Anchor'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: use Anchor Immediately position the control with respect to the parent by adjusting Bottom. Note that using Anchor is often more comfortable than this method, since you only need to set anchor once (for example, right after creating the control). In contrast, adjusting position using this method will typically need to be repeated at each window on resize, like in TCastleUserInterface.Resize. | |
| Public | procedure Center; deprecated 'use Anchor(hpMiddle); Anchor(vpMiddle); to reliably center the control'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: use Anchor(hpMiddle); Anchor(vpMiddle); to reliably center the control Immediately center the control within the parent, both horizontally and vertically. Note that using Anchor is often more comfortable than this method, since you only need to set anchor once. For example, right after creating the control call | |
| Public | function UIScale: Single; virtual; |
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This item is declared in ancestor TCastleUserInterface. UI scale of this control, derived from container (see TCastleContainer.UIScaling and EnableUIScaling). | |
| Public | procedure EditorAllowResize(out ResizeWidth, ResizeHeight: Boolean; out Reason: String); virtual; |
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This item is declared in ancestor TCastleUserInterface. Override this to prevent resizing some dimension in CGE editor. | |
| Public | function EffectiveFullSize: Boolean; |
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This item is declared in ancestor TCastleUserInterface. Is the FullSize actually active. Checks FullSize and not AutoSizeToChildren, i.e. it accounts that AutoSizeToChildren overrides FullSize (since they cannot both work at the same time). | |
| Public | procedure AddScreenEffect(const Node: TAbstractChildNode); |
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This item is declared in ancestor TCastleScreenEffects. Add or remove a ScreenEffect node that defines new shader screen effect. See https://castle-engine.io/x3d_extensions_screen_effects.php . In the simple case, you can pass here an instance of TScreenEffectNode. In a general case, you can passs here any X3D node you want, just remember that only the TScreenEffectNode inside will be rendered. You can e.g. pass a TGroupNode with TScreenEffectNode and TTimeSensorNode as children, and use TTimeSensorNode to provide time to your shader uniform parameter. Or you can e.g. pass an X3D graph loaded from X3D file using X3DLoad.LoadNode, this way you can define effects inside an external X3D file, e.g. like this:
ScreenEffects.AddScreenEffect(
LoadNode('castle-data:/screen_effects_scene.x3dv'));
If you're looking for inspirations what to put in screen_effects_scene.x3dv, see https://github.com/castle-engine/demo-models/tree/master/screen_effects . See also CGE example in "examples/screen_effects_demo/" directory ( https://github.com/castle-engine/castle-engine/tree/master/examples/screen_effects_demo ) that shows more screen effects code, and shows how to load or construct X3D node graph with ScreenEffect. The memory management of the node added here is automatic: the added screen effect becomes owned by the internal X3D Group node. It's reference-count is increased at This means that, if you create the provided Node by code, and don't add it anywhere else, then the node will be freed automatically at our destructor (if you call Note that the given Node should not be used by other TCastleScene instances. In general, a node should not be present in more than one TCastleScene instance, and we already insert the node into an internal TCastleScene instance. Use TX3DNode.DeepCopy if necessary to duplicate node into multiple scenes. Note that you can enable/disable the effect using TScreenEffectNode.Enabled, or enable/disable all using ScreenEffectsEnable. You do not need to remove the node by RemoveScreenEffect if you only want to disable it temporarily. | |
| Public | procedure RemoveScreenEffect(const Node: TAbstractChildNode); |
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This item is declared in ancestor TCastleScreenEffects. This item has no description. | |
| Public | procedure Render; override; |
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This item is declared in ancestor TCastleScreenEffects. This item has no description. Showing description inherited from TCastleUserInterface.Render. Render a control. Called only when Exists and render context is initialized. Do not call this method. It will be automatically called by the engine when needed. It will be called when UI is part of TCastleContainer.Controls list or rendered (e.g. for off-screen rendering) by TCastleContainer.RenderControl. You should only override this method. See https://castle-engine.io/manual_2d_ui_custom_drawn.php for examples what you can put here. You can depend on some OpenGL state being set before calling this method. You can depend on it being set, and you can carelessly change it. This state we set:
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 do it already, this is only a concern if you make direct OpenGL / OpenGLES calls). | |
| Public | procedure RenderOverChildren; override; |
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This item is declared in ancestor TCastleScreenEffects. This item has no description. Showing description inherited from TCastleUserInterface.RenderOverChildren. Render a control contents over the children controls. This is analogous to Render, but it executes after children are drawn. You should usually prefer to override Render instead of this method, as the convention is that the parent is underneath children. You should only override this method (do not call it, it will be called by the engine). See https://castle-engine.io/manual_2d_ui_custom_drawn.php for examples what you can put here. | |
| Public | procedure PrepareResources; |
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This item is declared in ancestor TCastleScreenEffects. Make the screen effects rendering resources ready (e.g. link shaders). | |
| Protected | function CalculateProjection: TProjection; virtual; |
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Calculate projection parameters. Determines if the view is perspective or orthogonal and exact field of view parameters. Called each time at the beginning of rendering. The default implementation of this method in TCastleViewport calculates projection based on the Camera parameters. In turn, the Camera parameters may be automatically calculated (if AutoCamera) based on the nodes in the TCastleRootTransform.MainScene. Nodes like TViewpointNode or TOrthoViewpointNode or TNavigationInfoNode determine the default camera and projection details. You can override this method, or assign the OnProjection event to adjust the projection settings. But please note: instead of overriding this method, it's usually easier (and more advised) to simply change the Camera properties, like Camera.ProjectionType or Camera.Orthographic.Width or Camera.Perspective.FieldOfView. | |
| Protected | procedure InitializeGlobalLights(const GlobalLights: TLightInstancesList); virtual; |
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Prepare lights shining on everything. GlobalLights contents should be initialized here. The implementation in this class adds headlight determined by the Items.UseHeadlight value. | |
| Protected | procedure InitializeLights(const GlobalLights: TLightInstancesList); deprecated 'use InitializeGlobalLights'; |
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Warning: this symbol is deprecated: use InitializeGlobalLights This item has no description. | |
| Protected | procedure RenderFromViewEverything(const RenderingCamera: TRenderingCamera); virtual; |
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Render everything from given camera view (as TRenderingCamera). Given RenderingCamera.Target says to where we generate the image. This method must take care of making many rendering passes for shadow volumes, but doesn't take care of updating generated textures. | |
| Protected | procedure RenderFromView3D(const Params: TRenderParams); virtual; |
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Render the scene, assuming that buffers were already cleared and background was rendered. Called by RenderFromViewEverything at the end. Lights are calculated in Params at this point. | |
| Protected | procedure RenderOnePass(const Params: TRenderParams; const PassParams: TRenderOnePassParams); virtual; |
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Render one pass, with current camera and parameters. All current camera settings are saved in RenderParams.RenderingCamera.
