/usr/src/castle-game-engine-5.2.0/components/castlecontrol.pas is in castle-game-engine-src 5.2.0-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2008-2014 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ Component with OpenGL context suitable for 2D and 3D rendering
of "Castle Game Engine". }
unit CastleControl;
{$I castleconf.inc}
{$mode objfpc}{$H+}
interface
uses
Classes, SysUtils, OpenGLContext, Controls, Forms, CastleRectangles,
CastleVectors, CastleKeysMouse, CastleUtils, CastleTimeUtils, StdCtrls,
CastleUIControls, CastleCameras, X3DNodes, CastleScene, CastleLevels,
CastleImages, CastleGLVersion, pk3DConnexion, CastleSceneManager,
CastleGLImages, CastleGLContainer, Castle2DSceneManager;
const
DefaultLimitFPS = 100.0;
type
TControlInputPressReleaseEvent = procedure (Sender: TObject; const Event: TInputPressRelease) of object;
TControlInputMotionEvent = procedure (Sender: TObject; const Event: TInputMotion) of object;
{ OpenGL control, with extensions for "Castle Game Engine", including
@link(Controls) list for TUIControl instances.
Use a descendant TCastleControl to have a ready
@link(TCastleControl.SceneManager) for 3D world.
This extends TOpenGLControl, adding various features:
@unorderedList(
@item(@link(Controls) list where you can easily add TUIControl instances
(like TCastleOnScreenMenu, TCastleButton and more).
We will pass events to these controls, draw them etc.)
@item(Continously called @link(DoUpdate) method, that allows to handle
TUIControl.Update. This is something different than LCL "idle" event,
as it's guaranteed to be run continously, even when your application
is clogged with events (like when using TWalkCamera.MouseLook).)
@item(Automatically calls GLInformationInitialize
when OpenGL context is initialized. This will initialize GLVersion,
GLUVersion, GLFeatures.)
@item(FPS (frames per second) counter inside @link(Fps).)
@item(Tracks pressed keys @link(Pressed) and mouse buttons @link(MousePressed)
and mouse position @link(MousePosition).)
) }
TCastleControlCustom = class(TCustomOpenGLControl)
private
type
{ Non-abstact implementation of TUIContainer that cooperates with
TCastleControlCustom. }
TContainer = class(TGLContainer)
private
Parent: TCastleControlCustom;
protected
function GetMousePosition: TVector2Single; override;
procedure SetMousePosition(const Value: TVector2Single); override;
public
constructor Create(AParent: TCastleControlCustom); reintroduce;
procedure Invalidate; override;
function GLInitialized: boolean; override;
function Width: Integer; override;
function Height: Integer; override;
function Rect: TRectangle; override;
function Dpi: Integer; override;
function MousePressed: TMouseButtons; override;
function Focused: boolean; override;
function Pressed: TKeysPressed; override;
function Fps: TFramesPerSecond; override;
procedure SetCursor(const Value: TMouseCursor); override;
function GetTouches(const Index: Integer): TTouch; override;
function TouchesCount: Integer; override;
procedure EventOpen(const OpenWindowsCount: Cardinal); override;
procedure EventClose(const OpenWindowsCount: Cardinal); override;
function EventPress(const Event: TInputPressRelease): boolean; override;
function EventRelease(const Event: TInputPressRelease): boolean; override;
procedure EventUpdate; override;
procedure EventMotion(const Event: TInputMotion); override;
procedure EventBeforeRender; override;
procedure EventRender; override;
procedure EventResize; override;
end;
var
FContainer: TContainer;
FMousePosition: TVector2Single;
FGLInitialized: boolean;
FPressed: TKeysPressed;
FMousePressed: CastleKeysMouse.TMouseButtons;
{ manually track when we need to be repainted, useful for AggressiveUpdate }
Invalidated: boolean;
FFps: TFramesPerSecond;
FOnOpen: TNotifyEvent;
FOnBeforeRender: TNotifyEvent;
FOnRender: TNotifyEvent;
FOnResize: TNotifyEvent;
FOnClose: TNotifyEvent;
FOnPress: TControlInputPressReleaseEvent;
FOnRelease: TControlInputPressReleaseEvent;
FOnMotion: TControlInputMotionEvent;
FOnUpdate: TNotifyEvent;
{ Sometimes, releasing shift / alt / ctrl keys will not be reported
properly to KeyDown / KeyUp. Example: opening a menu
through Alt+F for "_File" will make keydown for Alt,
but not keyup for it, and DoExit will not be called,
so ReleaseAllKeysAndMouse will not be called.
To counteract this, call this method when Shift state is known,
to update Pressed when needed. }
procedure UpdateShiftState(const Shift: TShiftState);
procedure SetMousePosition(const Value: TVector2Single);
protected
procedure DestroyHandle; override;
procedure DoExit; override;
procedure Resize; override;
procedure KeyDown(var Key: Word; Shift: TShiftState); override;
procedure KeyUp(var Key: Word; Shift: TShiftState); override;
procedure MouseDown(Button: Controls.TMouseButton;
Shift:TShiftState; X,Y:Integer); override;
procedure MouseUp(Button: Controls.TMouseButton;
Shift:TShiftState; X,Y:Integer); override;
procedure MouseMove(Shift: TShiftState; NewX, NewY: Integer); override;
function DoMouseWheel(Shift: TShiftState; WheelDelta: Integer; MousePos: TPoint): Boolean; override;
procedure DoUpdate; virtual;
property GLInitialized: boolean read FGLInitialized;
public
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
function Controls: TUIControlList;
function MakeCurrent(SaveOldToStack: boolean = false): boolean; override;
procedure Invalidate; override;
procedure Paint; override;
property Pressed: TKeysPressed read FPressed;
property MousePressed: CastleKeysMouse.TMouseButtons read FMousePressed;
procedure ReleaseAllKeysAndMouse;
{ Current mouse position.
