Castle Game Engine features a number of user interface (2D) controls. You can build a complete user interface in the CGE editor, you can also build and modify the whole UI using our Pascal API. Our UI controls have parents, anchoring, UI scaling. If you set the anchors right, our UI will "just work" at various screen resolutions, aspect ratios and platforms, and can seamlessly adjust to any desktop or mobile screen.
As an example, take a look at this design that is used for our inspector (see the Inspector invoked by F8 movie). Coupled with the right code, this design implements a non-trivial UI with toggable panels, scrollable list box, minimal scrollable object inspector, custom-drawn profiler and more.
The basic usage of UI controls inside the CGE editor is explained in the chapter Designing user interface and handling events (press, update) within the state. It shows how to use
TCastleImageControl — but the workflow shown there applies to all other UI controls too. It comes down to:
Using "Add User Interface" menu item in the CGE editor to choose a component. It will be added to the state. It’s usually most comfortable to use "Add User Interface" by right-clicking on the parent component in the editor hierarchy.
After adding, you want to adjust basic component properties, like
Name, position and size.
To access the component from code, you add to your state
Start method a line like
MyLabel := DesignedComponent('MyLabel') as TCastleLabel and at any other place you can modify this component, like
MyLabel.Caption := 'something'.
In general, all the descendants of
TCastleUserInterface defined in the engine are UI controls. This page lists the most important ones.
See the component_gallery demo for a showcase of our most important components. You can run that example and explore its UI designs in CGE editor.
TCastleUserInterface is a base UI class. It is an ancestor of all other UI classes, and as such implements common features like anchors and borders. It can be used directly too — will serve as a good parent, to organize a number of children controls or surround them with a visual frame.
TCastleButton is a clickable UI element. The look can be incredibly customized to match the style of your game. Its most important properties are
TCastleButton.Caption and (assign here your event, in code)
TCastleShape displays since shapes, like circles.
To improve this documentation just edit the source of this page in AsciiDoctor (simple wiki-like syntax) and create a pull request to Castle Game Engine WWW (cge-www) repository.
Copyright Michalis Kamburelis and Castle Game Engine Contributors.