Parameters
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| Protected | procedure Notification(AComponent: TComponent; Operation: TOperation); override; |
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This item has no description. | |
| Protected | function InternalExtraGetScreenEffects( const Index: Integer): TGLSLProgram; override; |
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This item has no description. | |
| Protected | function InternalExtraScreenEffectsCount: Integer; override; |
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This item has no description. | |
| Protected | function InternalExtraScreenEffectsNeedDepth: Boolean; override; |
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This item has no description. | |
| Protected | procedure PointingDevicePressFailed; virtual; |
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Called when PointingDevicePress was not handled by any TCastleTransform object. You can override this to make a message / sound signal to notify user that his Input_Interact click was not successful. | |
| Protected | procedure BoundNavigationInfoChanged; virtual; |
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This item has no description. | |
| Protected | procedure BoundViewpointChanged; virtual; |
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This item has no description. | |
| Protected | procedure RenderWithoutScreenEffects; override; |
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This item has no description. Showing description inherited from TCastleScreenEffects.RenderWithoutScreenEffects. Descendants with special rendering code should override this, and never override Render or RenderOverChildren (as those two methods have special implementation in this class). This rendering method will be called regardless if we have or not some screen effects. When no screen effects are actually used (e.g. AddScreenEffect wasn't used, | |
| Protected | procedure Loaded; override; |
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This item has no description. | |
| Public | constructor Create(AOwner: TComponent); override; |
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This item has no description. | |
| Public | destructor Destroy; override; |
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This item has no description. | |
| Public | function AllowSuspendForInput: boolean; override; |
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This item has no description. Showing description inherited from TCastleUserInterface.AllowSuspendForInput.
Allow window containing this control to suspend waiting for user input. Typically you want to override this to return In this class, this simply returns always | |
| Public | function Press(const Event: TInputPressRelease): boolean; override; |
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This item has no description. Showing description inherited from TCastleUserInterface.Press.
Override this method to react to user pressing a key, mouse button or mouse wheel. Return 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 this event if Event.IsKey(keyEnter) then begin // do something in reaction to Enter key ... // let engine know that this input event was handled Exit(true); end; if Event.IsMouseButton(buttonLeft) then begin // do something in reaction to left mouse button press ... // let engine know that this input event was handled Exit(true); end; end;
These events are generated for all UI controls, whether they are considered "interactive" or not. These events are generated for non-interactive controls like TCastleRectangleControl or TCastleLabel as well. For example, these events ignore the TCastleButton.Enabled state, they are generated always (see https://github.com/castle-engine/castle-engine/issues/413 ). Use instead TCastleButton.OnClick to detect clicks on a button in a way that honors the TCastleButton.Enabled state. When a control returns 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 that "looks clickable" in TCastleUserInterface.Render, which is the standard place you should draw stuff. For example our TCastleButton draws there. In contrast, the events PreviewPress and PreviewRelease are passed first to the parent control, before children have a chance to process this event. In partcular, overriding them makes sense if you draw something that "looks clickable" in TCastleUserInterface.RenderOverChildren. | |
| Public | function Release(const Event: TInputPressRelease): boolean; override; |
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This item has no description. Showing description inherited from TCastleUserInterface.Release.
Override this method to react to user releasing a key, mouse button. Return This is counterpart to Press method. See Press for more details. Note: We'd like this method to also be called when user releases a mouse wheel. But currently releasing of the mouse wheel is not reported now by any backend. Only releasing of keys and mouse buttons is reported. | |
| Public | function Motion(const Event: TInputMotion): boolean; override; |
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This item has no description. Showing description inherited from TCastleUserInterface.Motion. Motion of mouse or touch. | |
| Public | 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 = | |
| Public | procedure BeforeRender; override; |
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This item has no description. Showing description inherited from TCastleUserInterface.BeforeRender. Prepare your resources, right before drawing. Called only when Exists and GLInitialized. 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. | |
| Public | 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. | |
| Public | procedure CustomSerialization(const SerializationProcess: TSerializationProcess); override; |
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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 GetMainScene: TCastleScene; deprecated 'use Items.MainScene'; |
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Warning: this symbol is deprecated: use Items.MainScene This item has no description. | |
| Public | procedure AssignDefaultCamera; virtual; |
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Set current camera vectors and projection, to best reflect current Items.MainScene or current Items bounding box. If Items.MainScene is set and it has a preferred camera (TViewpointNode, which can be specified in X3D, glTF, Collada files) then it will be used. Otherwise we calculate camera using CameraViewpointForWholeScne to see the whole world. This method only fills existing Camera with contents, it doesn't change the Camera to a new component. It will do nothing if Camera is This is automatically used at first rendering if AutoCamera (deprecated, only sensible now if you make X3D browser that must react to X3D events changing viewpoint). You can also use it explicitly (this is recommended). | |
| Public | function ScreenSpaceAmbientOcclusionAvailable: boolean; |
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Does the graphic card support our ScreenSpaceAmbientOcclusion shader. This does not depend on the current state of ScreenSpaceAmbientOcclusion property. You can use it e.g. to disable the menu item to switch SSAO in 3D viewer. | |
| Public | function ScreenSpaceReflectionsAvailable: boolean; |
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Does the graphic card support our ScreenSpaceReflections shader. This does not depend on the current state of ScreenSpaceReflections property. You can use it e.g. to disable the menu item to switch SSR in 3D viewer. | |
| Public | procedure GLContextOpen; override; |
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This item has no description. Showing description inherited from TCastleUserInterface.GLContextOpen. Initialize your OpenGL resources. This is called when OpenGL context of the container is created, or when the control is added to the already existing context. In other words, this is the moment when you can initialize OpenGL resources, like display lists, VBOs, OpenGL texture names, etc. As an exception, this is called regardless of the Exists value. This way a control can prepare it's resources, regardless if it exists now. | |
| Public | procedure GLContextClose; override; |
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This item has no description. Showing description inherited from TCastleUserInterface.GLContextClose. Destroy your OpenGL resources. Called when OpenGL context of the container is destroyed. Also called when controls is removed from the container You should release here any resources that are tied to the OpenGL context. In particular, the ones created in GLContextOpen. As an exception, this is called regardless of the Exists value. This way a control can release it's resources, regardless if it exists now. | |
| Public | function PrepareParams: TPrepareParams; deprecated 'use TCastleViewport.PrepareResources to prepare transforms'; |
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Warning: this symbol is deprecated: use TCastleViewport.PrepareResources to prepare transforms Parameters to prepare items that are to be rendered within this world. This should be passed to TCastleTransform.PrepareResources. Note: Instead of using TCastleTransform.PrepareResources, and this method, it's usually easier to call TCastleViewport.PrepareResources. Then the appropriate TPrepareParams will be passed automatically. | |
| Public | function BaseLights: TLightInstancesList; deprecated 'this is internal info, you should not need this; use PrepareParams to get opaque information to pass to TCastleTransform.PrepareResources'; |
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Warning: this symbol is deprecated: this is internal info, you should not need this; use PrepareParams to get opaque information to pass to TCastleTransform.PrepareResources This item has no description. | |
| Public | function Statistics: TRenderStatistics; |
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Statistics about last rendering frame. See TRenderStatistics docs. | |
| Public | function TriangleHit: PTriangle; |
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Current 3D triangle under the mouse cursor. Updated in every mouse move. May be | |
| Public | procedure Setup2D; |
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Utility method to set camera to a suitable state for 2D games.
