/usr/src/castle-game-engine-6.4/ui/castleuicontrols.pas is in castle-game-engine-src 6.4+dfsg1-2.
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 2009-2017 Michalis Kamburelis, Tomasz WojtyÅ›.
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.
----------------------------------------------------------------------------
}
{ User interface (2D) basic classes: @link(TUIControl) and @link(TUIContainer). }
unit CastleUIControls;
{$I castleconf.inc}
interface
uses SysUtils, Classes, Generics.Collections,
CastleKeysMouse, CastleUtils, CastleClassUtils,
CastleRectangles, CastleTimeUtils, CastleInternalPk3DConnexion,
CastleImages, CastleVectors, CastleJoysticks, CastleApplicationProperties;
const
{ Default value for container's Dpi, as is usually set on desktops. }
DefaultDpi = 96;
DefaultTooltipDelay = 1.0;
DefaultTooltipDistance = 10;
type
{ Determines the order in which TUIControl.Render is called.
All 3D controls are always under all 2D controls.
See TUIControl.Render, TUIControl.RenderStyle. }
TRenderStyle = (rs2D, rs3D) deprecated 'do not use this to control front-back UI controls order, better to use controls order and TUIControl.KeepInFront';
TUIControl = class;
TChildrenControls = class;
TUIContainer = class;
TContainerEvent = procedure (Container: TUIContainer);
TContainerObjectEvent = procedure (Container: TUIContainer) of object;
TInputPressReleaseEvent = procedure (Container: TUIContainer; const Event: TInputPressRelease);
TInputMotionEvent = procedure (Container: TUIContainer; const Event: TInputMotion);
{ Tracking of a touch by a single finger, used by TTouchList. }
TTouch = object
public
{ Index of the finger/mouse. Always simply zero on traditional desktops with
just a single mouse device. For devices with multi-touch
(and/or possible multiple mouse pointers) this is actually useful
to connect touches from different frames into a single move action.
In other words: the FinderIndex stays constant while user moves
a finger over a touch device.
All the touches on a TUIContainer.Touches array always have different
FingerIndex value.
Note that the index of TTouch structure in TUIContainer.Touches array is
@italic(not) necessarily equal to the FingerIndex. It cannot be ---
imagine you press 1st finger, then press 2nd finger, then let go of
the 1st finger. The FingerIndex of the 2nd finger cannot change
(to keep events sensibly reporting the same touch),
so there has to be a temporary "hole" in FinderIndex numeration. }
FingerIndex: TFingerIndex;
{ Position of the touch over a device.
Position (0, 0) is the window's bottom-left corner.
This is consistent with how our 2D controls (TUIControl)
treat all positions.
The position is expressed as a float value, to support backends
that can report positions with sub-pixel accuracy.
For example GTK and Android can do it, although it depends on
underlying hardware capabilities as well.
The top-right corner or the top-right pixel has the coordinates
(Width, Height).
Note that if you want to actually draw something at the window's
edge (for example, paint the top-right pixel of the window with some
color), then the pixel coordinates are (Width - 1, Height - 1).
The idea is that the whole top-right pixel is an area starting
in (Width - 1, Height - 1) and ending in (Width, Height).
Note that we have mouse capturing (when user presses and holds
the mouse button, all the following mouse events are reported to this
window, even when user moves the mouse outside of the window).
This is typical of all window libraries (GTK, LCL etc.).
This implicates that mouse positions are sometimes tracked also
when mouse is outside the window, which means that mouse position
may be outside the rectangle (0, 0) - (Width, Height),
so it may even be negative. }
Position: TVector2;
end;
PTouch = ^TTouch;
{ Tracking of multi-touch, a position of each finger on the screen. }
TTouchList = class({$ifdef CASTLE_OBJFPC}specialize{$endif} TStructList<TTouch>)
private
{ Find an item with given FingerIndex, or -1 if not found. }
function FindFingerIndex(const FingerIndex: TFingerIndex): Integer;
function GetFingerIndexPosition(const FingerIndex: TFingerIndex): TVector2;
procedure SetFingerIndexPosition(const FingerIndex: TFingerIndex;
const Value: TVector2);
public
{ Gets or sets a position corresponding to given FingerIndex.
If there is no information for given FingerIndex on the list,
the getter will return zero, and the setter will automatically create
and add appropriate information. }
property FingerIndexPosition[const FingerIndex: TFingerIndex]: TVector2
read GetFingerIndexPosition write SetFingerIndexPosition;
{ Remove a touch item for given FingerIndex. }
procedure RemoveFingerIndex(const FingerIndex: TFingerIndex);
end;
TUIControlList = class;
{ Possible values for TUIContainer.UIScaling. }
TUIScaling = (
{ Do not scale UI. }
usNone,
{ Scale to fake that the container sizes enclose
@link(TUIContainer.UIReferenceWidth) and
@link(TUIContainer.UIReferenceHeight).
So one size will be equal to reference size, and the other will be equal
or larger to reference.
Controls that look at @link(TUIControl.UIScale) will be affected by this.
Together with anchors (see @link(TUIControl.HasHorizontalAnchor)
and friends), this allows to easily design a scalable UI. }
usEncloseReferenceSize,
{ Scale to fake that the container sizes fit inside
@link(TUIContainer.UIReferenceWidth) and
@link(TUIContainer.UIReferenceHeight).
So one size will be equal to reference size, and the other will be equal
or smaller to reference.
Controls that look at @link(TUIControl.UIScale) will be affected by this.
Together with anchors (see @link(TUIControl.HasHorizontalAnchor)
and friends), this allows to easily design a scalable UI. }
usFitReferenceSize,
{ Scale to fake that the container sizes are smaller/larger
by an explicit factor @link(TUIContainer.UIExplicitScale).
Controls that look at @link(TUIControl.UIScale) will be affected by this.
Like usEncloseReferenceSize or usFitReferenceSize,
this allows to design a scalable UI.
In this case, the scale factor has to be calculated by your code
(by default @link(TUIContainer.UIExplicitScale) is 1.0 and the engine will
not modify it automatically in any way),
which allows customizing the scale to your requirements.
For example derive the @link(TUIContainer.UIExplicitScale) from
the @link(TUIContainer.Dpi) value to keep UI controls at constant
@italic(physical) (real-world) size, at least on devices where
@link(TUIContainer.Dpi) is a real value (right now: iOS). }
usExplicitScale
);
{ Abstract user interface container. Connects OpenGL context management
code with Castle Game Engine controls (TUIControl, that is the basis
for all our 2D and 3D rendering). When you use TCastleWindowCustom
(a window) or TCastleControlCustom (Lazarus component), they provide
you a non-abstact implementation of TUIContainer.
Basically, this class manages a @link(Controls) list.
We pass our inputs (mouse / key / touch events) to the controls
on this list. Input goes to the front-most
(that is, last on the @link(Controls) list) control under
the event position (or mouse position, or the appropriate touch position).
We use @link(TUIControl.CapturesEventsAtPosition) to decide this
(by default it simply checks control's @link(TUIControl.ScreenRect)
vs the given position).
As long as the event is not handled,
we search for the next control that can handle this event and
returns @link(TUIControl.CapturesEventsAtPosition) = @true.
We also call various methods to every control.
These include @link(TInputListener.Update), @link(TUIControl.Render),
@link(TInputListener.Resize). }
TUIContainer = class abstract(TComponent)
private
type
TFingerIndexCaptureMap = {$ifdef CASTLE_OBJFPC}specialize{$endif} TDictionary<TFingerIndex, TUIControl>;
var
FOnOpen, FOnClose: TContainerEvent;
FOnOpenObject, FOnCloseObject: TContainerObjectEvent;
FOnBeforeRender, FOnRender: TContainerEvent;
FOnResize: TContainerEvent;
FOnPress, FOnRelease: TInputPressReleaseEvent;
FOnMotion: TInputMotionEvent;
FOnUpdate: TContainerEvent;
{ FControls cannot be declared as TChildrenControls to avoid
http://bugs.freepascal.org/view.php?id=22495 }
FControls: TObject;
{$warnings off} // knowingly using deprecated stuff
FRenderStyle: TRenderStyle;
{$warnings on}
FFocus, FNewFocus: TUIControlList;
{ Capture controls, for each FingerIndex.
The values in this map are never nil. }
FCaptureInput: TFingerIndexCaptureMap;
FForceCaptureInput: TUIControl;
FTooltipDelay: Single;
FTooltipDistance: Cardinal;
FTooltipVisible: boolean;
FTooltipPosition: TVector2;
HasLastPositionForTooltip: boolean;
LastPositionForTooltip: TVector2;
LastPositionForTooltipTime: TTimerResult;
Mouse3d: T3DConnexionDevice;
Mouse3dPollTimer: Single;
FUIScaling: TUIScaling;
FUIReferenceWidth: Integer;
FUIReferenceHeight: Integer;
FUIExplicitScale: Single;
FCalculatedUIScale: Single; //< set on all children
FFps: TFramesPerSecond;
FPressed: TKeysPressed;
FMousePressed: CastleKeysMouse.TMouseButtons;
procedure ControlsVisibleChange(Sender: TObject);
{ Called when the control C is destroyed or just removed from Controls list. }
procedure DetachNotification(const C: TUIControl);
function UseForceCaptureInput: boolean;
function TryGetFingerOfControl(const C: TUIControl; out Finger: TFingerIndex): boolean;
procedure SetUIScaling(const Value: TUIScaling);
procedure SetUIReferenceWidth(const Value: Integer);
procedure SetUIReferenceHeight(const Value: Integer);
procedure SetUIExplicitScale(const Value: Single);
procedure UpdateUIScale;
procedure SetForceCaptureInput(const Value: TUIControl);
protected
procedure Notification(AComponent: TComponent; Operation: TOperation); override;
{ These should only be get/set by a container provider,
like TCastleWindow or TCastleControl.
@groupBegin }
property OnOpen: TContainerEvent read FOnOpen write FOnOpen;
property OnOpenObject: TContainerObjectEvent read FOnOpenObject write FOnOpenObject;
property OnBeforeRender: TContainerEvent read FOnBeforeRender write FOnBeforeRender;
property OnRender: TContainerEvent read FOnRender write FOnRender;
property OnResize: TContainerEvent read FOnResize write FOnResize;
property OnClose: TContainerEvent read FOnClose write FOnClose;
property OnCloseObject: TContainerObjectEvent read FOnCloseObject write FOnCloseObject;
property OnPress: TInputPressReleaseEvent read FOnPress write FOnPress;
property OnRelease: TInputPressReleaseEvent read FOnRelease write FOnRelease;
property OnMotion: TInputMotionEvent read FOnMotion write FOnMotion;
property OnUpdate: TContainerEvent read FOnUpdate write FOnUpdate;
{ @groupEnd }
procedure SetInternalCursor(const Value: TMouseCursor); virtual;
property Cursor: TMouseCursor write SetInternalCursor;
deprecated 'do not set this, engine will override this. Set TUIControl.Cursor of your UI controls to control the Cursor.';
property InternalCursor: TMouseCursor write SetInternalCursor;
function GetMousePosition: TVector2; virtual;
procedure SetMousePosition(const Value: TVector2); virtual;
function GetTouches(const Index: Integer): TTouch; virtual;
{ Get the default UI scale of controls.
