Class TStringSensorNode
Unit
Declaration
type TStringSensorNode = class(TAbstractKeyDeviceSensorNode)
Description
Generates events as the user inputs a longer string on the keyboard, useful for example to simulate "input fields" in 3D.
Hierarchy
- TObject
- TPersistent
- TX3DFileItem
- TX3DNode
- TAbstractNode
- TAbstractChildNode
- TAbstractSensorNode
- TAbstractKeyDeviceSensorNode
- TStringSensorNode
Overview
Methods
procedure KeyDown(const Key: TKey; const KeyString: String; const Time: TX3DTime); override; |
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procedure CreateNode; override; |
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class function ClassX3DType: String; override; |
Properties
property FdDeletionAllowed: TSFBool read FFdDeletionAllowed; |
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property DeletionAllowed: Boolean read GetDeletionAllowed write SetDeletionAllowed; |
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property EventEnteredText: TSFStringEvent read FEventEnteredText; |
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property EventFinalText: TSFStringEvent read FEventFinalText; |
Description
Methods
procedure KeyDown(const Key: TKey; const KeyString: String; const Time: TX3DTime); override; |
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This item has no description. Showing description inherited from TAbstractKeyDeviceSensorNode.KeyDown. 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. |
procedure CreateNode; override; |
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Create node fields and events. |
class function ClassX3DType: String; override; |
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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. |
Properties
property FdDeletionAllowed: TSFBool read FFdDeletionAllowed; |
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Internal wrapper for property |
property DeletionAllowed: Boolean read GetDeletionAllowed write SetDeletionAllowed; |
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This item has no description. |
property EventEnteredText: TSFStringEvent read FEventEnteredText; |
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This item has no description. |
property EventFinalText: TSFStringEvent read FEventFinalText; |
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This item has no description. |
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