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| Public | function PositionToCameraPlane(const Position: TVector2; const ContainerCoordinates: Boolean; const Depth: Single; out PlanePosition: TVector3): Boolean; |
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Convert 2D position on the viewport into 3D "world coordinates", by colliding camera ray with a plane parallel to the viewport at given Depth. "World coordinates" are coordinates space seen by TCastleTransform / TCastleScene inside viewport Items. Use Depth > 0 for positions in front of the camera. This is similar to "Unproject" GLU routine. It allows to map points from the 2D viewport back to the 3D space inside viewport. The interpretation of Position depends on ContainerCoordinates:
Returns true and sets 3D PlanePosition if such intersection is found. Returns false if it's not possible to determine such point (which should not be possible, unless camera field of view is larger than 180 degrees). | |
| Public | procedure PositionToRay(const Position: TVector2; const ContainerCoordinates: Boolean; out RayOrigin, RayDirection: TVector3); |
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Convert 2D position on the viewport into 3D ray. The interpretation of Position depends on ContainerCoordinates:
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| Public | function PositionToWorldPlane(const Position: TVector2; const ContainerCoordinates: Boolean; const PlaneConstCoord: T3DAxis; const PlaneConstValue: Single; out PlanePosition: TVector3): Boolean; overload; |
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Convert 2D position on the viewport into 3D "world coordinates", by colliding camera ray with a plane at constant X, Y or Z. "World coordinates" are coordinates space seen by TCastleTransform / TCastleScene inside viewport Items. This works with any projection (perspective or orthographic). You can use it to pick a point on any plane with constant X (PlaneConstCoord = 0), constant Y (PlaneConstCoord = 1), constant Z (PlaneConstCoord = 2). This intersects the ray cast by Camera with a plane where given coordinate (PlaneConstCoord) has value equal to PlaneConstValue. The parameter names and interpretation is consistent e.g. with TrySimplePlaneRayIntersection. The interpretation of Position depends on ContainerCoordinates:
Returns true and sets 3D PlanePosition (the PlaneConstCoord component of this vector must always be equal to PlaneConstValue) if such intersection is found. Returns false if it's not possible to determine such point (when the camera looks in the other direction). | |
| Public | function PositionToWorldPlane(const Position: TVector2; const ContainerCoordinates: Boolean; const PlaneConstValue: Single; out PlanePosition: TVector3): Boolean; overload; deprecated 'use PositionToWorldPlane overload with PlaneConstCoord parameter; this version assumes PlaneConstCoord = 2'; |
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Warning: this symbol is deprecated: use PositionToWorldPlane overload with PlaneConstCoord parameter; this version assumes PlaneConstCoord = 2 This item has no description. | |
| Public | function PositionTo2DWorld(const Position: TVector2; const ContainerCoordinates: Boolean): TVector2; |
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Convert 2D position into "world coordinates", which is the coordinate space seen by TCastleTransform / TCastleScene inside viewport Items, assuming that we use orthographic projection in XY axes. The interpretation of Position depends on ContainerCoordinates:
This assumes that camera "up vector" is +Y, and it is looking along the negative Z axis. It also assumes orthographic projection (Camera.ProjectionType equal ptOrthographic). These are default camera direction, up and projection types set by Setup2D. | |
| Public | function PositionFrom2DWorld(const WorldPosition: TVector2; const ContainerCoordinates: Boolean): TVector2; |
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Invert PositionTo2DWorld, converting the "world coordinates" (the coordinate space seen by TCastleTransform / TCastleScene inside viewport Items) into final screen position. Just like PositionTo2DWorld, this assumes that camera "up vector" is +Y, and it is looking along the negative Z axis. It also assumes orthographic projection (Camera.ProjectionType equal ptOrthographic). These are default camera direction, up and projection types set by Setup2D. | |
| Public | function PositionFromWorld(const WorldPosition: TVector3): TVector2; |
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Project 3D coordinates (the coordinate space seen by TCastleTransform / TCastleScene inside viewport Items) into 2D position on the viewport UI. The resulting position is relative to this viewport control and it is expressed in coordinates after UI scaling. IOW, if the size of this control is EffectiveWidth = 100, then Position.X between 0 and 100 reflects the visible range of this control. This is like using ContainerCoordinates = | |
| Public | procedure PrepareResources(const DisplayProgressTitle: string; const Options: TPrepareResourcesOptions = DefaultPrepareOptions); overload; deprecated 'use overload without DisplayProgressTitle: String'; |
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Warning: this symbol is deprecated: use overload without DisplayProgressTitle: String This item has no description. | |
| Public | procedure PrepareResources(const Item: TCastleTransform; const DisplayProgressTitle: string; Options: TPrepareResourcesOptions = DefaultPrepareOptions); overload; deprecated 'use overload without DisplayProgressTitle: String'; |
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Warning: this symbol is deprecated: use overload without DisplayProgressTitle: String This item has no description. | |
| Public | procedure PrepareResources( const Options: TPrepareResourcesOptions = DefaultPrepareOptions); overload; |
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Prepare resources, to make various methods (like Render) execute fast. Call it only when rendering context is initialized (ApplicationProperties.IsGLContextOpen). | |
| Public | procedure PrepareResources(const Item: TCastleTransform; Options: TPrepareResourcesOptions = DefaultPrepareOptions); overload; virtual; |
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This item has no description. | |
| Public | function TransformUnderMouse: TCastleTransform; |
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Current TCastleTransform pointed by the mouse cursor position. This is the first object being hit by the ray from camera through the mouse cursor position. Automatically updated to always reflect the current mouse position. May be The "mouse cursor position" on touch devices is just the last touch point. When the navigation uses mouse look (like TCastleWalkNavigation.MouseLook), we automatically use viewport center as the "mouse cursor position".