Useful only when GLInitialized, when we know that our size is sensible.
Most UI code should rather be placed in TUIControl, and use TUIControl.UIScale. }
function DefaultUIScale: Single;
public
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
{ Propagate the event to all the @link(Controls) and to our own OnXxx callbacks.
These methods are called automatically when necessary,
so usually you don't call them. But in rare cases, it makes sense
to "fake" some event by calling these methods.
Most of these methods are called automatically
by the container owner, like TCastleWindow or TCastleControl.
Some are called by @link(EventUpdate),
which is special in this regard, as @link(EventUpdate) is not only
responsible for calling @link(TInputListener.Update) on all @link(Controls),
it also calls
@link(EventJoyAxisMove),
@link(EventJoyButtonPress),
@link(EventSensorRotation),
@link(EventSensorTranslation).
@groupBegin }
procedure EventOpen(const OpenWindowsCount: Cardinal); virtual;
procedure EventClose(const OpenWindowsCount: Cardinal); virtual;
function EventPress(const Event: TInputPressRelease): boolean; virtual;
function EventRelease(const Event: TInputPressRelease): boolean; virtual;
procedure EventUpdate; virtual;
procedure EventMotion(const Event: TInputMotion); virtual;
function AllowSuspendForInput: boolean;
procedure EventBeforeRender; virtual;
procedure EventRender; virtual; abstract;
procedure EventResize; virtual;
function EventJoyAxisMove(const JoyID, Axis: Byte): boolean; virtual;
function EventJoyButtonPress(const JoyID, Button: Byte): boolean; virtual;
function EventSensorRotation(const X, Y, Z, Angle: Double; const SecondsPassed: Single): boolean; virtual;
function EventSensorTranslation(const X, Y, Z, Length: Double; const SecondsPassed: Single): boolean; virtual;
{ @groupEnd }
{ Controls listening for events (user input, resize, and such) of this container.
Usually you explicitly add / remove controls to this list
using the @link(TChildrenControls.InsertFront Controls.InsertFront) or
@link(TChildrenControls.InsertBack Controls.InsertBack) methods.
Freeing any control that is on this list
automatically removes it from this list (we use the TComponent.Notification
mechanism).
Controls on the list should be specified in back-to-front order.
That is, controls at the beginning of this list
are rendered first, and are last to catch some events, since the rest
of controls cover them. }
function Controls: TChildrenControls;
{ Returns the controls that should receive input events,
from back to front. So the front-most control, that should receive events first,
is last on this list. }
property Focus: TUIControlList read FFocus;
{ When the tooltip should be shown (mouse hovers over a control
with a tooltip) then the TooltipVisible is set to @true,
and TooltipPosition indicate left-bottom (in screen space, regardless of UIScaling)
suggested position of the tooltip.
The tooltip is only detected when TUIControl.TooltipExists.
See TUIControl.TooltipExists and TUIControl.TooltipStyle and
TUIControl.TooltipRender.
For simple purposes just set TUIControlFont.Tooltip to something
non-empty.
@groupBegin }
property TooltipVisible: boolean read FTooltipVisible;
property TooltipPosition: TVector2 read FTooltipPosition;
{ @groupEnd }
{ Redraw the contents of of this window, at the nearest suitable time.
This method does not redraw immediately
(it does not call @link(EventBeforeRender) and @link(EventRender) inside),
it only makes sure that they will be called @italic(very soon).
Calling this on a closed container (with GLInitialized = @false)
is allowed and ignored. }
procedure Invalidate; virtual;
{ Is the OpenGL context initialized. }
function GLInitialized: boolean; virtual;
{ Container size, in pixels.
This is expressed in real device pixels.
Prefer using @link(UnscaledWidth) instead of this. @link(UnscaledWidth)
is more natural when you use UI scaling (@link(UIScaling)),
and it's simply equal to @name when UI scaling is not used. }
function Width: Integer; virtual; abstract;
{ Container size, in pixels.
This is expressed in real device pixels.
Prefer using @link(UnscaledHeight) instead of this. @link(UnscaledHeight)
is more natural when you use UI scaling (@link(UIScaling)),
and it's simply equal to @name when UI scaling is not used. }
function Height: Integer; virtual; abstract;
{ Container size, in pixels.
This is expressed in real device pixels, using @link(Width) and @link(Height).
Prefer using @link(UnscaledRect) instead of this. @link(UnscaledRect)
is more natural when you use UI scaling (@link(UIScaling)),
and it's simply equal to @name when UI scaling is not used. }
function Rect: TRectangle; virtual;
{ Container width as seen by controls with UI scaling.
In other words, this is the real @link(Width) with UI scaling
reversed (divided). Suitable to adjust size of your UI controls
to container, when UI scaling is used.
This is equivalent to just @link(Width) when UIScaling is usNone
(default).
Note: the name "unscaled" may seem a little unintuitive, but it's consistent.
We call UI sizes "scaled" when they are expressed in real device pixels,
because they are usually calculated as "desired size * UIScaling".
So the UI size is "unscaled" when it's expressed in your "desired size".
We usually don't use the prefix "unscaled" (e.g. @link(TCastleButton.Width)
is "unscaled" by we don't call it "UnscaledWidth"; every property inside
TCastleButton is actually "unscaled"). But here, we use prefix "unscaled",
because the @link(TUIContainer.Width) is (for historic reasons) the "real" size.
@seealso UnscaledHeight }
function UnscaledWidth: Cardinal;
{ Container height as seen by controls with UI scaling.
@seealso UnscaledWidth }
function UnscaledHeight: Cardinal;
{ Container rectangle as seen by controls with UI scaling.
@seealso UnscaledWidth }
function UnscaledRect: TRectangle;
{ Current mouse position.
See @link(TTouch.Position) for a documentation how this is expressed. }
property MousePosition: TVector2
read GetMousePosition write SetMousePosition;
{ Dots per inch, specifying the relation of screen pixels to physical size. }
function Dpi: Integer; virtual;
{ Currently pressed mouse buttons. When this changes, you're always
notified by @link(OnPress) or @link(OnRelease) events.
This value is always current, in particular it's already updated
before we call events @link(OnPress) or @link(OnRelease). }
property MousePressed: TMouseButtons read FMousePressed write FMousePressed;
{ Is the window focused now, which means that keys/mouse events
are directed to this window. }
function Focused: boolean; virtual;
{ Keys currently pressed. }
property Pressed: TKeysPressed read FPressed;
{ Measures application speed. }
property Fps: TFramesPerSecond read FFps;
{ Currently active touches on the screen.
This tracks currently pressed fingers, in case of touch devices
(mobile, like Android and iOS).
In case of desktops, it tracks the current mouse position,
regardless if any mouse button is currently pressed.
Indexed from 0 to TouchesCount - 1.
@seealso TouchesCount
@seealso TTouch }
property Touches[Index: Integer]: TTouch read GetTouches;
{ Count of currently active touches (mouse or fingers pressed) on the screen.
@seealso Touches }
function TouchesCount: Integer; virtual;
{ Capture the current container (window) contents to an image
(or straight to an image file, like png).
Note that only capturing from the double-buffered OpenGL
windows (which the default for our TCastleWindow and TCastleControl)
is reliable. Internally, these methods may need to redraw the screen
to the back buffer, because that's the only guaranteed way to capture
OpenGL drawing (you have to capture the back buffer, before swap).
@groupBegin }
procedure SaveScreen(const URL: string); overload;
function SaveScreen: TRGBImage; overload;
function SaveScreen(const SaveRect: TRectangle): TRGBImage; overload; virtual; abstract;
{ @groupEnd }
{ Called by controls within this container when something could
change the container focused control (in @link(TUIContainer.Focus))
(or it's cursor) or @link(TUIContainer.Focused) or MouseLook.
In practice, called when TUIControl.Cursor or
@link(TUIControl.CapturesEventsAtPosition) (and so also
@link(TUIControl.ScreenRect)) results change.
This recalculates the focused control and the final cursor of
the container, looking at Container's Controls,
testing @link(TUIControl.CapturesEventsAtPosition) with current mouse position,
and looking at Cursor property of various controls.
When you add / remove some control
from the Controls list, or when you move mouse (focused changes)
this will also be automatically called
(since focused control or final container cursor may also change then). }
procedure UpdateFocusAndMouseCursor;
{ Internal for implementing mouse look in cameras. }
function IsMousePositionForMouseLook: boolean;
{ Internal for implementing mouse look in cameras. }
procedure MakeMousePositionForMouseLook;
{ Force passing events to given control first,
regardless if this control is under mouse cursor.
This control also always has focus.
An example when this is useful is when you use camera MouseLook,
and the associated viewport does not fill the full window
(TCastleAbstractViewport.FullSize is @false, and actual sizes are smaller
than window, and may not include window center). In this case you want
to make sure that motion events get passed to this control,
and that this control has focus (to keep mouse cursor hidden). }
property ForceCaptureInput: TUIControl
read FForceCaptureInput write SetForceCaptureInput;
{ When the control accepts the "press" event, it automatically captures
the following motion and release events, hijacking them from other controls,
regardless of the mouse cursor position. This is usually desirable,
to allow the control to handle the dragging.
But sometimes you want to cancel the dragging, and allow other controls
to handle the following motion and release events, in which case calling this
method helps. }
procedure ReleaseCapture(const C: TUIControl);
published
{ How OnRender callback fits within various Render methods of our
@link(Controls).
@unorderedList(
@item(rs2D means that OnRender is called at the end,
after all our @link(Controls) (3D and 2D) are drawn.)
@item(rs3D means that OnRender is called after all other
@link(Controls) with rs3D draw style, but before any 2D
controls.
This is suitable if you want to draw something 3D,
that may be later covered by 2D controls.)
)
@deprecated Do not use this to control the order of rendering,
better to use proper InsertFront or InsertBack or KeepInFront.
}
property RenderStyle: TRenderStyle
read FRenderStyle write FRenderStyle default rs2D;
deprecated 'do not use this to control front-back UI controls order, better to use controls order and TUIControl.KeepInFront';
{ Delay in seconds before showing the tooltip. }
property TooltipDelay: Single read FTooltipDelay write FTooltipDelay
default DefaultTooltipDelay;
property TooltipDistance: Cardinal read FTooltipDistance write FTooltipDistance
default DefaultTooltipDistance;
{ Enable automatic scaling of the UI.
