Class TAbstractKeyDeviceSensorNode

Unit

Declaration

type TAbstractKeyDeviceSensorNode = class(TAbstractSensorNode)

Description

Base type for all sensor node types that operate using key devices.

Source: src/scene/x3d/x3dnodes_standard_keydevicesensor.inc (line 19).

Hierarchy

Overview

Methods

Public procedure KeyDown(const Key: TKey; const KeyString: String; const Time: TX3DTime); virtual;
Public procedure KeyUp(const Key: TKey; const KeyString: String; const Time: TX3DTime); virtual;
Public procedure CreateNode; override;
Public class function ClassX3DType: String; override;

Description

Methods

Public procedure KeyDown(const Key: TKey; const KeyString: String; const Time: TX3DTime); virtual;

Send key down/up events.

This is used internally by TCastleSceneCore to notify this key sensor that it should generate proper X3D events.

Semantics follow TInputPressRelease behavior for EventType = itKey. This means that

- Key may be keyNone (if not representable as TKey)

- KeyString may be '' (if not representable as String)

- But you cannot have both (Key=keyNone) and (KeyString='') at the same time. At least one of them must contain something useful.

- key presses are affected by the "key repeat" feature of the OS (windowing system actually), so when user holds down a key — we get many key down messages.

- KeyString is a UTF-8 encoded String representation of the key user pressed.

Source: src/scene/x3d/x3dnodes_standard_keydevicesensor.inc (line 43).

Public procedure KeyUp(const Key: TKey; const KeyString: String; const Time: TX3DTime); virtual;

This item has no description.

Source: src/scene/x3d/x3dnodes_standard_keydevicesensor.inc (line 44).

Public procedure CreateNode; override;

Create node fields and events.

Source: src/scene/x3d/auto_generated_node_helpers/x3dnodes_x3dkeydevicesensornode.inc (line 28).

Public class function ClassX3DType: String; override;

This item has no description. Showing description inherited from TX3DNode.ClassX3DType.

Node type name in VRML/X3D, for this class. Normal VRML/X3D node classes should override this to return something non-empty, and then X3DType automatically will return the same value.

Empty for classes that don't have a hardcoded VRML/X3D node name, like a special TX3DUnknownNode. Such special classes should override then X3DType to return actual non-empty name there.

You usually should call X3DType. The only use of this method is that it works on classes (it's "class function"), without needing at actual instance.

Source: src/scene/x3d/auto_generated_node_helpers/x3dnodes_x3dkeydevicesensornode.inc (line 29).


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