See @link(TTouch.Position) for a documentation how this is expressed. }
property MousePosition: TVector2Single read FMousePosition write SetMousePosition;
property Fps: TFramesPerSecond read FFps;
{ Color buffer where we draw, and from which it makes sense to grab pixels.
Use with SaveScreen_NoFlush. }
function SaveScreenBuffer: TColorBuffer;
{ Capture the current control contents to an image.
These functions take care of flushing any pending redraw operations
and capturing the screen contents correctly. }
function SaveScreen: TRGBImage;
{ Rectangle representing the inside of this container.
Always (Left,Bottom) are zero, and (Width,Height) correspond to container
sizes. }
function Rect: TRectangle;
{ Be cafeful about comments in the published section.
They are picked up and shown automatically by Lazarus Object Inspector,
and it has it's own logic, much much dumber than what PasDoc sees.
There seems no way to hide comment there.
We publish most, but not all, stuff from inherited TCustomOpenGLControl.
Exceptions:
- Don't publish, as not every widgetset has them.
property RedBits;
property GreenBits;
property BlueBits;
- Don't publish, as we have our own event for this.
property OnResize;
}
published
property Align;
property Anchors;
{ Don't use, engine handles this completely. }
property AutoResizeViewport; {$ifndef PASDOC} deprecated; {$endif}
property BorderSpacing;
property Enabled;
property OpenGLMajorVersion;
property OpenGLMinorVersion;
property MultiSampling;
property AlphaBits;
property DepthBits;
property StencilBits;
property AUXBuffers;
property OnChangeBounds;
property OnConstrainedResize;
property OnDblClick;
property OnDragDrop;
property OnDragOver;
property OnEnter;
property OnExit;
{ Don't use, engine handles this completely. }
property OnMakeCurrent; {$ifndef PASDOC} deprecated; {$endif}
{ Deprecated, use OnPress instead. }
property OnClick; {$ifndef PASDOC} deprecated; {$endif}
{ Deprecated, use OnPress instead. }
property OnKeyDown; {$ifndef PASDOC} deprecated; {$endif}
{ Deprecated, use OnPress instead. }
property OnKeyPress; {$ifndef PASDOC} deprecated; {$endif}
{ Deprecated, use OnRelease instead. }
property OnKeyUp; {$ifndef PASDOC} deprecated; {$endif}
{ Deprecated, use OnPress instead. }
property OnMouseDown; {$ifndef PASDOC} deprecated; {$endif}
{ Deprecated, use OnMotion instead. }
property OnMouseMove; {$ifndef PASDOC} deprecated; {$endif}
{ Deprecated, use OnRelease instead. }
property OnMouseUp; {$ifndef PASDOC} deprecated; {$endif}
{ Deprecated, use OnPress instead. }
property OnMouseWheel; {$ifndef PASDOC} deprecated; {$endif}
{ Deprecated, use OnPress instead. }
property OnMouseWheelDown; {$ifndef PASDOC} deprecated; {$endif}
{ Deprecated, use OnPress instead. }
property OnMouseWheelUp; {$ifndef PASDOC} deprecated; {$endif}
property OnMouseEnter;
property OnMouseLeave;
{ Deprecated, use OnRender instead. }
property OnPaint; {$ifndef PASDOC} deprecated; {$endif}
property OnShowHint;
property PopupMenu;
property ShowHint;
property Visible;
{ Event called when the OpenGL context is created,
you can initialize things that require OpenGL context now.
Often you do not need to use this callback (engine components will
automatically create/release OpenGL resource when necessary),
but sometimes it may be handy (e.g. TGLImage requires OpenGL context).
You usually will also want to implement OnClose callback that
releases stuff created here.
Even when you really need to initialize
some OpenGL resource (like TGLImage), instead of using this callback
it's usually better to derive new classes from
TUIControl class or it's descendants,
and override their GLContextOpen / GLContextClose methods to react to
context being open/closed. Using such TUIControl classes
is usually easier, as you add/remove them from controls whenever
you want (e.g. you add them in ApplicationInitialize),
and underneath they create/release/create again the OpenGL resources
when necessary. }
property OnOpen: TNotifyEvent read FOnOpen write FOnOpen ;
{ Event called when the context is closed, right before the OpenGL context
is destroyed. This is your last chance to release OpenGL resources,
like textures, shaders, display lists etc. This is a counterpart
to OnOpen event. }
property OnClose: TNotifyEvent read FOnClose write FOnClose ;
{ Event always called right before OnRender.
These two events, OnBeforeRender and OnRender,
will be always called sequentially as a pair.
The only difference between these two events is that
time spent in OnBeforeRender
is NOT counted as "frame time"
by Fps.FrameTime. This is useful when you have something that needs
to be done from time to time right before OnRender and that is very
time-consuming. It such cases it is not desirable to put such time-consuming
task inside OnRender because this would cause a sudden big change in
Fps.FrameTime value. So you can avoid this by putting
this in OnBeforeRender. }
property OnBeforeRender: TNotifyEvent read FOnBeforeRender write FOnBeforeRender;
{ Render window contents here.