This is great when the container size may vary widly (for example,
on mobile devices, although it becomes more and more sensible for desktops
too). See @link(TUIScaling) values for precise description how it works. }
property UIScaling: TUIScaling
read FUIScaling write SetUIScaling default usNone;
{ Reference width and height to which we fit the container size
(as seen by TUIControl implementations) when UIScaling is
usEncloseReferenceSize or usFitReferenceSize.
See @link(usEncloseReferenceSize) and @link(usFitReferenceSize)
for precise description how this works.
Set both these properties, or set only one (and leave the other as zero).
@groupBegin }
property UIReferenceWidth: Integer
read FUIReferenceWidth write SetUIReferenceWidth default 0;
property UIReferenceHeight: Integer
read FUIReferenceHeight write SetUIReferenceHeight default 0;
{ @groupEnd }
{ Scale of the container size (as seen by TUIControl implementations)
when UIScaling is usExplicitScale.
See @link(usExplicitScale) for precise description how this works. }
property UIExplicitScale: Single
read FUIExplicitScale write SetUIExplicitScale default 1.0;
end;
{ Base class for things that listen to user input. }
TInputListener = class(TComponent)
private
FOnVisibleChange: TNotifyEvent;
FContainer: TUIContainer;
FCursor: TMouseCursor;
FOnCursorChange: TNotifyEvent;
FExclusiveEvents: boolean;
procedure SetCursor(const Value: TMouseCursor);
protected
{ Container sizes.
@groupBegin }
function ContainerWidth: Cardinal;
function ContainerHeight: Cardinal;
function ContainerRect: TRectangle;
function ContainerSizeKnown: boolean;
{ @groupEnd }
procedure SetContainer(const Value: TUIContainer); virtual;
{ Called when @link(Cursor) changed.
In TUIControl class, just calls OnCursorChange. }
procedure DoCursorChange; virtual;
public
constructor Create(AOwner: TComponent); override;
(*Handle press or release of a key, mouse button or mouse wheel.
Return @true if the event was somehow handled.
In this class this always returns @false, when implementing
in descendants you should override it like
@longCode(#
Result := inherited;
if Result then Exit;
{ ... And do the job here.
In other words, the handling of events in inherited
class should have a priority. }
#)
Note that releasing of mouse wheel is not implemented for now,
neither by CastleWindow or Lazarus CastleControl.
@groupBegin *)
function Press(const Event: TInputPressRelease): boolean; virtual;
function Release(const Event: TInputPressRelease): boolean; virtual;
{ @groupEnd }
{ Motion of mouse or touch. }
function Motion(const Event: TInputMotion): boolean; virtual;
{ Rotation detected by sensor.
Used for example by 3Dconnexion devices or touch controls.
@param X X axis (tilt forward/backwards)
@param Y Y axis (rotate)
@param Z Z axis (tilt sidewards)
@param Angle Angle of rotation
@param(SecondsPassed The time passed since last SensorRotation call.
This is necessary because some sensors, e.g. 3Dconnexion,
may *not* reported as often as normal @link(Update) calls.) }
function SensorRotation(const X, Y, Z, Angle: Double; const SecondsPassed: Single): boolean; virtual;
{ Translation detected by sensor.
Used for example by 3Dconnexion devices or touch controls.
@param X X axis (move left/right)
@param Y Y axis (move up/down)
@param Z Z axis (move forward/backwards)
@param Length Length of the vector consisting of the above
@param(SecondsPassed The time passed since last SensorRotation call.
This is necessary because some sensors, e.g. 3Dconnexion,
may *not* reported as often as normal @link(Update) calls.) }
function SensorTranslation(const X, Y, Z, Length: Double; const SecondsPassed: Single): boolean; virtual;
{ Axis movement detected by joystick
@param JoyID ID of joystick with pressed button
@param Axis Number of moved axis }
function JoyAxisMove(const JoyID, Axis: Byte): boolean; virtual;
{ Joystick button pressed.
@param JoyID ID of joystick with pressed button
@param Button Number of pressed button }
function JoyButtonPress(const JoyID, Button: Byte): boolean; virtual;
{ Control may do here anything that must be continously repeated.
E.g. camera handles here falling down due to gravity,
rotating model in Examine mode, and many more.
@param(SecondsPassed Should be calculated like TFramesPerSecond.SecondsPassed,
and usually it's in fact just taken from TCastleWindowCustom.Fps.SecondsPassed.)
This method may be used, among many other things, to continously
react to the fact that user pressed some key (or mouse button).
For example, if holding some key should move some 3D object,
you should do something like:
@longCode(#
if HandleInput then
begin
if Container.Pressed[K_Right] then
Transform.Position := Transform.Position + Vector3(SecondsPassed * 10, 0, 0);
HandleInput := not ExclusiveEvents;
end;
#)
Instead of directly using a key code, consider also
using TInputShortcut that makes the input key nicely configurable.
See engine tutorial about handling inputs.
Multiplying movement by SecondsPassed makes your
operation frame-rate independent. Object will move by 10
units in a second, regardless of how many FPS your game has.
The code related to HandleInput is important if you write
a generally-useful control that should nicely cooperate with all other
controls, even when placed on top of them or under them.
The correct approach is to only look at pressed keys/mouse buttons
if HandleInput is @true. Moreover, if you did check
that HandleInput is @true, and you did actually handle some keys,
then you have to set @code(HandleInput := not ExclusiveEvents).
As ExclusiveEvents is @true in normal circumstances,
this will prevent the other controls (behind the current control)
from handling the keys (they will get HandleInput = @false).
And this is important to avoid doubly-processing the same key press,
e.g. if two controls react to the same key, only the one on top should
process it.
Note that to handle a single press / release (like "switch
light on when pressing a key") you should rather
use @link(Press) and @link(Release) methods. Use this method
only for continous handling (like "holding this key makes
the light brighter and brighter").
To understand why such HandleInput approach is needed,
realize that the "Update" events are called
differently than simple mouse and key events like "Press" and "Release".
"Press" and "Release" events
return whether the event was somehow "handled", and the container
passes them only to the controls under the mouse (decided by
@link(TUIControl.CapturesEventsAtPosition)). And as soon as some control says it "handled"
the event, other controls (even if under the mouse) will not
receive the event.
This approach is not suitable for Update events. Some controls
need to do the Update job all the time,
regardless of whether the control is under the mouse and regardless
of what other controls already did. So all controls (well,
all controls that exist, in case of TUIControl,
see TUIControl.GetExists) receive Update calls.
So the "handled" status is passed through HandleInput.
If a control is not under the mouse, it will receive HandleInput
= @false. If a control is under the mouse, it will receive HandleInput
= @true as long as no other control on top of it didn't already
change it to @false. }
procedure Update(const SecondsPassed: Single;
var HandleInput: boolean); virtual;
{ Called always when some visible part of this control
changes. In the simplest case, this is used by the controls manager to
know when we need to redraw the control.
In this class this simply calls OnVisibleChange (if assigned).
@param(RectOrCursorChanged Set to @true if the final control size
or position on the screen, or cursor, changed. This simply causes a call
to @link(TUIContainer.UpdateFocusAndMouseCursor).) }
procedure VisibleChange(const RectOrCursorChanged: boolean = false); virtual;
{ Called always when some visible part of this control
changes. In the simplest case, this is used by the controls manager to
know when we need to redraw the control.
Be careful when handling this event, various changes may cause this,
so be prepared to handle OnVisibleChange at every time.
@seealso VisibleChange }
property OnVisibleChange: TNotifyEvent
read FOnVisibleChange write FOnVisibleChange;
{ Allow window containing this control to suspend waiting for user input.
Typically you want to override this to return @false when you do
something in the overridden @link(Update) method.
In this class, this simply returns always @true.
@seeAlso TCastleWindowCustom.AllowSuspendForInput }
function AllowSuspendForInput: boolean; virtual;
{ You can resize/reposition your component here,
for example set @link(TUIControl.Left) or @link(TUIControl.Bottom), to react to parent
size changes.
Called always when the container (component or window with OpenGL context)
size changes. Called only when the OpenGL context of the container
is initialized, so you can be sure that this is called only between
GLContextOpen and GLContextClose.
We also make sure to call this once when inserting into
the controls list
(like @link(TCastleWindowCustom.Controls) or
@link(TCastleControlCustom.Controls) or inside parent TUIControl),
if inserting into the container/parent
with already initialized OpenGL context. If inserting into the container/parent
without OpenGL context initialized, it will be called later,
when OpenGL context will get initialized, right after GLContextOpen.
In other words, this is always called to let the control know
the size of the container, if and only if the OpenGL context is
initialized. }
procedure Resize; virtual;
procedure ContainerResize(const AContainerWidth, AContainerHeight: Cardinal); virtual; deprecated 'use Resize';
{ Container of this control. When adding control to container's Controls
list (like TCastleWindowCustom.Controls) container will automatically
set itself here, and when removing from container this will be changed
back to @nil.
May be @nil if this control is not yet inserted into any container. }
property Container: TUIContainer read FContainer write SetContainer;
{ Mouse cursor over this control.
When user moves mouse over the Container, the currently focused
(topmost under the cursor) control determines the mouse cursor look. }
property Cursor: TMouseCursor read FCursor write SetCursor default mcDefault;
{ Event called when the @link(Cursor) property changes.
This event is, in normal circumstances, used by the Container,
so you should not use it in your own programs. }
property OnCursorChange: TNotifyEvent
read FOnCursorChange write FOnCursorChange;
{ Design note: ExclusiveEvents is not published now, as it's too "obscure"
(for normal usage you don't want to deal with it). Also, it's confusing
on TCastleSceneCore, the name suggests it relates to ProcessEvents (VRML events,
totally not related to this property that is concerned with handling
TUIControl events.) }
{ Should we disable further mouse / keys handling for events that
we already handled in this control. If @true, then our events will
return @true for mouse and key events handled.
This means that events will not be simultaneously handled by both this
control and some other (or camera or normal window callbacks),
which is usually more sensible, but sometimes somewhat limiting. }
property ExclusiveEvents: boolean
read FExclusiveEvents write FExclusiveEvents default true;
end;
{ Position for relative layout of one control in respect to another.
@deprecated Deprecated, rather use cleaner
THorizontalPosition and TVerticalPosition.
}
TPositionRelative = (
prLow,
prMiddle,
prHigh
) deprecated;
{ Basic 2D control class. All controls derive from this class,
overriding chosen methods to react to some events.
Various user interface containers (things that directly receive messages
from something outside, like operating system, windowing library etc.)
implement support for such controls.
Control has children controls, see @link(Controls) and @link(ControlsCount).
Parent control is recorded inside @link(Parent). A control
may only be a child of one other control --- that is, you cannot
insert to the 2D hierarchy the same control multiple times
(in TCastleTransform hierarchy, such trick is allowed).
Control may handle mouse/keyboard input, see @link(Press) and @link(Release)
methods.
