Two news about our TCastleWindow
class:
-
The
TCastleWindow
andTCastleControl
are now (again) advised to be used through these simple names.There is no more need to use the names with
Base
suffix,TCastleWindowBase
andTCastleControlBase
. They are now just deprecated aliases to the simpler names without theBase
suffix.Underneath, this happened because of a change I announced at the end of 2021: The old deprecated
TCastleWindow.SceneManager
andTCastleControl.SceneManager
are now removed. They were causing complicated dependencies (in the end TCastleWindow / TCastleControl code should not deal with viewport/scenes specifics), and the assumption that “every window starts with a default scene manager” was unnecessarily complicating understanding of CGE, and even the nameSceneManager
was outdated (we call it just “viewport” since a long time). The deprecatedCastleWindowTouch
was also removed — just useTCastleTouchNavigation
. -
We now use a Unicode (UTF-16) version of WinAPI throughout our
TCastleWindow
backend on Windows. This fixes support for international characters in window caption and in native open/save dialogs.
This is yet another post when it was hard to find a screenshot expressing the API improvements 🙂 So here’s a rendering of window glTF model from SketchFab, by Yury Misiyuk in Castle Game Engine editor. The window glass nicely utilizes the material possibilities of PBR, the reflections of a dirty/old glass are nicely realistic and completely dynamic. Here I show them with lights designed in CGE editor — a feature that is correctly in development.
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