Called when window contents must be redrawn,
e.g. after creating a window, after resizing a window, after uncovering
the window etc. You can also request yourself a redraw of the window
by the Invalidate method, which will cause this event to be called
at nearest good time.
Note that calling Invalidate while in OnRender is not ignored.
It means that in a short time next OnRender will be called. }
property OnRender: TNotifyEvent read FOnRender write FOnRender ;
{ Called when the control size (@code(Width), @code(Height)) changes.
It's also guaranteed to be called
right after the OnOpen event.
Our OpenGL context is already "current" when this event is called
(MakeCurrent is done right before), like for other events.
This is a good place to set OpenGL viewport and projection matrix.
In the usual case, the SceneManager takes care of setting appropriate
OpenGL projection, so you don't need to do anything here. }
property OnResize: TNotifyEvent read FOnResize write FOnResize ;
{ Called when user presses a key or mouse button or moves mouse wheel. }
property OnPress: TControlInputPressReleaseEvent read FOnPress write FOnPress ;
{ Called when user releases a pressed key or mouse button.
It's called right after @code(Pressed[Key]) changed from true to false.
The TInputPressRelease structure, passed as a parameter to this event,
contains the exact information what was released.
Note that reporting characters for "key release" messages is not
perfect, as various key combinations (sometimes more than one?) may lead
to generating given character. We have some intelligent algorithm
for this, used to make Characters table and to detect
this C for OnRelease callback. The idea is that a character is released
when the key that initially caused the press of this character is
also released.
This solves in a determined way problems like
"what happens if I press Shift, then X,
then release Shift, then release X". (will "X" be correctly
released as pressed and then released? yes.
will small "x" be reported as released at the end? no, as it was never
pressed.) }
property OnRelease: TControlInputPressReleaseEvent read FOnRelease write FOnRelease ;
{ Mouse or a finger on touch device moved.
For a mouse, remember you always have the currently
pressed mouse buttons in MousePressed. When this is called,
the MousePosition property records the @italic(previous)
mouse position, while callback parameter NewMousePosition gives
the @italic(new) mouse position. }
property OnMotion: TControlInputMotionEvent read FOnMotion write FOnMotion ;
{ Continously occuring event.
This event is called at least as regularly as redraw,
so it is continously called even when your game
is overwhelmed by messages (like mouse moves) and redraws. }
property OnUpdate: TNotifyEvent read FOnUpdate write FOnUpdate ;
property TabOrder;
property TabStop default true;
property Container: TContainer read FContainer;
end;
{ Same as TGameSceneManager, redefined only to work as a sub-component
of TCastleControl, otherwise Lazarus fails to update the uses clause
correctly and you cannot edit the events of CastleControl1.SceneManager
subcomponent. }
TControlGameSceneManager = class(TGameSceneManager)
end;
{ Render 3D world and GUI controls.
Add your game stuff (3D descending from @link(T3D), like @link(TCastleScene))
to the scene manager available in @link(SceneManager) property.
Add your GUI stuff to the @link(TCastleControlCustom.Controls) property
(from ancestor TCastleControlCustom).
You can directly access the SceneManager and configure it however you like.
You have comfortable @link(Load) method that simply loads a single 3D model
to your world. }
TCastleControl = class(TCastleControlCustom)
private
FSceneManager: TControlGameSceneManager;
function GetShadowVolumes: boolean;
function GetShadowVolumesRender: boolean;
function GetOnCameraChanged: TNotifyEvent;
procedure SetShadowVolumes(const Value: boolean);
procedure SetShadowVolumesRender(const Value: boolean);
procedure SetOnCameraChanged(const Value: TNotifyEvent);
public
constructor Create(AOwner: TComponent); override;
{ Load a single 3D model to your world
(removing other models, and resetting the camera).
This is nice for simple 3D model browsers, but usually for games you
don't want to use this method --- it's more flexible to create TCastleScene
yourself, and add it to scene manager yourself, see engine examples like
scene_manager_basic.lpr. }
procedure Load(const SceneURL: string);
procedure Load(ARootNode: TX3DRootNode; const OwnsRootNode: boolean);
function MainScene: TCastleScene;
function Camera: TCamera;
published
property SceneManager: TControlGameSceneManager read FSceneManager;
property OnCameraChanged: TNotifyEvent
read GetOnCameraChanged write SetOnCameraChanged;
{ See TCastleAbstractViewport.ShadowVolumes. }
property ShadowVolumes: boolean
read GetShadowVolumes write SetShadowVolumes
default TCastleAbstractViewport.DefaultShadowVolumes;
{ See TCastleAbstractViewport.ShadowVolumesRender. }
property ShadowVolumesRender: boolean
read GetShadowVolumesRender write SetShadowVolumesRender default false;
end;
{ Same as T2DSceneManager, redefined only to work as a sub-component
of TCastleControl, otherwise Lazarus fails to update the uses clause
correctly and you cannot edit the events of CastleControl1.SceneManager
subcomponent. }
TControl2DSceneManager = class(T2DSceneManager)
end;
{ Render 2D game world and GUI.
Add your game stuff, like @link(T2DScene), to the scene manager available
in @link(SceneManager) property. Add your GUI stuff
to the @link(TCastleControlCustom.Controls) property (from ancestor
TCastleControlCustom).
You can directly access the SceneManager and configure it however you like.