Various methods return boolean saying if input event is handled.
The idea is that not handled events are passed to the next
control suitable. Handled events are generally not processed more
--- otherwise the same event could be handled by more than one listener,
which is bad. Generally, return ExclusiveEvents if anything (possibly)
was done (you changed any field value etc.) as a result of this,
and only return @false when you're absolutely sure that nothing was done
by this control.
Every control also has a position and takes some rectangular space
on the container.
The position is controlled using the @link(Left), @link(Bottom) fields.
The rectangle where the control is visible can be queried using
the @link(Rect) or @link(ScreenRect) methods.
Note that each descendant has it's own definition of the size of the control.
E.g. some descendants may automatically calculate the size
(based on text or images or such placed within the control).
Some descendants may allow to control the size explicitly
using fields like Width, Height, FullSize.
Some descendants may allow both approaches, switchable by
property like TCastleButton.AutoSize or TCastleImageControl.Stretch.
The base @link(TUIControl.Rect) returns always an empty rectangle,
most descendants will want to override it (you can also ignore the issue
in your own TUIControl descendants, if the given control size will
never be used for anything).
All screen (mouse etc.) coordinates passed here should be in the usual
window system coordinates, that is (0, 0) is left-top window corner.
(Note that this is contrary to the usual OpenGL 2D system,
where (0, 0) is left-bottom window corner.) }
TUIControl = class abstract(TInputListener)
private
FDisableContextOpenClose: Cardinal;
FFocused: boolean;
FGLInitialized: boolean;
FExists: boolean;
{$warnings off} // knowingly using deprecated stuff
FRenderStyle: TRenderStyle;
{$warnings on}
FControls: TChildrenControls;
FLeft: Integer;
FBottom: Integer;
FParent: TUIControl; //< null means that parent is our owner
FHasHorizontalAnchor: boolean;
FHorizontalAnchorSelf, FHorizontalAnchorParent: THorizontalPosition;
FHorizontalAnchorDelta: Integer;
FHasVerticalAnchor: boolean;
FVerticalAnchorSelf, FVerticalAnchorParent: TVerticalPosition;
FVerticalAnchorDelta: Integer;
FEnableUIScaling: boolean;
FKeepInFront, FCapturesEvents: boolean;
procedure SetExists(const Value: boolean);
function GetControls(const I: Integer): TUIControl;
procedure SetControls(const I: Integer; const Item: TUIControl);
procedure CreateControls;
{ This takes care of some internal quirks with saving Left property
correctly. (Because TComponent doesn't declare, but saves/loads a "magic"
property named Left during streaming. This is used to place non-visual
components on the form. Our Left is completely independent from this.) }
procedure ReadRealLeft(Reader: TReader);
procedure WriteRealLeft(Writer: TWriter);
procedure ReadLeft(Reader: TReader);
procedure ReadTop(Reader: TReader);
procedure WriteLeft(Writer: TWriter);
procedure WriteTop(Writer: TWriter);
procedure SetLeft(const Value: Integer);
procedure SetBottom(const Value: Integer);
procedure SetHasHorizontalAnchor(const Value: boolean);
procedure SetHorizontalAnchorSelf(const Value: THorizontalPosition);
procedure SetHorizontalAnchorParent(const Value: THorizontalPosition);
procedure SetHorizontalAnchorDelta(const Value: Integer);
procedure SetHasVerticalAnchor(const Value: boolean);
procedure SetVerticalAnchorSelf(const Value: TVerticalPosition);
procedure SetVerticalAnchorParent(const Value: TVerticalPosition);
procedure SetVerticalAnchorDelta(const Value: Integer);
procedure SetEnableUIScaling(const Value: boolean);
{ Like @link(Rect) but with anchors effect applied. }
function RectWithAnchors(const CalculateEvenWithoutContainer: boolean = false): TRectangle;
protected
procedure DefineProperties(Filer: TFiler); override;
procedure SetContainer(const Value: TUIContainer); override;
{ The left-bottom corner scaled by UIScale,
useful for implementing overridden @code(Rect) methods. }
function LeftBottomScaled: TVector2Integer;
procedure UIScaleChanged; virtual;
//procedure DoCursorChange; override;
public
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
property Controls [Index: Integer]: TUIControl read GetControls write SetControls;
function ControlsCount: Integer;
{ Add child control, at the front of other children. }
procedure InsertFront(const NewItem: TUIControl); overload;
procedure InsertFrontIfNotExists(const NewItem: TUIControl);
procedure InsertFront(const NewItems: TUIControlList); overload;
{ Add child control, at the back of other children. }
procedure InsertBack(const NewItem: TUIControl); overload;
procedure InsertBackIfNotExists(const NewItem: TUIControl);
procedure InsertBack(const NewItems: TUIControlList); overload;
{ Remove control added by @link(InsertFront) or @link(InsertBack). }
procedure RemoveControl(Item: TUIControl);
{ Remove all child controls added by @link(InsertFront) or @link(InsertBack). }
procedure ClearControls;
{ Return whether item really exists, see @link(Exists).
Non-existing item does not receive any of the render or input or update calls.
They only receive @link(GLContextOpen), @link(GLContextClose), @link(Resize)
calls.
It TUIControl class, this returns the value of @link(Exists) property.
May be overridden in descendants, to return something more complicated,
but it should always be a logical "and" with the inherited @link(GetExists)
implementation (so setting the @code(Exists := false) will always work),
like
@longCode(#
Result := (inherited GetExists) and MyComplicatedConditionForExists;
#) }
function GetExists: boolean; virtual;
{ Does this control capture events under this screen position.
The default implementation simply checks whether Position
is inside ScreenRect now. It also checks whether @link(CapturesEvents) is @true.
Always treated like @false when GetExists returns @false,
so the implementation of this method only needs to make checks assuming that
GetExists = @true. }
function CapturesEventsAtPosition(const Position: TVector2): boolean; virtual;
{ Prepare your resources, right before drawing.
Called only when @link(GetExists) and GLInitialized.
@bold(Do not explicitly call this method.)
Instead, render controls by adding them to the
@link(TUIContainer.Controls) list, or render them explicitly
(for off-screen rendering) by @link(TGLContainer.RenderControl).
}
procedure BeforeRender; virtual;
{ Render a control. Called only when @link(GetExists) and GLInitialized,
you can depend on it in the implementation of this method.
@bold(Do not explicitly call this method.)
Instead, render controls by adding them to the
@link(TUIContainer.Controls) list, or render them explicitly
(for off-screen rendering) by @link(TGLContainer.RenderControl).
This is method should only be overridden in your own code.
Before calling this method we always set some OpenGL state,
and you can depend on it (and you can carelessly change it,
as it will be reset again before rendering other control).
OpenGL state always set:
@unorderedList(
@item(glViewport is set to include whole container.)
@item(Depth test is off.)
@item(@italic((For fixed-function pipeline:))
The 2D orthographic projection is always set at the beginning.
Useful for 2D controls, 3D controls can just override projection
matrix, e.g. use @link(CastleGLUtils.PerspectiveProjection).)
@item(@italic((For fixed-function pipeline:))
The modelview matrix is set to identity. The matrix mode
is always modelview.)
@item(@italic((For fixed-function pipeline:))
The raster position is set to (0,0).
The (deprecated) WindowPos is also set to (0,0).)
@item(@italic((For fixed-function pipeline:))
Texturing, lighting, fog is off.)
)
Beware that GLSL @link(TGLSLProgram.Current) has undefined value when this is called.
You should always set it, before making direct OpenGL drawing calls
(all the engine drawing routines of course do it already, this is only a concern
if you make direct OpenGL / OpenGLES calls). }
procedure Render; virtual;
{ Render a control contents @italic(over the children controls).
This is analogous to @link(Render), but it executes after children are drawn.
You should usually prefer to override @link(Render) instead of this method,
as the convention is that the parent is underneath children. }
procedure RenderOverChildren; virtual;
{ Determines the rendering order.
All controls with RenderStyle = rs3D are drawn first.
Then all the controls with RenderStyle = rs2D are drawn.
Among the controls with equal RenderStyle, their order
on TUIContainer.Controls list determines the rendering order. }
property RenderStyle: TRenderStyle read FRenderStyle write FRenderStyle default rs2D;
deprecated 'do not use this to control front-back UI controls order, better to use controls order and TUIControl.KeepInFront';
{ Render a tooltip of this control. If you want to have tooltip for
this control detected, you have to override TooltipExists.
Then the TCastleWindowCustom.TooltipVisible will be detected,
and your TooltipRender will be called.
The values of rs2D and rs3D are interpreted in the same way
as RenderStyle. And TooltipRender is called in the same way as @link(Render),
so e.g. you can safely assume that modelview matrix is identity
and (for 2D) WindowPos is zero.
TooltipRender is always called as a last (front-most) 2D or 3D control.
@groupBegin }
function TooltipStyle: TRenderStyle; virtual;
deprecated 'do not use this to control front-back UI controls order, better to use controls order and TUIControl.KeepInFront';
function TooltipExists: boolean; virtual;
procedure TooltipRender; virtual;
{ @groupEnd }
{ Initialize your OpenGL resources.
This is called when OpenGL context of the container is created,
or when the control is added to the already existing context.
In other words, this is the moment when you can initialize
OpenGL resources, like display lists, VBOs, OpenGL texture names, etc.
As an exception, this is called regardless of the GetExists value.
This way a control can prepare it's resources, regardless if it exists now. }
procedure GLContextOpen; virtual;
{ Destroy your OpenGL resources.
Called when OpenGL context of the container is destroyed.
Also called when controls is removed from the container
@code(Controls) list. Also called from the destructor.
You should release here any resources that are tied to the
OpenGL context. In particular, the ones created in GLContextOpen.
As an exception, this is called regardless of the GetExists value.
This way a control can release it's resources, regardless if it exists now. }
procedure GLContextClose; virtual;
property GLInitialized: boolean read FGLInitialized default false;
{ When non-zero, control will not receive GLContextOpen and
GLContextClose events when it is added/removed from the
@link(TUIContainer.Controls) list.
This can be useful as an optimization, to keep the OpenGL resources
created even for controls that are not present on the
@link(TUIContainer.Controls) list. @italic(This must used
very, very carefully), as bad things will happen if the actual OpenGL
context will be destroyed while the control keeps the OpenGL resources
(because it had DisableContextOpenClose > 0). The control will then
remain having incorrect OpenGL resource handles, and will try to use them,
causing OpenGL errors or at least weird display artifacts.
Most of the time, when you think of using this, you should instead
use the @link(TUIControl.Exists) property. This allows you to keep the control
of the @link(TUIContainer.Controls) list, and it will be receive
GLContextOpen and GLContextClose events as usual, but will not exist
for all other purposes.