See also
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| Public | function TransformHit(const Position: TVector2; const ContainerCoordinates: Boolean; const MaxDistance: Single = 0): TCastleTransform; |
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Current TCastleTransform hit by the ray from given Position over the viewport. Position and ContainerCoordinates meaning is the same as for PositionToRay:
Similar to TransformUnderMouse, this method returns the first TCastleTransform hit by the ray. If the MaxDistance is non-zero, it doesn't return collisions further than MaxDistance from the camera position. | |
| Public | procedure SetupCamera; |
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Create new camera and make it used by this viewport. This creates new unnamed TCastleCamera, owned by this viewport, assigns it to Camera and adds it to Items. Call this only when Camera is This is done automatically when creating TCastleViewport (not in design-mode, not at deserialization) using the standard TCastleViewport.Create constructor. So you likely don't need to call this in typical applications. Note: Even when used from CGE editor (CastleDesignMode), this creates non-design camera. This way viewports created with InternalCreateNonDesign have also non-design cameras. This is important, so that e.g. camera has no bounding box, and thus AssignDefaultCamera in sprite sheet editor doesn't put camera further and further away. | |
| Public | function InternalBuildNode(const SaveBaseUrl: String): TX3DRootNode; |
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Export whole viewport contents to a node. This is useful to save viewport contents to X3D, STL or other files that we can save. This tries to export as much as we can express using nodes, which includes everything in Items (transformations, scenes, lights and more) and optional things like TCastleNavigation types (fly, walk, examine...), current Background, current Fog. Why is this an internal method?
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Properties
| Public | property NonVisualComponents [const Index: Integer]: TComponent read GetNonVisualComponents; |
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This item is declared in ancestor TCastleComponent. Components added by AddNonVisualComponent. | |
| Public | property IsLoading: Boolean read FIsLoading; |
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This item is declared in ancestor TCastleComponent. Is the component during deserialization now. Note: We can't use | |
| Public | property OnVisibleChange: TCastleUserInterfaceChangeEvent
read FOnVisibleChange write FOnVisibleChange; |
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This item is declared in ancestor TCastleUserInterface. Called always when something important inside this control (or it's children) changed. See VisibleChange for details about when and how this is called. Be careful when handling this event. Various changes may cause this, so be prepared to handle it at any moment, even in the middle when UI control is changing. It may also occur very often. It's usually safest to only set a boolean flag like "something should be recalculated" when this event happens, and do the actual recalculation later. | |
| Public | property Container: TCastleContainer read FContainer; |
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This item is declared in ancestor TCastleUserInterface.
Container of this control. When adding control to container's Controls list (like TCastleWindow.Controls) container will automatically set itself here, and when removing from container this will be changed back to May be | |
| Public | property OnCursorChange: TNotifyEvent
read FOnCursorChange write FOnCursorChange; deprecated 'use OnVisibleChange (or override VisibleChange) and watch for Changes that include chCursor'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: use OnVisibleChange (or override VisibleChange) and watch for Changes that include chCursor Event called when the Cursor property changes. This event is, in normal circumstances, used by the Container, so you should not use it in your own programs. | |
| Public | property ExclusiveEvents: boolean
read FExclusiveEvents write FExclusiveEvents default true; deprecated 'do not use this; supporting this property was complicated and had no real benefit; everything now works as if ExclusiveEvents=true, always'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: do not use this; supporting this property was complicated and had no real benefit; everything now works as if ExclusiveEvents=true, always
Should we disable further mouse / keys handling for events that we already handled in this control. If This means that events will not be simultaneously handled by both this control and some other (or camera or normal window callbacks), which is usually more sensible, but sometimes somewhat limiting. | |
| Public | property Controls [const Index: Integer]: TCastleUserInterface read GetControls write SetControls; |
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This item is declared in ancestor TCastleUserInterface. This item has no description. | |
| Public | property GetExists: Boolean read FExists; deprecated 'use Exists'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: use Exists This item has no description. | |
| Public | property GLInitialized: boolean read FGLInitialized default false; |
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This item is declared in ancestor TCastleUserInterface. This item has no description. | |
| Public | property Focused: boolean read FFocused write SetFocused; |
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This item is declared in ancestor TCastleUserInterface. See SetFocused. | |
| Public | property Parent: TCastleUserInterface read FParent ; |
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This item is declared in ancestor TCastleUserInterface.
Visual parent control. This control is rendered within the parent, and it's anchors and coordinates are relative to the parent. Parent may be Note that this property doesn't have a setter, as it could be confusing: the order in which children are inserted into parent sometimes matters, for back-and-front order. If you want to change the parent, you can use code like this: if Control.Parent <> nil then Control.Parent.RemoveControl(Control); if NewParent <> nil then NewParent.InsertFront(Control); // or InsertBack, as InsertControl... | |
| Public | property FloatWidth: Single read FWidth write SetWidth stored false; deprecated 'use Width'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: use Width This item has no description. | |
| Public | property FloatHeight: Single read FHeight write SetHeight stored false; deprecated 'use Height'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: use Height This item has no description. | |
| Public | property AnchorDelta: TVector2 read FTranslation write SetTranslation; deprecated 'use Translation'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: use Translation Position of the control, relative to the anchor at parent (by default, relative to left-bottom corner of the parent). | |
| Public | property Translation: TVector2 read FTranslation write SetTranslation; |
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This item is declared in ancestor TCastleUserInterface. Position of the control, relative to the anchor at parent (by default, relative to left-bottom corner of the parent). | |
| Public | property KeepInFront: boolean read FKeepInFront write FKeepInFront
default false; |
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This item is declared in ancestor TCastleUserInterface.
Keep the control in front of other controls (with TODO: Do not change this property while the control is already a child of something. | |
| Public | property BorderColor: TCastleColor read FBorderColor write SetBorderColor; |
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This item is declared in ancestor TCastleUserInterface. Color of the Border, by default completely transparent black. | |
| Public | property HasHorizontalAnchor: boolean
read FHasHorizontalAnchor write FHasHorizontalAnchor stored false; deprecated 'this property does not do anything anymore, anchors are always active'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: this property does not do anything anymore, anchors are always active This item has no description. | |
| Public | property HasVerticalAnchor: boolean
read FHasVerticalAnchor write FHasVerticalAnchor stored false; deprecated 'this property does not do anything anymore, anchors are always active'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: this property does not do anything anymore, anchors are always active This item has no description. | |
| Public | property HorizontalAnchorDelta: Single
read GetHorizontalAnchorDelta write SetHorizontalAnchorDelta default 0; deprecated 'use Translation.X'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: use Translation.X Delta between our border and parent. See also
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| Public | property VerticalAnchorDelta: Single
read GetVerticalAnchorDelta write SetVerticalAnchorDelta default 0; deprecated 'use Translation.Y'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: use Translation.Y Delta between our border and parent. See also
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| Public | property Visible: Boolean read FVisible; |
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This item is declared in ancestor TCastleUserInterface.