The difference between this and @link(TCastleControl) is that this provides
a scene manager descending from @link(T2DSceneManager), which is a little more
comfortable for typical 2D games. See @link(T2DSceneManager) description
for details. In principle, you can use any of these control classes
to develop any mix of 3D or 2D game. }
TCastle2DControl = class(TCastleControlCustom)
private
FSceneManager: TControl2DSceneManager;
public
constructor Create(AOwner: TComponent); override;
published
property SceneManager: TControl2DSceneManager read FSceneManager;
end;
procedure Register;
var
{ Limit the number of (real) frames per second inside TCastleControl
rendering, to not hog the CPU.
Set to zero to not limit.
See TCastleWindow.ProcessMessage documentation about WaitToLimitFPS
parameter, and see TCastleApplication.LimitFPS documentation.
The mechanism does mean sleeping in your process, so it's a global
thing, not just a property of TCastleControl.
However, the mechanism is activated only when some TCastleControl
component is used, and only when LCL idle is fired (so we have no pending
events, as LCL idle is "lazy" and fires only when process is really idle),
and not at Lazarus design time.
When we may be clogged with events (like when using mouse look)
this has an additional meaning:
it is then used to force TCastleControl.DoUpdate and (if needed) repaint
at least this often. So it is not only a limit,
it's more like "the desired number of FPS".
Although it's capped by MaxDesiredFPS (100), which is applied when
LimitFPS > MaxDesiredFPS or when LimitFPS = 0 (which means "infinity"). }
LimitFPS: Single = DefaultLimitFPS;
implementation
uses LCLType, CastleGL, CastleGLUtils, CastleStringUtils, X3DLoad, Math,
CastleLog, Contnrs, CastleLCLUtils;
procedure Register;
begin
RegisterComponents('Castle', [
{ TCastleControlCustom is not registered on a palette anymore,
as the simplest approach is to use TCastleControl with
scene manager instance already created.
This avoids questions about "which one to use" (common at engine
versions 2.x).
Developers familiar with our architecture that want
to use TCastleControlCustom (but not TCastleControl)
will have to use it from code.
Final decision about it (should it be visible on palette for advanced uses,
and risk confusing novice users?) is still unsure (report on forum
if you have any opinion). }
{ TCastleControlCustom, }
TCastleControl,
TCastle2DControl]);
end;
var
{ All TCastleControl instances created. We use this to share OpenGL contexts,
as all OpenGL contexts in our engine must share OpenGL resources
(our OnGLContextOpen and such callbacks depend on it,
and it makes implementation much easier). }
CastleControls: TComponentList;
ControlsOpen: Cardinal;
{ Limit FPS ------------------------------------------------------------------ }
var
LastLimitFPSTime: TTimerResult;
procedure DoLimitFPS;
var
NowTime: TTimerResult;
TimeRemainingFloat: Single;
begin
if LimitFPS > 0 then
begin
NowTime := Timer;
{ When this is run for the 1st time, LastLimitFPSTime is zero,
so NowTime - LastLimitFPSTime is huge, so we will not do any Sleep
and only update LastLimitFPSTime.
For the same reason, it is not a problem if you do not call DoLimitFPS
often enough (for example, you do a couple of ProcessMessage calls
without DoLimitFPS for some reason), or when user temporarily sets
LimitFPS to zero and then back to 100.0.
In every case, NowTime - LastLimitFPSTime will be large, and no sleep
will happen. IOW, in the worst case --- we will not limit FPS,
but we will *never* slow down the program when it's not really necessary. }
TimeRemainingFloat :=
{ how long I should wait between _LimitFPS calls }
1 / LimitFPS -
{ how long I actually waited between _LimitFPS calls }
(NowTime - LastLimitFPSTime) / TimerFrequency;
{ Don't do Sleep with too small values.
It's better to have larger FPS values than limit,
than to have them too small. }
if TimeRemainingFloat > 0.001 then
begin
Sleep(Round(1000 * TimeRemainingFloat));
LastLimitFPSTime := Timer;
end else
LastLimitFPSTime := NowTime;
end;
end;
{ TCastleApplicationIdle -------------------------------------------------- }
type
TCastleApplicationIdle = class
class procedure ApplicationIdle(Sender: TObject; var Done: Boolean);
end;
class procedure TCastleApplicationIdle.ApplicationIdle(Sender: TObject; var Done: Boolean);
var
I: Integer;
C: TCastleControlCustom;
begin
{ This should never be registered in design mode, to not conflict
(by DoLimitFPS, or Done setting) with using Lazarus IDE. }
Assert(not (csDesigning in Application.ComponentState));
{ Call DoUpdate for all TCastleControl instances. }
for I := 0 to CastleControls.Count - 1 do
begin
C := CastleControls[I] as TCastleControlCustom;
C.DoUpdate;
end;
DoLimitFPS;
{ With Done := true (this is actually default Done value here),
ApplicationIdle events are not occuring as often
as we need. Test e.g. GTK2 with clicking on spheres on
demo_models/sensors_pointing_device/touch_sensor_tests.x3dv .
That's because Done := true allows for WidgetSet.AppWaitMessage
inside lcl/include/application.inc .
We don't want that, we want continous DoUpdate events.
So we have to use Done := false.
Unfortunately, Done := false prevents other idle actions
(other TApplicationProperties.OnIdle) from working.
See TApplication.Idle and TApplication.NotifyIdleHandler implementation
in lcl/include/application.inc .