Using this mechanism is only sensible if you want to reliably hide a control,
but also allow readding it to the @link(TUIContainer.Controls) list,
and then you want to show it again. This is useful for CastleWindowModes,
that must push (and then pop) the controls, but then allows the caller
to modify the controls list. And some games, e.g. castle1, add back
some (but not all) of the just-hidden controls. For example the TCastleNotifications
instance is added back, to be visible even in the menu mode.
This means that CastleWindowModes cannot just modify the TUIContainer.Exists
value, leaving the control on the @link(TUIContainer.Controls) list:
it would leave the TUIControl existing many times on the @link(TUIContainer.Controls)
list, with the undefined TUIContainer.Exists value. }
property DisableContextOpenClose: Cardinal
read FDisableContextOpenClose write FDisableContextOpenClose;
{ Called when this control becomes or stops being focused,
that is: under the mouse cursor and will receive events.
In this class, they simply update Focused property.
You can override this to react to mouse enter / mouse exit events. }
procedure SetFocused(const Value: boolean); virtual;
property Focused: boolean read FFocused write SetFocused;
property Parent: TUIControl read FParent;
{ Position and size of this control, assuming it exists,
in local coordinates (relative to parent 2D control).
@unorderedList(
@item(@bold(This must ignore)
the current value of the @link(GetExists) method
and @link(Exists) property, that is: the result of this function
assumes that control does exist.)
@item(@bold(This must ignore) the anchors. Their effect is applied
outside of this method.)
@item(@bold(This must take into account) UI scaling.
This method must calculate a result already multiplied by @link(UIScale).
In simple cases, this can be done easily, like this:
@longCode(#
function TMyControl.Rect: TRectangle;
begin
Result := Rectangle(Left, Bottom, Width, Height).ScaleAround0(UIScale);
end;
#)
In fact, TUIControlSizeable already provides such implementation
for you.)
)
In this class, returns empty rectangle (zero width and height) with
Left and Bottom correctly set (scaled by @link(UIScale)).
@seealso CalculatedRect
}
function Rect: TRectangle; virtual;
{ Final position and size of this control, assuming it exists,
in local coordinates (relative to parent 2D control),
@italic(without UI scaling).
Useful if you want to base other controls size/position on this control
calculated size/position.
This is similar to @link(Rect), but:
@unorderedList(
@item(@bold(This takes into account) the anchors.)
@item(@bold(This ignores) the UI scaling.)
)
@bold(If you implement descendants of this class): Note that you
cannot override this method. It is implemented by simply taking
@code(RectWithAnchors) result (which in turn is derived from @link(Rect) result)
and dividing it by UIScale. This should always be correct.
Maybe in the future overriding this can be possible, but only for the sake
of more optimal implementation.
If you implement descendants, you should rather think about overriding
the @link(Rect) method, if your control has special sizing mechanism.
The reason why we prefer overriding @link(Rect) (and CalculatedRect is just
derived from it), not the other way around:
it is because font measurements are already done in scaled coordinates
(because UI scaling changes font size for TUIControlFont).
So things like TCastleLabel have to calculate size in scaled coordinates
anyway, and the unscaled size can only be derived from it by division.
@seealso Rect }
function CalculatedRect: TRectangle;
{ Calculated width of the control, without UI scaling.
Useful if you want to base other controls size/position on this control
calculated size.
Unlike various other width properties of descendants (like
@link(TUIControlSizeable.Width) or @link(TCastleImageControl.Width)),
this is the @italic(calculated) size, not the desired size.
So this is already processed by any auto-sizing mechanism
(e.g. TCastleImageControl may adjust it's own size to the underlying image,
depending on settings).
Unlike @code(Rect.Width), this does not have UI scaling applied.
It is always equal to just @code(CalculatedRect.Width).
@seealso CalculatedRect }
function CalculatedWidth: Cardinal;
{ Calculated height of the control, without UI scaling.
Useful if you want to base other controls size/position on this control
calculated size.
Unlike various other height properties of descendants (like
@link(TUIControlSizeable.Height) or @link(TCastleImageControl.Height)),
this is the @italic(calculated) size, not the desired size.
So this is already processed by any auto-sizing mechanism
(e.g. TCastleImageControl may adjust it's own size to the underlying image,
depending on settings).
Unlike @code(Rect.Height), this does not have UI scaling applied.
It is always equal to just @code(CalculatedRect.Height).
@seealso CalculatedRect }
function CalculatedHeight: Cardinal;
{ Position and size of this control, assuming it exists, in screen (container)
coordinates. }
function ScreenRect: TRectangle;
{ How to translate local coords to screen.
If you use UI scaling, this works in final coordinates
(after scaling, real pixels on screen). }
function LocalToScreenTranslation: TVector2Integer;
{ Rectangle filling the parent control (or coordinates), in local coordinates.
Since this is in local coordinates, the returned rectangle Left and Bottom
are always zero.
This is already scaled by UI scaling, since it's derived from @link(Rect)
size that should also be already scaled. }
function ParentRect: TRectangle;
{ Quick way to enable horizontal anchor, to automatically keep this
control aligned to parent. Sets @link(HasHorizontalAnchor),
@link(HorizontalAnchorSelf), @link(HorizontalAnchorParent),
@link(HorizontalAnchorDelta). }
procedure Anchor(const AHorizontalAnchor: THorizontalPosition;
const AHorizontalAnchorDelta: Integer = 0); overload;
{ Quick way to enable horizontal anchor, to automatically keep this
control aligned to parent. Sets @link(HasHorizontalAnchor),
@link(HorizontalAnchorSelf), @link(HorizontalAnchorParent),
@link(HorizontalAnchorDelta). }
procedure Anchor(
const AHorizontalAnchorSelf, AHorizontalAnchorParent: THorizontalPosition;
const AHorizontalAnchorDelta: Integer = 0); overload;
{ Quick way to enable vertical anchor, to automatically keep this
control aligned to parent. Sets @link(HasVerticalAnchor),
@link(VerticalAnchorSelf), @link(VerticalAnchorParent),
@link(VerticalAnchorDelta). }
procedure Anchor(const AVerticalAnchor: TVerticalPosition;
const AVerticalAnchorDelta: Integer = 0); overload;
{ Quick way to enable vertical anchor, to automatically keep this
control aligned to parent. Sets @link(HasVerticalAnchor),
@link(VerticalAnchorSelf), @link(VerticalAnchorParent),
@link(VerticalAnchorDelta). }
procedure Anchor(
const AVerticalAnchorSelf, AVerticalAnchorParent: TVerticalPosition;
const AVerticalAnchorDelta: Integer = 0); overload;
{ Immediately position the control with respect to the parent
by adjusting @link(Left).
Deprecated, use @link(Align) with THorizontalPosition. }
procedure AlignHorizontal(
const ControlPosition: TPositionRelative = prMiddle;
const ContainerPosition: TPositionRelative = prMiddle;
const X: Integer = 0); deprecated 'use Align or Anchor';
{ Immediately position the control with respect to the parent
by adjusting @link(Left).
Note that using @link(Anchor) is often more comfortable than this method,
since you only need to set anchor once (for example, right after creating
the control). In contract, adjusting position using this method
will typically need to be repeated at each window on resize,
like in @link(TCastleWindowCustom.OnResize). }
procedure Align(
const ControlPosition: THorizontalPosition;
const ContainerPosition: THorizontalPosition;
const X: Integer = 0); overload;
{ Immediately position the control with respect to the parent
by adjusting @link(Bottom).
Deprecated, use @link(Align) with TVerticalPosition. }
procedure AlignVertical(
const ControlPosition: TPositionRelative = prMiddle;
const ContainerPosition: TPositionRelative = prMiddle;
const Y: Integer = 0); deprecated 'use Align or Anchor';
{ Immediately position the control with respect to the parent
by adjusting @link(Bottom).
Note that using @link(Anchor) is often more comfortable than this method,
since you only need to set anchor once (for example, right after creating
the control). In contract, adjusting position using this method
will typically need to be repeated at each window on resize,
like in @link(TCastleWindowCustom.OnResize). }
procedure Align(
const ControlPosition: TVerticalPosition;
const ContainerPosition: TVerticalPosition;
const Y: Integer = 0); overload;
{ Immediately center the control within the parent,
both horizontally and vertically.
Note that using @link(Anchor) is often more comfortable than this method,
since you only need to set anchor once. For example, right after creating
the control call @code(Anchor(hpMiddle); Anchor(vpMiddle);).
In contrast, adjusting position using this method
will typically need to be repeated at each window on resize,
like in @link(TCastleWindowCustom.OnResize). }
procedure Center;
{ UI scale of this control, derived from container
(see @link(TUIContainer.UIScaling).
All the drawing and measuring inside your control must take this into
account. The final @link(Rect) result must already take this scaling
into account, so that parent controls may depend on it.
All descendants, like TUIControlSizeable, provide a @link(Rect) implementation
that does what is necessary. }
function UIScale: Single;
published
{ Not existing control is not visible, it doesn't receive input
and generally doesn't exist from the point of view of user.
You can also remove this from controls list (like
@link(TCastleWindowCustom.Controls)), but often it's more comfortable
to set this property to false. }
property Exists: boolean read FExists write SetExists default true;
property Left: Integer read FLeft write SetLeft stored false default 0;
property Bottom: Integer read FBottom write SetBottom default 0;
{ Automatically adjust horizontal position to align us to
the parent horizontally. Note that the value of @link(Left) remains
unchanged (it is just ignored), using the anchors only modifies the output
of the @link(ScreenRect) value that should be used for rendering/physics.
@italic(Anchor distance is automatically affected by @link(TUIContainer.UIScaling).) }
property HasHorizontalAnchor: boolean
read FHasHorizontalAnchor write SetHasHorizontalAnchor default false;
{ Which @bold(our) border to align (it's aligned
to parent @link(HorizontalAnchorParent) border),
only used if @link(HasHorizontalAnchor). }
property HorizontalAnchorSelf: THorizontalPosition
read FHorizontalAnchorSelf write SetHorizontalAnchorSelf default hpLeft;
{ Which @bold(parent) border is aligned to our @link(HorizontalAnchorSelf) border,
only used if @link(HasHorizontalAnchor). }
property HorizontalAnchorParent: THorizontalPosition
read FHorizontalAnchorParent write SetHorizontalAnchorParent default hpLeft;
{ Delta between our border and parent,
only used if @link(HasHorizontalAnchor). }
property HorizontalAnchorDelta: Integer
read FHorizontalAnchorDelta write SetHorizontalAnchorDelta default 0;
{ Automatically adjust vertical position to align us to
the parent vertically. Note that the value of @link(Bottom) remains
unchanged (it is tjust ignored), using the anchors only modifies the output
of the @link(ScreenRect) value that should be used for rendering/physics.
