Class TAbstractKeyDeviceSensorNode
Unit
Declaration
type TAbstractKeyDeviceSensorNode = class(TAbstractSensorNode)
Description
Base type for all sensor node types that operate using key devices.
Hierarchy
- TObject
- TPersistent
- TX3DFileItem
- TX3DNode
- TAbstractNode
- TAbstractChildNode
- TAbstractSensorNode
- TAbstractKeyDeviceSensorNode
Overview
Methods
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procedure KeyDown(const Key: TKey; const C: Char; const Time: TX3DTime); virtual; |
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procedure KeyUp(const Key: TKey; const C: Char; const Time: TX3DTime); virtual; |
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procedure CreateNode; override; |
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class function ClassX3DType: string; override; |
Description
Methods
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procedure KeyDown(const Key: TKey; const C: Char; const Time: TX3DTime); virtual; |
React to key down/up events. This is used by TCastleSceneCore to communicate with this key sensor. Semantics follow TInputPressRelease behavior for EventType = itKey. This means that Key may be keyNone (if not representable as TKey) and C may be #0 (if not representable as char), but not both — at least one of Key or C must contains something useful. Also, 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. |
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procedure KeyUp(const Key: TKey; const C: Char; const Time: TX3DTime); virtual; |
This item has no description. |
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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. |
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