To at least allow all TCastleControlCustom work, we use a central
ApplicationIdle callback (we don't use separate TApplicationProperties
for each TCastleControl; in fact, we don't need TApplicationProperties
at all). }
Done := false;
end;
var
ApplicationIdleSet: boolean;
{ TCastleControlCustom.TContainer ----------------------------------------------------- }
constructor TCastleControlCustom.TContainer.Create(AParent: TCastleControlCustom);
begin
inherited Create(AParent); // AParent must be a component Owner to show published properties of container in LFM
Parent := AParent;
end;
procedure TCastleControlCustom.TContainer.Invalidate;
begin
Parent.Invalidate;
end;
function TCastleControlCustom.TContainer.GLInitialized: boolean;
begin
Result := Parent.GLInitialized;
end;
function TCastleControlCustom.TContainer.Width: Integer;
begin
Result := Parent.Width;
end;
function TCastleControlCustom.TContainer.Height: Integer;
begin
Result := Parent.Height;
end;
function TCastleControlCustom.TContainer.Rect: TRectangle;
begin
Result := Parent.Rect;
end;
function TCastleControlCustom.TContainer.GetMousePosition: TVector2Single;
begin
Result := Parent.MousePosition;
end;
procedure TCastleControlCustom.TContainer.SetMousePosition(const Value: TVector2Single);
begin
Parent.MousePosition := Value;
end;
function TCastleControlCustom.TContainer.Dpi: Integer;
begin
Result := DefaultDpi; //Parent.Dpi; // for now, TCastleControl doesn't expose any useful Dpi
end;
function TCastleControlCustom.TContainer.MousePressed: TMouseButtons;
begin
Result := Parent.MousePressed;
end;
function TCastleControlCustom.TContainer.Focused: boolean;
begin
Result := true; // TODO: for now, TCastleControl always pretends to be focused
end;
function TCastleControlCustom.TContainer.Pressed: TKeysPressed;
begin
Result := Parent.Pressed;
end;
function TCastleControlCustom.TContainer.Fps: TFramesPerSecond;
begin
Result := Parent.Fps;
end;
procedure TCastleControlCustom.TContainer.SetCursor(const Value: TMouseCursor);
var
NewCursor: TCursor;
begin
NewCursor := CursorCastleToLCL[Value];
{ check explicitly "Cursor <> NewCursor" --- we will call UpdateFocusAndMouseCursor
very often (in each mouse move), and we don't want to depend on LCL
optimizing "Cursor := Cursor" to avoid some potentially expensive window
manager call. }
if Parent.Cursor <> NewCursor then
Parent.Cursor := NewCursor;
end;
function TCastleControlCustom.TContainer.GetTouches(const Index: Integer): TTouch;
begin
Assert(Index = 0, 'TCastleControlCustom always has only one item in Touches array, with index 0');
Result.FingerIndex := 0;
Result.Position := Parent.MousePosition;
end;
function TCastleControlCustom.TContainer.TouchesCount: Integer;
begin
Result := 1;
end;
procedure TCastleControlCustom.TContainer.EventOpen(const OpenWindowsCount: Cardinal);
begin
inherited;
if Assigned(Parent.FOnOpen) then
Parent.FOnOpen(Parent);
end;
procedure TCastleControlCustom.TContainer.EventClose(const OpenWindowsCount: Cardinal);
begin
if Assigned(Parent.FOnClose) then
Parent.FOnClose(Parent);
inherited;
end;
function TCastleControlCustom.TContainer.EventPress(const Event: TInputPressRelease): boolean;
begin
Result := inherited;
if (not Result) and Assigned(Parent.FOnPress) then
begin
Parent.FOnPress(Parent, Event);
Result := true;
end;
end;
function TCastleControlCustom.TContainer.EventRelease(const Event: TInputPressRelease): boolean;
begin
Result := inherited;
if (not Result) and Assigned(Parent.FOnRelease) then
begin
Parent.FOnRelease(Parent, Event);
Result := true;
end;
end;
procedure TCastleControlCustom.TContainer.EventUpdate;
begin
inherited;
if Assigned(Parent.FOnUpdate) then
Parent.FOnUpdate(Parent);
end;
procedure TCastleControlCustom.TContainer.EventMotion(const Event: TInputMotion);
begin
inherited;
if Assigned(Parent.FOnMotion) then
Parent.FOnMotion(Parent, Event);
end;
procedure TCastleControlCustom.TContainer.EventBeforeRender;
begin
inherited;
if Assigned(Parent.FOnBeforeRender) then
Parent.FOnBeforeRender(Parent);
end;
procedure TCastleControlCustom.TContainer.EventRender;
begin
inherited;
if Assigned(Parent.FOnRender) then
Parent.FOnRender(Parent);
end;
procedure TCastleControlCustom.TContainer.EventResize;
begin
inherited;
if Assigned(Parent.FOnResize) then
Parent.FOnResize(Parent);
end;
{ TCastleControlCustom -------------------------------------------------- }
constructor TCastleControlCustom.Create(AOwner: TComponent);
begin
inherited;
TabStop := true;
FFps := TFramesPerSecond.Create;
FPressed := TKeysPressed.Create;
FContainer := TContainer.Create(Self);
{ SetSubComponent and Name setting (must be unique only within TCastleControl,
so no troubles) are necessary to store it in LFM and display in object inspector
nicely. }
FContainer.SetSubComponent(true);
FContainer.Name := 'Container';
if CastleControls.Count <> 0 then
SharedControl := CastleControls[0] as TCastleControl;
CastleControls.Add(Self);
Invalidated := false;
if (not (csDesigning in ComponentState)) and (not ApplicationIdleSet) then
begin
ApplicationIdleSet := true;
Application.AddOnIdleHandler(@(TCastleApplicationIdle(nil).ApplicationIdle));
end;
end;
destructor TCastleControlCustom.Destroy;
begin
if ApplicationIdleSet and
(CastleControls <> nil) and
{ If CastleControls.Count will become 0 after this destructor,
then unregisted our idle callback.