@italic(Anchor distance is automatically affected by @link(TUIContainer.UIScaling).) }
property HasVerticalAnchor: boolean
read FHasVerticalAnchor write SetHasVerticalAnchor default false;
{ Which @bold(our) border to align (it's aligned
to parent @link(VerticalAnchorParent) border),
only used if @link(HasVerticalAnchor). }
property VerticalAnchorSelf: TVerticalPosition
read FVerticalAnchorSelf write SetVerticalAnchorSelf default vpBottom;
{ Which @bold(parent) border is aligned to our @link(VerticalAnchorSelf) border,
only used if @link(HasVerticalAnchor). }
property VerticalAnchorParent: TVerticalPosition
read FVerticalAnchorParent write SetVerticalAnchorParent default vpBottom;
{ Delta between our border and parent,
only used if @link(HasVerticalAnchor). }
property VerticalAnchorDelta: Integer
read FVerticalAnchorDelta write SetVerticalAnchorDelta default 0;
{ Enable or disable UI scaling for this particular control.
See more about UI scaling on @link(TUIContainer.UIScaling) and
@link(TUIControl.UIScale). Setting this to @false forces
@link(TUIControl.UIScale) to always return 1.0.
Note that this does not work recursively, i.e. it does not affect
the children of this control. Setting this to @false does not prevent
UI scaling on children (you have to turn it off explicitly for children too,
if you need to disable UI scaling recursively). }
property EnableUIScaling: boolean
read FEnableUIScaling write SetEnableUIScaling default true;
{ Keep the control in front of other controls (with KeepInFront=@false)
when inserting.
TODO: Do not change this propertyu while the control is already
a children of something. }
property KeepInFront: boolean read FKeepInFront write FKeepInFront
default false;
property CapturesEvents: boolean read FCapturesEvents write FCapturesEvents
default true;
end;
{ UI control with configurable size.
By itself, this does not show anything. But it's useful as an ancestor
class for new UI classes that want their size to be fully configurable,
or as a container for UI children. }
TUIControlSizeable = class(TUIControl)
strict private
FWidth, FHeight: Cardinal;
FFullSize: boolean;
procedure SetWidth(const Value: Cardinal);
procedure SetHeight(const Value: Cardinal);
procedure SetFullSize(const Value: boolean);
public
constructor Create(AOwner: TComponent); override;
{ Position and size of the control, assuming it exists.
Looks at @link(FullSize) value, and the parent size
(when @link(FullSize) is @true), or at the properties
@link(Left), @link(Bottom), @link(Width), @link(Height)
(when @link(FullSize) is @false). }
function Rect: TRectangle; override;
published
{ Control size.
When FullSize is @true, the control always fills
the whole parent (like TCastleWindow or TCastleControl,
if you just placed the control on TCastleWindowCustom.Controls
or TCastleControlCustom.Controls),
and the values of @link(TUIControl.Left Left),
@link(TUIControl.Bottom Bottom), @link(Width), @link(Height) are ignored.
@seealso TUIControl.Rect
@groupBegin }
property FullSize: boolean read FFullSize write SetFullSize default false;
property Width: Cardinal read FWidth write SetWidth default 0;
property Height: Cardinal read FHeight write SetHeight default 0;
{ @groupEnd }
end;
{ Simple list of TUIControl instances. }
TUIControlList = class({$ifdef CASTLE_OBJFPC}specialize{$endif} TObjectList<TUIControl>)
public
{ Add child control, at the front of other children. }
procedure InsertFront(const NewItem: TUIControl); overload;
procedure InsertFrontIfNotExists(const NewItem: TUIControl);
procedure InsertFront(const NewItems: TUIControlList); overload;
{ Add child control, at the back of other children. }
procedure InsertBack(const NewItem: TUIControl); overload;
procedure InsertBackIfNotExists(const NewItem: TUIControl);
procedure InsertBack(const NewItems: TUIControlList); overload;
{ Insert, honoring @link(TUIControl.KeepInFront). }
procedure InsertWithZOrder(Index: Integer; const Item: TUIControl);
end;
TUIControlClass = class of TUIControl;
TUIControlPos = TUIControl deprecated 'use TUIControl class';
TUIRectangularControl = TUIControl deprecated 'use TUIControl class';
{ List of UI controls, with a parent control and container.
Ordered from back to front.
Used for @link(TUIContainer.Controls). }
TChildrenControls = class
private
FParent: TUIControl;
FContainer: TUIContainer;
procedure RegisterContainer(const C: TUIControl; const AContainer: TUIContainer);
procedure UnregisterContainer(const C: TUIControl; const AContainer: TUIContainer);
procedure SetContainer(const AContainer: TUIContainer);
property Container: TUIContainer read FContainer write SetContainer;
type
TMyObjectList = class(TCastleObjectList)
Parent: TChildrenControls;
{ Pass notifications to Parent. }
procedure Notify(Ptr: Pointer; Action: TListNotification); override;
end;
TCaptureFreeNotifications = class(TComponent)
protected
Parent: TChildrenControls;
{ Pass notifications to Parent. }
procedure Notification(AComponent: TComponent; Operation: TOperation); override;
end;
var
FList: TMyObjectList;
FCaptureFreeNotifications: TCaptureFreeNotifications;
{$ifndef VER2_6}
{ Using this causes random crashes in -dRELEASE with FPC 2.6.x. }
type
TEnumerator = class
private
FList: TChildrenControls;
FPosition: Integer;
function GetCurrent: TUIControl;
public
constructor Create(AList: TChildrenControls);
function MoveNext: Boolean;
property Current: TUIControl read GetCurrent;
end;
{$endif}
function GetItem(const I: Integer): TUIControl;
procedure SetItem(const I: Integer; const Item: TUIControl);
{ React to add/remove notifications. }
procedure Notify(Ptr: Pointer; Action: TListNotification);
public
constructor Create(AParent: TUIControl);
destructor Destroy; override;
{$ifndef VER2_6}
function GetEnumerator: TEnumerator;
{$endif}
property Items[I: Integer]: TUIControl read GetItem write SetItem; default;
function Count: Integer;
procedure Assign(const Source: TChildrenControls);
{ Remove the Item from this list.
Note that the given Item should always exist only once on a list
(it is not allowed to add it multiple times), so there's no @code(RemoveAll)
method. }
procedure Remove(const Item: TUIControl);
procedure Clear;
procedure Add(const Item: TUIControl); deprecated 'use InsertFront or InsertBack';
procedure Insert(Index: Integer; const Item: TUIControl);
function IndexOf(const Item: TUIControl): Integer;
{ Make sure that NewItem is the only instance of given ReplaceClass
on the list, replacing old item if necesssary.
See TCastleObjectList.MakeSingle for precise description. }
function MakeSingle(ReplaceClass: TUIControlClass; NewItem: TUIControl;
AddFront: boolean = true): TUIControl;
{ Add at the end of the list. }
procedure InsertFront(const NewItem: TUIControl); overload;
procedure InsertFrontIfNotExists(const NewItem: TUIControl);
procedure InsertFront(const NewItems: TUIControlList); overload;
{ Add at the beginning of the list. }
procedure InsertBack(const NewItem: TUIControl); overload;
procedure InsertBackIfNotExists(const NewItem: TUIControl);
procedure InsertBack(const NewItems: TUIControlList); overload;
procedure InsertIfNotExists(const Index: Integer; const NewItem: TUIControl); deprecated 'use InsertFrontIfNotExists or InsertBackIfNotExists';
procedure AddIfNotExists(const NewItem: TUIControl); deprecated 'use InsertFrontIfNotExists or InsertBackIfNotExists';
{ BeginDisableContextOpenClose disables sending
TUIControl.GLContextOpen and TUIControl.GLContextClose to all the controls
on the list. EndDisableContextOpenClose ends this.
They work by increasing / decreasing the TUIControl.DisableContextOpenClose
for all the items on the list.
@groupBegin }
procedure BeginDisableContextOpenClose;
procedure EndDisableContextOpenClose;
{ @groupEnd }
end;
function OnGLContextOpen: TGLContextEventList; deprecated 'use ApplicationProperties.OnGLContextOpen';
function OnGLContextClose: TGLContextEventList; deprecated 'use ApplicationProperties.OnGLContextClose';
function IsGLContextOpen: boolean; deprecated 'use ApplicationProperties.IsGLContextOpen';
const
{ Deprecated name for rs2D. }
ds2D = rs2D deprecated;
{ Deprecated name for rs3D. }
ds3D = rs3D deprecated;
prLeft = prLow deprecated;
prRight = prHigh deprecated;
prBottom = prLow deprecated;
prTop = prHigh deprecated;
hpLeft = CastleRectangles.hpLeft ;
hpMiddle = CastleRectangles.hpMiddle;
hpRight = CastleRectangles.hpRight ;
vpBottom = CastleRectangles.vpBottom;
vpMiddle = CastleRectangles.vpMiddle;
vpTop = CastleRectangles.vpTop ;
implementation
uses CastleLog;
{ TTouchList ----------------------------------------------------------------- }
function TTouchList.FindFingerIndex(const FingerIndex: TFingerIndex): Integer;
begin
for Result := 0 to Count - 1 do
if List^[Result].FingerIndex = FingerIndex then
Exit;
Result := -1;
end;
function TTouchList.GetFingerIndexPosition(const FingerIndex: TFingerIndex): TVector2;
var
Index: Integer;
begin
Index := FindFingerIndex(FingerIndex);
if Index <> -1 then
Result := List^[Index].Position
else
Result := TVector2.Zero;
end;
procedure TTouchList.SetFingerIndexPosition(const FingerIndex: TFingerIndex;
const Value: TVector2);
var
Index: Integer;
NewTouch: PTouch;
begin
Index := FindFingerIndex(FingerIndex);
if Index <> -1 then
List^[Index].Position := Value else
begin
NewTouch := Add;
NewTouch^.FingerIndex := FingerIndex;
NewTouch^.Position := Value;
end;
end;
procedure TTouchList.RemoveFingerIndex(const FingerIndex: TFingerIndex);
var
Index: Integer;
begin
Index := FindFingerIndex(FingerIndex);
if Index <> -1 then
Delete(Index);
end;
{ TUIContainer --------------------------------------------------------------- }
constructor TUIContainer.Create(AOwner: TComponent);
begin
inherited;
FControls := TChildrenControls.Create(nil);
TChildrenControls(FControls).Container := Self;
FRenderStyle := rs2D;
FTooltipDelay := DefaultTooltipDelay;
FTooltipDistance := DefaultTooltipDistance;
FCaptureInput := TFingerIndexCaptureMap.Create;
FUIScaling := usNone;
FUIExplicitScale := 1.0;
FCalculatedUIScale := 1.0; // default safe value, in case some TUIControl will look here
FFocus := TUIControlList.Create(false);
FNewFocus := TUIControlList.Create(false);
FFps := TFramesPerSecond.Create;
FPressed := TKeysPressed.Create;
{ connect 3D device - 3Dconnexion device }
Mouse3dPollTimer := 0;
try
Mouse3d := T3DConnexionDevice.Create('Castle Control');
except
on E: Exception do
if Log then WritelnLog('3D Mouse', 'Exception %s when initializing T3DConnexionDevice: %s',
[E.ClassName, E.Message]);
end;
end;
destructor TUIContainer.Destroy;
begin
FreeAndNil(FPressed);
FreeAndNil(FFps);
FreeAndNil(FControls);
FreeAndNil(Mouse3d);
FreeAndNil(FCaptureInput);
FreeAndNil(FFocus);
FreeAndNil(FNewFocus);
{ set to nil by SetForceCaptureInput, to detach free notification }
ForceCaptureInput := nil;
inherited;
end;
procedure TUIContainer.Notification(AComponent: TComponent; Operation: TOperation);
begin
inherited;
{ Note: do not move niling FForceCaptureInput to DetachNotification,
as we don't want to nil the public property too eagerly, the value
of ForceCaptureInput should remain stable. }
if (Operation = opRemove) and (AComponent = FForceCaptureInput) then
{ set to nil by SetForceCaptureInput to clean nicely }
ForceCaptureInput := nil;
if (Operation = opRemove) and (AComponent is TUIControl) then
DetachNotification(TUIControl(AComponent));
end;
procedure TUIContainer.SetForceCaptureInput(const Value: TUIControl);
begin
if FForceCaptureInput <> Value then
begin
if FForceCaptureInput <> nil then
FForceCaptureInput.RemoveFreeNotification(Self);
FForceCaptureInput := Value;
if FForceCaptureInput <> nil then
FForceCaptureInput.FreeNotification(Self);
end;
end;
procedure TUIContainer.DetachNotification(const C: TUIControl);
var
Index: Integer;
FingerIndex: TFingerIndex;
begin
if FFocus <> nil then
begin
Index := FFocus.IndexOf(C);
if Index <> -1 then
begin
C.Focused := false;
FFocus.Delete(Index);
end;
end;
if FCaptureInput <> nil then
begin
while TryGetFingerOfControl(C, FingerIndex) do
FCaptureInput.Remove(FingerIndex);
end;
end;
function TUIContainer.TryGetFingerOfControl(const C: TUIControl; out Finger: TFingerIndex): boolean;
var
FingerControlPair: TFingerIndexCaptureMap.TDictionaryPair;
begin
{ search for control C among the FCaptureInput values, and return corresponding key }
for FingerControlPair in FCaptureInput do
if FingerControlPair.Value = C then
begin
Finger := FingerControlPair.Key;
Result := true;
Exit;
end;
Result := false;
end;
function TUIContainer.UseForceCaptureInput: boolean;
begin
Result :=
(ForceCaptureInput <> nil) and
(ForceCaptureInput.Container = Self) { currently added to our Controls tree } and
ForceCaptureInput.GetExists;
end;
procedure TUIContainer.UpdateFocusAndMouseCursor;
var
AnythingForcesNoneCursor: boolean;
{ Scan all Controls, recursively.