Is the control possibly visible. This is always | |
| Public | property EnableUIScaling: boolean
read FEnableUIScaling write SetEnableUIScaling default true; |
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This item is declared in ancestor TCastleUserInterface.
Enable or disable UI scaling for this particular control. See more about UI scaling on TCastleContainer.UIScaling and TCastleUserInterface.UIScale. Setting this to Note that this does not work recursively, i.e. it does not affect the children of this control. Setting this to The use-cases for changing this property to "false" are very rare. Usually you should use UI scaling for 100% of your UI. | |
| Public | property CapturesEvents: boolean read FCapturesEvents write FCapturesEvents
default true; |
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This item is declared in ancestor TCastleUserInterface.
Capture input events (keyboard, mouse, joystick). If The only exception is when this control is set as TCastleContainer.ForceCaptureInput. In this case, the control will receive inputs. In other words, TCastleContainer.ForceCaptureInput overrides the intent of this property. This property may be replaced by something like "CaptureInput" or just universal "Enabled" in the future. | |
| Public | property OnInternalMouseEnter: TUiNotifyEvent
read FOnInternalMouseEnter write FOnInternalMouseEnter; |
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This item is declared in ancestor TCastleUserInterface.
Called when control starts being under the mouse cursor and will receive events. See SetFocused, this is called when Focused changes from This is called "Internal" now, because we do not guarantee it's 100% always paired with OnInternalMouseLeave. A different approach to this may be done in the future releases. | |
| Public | property OnInternalMouseLeave: TUiNotifyEvent
read FOnInternalMouseLeave write FOnInternalMouseLeave; |
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This item is declared in ancestor TCastleUserInterface.
Called when control stops being under the mouse cursor and will receive events. See SetFocused, this is called when Focused changes from This is called "Internal" now, because we do not guarantee it's 100% always paired with OnInternalMouseEnter. A different approach to this may be done in the future releases. | |
| Published | property Cursor: TMouseCursor read FCursor write SetCursor default mcDefault; |
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This item is declared in ancestor TCastleUserInterface. Mouse cursor over this control. When user moves mouse over the Container, the currently focused (topmost under the cursor) control determines the mouse cursor look. | |
| Published | property OnUpdate: TUiUpdateEvent read FOnUpdate write FOnUpdate; |
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This item is declared in ancestor TCastleUserInterface. Event that occurs continuously on each control. See Update for details. | |
| Published | property OnPress: TUiPressReleaseEvent read FOnPress write FOnPress; |
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This item is declared in ancestor TCastleUserInterface. An input (key, mouse button, mouse wheel) was pressed. See Press for details. | |
| Published | property OnRelease: TUiPressReleaseEvent read FOnRelease write FOnRelease; |
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This item is declared in ancestor TCastleUserInterface. An input (key, mouse button, mouse wheel) was released. See Release for details. | |
| Published | property OnMotion: TUiMotionEvent read FOnMotion write FOnMotion; |
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This item is declared in ancestor TCastleUserInterface. Pointer (mouse or finger) moved. See Motion for details. | |
| Published | property OnRender: TUiNotifyEvent read FOnRender write FOnRender; |
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This item is declared in ancestor TCastleUserInterface. Control is being displayed. See Render for details. This event it called after the Render method of this control finished but before we started rendering children. | |
| Published | property Exists: boolean read FExists write SetExists default true; |
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This item is declared in ancestor TCastleUserInterface. Not existing control is not visible, it doesn't receive input and generally doesn't exist from the point of view of user. This is mostly equivalent to just removing this control from parent list. Non-existing controls still receive GLContextOpen, GLContextClose, Resize events. | |
| Published | property Left: Single read FLeft write SetLeft stored false default 0; deprecated 'use Translation.X'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: use Translation.X Position from the left side of the parent control. It's usually better to use anchors instead of this property. For example, instead of setting Note that the effects of this property and Translation.X are summed, if you set both. We advise to leave Left as zero and just use anchors in new code. | |
| Published | property Bottom: Single read FBottom write SetBottom default 0; deprecated 'use Translation.Y'; |
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This item is declared in ancestor TCastleUserInterface. Warning: this symbol is deprecated: use Translation.Y Position from the bottom side of the parent control. It's usually better to use anchors instead of this property. For example, instead of setting Note that the effects of this property and Translation.Y are summed, if you set both. We advise to leave Bottom as zero and just use anchors in new code. | |
| Published | property FullSize: boolean read FFullSize write SetFullSize default false; |
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This item is declared in ancestor TCastleUserInterface.
When See also
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| Published | property Width: Single read FWidth write SetWidth default DefaultWidth; |
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This item is declared in ancestor TCastleUserInterface. These properties determine the control size. See the EffectiveRect documentation for details how the size is calculated.