If everyhting went Ok, CastleControls.Count = 1 should always imply
that we're the only control there. But check "CastleControls[0] = Self"
in case we're in destructor because there was an exception
in the constructor. }
(CastleControls.Count = 1) and
(CastleControls[0] = Self) then
begin
ApplicationIdleSet := false;
Application.RemoveOnIdleHandler(@(TCastleApplicationIdle(nil).ApplicationIdle));
end;
FreeAndNil(FPressed);
FreeAndNil(FFps);
FreeAndNil(FContainer);
inherited;
end;
{ Initial idea was to do
procedure TCastleControlCustom.CreateHandle;
begin
Writeln('TCastleControlCustom.CreateHandle ', GLInitialized,
' ', OnGLContextOpen <> nil);
inherited CreateHandle;
if not GLInitialized then
begin
GLInitialized := true;
Container.EventOpen;
end;
Writeln('TCastleControlCustom.CreateHandle end');
end;
Reasoning: looking at implementation of OpenGLContext,
actual creating and destroying of OpenGL contexts
(i.e. calls to LOpenGLCreateContext and LOpenGLDestroyContextInfo)
is done within Create/DestroyHandle.
Why this was wrong ? Because under GTK LOpenGLCreateContext
only creates gtk_gl_area --- it doesn't *realize* it yet !
Which means that actually LOpenGLCreateContext doesn't create
OpenGL context. Looking at implementation of GLGtkGlxContext
we see that only during MakeCurrent the widget is guaranteed
to be realized. }
function TCastleControlCustom.MakeCurrent(SaveOldToStack: boolean): boolean;
begin
Result := inherited MakeCurrent(SaveOldToStack);
if not GLInitialized then
begin
FGLInitialized := true;
GLInformationInitialize;
Inc(ControlsOpen);
Container.EventOpen(ControlsOpen);
Resize; // will call Container.EventResize
Invalidate;
end;
end;
procedure TCastleControlCustom.DestroyHandle;
begin
if GLInitialized then
begin
Container.EventClose(ControlsOpen);
Dec(ControlsOpen);
FGLInitialized := false;
end;
inherited DestroyHandle;
end;
procedure TCastleControlCustom.Resize;
begin
inherited;
{ Call MakeCurrent here, to make sure CastleUIControls always get
ContainerResize with good GL context. }
if GLInitialized and MakeCurrent then
Container.EventResize;
end;
procedure TCastleControlCustom.Invalidate;
begin
Invalidated := true;
inherited;
end;
procedure TCastleControlCustom.ReleaseAllKeysAndMouse;
begin
Pressed.Clear;
FMousePressed := [];
end;
procedure TCastleControlCustom.UpdateShiftState(const Shift: TShiftState);
begin
Pressed.Keys[K_Shift] := ssShift in Shift;
Pressed.Keys[K_Alt ] := ssAlt in Shift;
Pressed.Keys[K_Ctrl ] := ssCtrl in Shift;
end;
procedure TCastleControlCustom.KeyDown(var Key: Word; Shift: TShiftState);
var
MyKey: TKey;
Ch: char;
begin
KeyLCLToCastle(Key, Shift, MyKey, Ch);
if (MyKey <> K_None) or (Ch <> #0) then
Pressed.KeyDown(MyKey, Ch);
UpdateShiftState(Shift); { do this after Pressed update above, and before EventPress }
{ Do not change focus by arrow keys, this would breaks our handling of arrows
over TCastleControl. We can prevent Lazarus from interpreting these
keys as focus-changing (actually, Lazarus tells widget managet that these
are already handled) by setting them to zero.
Note: our MyKey/Ch (passed to KeyDownEvent) are calculated earlier,
so they will correctly capture arrow keys. }
if (Key = VK_Down) or
(Key = VK_Up) or
(Key = VK_Right) or
(Key = VK_Left) then
Key := 0;
inherited KeyDown(Key, Shift); { LCL OnKeyDown before our callbacks }
if (MyKey <> K_None) or (Ch <> #0) then
if Container.EventPress(InputKey(MousePosition, MyKey, Ch)) then
Key := 0; // handled
end;
procedure TCastleControlCustom.KeyUp(var Key: Word; Shift: TShiftState);
var
MyKey: TKey;
Ch: char;
begin
KeyLCLToCastle(Key, Shift, MyKey, Ch);
if MyKey <> K_None then
Pressed.KeyUp(MyKey, Ch);
UpdateShiftState(Shift); { do this after Pressed update above, and before EventRelease }
{ Do not change focus by arrow keys, this breaks our handling of them.