Update (add) to FNewFocus, update (set to true) AnythingForcesNoneCursor. }
procedure CalculateNewFocus;
{ AllowAddingToFocus is used to keep track whether we should
do FNewFocus.Add on new controls. This way when one control obscures
another, the obscured control does not land on the FNewFocus list.
However, the obscured control can still affect the AnythingForcesNoneCursor
value. }
procedure RecursiveCalculateNewFocus(const C: TUIControl; var AllowAddingToFocus: boolean);
var
I: Integer;
ChildAllowAddingToFocus: boolean;
begin
if (not (csDestroying in C.ComponentState)) and
C.GetExists and
C.CapturesEventsAtPosition(MousePosition) then
begin
if C.Cursor = mcForceNone then
AnythingForcesNoneCursor := true;
if AllowAddingToFocus then
begin
FNewFocus.Add(C);
// siblings to C, obscured by C, will not be added to FNewFocus
AllowAddingToFocus := false;
end;
// our children can be added to FNewFocus
ChildAllowAddingToFocus := true;
for I := C.ControlsCount - 1 downto 0 do
RecursiveCalculateNewFocus(C.Controls[I], ChildAllowAddingToFocus);
end;
end;
var
I: Integer;
AllowAddingToFocus: boolean;
begin
AllowAddingToFocus := true;
for I := Controls.Count - 1 downto 0 do
RecursiveCalculateNewFocus(Controls[I], AllowAddingToFocus);
end;
{ Possibly adds the control to FNewFocus and
updates the AnythingForcesNoneCursor if needed. }
procedure AddInFrontOfNewFocus(const C: TUIControl);
begin
if (not (csDestroying in C.ComponentState)) and
(FNewFocus.IndexOf(C) = -1) then
begin
FNewFocus.Add(C);
if C.Cursor = mcForceNone then
AnythingForcesNoneCursor := true;
end;
end;
function CalculateMouseCursor: TMouseCursor;
begin
Result := mcDefault;
if Focus.Count <> 0 then
Result := Focus.Last.Cursor;
if AnythingForcesNoneCursor then
Result := mcForceNone;
{ do not hide when container is not focused (mouse look doesn't work
then too, so better to not hide mouse) }
if (not Focused) and (Result in [mcNone, mcForceNone]) then
Result := mcDefault;
end;
var
I: Integer;
Tmp: TUIControlList;
ControlUnderFinger0: TUIControl;
begin
{ since this is called at the end of TChildrenControls.Notify after
some control is removed, we're paranoid here about checking csDestroying. }
{ FNewFocus is only used by this method. It is only managed by TUIControl
to avoid constructing/destructing it in every TUIContainer.UpdateFocusAndMouseCursor
call. }
FNewFocus.Clear;
AnythingForcesNoneCursor := false;
{ Do not scan Controls for focus when csDestroying (in which case Controls
list may be invalid). Testcase: exit with Alt + F4 from zombie_fighter
StateAskDialog. }
if not (csDestroying in ComponentState) then
begin
{ calculate new FNewFocus value, update AnythingForcesNoneCursor }
CalculateNewFocus;
{ add controls capturing the input (since they should have Focused = true to
show them as receiving input) on top of other controls
(so that e.g. TCastleOnScreenMenu underneath pressed-down button is
also still focused) }
if UseForceCaptureInput then
AddInFrontOfNewFocus(ForceCaptureInput) else
if FCaptureInput.TryGetValue(0, ControlUnderFinger0) then
AddInFrontOfNewFocus(ControlUnderFinger0);
{ update TUIControl.Focused values, based on differences between FFocus and FNewFocus }
for I := 0 to FNewFocus.Count - 1 do
if FFocus.IndexOf(FNewFocus[I]) = -1 then
FNewFocus[I].Focused := true;
for I := 0 to FFocus.Count - 1 do
if FNewFocus.IndexOf(FFocus[I]) = -1 then
FFocus[I].Focused := false;
end;
{ swap FFocus and FNewFocus, so that FFocus changes to new value,
and the next UpdateFocusAndMouseCursor has ready FNewFocus value. }
Tmp := FFocus;
FFocus := FNewFocus;
FNewFocus := Tmp;
InternalCursor := CalculateMouseCursor;
end;
function TUIContainer.EventSensorRotation(const X, Y, Z, Angle: Double; const SecondsPassed: Single): boolean;
function RecursiveSensorRotation(const C: TUIControl): boolean;
var
I: Integer;
begin
if C.GetExists and C.CapturesEventsAtPosition(MousePosition) then
begin
for I := C.ControlsCount - 1 downto 0 do
if RecursiveSensorRotation(C.Controls[I]) then
Exit(true);
if C.SensorRotation(X, Y, Z, Angle, SecondsPassed) then
Exit(true);
end;
Result := false;
end;
var
I: Integer;
begin
{ exit as soon as something returns "true", meaning the event is handled }
for I := Controls.Count - 1 downto 0 do
if RecursiveSensorRotation(Controls[I]) then
Exit(true);
Result := false;
end;
function TUIContainer.EventSensorTranslation(const X, Y, Z, Length: Double; const SecondsPassed: Single): boolean;
function RecursiveSensorTranslation(const C: TUIControl): boolean;
var
I: Integer;
begin
if C.GetExists and C.CapturesEventsAtPosition(MousePosition) then
begin
for I := C.ControlsCount - 1 downto 0 do
if RecursiveSensorTranslation(C.Controls[I]) then
Exit(true);
if C.SensorTranslation(X, Y, Z, Length, SecondsPassed) then
Exit(true);
end;
Result := false;
end;
var
I: Integer;
begin
{ exit as soon as something returns "true", meaning the event is handled }
for I := Controls.Count - 1 downto 0 do
if RecursiveSensorTranslation(Controls[I]) then
Exit(true);
Result := false;
end;
function TUIContainer.EventJoyAxisMove(const JoyID, Axis: Byte): boolean;
function RecursiveJoyAxisMove(const C: TUIControl): boolean;
var
I: Integer;
begin
if C.GetExists and C.CapturesEventsAtPosition(MousePosition) then
begin
for I := C.ControlsCount - 1 downto 0 do
if RecursiveJoyAxisMove(C.Controls[I]) then
Exit(true);
if C.JoyAxisMove(JoyID, Axis) then
Exit(true);
end;
Result := false;
end;
var
I: Integer;
begin
{ exit as soon as something returns "true", meaning the event is handled }
for I := Controls.Count - 1 downto 0 do
if RecursiveJoyAxisMove(Controls[I]) then
Exit(true);
Result := false;
end;
function TUIContainer.EventJoyButtonPress(const JoyID, Button: Byte): boolean;
function RecursiveJoyButtonPress(const C: TUIControl): boolean;
var
I: Integer;
begin
if C.GetExists and C.CapturesEventsAtPosition(MousePosition) then
begin
for I := C.ControlsCount - 1 downto 0 do
if RecursiveJoyButtonPress(C.Controls[I]) then
Exit(true);
if C.JoyButtonPress(JoyID, Button) then
Exit(true);
end;
Result := false;
end;
var
I: Integer;
begin
{ exit as soon as something returns "true", meaning the event is handled }
for I := Controls.Count - 1 downto 0 do
if RecursiveJoyButtonPress(Controls[I]) then
Exit(true);
Result := false;
end;
procedure TUIContainer.EventUpdate;
procedure UpdateTooltip;
var
T: TTimerResult;
NewTooltipVisible: boolean;
begin
{ Update TooltipVisible and LastPositionForTooltip*.
