These notes are interesting to you only if you use TCastleControlBase and some other key-handling control on the same Lazarus form.
proper Lazarus control, our
TCastleControlBase receives the keys only when
it has focus. The control does not capture all the keys
pressed over the form (this would be bad, as other controls, maybe
TCastleControlBase on the same form, may want to handle
them). To make sure that controlling the camera by keys (arrow keys,
and/or AWSD and other keys, more about keys later) works, make sure
that your control has a focus.
In the simplest case, just call
whenever you want.
There's no visual indicator when
TCastleControlBase has focus
no standard way to show it, that would be pleasing for various game
How you deal with focus really depends on your application:
In the simplest cases, the problem simply doesn't exist, as
TCastleControlBase is the only thing on your form able to receive focus
— so it always has focus. All other components on this Lazarus form
(if any) are unfocusable, like
If you want to use other focusable controls, it's really up to you
how to present it to user. In principle, you don't have to do
anything, focus works, and it can be switched into/out of
TCastleControlBase by the Tab key or clicking with mouse on other
You may want to create a special key shortcut to quickly shift
focus to your control (calling
You may want to draw some visual indication, like a border around
TCastleControlBase, when it's focused. Actually, our
may contain inside our own controls (
TUIControl class), so you may
want to draw
TUIControl that is focused (see
examples/3d_rendering_processing/multiple_viewports.lpr for simple
example that shows which viewport is active, having 4 viewports
within a single OpenGL context).
Finally, if you really want, you can also use standard Lazarus
capture some keys at form level and pass them directly to chosen
Copyright Michalis Kamburelis and Castle Game Engine Contributors.