See also
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| Published | property Height: Single read FHeight write SetHeight default DefaultHeight; |
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This item is declared in ancestor TCastleUserInterface. This item has no description. | |
| Published | property WidthFraction: Single read FWidthFraction write SetWidthFraction default 0.0; |
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This item is declared in ancestor TCastleUserInterface. This item has no description. | |
| Published | property HeightFraction: Single read FHeightFraction write SetHeightFraction default 0.0; |
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This item is declared in ancestor TCastleUserInterface. This item has no description. | |
| Published | property AutoSizeToChildren: Boolean
read FAutoSizeToChildren write SetAutoSizeToChildren default false; |
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This item is declared in ancestor TCastleUserInterface. Adjust size to encompass all the children. The properties FullSize, Width, Height are ignored in this case. Our Left and Bottom still matter. Our size is adjusted to all existing children sizes and positions. We add AutoSizeToChildrenPaddingTop to the resulting height, and AutoSizeToChildrenPaddingRight to the resulting width. | |
| Published | property AutoSizeToChildrenPaddingRight: Single
read FAutoSizeToChildrenPaddingRight
write SetAutoSizeToChildrenPaddingRight default 0; |
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This item is declared in ancestor TCastleUserInterface. Padding added when AutoSizeToChildren is used. TODO: Should be AutoSizeToChildrenPaddingHorizontal, there's nothing that makes it specific to "right" or "left" side now. | |
| Published | property AutoSizeToChildrenPaddingTop: Single
read FAutoSizeToChildrenPaddingTop
write SetAutoSizeToChildrenPaddingTop default 0; |
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This item is declared in ancestor TCastleUserInterface. Padding added when AutoSizeToChildren is used. TODO: Should be AutoSizeToChildrenPaddingVertical, there's nothing that makes it specific to "top" or "bottom" side now. | |
| Published | property HorizontalAnchorSelf: THorizontalPosition
read FHorizontalAnchorSelf write SetHorizontalAnchorSelf default hpLeft; |
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This item is declared in ancestor TCastleUserInterface. Which our border to align with parent. See also
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| Published | property HorizontalAnchorParent: THorizontalPosition
read FHorizontalAnchorParent write SetHorizontalAnchorParent default hpLeft; |
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This item is declared in ancestor TCastleUserInterface. Which parent border is aligned to our HorizontalAnchorSelf border. See also
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| Published | property VerticalAnchorSelf: TVerticalPosition
read FVerticalAnchorSelf write SetVerticalAnchorSelf default vpBottom; |
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This item is declared in ancestor TCastleUserInterface. Which our border to align with parent. See also
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| Published | property VerticalAnchorParent: TVerticalPosition
read FVerticalAnchorParent write SetVerticalAnchorParent default vpBottom; |
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This item is declared in ancestor TCastleUserInterface. Which parent border is aligned to our VerticalAnchorSelf border. See also
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| Published | property Culling: Boolean read FCulling write SetCulling default false; |
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This item is declared in ancestor TCastleUserInterface. Optimize rendering and event processing by checking whether the control can be visible. The visibility is checked by looking at container rectangle, and all possible clipping parents (set by TCastleScrollView, or any other control with ClipChildren). This is useful for UI controls that have expensive rendering or other events (e.g. they do something non-trivial in Render or RenderOverChildren, or they include a lot of children controls). And they may be placed off-screen, or they may be outside of a parent with clipping, which is often the case when the parent is TCastleScrollView. | |
| Published | property ClipChildren: Boolean read FClipChildren write SetClipChildren default false; |
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This item is declared in ancestor TCastleUserInterface. Clip the rendering of children. By default this is When this property is | |
| Published | property Border: TBorder read FBorder; |
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This item is declared in ancestor TCastleUserInterface. Border (by default transparent) of the control. Border adds a space from the control content (drawn within RenderRect) to the control rectangle (returned by RenderRectWithBorder) (scaled), or EffectiveRect (unscaled) and friends). It is transparent by default, but you can change it by BorderColor. Border works always, regardless of FullSize or AutoSizeToChildren. One obvious use-case is to use this for visual space (empty space or a colorful frame, separating this control from the rest). Another use-case is to reserve a predictable space for as additional (sibling) control within the same parent. E.g. you can set FullSize=true and Border.Top=100, and this way there is always a strip with Height=100 at the top of the parent, where you can insert another control (with Height=100, anchored to the top). | |
| Published | property CustomTheme: TCastleTheme read FCustomTheme write SetCustomTheme; |
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This item is declared in ancestor TCastleUserInterface. Use a custom instance of TCastleTheme to determine the look of this control. | |
| Published | property TooltipControl: TCastleUserInterface read FTooltipControl write SetTooltipControl; |
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This item is declared in ancestor TCastleUserInterface.
If set, the indicated control will act as a tooltip: we will make it existing when we should show the tooltip for this control, we will make it no longer existing when the tooltip for this should be hidden. Initially the If The visual parent of | |
| Published | property EditorSelectOnHover: Boolean read FEditorSelectOnHover write FEditorSelectOnHover default true; |
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This item is declared in ancestor TCastleUserInterface. Select the UI (hover, select on click) at design-time when the mouse is over rectangle of this UI. This affects operation in the editor, and when using the inspector (press F8 at run-time, when the application is build in debug mode). It's by default Note that hovering over children of UI with | |
| Published | property BorderColorPersistent: TCastleColorPersistent read FBorderColorPersistent ; |
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This item is declared in ancestor TCastleUserInterface. BorderColor 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 BorderColor directly. See also
Source: ui/auto_generated_persistent_vectors/tcastleuserinterface_persistent_vectors.inc (line 37). | |
| Published | property TranslationPersistent: TCastleVector2Persistent read FTranslationPersistent ; |
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This item is declared in ancestor TCastleUserInterface. Translation 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 Translation directly. See also
Source: ui/auto_generated_persistent_vectors/tcastleuserinterface_persistent_vectors.inc (line 105). | |
| Public | property ScreenEffectsTimeScale: Single
read FScreenEffectsTimeScale write FScreenEffectsTimeScale default 1; |
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This item is declared in ancestor TCastleScreenEffects. Scale time passing inside TimeSensor nodes you add as part of AddScreenEffect. May be 0 to stop time passing. This has deliberately long name, instead of simple TimeScale, to make it clear that it's completely independent from TCastleAbstractRootTransform.TimeScale. | |
| Public | property ScreenEffectsEnable: Boolean
read FScreenEffectsEnable write FScreenEffectsEnable default true; |
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This item is declared in ancestor TCastleScreenEffects.