See KeyDown for more comments. }
if (Key = VK_Down) or
(Key = VK_Up) or
(Key = VK_Right) or
(Key = VK_Left) then
Key := 0;
inherited KeyUp(Key, Shift); { LCL OnKeyUp before our callbacks }
if (MyKey <> K_None) or (Ch <> #0) then
if Container.EventRelease(InputKey(MousePosition, MyKey, Ch)) then
Key := 0; // handled
end;
procedure TCastleControlCustom.MouseDown(Button: Controls.TMouseButton;
Shift: TShiftState; X, Y: Integer);
var
MyButton: CastleKeysMouse.TMouseButton;
begin
FMousePosition := Vector2Single(X, Height - 1 - Y);
if MouseButtonLCLToCastle(Button, MyButton) then
Include(FMousePressed, MyButton);
UpdateShiftState(Shift); { do this after Pressed update above, and before *Event }
inherited MouseDown(Button, Shift, X, Y); { LCL OnMouseDown before our callbacks }
if MouseButtonLCLToCastle(Button, MyButton) then
Container.EventPress(InputMouseButton(MousePosition, MyButton, 0));
end;
procedure TCastleControlCustom.MouseUp(Button: Controls.TMouseButton;
Shift: TShiftState; X, Y: Integer);
var
MyButton: CastleKeysMouse.TMouseButton;
begin
FMousePosition := Vector2Single(X, Height - 1 - Y);
if MouseButtonLCLToCastle(Button, MyButton) then
Exclude(FMousePressed, MyButton);
UpdateShiftState(Shift); { do this after Pressed update above, and before *Event }
inherited MouseUp(Button, Shift, X, Y); { LCL OnMouseUp before our callbacks }
if MouseButtonLCLToCastle(Button, MyButton) then
Container.EventRelease(InputMouseButton(MousePosition, MyButton, 0));
end;
procedure TCastleControlCustom.MouseMove(Shift: TShiftState; NewX, NewY: Integer);
{ Force DoUpdate and Paint (if invalidated) events to happen,
if sufficient time (based on LimitFPS, that in this case acts like
"desired FPS") passed.
This is needed when user "clogs" the GTK / WinAPI / Qt etc. event queue.
In this case Lazarus (LCL) doesn't automatically fire the idle and repaint
events.
The behavior of Lazarus application Idle events is such that they
are executed only when there are no events left to process.
This makes sense, and actually follows the docs and the name "idle".
In contrast, our DoUpdate expects to be run continously, that is:
about the same number
of times per second as the screen Redraw (and if the screen doesn't need to
be redrawn, our DoUpdate should still run a sensible number of times
per second --- around the same value as LimitFPS, or (when LimitFPS
is set to 0, meaning "unused") as many times as possible).
For our DoUpdate, it should not matter whether your event
loop has something left to process. We need this,
since typical games / 3D simulations must try to update animations and
repaint at a constant rate, even when user is moving around.
The problem is most obvious when moving the mouse, for example when using
the mouse look to walk and look around in Walk mode (TWalkCamera.MouseLook),
or when dragging with mouse
in Examine mode. The event loop is then typically busy processing mouse move
events all the time, so it's never/seldom empty (note: it doesn't mean that
event loop is clogged, as mouse move events can be potentially accumulated
at various levels --- LCL, underlying widgetset like GTK, underlying system
like XWindows etc. I think in practice XWindows does it, but I'm not sure).
Our program should however still be responsive. Not only the screen should
be redrawn, regardless if our event loop is empty or not, but also
our Update event should be continously called. But if we just use LCL Idle/Redraw
behavior (that descends from other widgetsets) then you may find that:
- during mouse look things "stutter" --- no Idle, not even Redraw,
happens regularly.
- during mouse drag Redraw may be regular, but still Idle are not called
(so e.g. animations do not move, instead they suddenly jump a couple
of seconds
forward when you stop dragging after a couple of seconds).
Note that TCastleWindow (with backends other than LCL) do not have this
problem. Maybe we process events faster, so that we don't get clogged
during MouseLook?
We can't fix it by hacking Application methods,
especially as LCL Application.ProcessMessage may handle a "batch"
of events (for example, may be ~ 100 GTK messages, see
TGtkWidgetSet.AppProcessMessages in lazarus/trunk/lcl/interfaces/gtk/gtkwidgetset.inc).
So instead we hack it from the inside: from time to time
(more precisely, LimitFPS times per second),
when receving an often occuring event (right now: just MouseMove),
we'll call the DoUpdate, and (if pending Invalidate call) Paint methods.
In theory, we could call this on every event (key down, mouse down etc.).
But in practice:
- Doing this from KeyDown would make redraw when moving by only holding
down some keys stutter a little (screen seems like not refreshed fast
enough). Reason for this stutter is not known,
it also stutters in case of mouse move, but we have no choice in this case:
either update with stuttering, or not update (continously) at all.
TCastleWindow doesn't have this problem, mouse look is smooth there.
- It's also not needed from events other than mouse move.
In theory, for LimitFPS = 0, we should just do this every time.
But this would overload the system
(you would see smooth animation and rendering, but there will be latency
with respect to handling input, e.g. mouse move will be processed with
a small delay). So we use MaxDesiredFPS to cap it. }
procedure AggressiveUpdate;
const
MaxDesiredFPS = DefaultLimitFPS;
var
DesiredFPS: Single;
begin
if LimitFPS <= 0 then
DesiredFPS := MaxDesiredFPS else
DesiredFPS := Min(MaxDesiredFPS, LimitFPS);
if Timer - Fps.UpdateStartTime > TimerFrequency / DesiredFPS then
begin
DoUpdate;
if Invalidated then Paint;
end;
end;
begin
{ check GLInitialized, because it seems it can be called before GL context
is created (on Windows) or after it's destroyed (sometimes on Linux).