Enable or disable all screen effects added by AddScreenEffect. When this is | |
| Public | property Projection: TProjection read FProjection; deprecated 'in most cases, you can instead read Camera parameters, like Camera.Orthographic.EffectiveWidth, Camera.Orthographic.EffectiveHeight'; |
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Warning: this symbol is deprecated: in most cases, you can instead read Camera parameters, like Camera.Orthographic.EffectiveWidth, Camera.Orthographic.EffectiveHeight Current projection parameters, calculated by last CalculateProjection call, adjusted by OnProjection. This is read only. To change the projection parameters, override CalculateProjection or handle event OnProjection. | |
| Public | property BackgroundColor: TCastleColor
read FBackgroundColor write FBackgroundColor; |
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Background color. Displayed only if Background is Ignored if Transparent. Dark gray (DefaultBackgroundColor) by default. | |
| Public | property ScreenSpaceAmbientOcclusion: boolean
read FScreenSpaceAmbientOcclusion write SetScreenSpaceAmbientOcclusion
default DefaultScreenSpaceAmbientOcclusion; |
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Enable built-in SSAO screen effect in the world. | |
| Public | property ScreenSpaceReflections: Boolean
read FScreenSpaceReflections write SetScreenSpaceReflections
default DefaultScreenSpaceReflections; |
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Enable built-in SSR screen effect in the world. | |
| Public | property ScreenSpaceReflectionsSurfaceGlossiness: Single
read FScreenSpaceReflectionsSurfaceGlossiness write SetScreenSpaceReflectionsSurfaceGlossiness; |
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Adjust SSR default surface glossiness. | |
| Public | property OnCameraChanged: TNotifyEvent read FOnCameraChanged write FOnCameraChanged; |
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Called on any camera change. | |
| Public | property MouseRayHit: TRayCollision read GetMouseRayHit; |
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Current components (TCastleTransform hierarchy) pointed by the mouse cursor position. This is the first object being hit by the ray from camera through the mouse cursor position. Automatically updated to always reflect the current mouse position. May be The "mouse cursor position" on touch devices is just the last touch point. When the navigation uses mouse look (like TCastleWalkNavigation.MouseLook), we automatically use viewport center as the "mouse cursor position". See also
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| Public | property AvoidNavigationCollisions: TCastleTransform
read FAvoidNavigationCollisions
write SetAvoidNavigationCollisions; |
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Do not collide with this object when moving by Navigation. It makes sense to put here player avatar (in 3rd person view) or player collision volume (in 1st person view) to allow player to move, not colliding with its own body. | |
| Public | property Paused: boolean read GetPaused write SetPaused default false; deprecated 'use Items.Paused'; |
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Warning: this symbol is deprecated: use Items.Paused | |
| Public | property Navigation: TCastleNavigation read GetNavigation write SetNavigation
stored false; deprecated 'instead of this property: to get, just remember current navigation instance on your side; to set, add it like "MyViewport.InsertBack(MyNavigation)"'; |
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Warning: this symbol is deprecated: instead of this property: to get, just remember current navigation instance on your side; to set, add it like "MyViewport.InsertBack(MyNavigation)" Navigation method is an optional component that handles the user input to control the camera. This is a deprecated property. There's no point in assigning current navigation like this. Instead add the TCastleNavigation instance as a child of TCastleViewport and it will affect the viewport automatically. This property is now only a shortcut to - get the current TCastleNavigation child (if multiple present, it is undefined which is returned) - make the given set TCastleNavigation as the only child. You can assign here an instance of TCastleNavigation, like TCastleWalkNavigation or TCastleExamineNavigation. Or you can leave it as | |
| Published | property Items: TCastleRootTransform read FItems write SetItems; |
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Transformations and scenes visible in this viewport. You should add here your TCastleTransform and TCastleScene instances. It is by default created (not Note that assigning here | |
| Published | property Camera: TCastleCamera read FCamera write SetCamera; |
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Camera determines the viewer position and orientation. You should create TCastleCamera, assign to this property, and add it somewhere to Items. Note that camera can be placed anywhere within Items, not necessary as direct child of Items. For example it can be a children of some deeper TCastleTransform, this way you can attach camera e.g. to some bone or to a moving object. Generally, TCastleCamera is a regular component that can be added and removed freely from Items, renamed, freed etc. And setting this property is an independent action that doesn't add/remove any camera from Items. This property can also be set to For convenience, there are however some moments when we set up this property and add camera to Items automatically:
It's important to note that when deserializing camera from new engine versions, there's no "magic". We just expect that Viewport.Camera and Viewport.Items are good. Trying to do something automatic/smart in this case turned out to be quite troublesome and breaking more than helping. | |
| Published | property ShadowVolumes: boolean
read FShadowVolumes write FShadowVolumes default DefaultShadowVolumes; |
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Should we render with shadow volumes. You can change this at any time, to switch rendering shadows on/off. This works only if OpenGL context actually can render shadow volumes, checked by GLFeatures.ShadowVolumesPossible, which means that you have to initialize OpenGL context with stencil buffer. The shadow volumes algorithm is used only if shadow caster is 2-manifold, that is has a correctly closed volume. Also you need a light source marked as the main shadow volumes light ( | |
| Published | property ShadowVolumesRender: boolean read FShadowVolumesRender write FShadowVolumesRender default false; |
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Actually draw the shadow volumes to the color buffer, for debugging. If shadows are rendered (see GLFeatures.ShadowVolumesPossible and ShadowVolumes), you can use this to actually see shadow volumes, for debug / demo purposes. Shadow volumes will be rendered on top of the scene, as yellow blended polygons. | |
| Published | property Background: TCastleBackground read FBackground write SetBackground; |
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Background (like a skybox) to display behind the Items. Displayed only when not Transparent. See https://castle-engine.io/background | |
| Published | property Fog: TCastleFog read FFog write SetFog; |
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Fog to use to display viewport contents in Items. See https://castle-engine.io/fog | |
| Published | property BackgroundWireframe: boolean
read FBackgroundWireframe write FBackgroundWireframe default false; |
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If Ignored if Transparent. | |
| Published | property Transparent: boolean read FTransparent write FTransparent default false; |
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If If | |
| Published | property ClearDepth: boolean read FClearDepth write FClearDepth default true; |
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At the beginning of rendering, viewport by default clears the depth buffer. This makes every viewport draw everything on top of the previous 2D and 3D stuff (including on top of previous viewport), like a layer. You can disable this, which allows to combine together the 3D objects rendered by various viewports (and by custom OpenGL rendering), such that the 3D positions determime what overlaps what. This only makes sense if you have a number of TCastleViewport instances, that share the same size and position on the screen, same projection and the same camera. It's your responsibility in such case to clear the depth buffer. E.g. place one viewport in the back that has Note: to disable clearning the color buffer, set Transparent to Note: if you use shadow volumes, we will still clear the stencil buffer at the beginning of rendering. | |
| Published | property UseGlobalLights: boolean
read FUseGlobalLights write FUseGlobalLights default DefaultUseGlobalLights; deprecated 'if you need to tweak this, then do not use MainScene; use regular TCastleScene and set CastGlobalLights as needed'; |
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Warning: this symbol is deprecated: if you need to tweak this, then do not use MainScene; use regular TCastleScene and set CastGlobalLights as needed Let lights in MainScene shine on every other TCastleScene, not only MainScene. This is an easy way to lit your whole world with lights defined inside MainScene file. Be sure to set X3D lights global=TRUE. | |
| Published | property UseGlobalFog: boolean
read FUseGlobalFog write FUseGlobalFog default DefaultUseGlobalFog; deprecated 'configure fog by assigning to TCastleViewport.Fog component; leave deprecated MyViewport.Items.MainScene = nil'; |
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Warning: this symbol is deprecated: configure fog by assigning to TCastleViewport.Fog component; leave deprecated MyViewport.Items.MainScene = nil Let the fog defined in MainScene affect all objects, not only MainScene. This is consistent with UseGlobalLights, that allows lights from MainScene to shine on all objects. | |
| Published | property ApproximateActivation: boolean
read FApproximateActivation write FApproximateActivation default false; |
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Help user to activate pointing device sensors and pick items. Every time you press Input_Interact (by default just left mouse button), we look if current mouse/touch position hits an object (TCastleTransform) that actually does something on activation. The object may do various stuff inside TCastleTransform.PointingDevicePress, generally this causes various picking/interaction with the object (like pulling a level, opening a door), possibly dragging, possibly with the help of VRML/X3D pointing device and drag sensors. When this is This should be usually used when you use TCastleMouseLookNavigation.MouseLook, or other navigation when mouse cursor is hidden. It allows user to only approximately look at interesting item and hit interaction button or key. Otherwise, activating a small object is difficult, as you don't see the cursor. | |
| Published | property OnProjection: TProjectionEvent read FOnProjection write FOnProjection; deprecated 'adjust projection by changing Camera.ProjectionType and other projection parameters inside Camera'; |
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Warning: this symbol is deprecated: adjust projection by changing Camera.ProjectionType and other projection parameters inside Camera Adjust the projection parameters. This event is called before every render. See the CalculateProjection for a description how to default projection parameters are calculated. | |
| Published | property EnableParentDragging: boolean
read FEnableParentDragging write FEnableParentDragging default false; |
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Enable to drag a parent control, for example to drag a TCastleScrollView that contains this TCastleViewport, even when the scene inside contains clickable elements (using TouchSensor node). To do this, you need to turn on TCastleScrollView.EnableDragging, and set | |
| Published | property AutoCamera: Boolean
read FAutoCamera write SetAutoCamera default false; deprecated 'it is simpler to set camera at design-time explicitly, or use CameraViewpointForWholeScene to auto-adjust camera; if you want to animate the camera, attach TCastleCamera to a bone transformation exposed by Scene.ExposeTransforms'; |
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Warning: this symbol is deprecated: it is simpler to set camera at design-time explicitly, or use CameraViewpointForWholeScene to auto-adjust camera; if you want to animate the camera, attach TCastleCamera to a bone transformation exposed by Scene.ExposeTransforms Assign initial camera properties (initial position, direction, up, TCastleCamera.ProjectionNear) by looking at the initial world (Items) when rendering the first frame. The AssignDefaultCamera is automatically called only if this property is Also, only if this property is By default it is | |
| Published | property OnBoundViewpointChanged: TNotifyEvent read FOnBoundViewpointChanged write FOnBoundViewpointChanged; |
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Called when bound Viewpoint node changes. Called exactly when TCastleSceneCore.ViewpointStack.OnBoundChanged is called. | |
| Published | property OnBoundNavigationInfoChanged: TNotifyEvent read FOnBoundNavigationInfoChanged write FOnBoundNavigationInfoChanged; |
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Called when bound NavigationInfo changes (to a different node, or just a field changes). | |
| Published | property PreventInfiniteFallingDown: Boolean
read FPreventInfiniteFallingDown write FPreventInfiniteFallingDown default false; |
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Protect from falling down because of gravity when position is outside of world bounding box. This is a nice thing for general model viewers (like castle-model-viewer), to prevent from accidentally falling down when using "Walk" mode. This is only used by navigations performing gravity internally, that is right now: TCastleWalkNavigation (when TCastleWalkNavigation.Gravity = | |
| Published | property DynamicBatching: Boolean
read FDynamicBatching write SetDynamicBatching default false; |
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Combine (right before rendering) multiple shapes with a similar appearance into one. This can drastically reduce the number of "draw calls", making rendering much faster. To debug effectiveness of this, display TCastleViewport.Statistics. In CGE editor (at design-time), use menu item "Edit -> Show Statistics" (F8). When dynamic batching works, the number of rendered shapes and the number of "Draw Calls" should be much smaller. | |
| Published | property OcclusionCulling: boolean
read FOcclusionCulling write SetOcclusionCulling default false; |
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Use the occlusion culling to optimize the rendering. The shapes obscured by other shapes will not be rendered. This makes sense when in your view, many shapes are typically obscured by others. See the https://castle-engine.io/occlusion_culling for details how does this work. To debug effectiveness of this, display TCastleViewport.Statistics. In CGE editor (at design-time), use menu item "Edit -> Show Statistics" (F8). If you look closely at a wall that obscures many shapes behind it, you should see the number of rendered shapes drop significantly using occlusion culling. This is ignored if GPU doesn't support the necessary functionality (TGLFeatures.OcclusionQuery). | |
| Published | property OcclusionSort: TShapeSort
read FOcclusionSort write FOcclusionSort default sortAuto; |
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Sort the opaque shapes when rendering, from front to back. This may make a speedup when big shapes in front of camera obscure many shapes behind. This is only an optimization: regardless of the value of this, rendering opaque objects will be always correct. Different values of this properly may merely increase / decrease rendering performance (frames per second). In general this is an independent optimization from OcclusionCulling, albeit it makes sense in similar situations. When combined with OcclusionCulling, it makes occlusion culling even more effective. Occlusion culling can reject more shapes, because the things that obscure them are rendered earlier to the depth buffer. See https://castle-engine.io/occlusion_culling#occlusion_sort for more details. The default value, sortAuto, for now is equivalent to sortNone. It may change in the future to perform sorting esp. when OcclusionCulling is | |
| Published | property BlendingSort: TShapeSort
read FBlendingSort write FBlendingSort default sortAuto; |
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Sort the blending (partially-transparent) shapes when rendering, from back to front. This makes blending correct when there are multiple partially-transparent objects visible. See blending manual. Invalid value of this may cause rendering artifacts when rendering multiple partially-transparent objects. The default value, sortAuto, automatically detects if camera is 2D (orthographic, looking in -Z) and if yes, it behaves like sort2D. Otherwise it behaves like sort3D. | |
| Published | property OnCustomShapeSort: TShapeSortEvent
read FOnCustomShapeSort write FOnCustomShapeSort; |
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Used to sort shapes, if TCastleViewport.BlendingSort or TCastleViewport.OcclusionSort indicate sortCustom. See TShapeSortEvent for usage details and example. | |
| Published | property UpdateSoundListener: Boolean
read FUpdateSoundListener write FUpdateSoundListener default true; |
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Should the sound listener (that determines how the sounds are heard) be updated to reflect this viewport's active camera. This is Active camera comes from | |
| Published | property BackgroundColorPersistent: TCastleColorPersistent read FBackgroundColorPersistent ; |
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BackgroundColor 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 BackgroundColor directly. See also
Source: scene/auto_generated_persistent_vectors/tcastleviewport_persistent_vectors.inc (line 37). | |
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