We don't want to pass anything to Container in such case. }
if GLInitialized then
begin
Container.EventMotion(InputMotion(MousePosition,
Vector2Single(NewX, Height - 1 - NewY), MousePressed, 0));
// change FMousePosition *after* EventMotion, callbacks may depend on it
FMousePosition := Vector2Single(NewX, Height - 1 - NewY);
UpdateShiftState(Shift); { do this after Pressed update above, and before *Event }
AggressiveUpdate;
end;
inherited MouseMove(Shift, NewX, NewY);
end;
function TCastleControlCustom.DoMouseWheel(Shift: TShiftState; WheelDelta: Integer;
MousePos: TPoint): Boolean;
begin
Result := Container.EventPress(InputMouseWheel(MousePosition, WheelDelta/120, true));
if Result then Exit;
Result := inherited DoMouseWheel(Shift, WheelDelta, MousePos);
end;
procedure TCastleControlCustom.DoUpdate;
begin
Fps._UpdateBegin;
Container.EventUpdate;
end;
procedure TCastleControlCustom.DoExit;
begin
inherited;
ReleaseAllKeysAndMouse;
end;
procedure TCastleControlCustom.Paint;
begin
{ Note that we don't call here inherited, instead doing everything ourselves. }
if MakeCurrent then
begin
{ clear Invalidated before rendering, so that calling Invalidate in OnRender works }
Invalidated := false;
Container.EventBeforeRender;
Fps._RenderBegin;
try
Container.EventRender;
DoOnPaint; // call OnPaint, like it would be a top-most TUIControl
if GLVersion.BuggySwapNonStandardViewport then
glViewport(Rect);
SwapBuffers;
finally Fps._RenderEnd end;
end;
end;
function TCastleControlCustom.SaveScreenBuffer: TColorBuffer;
begin
if DoubleBuffered then
Result := cbBack else
Result := cbFront;
end;
function TCastleControlCustom.SaveScreen: TRGBImage;
begin
if MakeCurrent then
begin
Container.EventBeforeRender;
Container.EventRender;
end;
Result := SaveScreen_NoFlush(Rect, SaveScreenBuffer);
end;
procedure TCastleControlCustom.SetMousePosition(const Value: TVector2Single);
begin
Mouse.CursorPos := ControlToScreen(Point(
Floor(Value[0]), Height - 1 - Floor(Value[1])));
end;
function TCastleControlCustom.Rect: TRectangle;
begin
Result := Rectangle(0, 0, Width, Height);
end;
function TCastleControlCustom.Controls: TUIControlList;
begin
Result := Container.Controls;
end;
{ TCastleControl ----------------------------------------------------------- }
constructor TCastleControl.Create(AOwner: TComponent);
begin
inherited;
FSceneManager := TControlGameSceneManager.Create(Self);
{ SetSubComponent and Name setting (must be unique only within TCastleControl,
so no troubles) are necessary to store it in LFM and display in object inspector
nicely. }
FSceneManager.SetSubComponent(true);
FSceneManager.Name := 'SceneManager';
Controls.Add(SceneManager);
end;
procedure TCastleControl.Load(const SceneURL: string);
begin
Load(Load3D(SceneURL, false), true);
end;
procedure TCastleControl.Load(ARootNode: TX3DRootNode; const OwnsRootNode: boolean);
begin
{ destroy MainScene and Camera, we will recreate them }
SceneManager.MainScene.Free;
SceneManager.MainScene := nil;
SceneManager.Items.Clear;
SceneManager.Camera.Free;
SceneManager.MainScene := TCastleScene.Create(Self);
SceneManager.MainScene.Load(ARootNode, OwnsRootNode);
SceneManager.Items.Add(SceneManager.MainScene);
{ initialize octrees titles }
MainScene.TriangleOctreeProgressTitle := 'Building triangle octree';
MainScene.ShapeOctreeProgressTitle := 'Building shape octree';
{ just to make our Camera always non-nil.
Useful for model_3d_viewer that wants to initialize NavigationType
from camera. }
SceneManager.Camera := SceneManager.CreateDefaultCamera;
end;
function TCastleControl.MainScene: TCastleScene;
begin
Result := SceneManager.MainScene;
end;
function TCastleControl.Camera: TCamera;
begin
Result := SceneManager.Camera;
end;
function TCastleControl.GetShadowVolumes: boolean;
begin
Result := SceneManager.ShadowVolumes;
end;
procedure TCastleControl.SetShadowVolumes(const Value: boolean);
begin
SceneManager.ShadowVolumes := Value;
end;
function TCastleControl.GetShadowVolumesRender: boolean;
begin
Result := SceneManager.ShadowVolumesRender;
end;
procedure TCastleControl.SetShadowVolumesRender(const Value: boolean);
begin
SceneManager.ShadowVolumesRender := Value;
end;
function TCastleControl.GetOnCameraChanged: TNotifyEvent;
begin
Result := SceneManager.OnCameraChanged;
end;
procedure TCastleControl.SetOnCameraChanged(const Value: TNotifyEvent);
begin
SceneManager.OnCameraChanged := Value;
end;
{ TCastle2DControl ----------------------------------------------------------- }
constructor TCastle2DControl.Create(AOwner: TComponent);
begin
inherited;
FSceneManager := TControl2DSceneManager.Create(Self);
{ SetSubComponent and Name setting (must be unique only within TCastleControl,
so no troubles) are necessary to store it in LFM and display in object inspector
nicely. }
FSceneManager.SetSubComponent(true);
FSceneManager.Name := 'SceneManager';
Controls.Add(SceneManager);
end;
initialization
CastleControls := TComponentList.Create(false);
finalization
FreeAndNil(CastleControls);
end.
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