Idea is that user must move the mouse very slowly to activate tooltip. }
T := Fps.UpdateStartTime;
if (not HasLastPositionForTooltip) or
{ reset the time counter to show tooltip, if you moved mouse/finger
significantly }
(PointsDistanceSqr(LastPositionForTooltip, MousePosition) >
Sqr(TooltipDistance)) or
{ on touch devices, the time counter to show tooltip doesn't advance
if we don't keep the finger pressed down }
(ApplicationProperties.TouchDevice and (MousePressed = [])) then
begin
HasLastPositionForTooltip := true;
LastPositionForTooltip := MousePosition;
LastPositionForTooltipTime := T;
NewTooltipVisible := false;
end else
{ TODO: allow tooltips on other controls on Focus list,
if Focus.Last.TooltipExists = false but other control on Focus
has tooltips.
Set something like TooltipFocusIndex or just TooltipControl
to pass correct control to TGLContainer.EventRender then,
right now we hardcoded there rendering of Focus.Last tooltip. }
NewTooltipVisible :=
{ make TooltipVisible only when we're over a control that has
focus. This avoids unnecessary changing of TooltipVisible
(and related Invalidate) when there's no tooltip possible. }
(Focus.Count <> 0) and
Focus.Last.TooltipExists and
(TimerSeconds(T, LastPositionForTooltipTime) > TooltipDelay);
if FTooltipVisible <> NewTooltipVisible then
begin
FTooltipVisible := NewTooltipVisible;
if TooltipVisible then
begin
{ when setting TooltipVisible from false to true,
update LastPositionForTooltip. We don't want to hide the tooltip
at the slightest jiggle of the mouse :) On the other hand,
we don't want to update LastPositionForTooltip more often,
as it would disable the purpose of TooltipDistance: faster
mouse movement should hide the tooltip. }
LastPositionForTooltip := MousePosition;
{ also update TooltipPosition }
FTooltipPosition := MousePosition;
end;
Invalidate;
end;
end;
procedure RecursiveUpdate(const C: TUIControl; var HandleInput: boolean);
var
I: Integer;
Dummy: boolean;
begin
if C.GetExists then
begin
{ go downward, from front to back.
Important for controls watching/setting HandleInput,
e.g. for sliders/OnScreenMenu to block the scene manager underneath
from processing arrow keys. }
I := C.ControlsCount - 1;
while I >= 0 do
begin
// coded this way in case some Update method changes the Controls list
if I < C.ControlsCount then
RecursiveUpdate(C.Controls[I], HandleInput);
Dec(I);
end;
if C <> ForceCaptureInput then
begin
{ Although we call Update for all the existing controls, we look
at CapturesEventsAtPosition and track HandleInput values.
See TUIControl.Update for explanation. }
if C.CapturesEventsAtPosition(MousePosition) then
begin
C.Update(Fps.SecondsPassed, HandleInput);
end else
begin
{ controls where CapturesEventsAtPosition = false always get
HandleInput parameter set to false. }
Dummy := false;
C.Update(Fps.SecondsPassed, Dummy);
end;
end;
end;
end;
var
I, J: Integer;
HandleInput: boolean;
Tx, Ty, Tz, TLength, Rx, Ry, Rz, RAngle: Double;
Mouse3dPollSpeed: Single;
const
Mouse3dPollDelay = 0.05;
begin
Fps._UpdateBegin;
UpdateTooltip;
{ 3D Mouse }
if Assigned(Mouse3D) and Mouse3D.Loaded then
begin
Mouse3dPollTimer := Mouse3dPollTimer - Fps.SecondsPassed;
if Mouse3dPollTimer < 0 then
begin
{ get values from sensor }
Mouse3dPollSpeed := -Mouse3dPollTimer + Mouse3dPollDelay;
Tx := 0; { make sure they are initialized }
Ty := 0;
Tz := 0;
TLength := 0;
Mouse3D.GetSensorTranslation(Tx, Ty, Tz, TLength);
Rx := 0; { make sure they are initialized }
Ry := 0;
Rz := 0;
RAngle := 0;
Mouse3D.GetSensorRotation(Rx, Ry, Rz, RAngle);
{ send to all 2D controls, including viewports }
EventSensorTranslation(Tx, Ty, Tz, TLength, Mouse3dPollSpeed);
EventSensorRotation(Rx, Ry, Rz, RAngle, Mouse3dPollSpeed);
{ set timer.
The "repeat ... until" below should not be necessary under normal
circumstances, as Mouse3dPollDelay should be much larger than typical
frequency of how often this is checked. But we do it for safety
(in case something else, like AI or collision detection,
slows us down *a lot*). }
repeat
Mouse3dPollTimer := Mouse3dPollTimer + Mouse3dPollDelay;
until Mouse3dPollTimer > 0;
end;
end;
{ Joysticks }
if Assigned(Joysticks) then
begin
Joysticks.Poll;
for I := 0 to Joysticks.JoyCount - 1 do
begin
for J := 0 to Joysticks.GetJoy(I)^.Info.Count.Buttons -1 do
begin
//Joysticks.Down(I, J);
//Joysticks.Up(I, J);
if Joysticks.Press(I, J) then
EventJoyButtonPress(I, J);
end;
for J := 0 to Joysticks.GetJoy(I)^.Info.Count.Axes -1 do
begin
if Joysticks.AxisPos(I, J) <> 0 then
EventJoyAxisMove(I, J);
end;
end;
end;
HandleInput := true;
{ ForceCaptureInput has the 1st chance to process inputs }
if UseForceCaptureInput then
ForceCaptureInput.Update(Fps.SecondsPassed, HandleInput);
I := Controls.Count - 1;
while I >= 0 do
begin
// coded this way in case some Update method changes the Controls list
if I < Controls.Count then
RecursiveUpdate(Controls[I], HandleInput);
Dec(I);
end;
if Assigned(OnUpdate) then OnUpdate(Self);
end;
function TUIContainer.EventPress(const Event: TInputPressRelease): boolean;
function RecursivePress(const C: TUIControl): boolean;
var
I: Integer;
begin
if C.GetExists and C.CapturesEventsAtPosition(Event.Position) then
begin
{ try to pass press to C children }
for I := C.ControlsCount - 1 downto 0 do
{ checking "I < C.ControlsCount" below is a poor safeguard in case
some Press handler changes the Controls.Count.
At least we will not crash. }
if (I < C.ControlsCount) and RecursivePress(C.Controls[I]) then
Exit(true);
{ try C.Press itself }
if (C <> ForceCaptureInput) and C.Press(Event) then
begin
{ We have to check whether C.Container = Self. That is because
the implementation of control's Press method could remove itself
from our Controls list. Consider e.g. TCastleOnScreenMenu.Press
that may remove itself from the Window.Controls list when clicking
"close menu" item. We cannot, in such case, save a reference to
this control in FCaptureInput, because we should not speak with it
anymore (we don't know when it's destroyed, we cannot call it's
Release method because it has Container = nil, and so on). }
if (Event.EventType = itMouseButton) and
(C.Container = Self) then
FCaptureInput.AddOrSetValue(Event.FingerIndex, C);
Exit(true);
end;
end;
Result := false;
end;
var
I: Integer;
begin
Result := false;
{ pass to ForceCaptureInput }
if UseForceCaptureInput then
begin
if ForceCaptureInput.Press(Event) then
Exit(true);
end;
{ pass to all Controls with TUIControl.Press event }
for I := Controls.Count - 1 downto 0 do
{ checking "I < Controls.Count" below is a poor safeguard in case
some Press handler changes the Controls.Count.
At least we will not crash. }
if (I < Controls.Count) and RecursivePress(Controls[I]) then
Exit(true);
{ pass to container event }
if Assigned(OnPress) then
begin
OnPress(Self, Event);
Result := true;
end;
end;
function TUIContainer.EventRelease(const Event: TInputPressRelease): boolean;
function RecursiveRelease(const C: TUIControl): boolean;
var
I: Integer;
begin
if C.GetExists and C.CapturesEventsAtPosition(Event.Position) then
begin
{ try to pass release to C children }
for I := C.ControlsCount - 1 downto 0 do
if RecursiveRelease(C.Controls[I]) then
Exit(true);
{ try C.Release itself }
if (C <> ForceCaptureInput) and C.Release(Event) then
Exit(true);
end;
Result := false;
end;
var
I: Integer;
Capture: TUIControl;
begin
Result := false;
{ pass to ForceCaptureInput }
if UseForceCaptureInput then
begin
if ForceCaptureInput.Release(Event) then
Exit(true);
end;
{ pass to control holding capture }
if not FCaptureInput.TryGetValue(Event.FingerIndex, Capture) then
Capture := nil;
if (Capture <> nil) and not Capture.GetExists then
begin
{ No longer capturing, since the GetExists returns false now.
We do not send any events to non-existing controls. }
FCaptureInput.Remove(Event.FingerIndex);
Capture := nil;
end;
if (Capture <> nil) and (MousePressed = []) then
begin
{ No longer capturing, but do not set Capture to nil (it should receive the Release event). }
FCaptureInput.Remove(Event.FingerIndex);
end;
if (Capture <> nil) and (Capture <> ForceCaptureInput) then
begin
Result := Capture.Release(Event);
Exit; // if something is capturing the input, prevent other controls from getting the events
end;
{ pass to all Controls with TUIControl.Release event }
for I := Controls.Count - 1 downto 0 do
if RecursiveRelease(Controls[I]) then
Exit(true);
{ pass to container event }
if Assigned(OnRelease) then
begin
OnRelease(Self, Event);
Result := true;
end;
end;
procedure TUIContainer.ReleaseCapture(const C: TUIControl);
var
FingerIndex: TFingerIndex;
begin
while TryGetFingerOfControl(C, FingerIndex) do
FCaptureInput.Remove(FingerIndex);
end;
procedure TUIContainer.EventOpen(const OpenWindowsCount: Cardinal);
procedure RecursiveGLContextOpen(const C: TUIControl);
var
I: Integer;
begin
for I := C.ControlsCount - 1 downto 0 do
RecursiveGLContextOpen(C.Controls[I]);
{ Check here C.GLInitialized to not call C.GLContextOpen twice.
Control may have GL resources already initialized if it was added
e.g. from Application.OnInitialize before EventOpen. }
if not C.GLInitialized then
C.GLContextOpen;
end;
var
I: Integer;
begin
if OpenWindowsCount = 1 then
ApplicationProperties._GLContextOpen;
{ Call GLContextOpen on controls before OnOpen,
this way OnOpen has controls with GLInitialized = true,
so using SaveScreen etc. makes more sense there. }
for I := Controls.Count - 1 downto 0 do
RecursiveGLContextOpen(Controls[I]);
if Assigned(OnOpen) then OnOpen(Self);
if Assigned(OnOpenObject) then OnOpenObject(Self);
end;
procedure TUIContainer.EventClose(const OpenWindowsCount: Cardinal);
procedure RecursiveGLContextClose(const C: TUIControl);
var
I: Integer;
begin
for I := C.ControlsCount - 1 downto 0 do
RecursiveGLContextClose(C.Controls[I]);
if C.GLInitialized then
C.GLContextClose;
end;
var
I: Integer;
begin
{ Call GLContextClose on controls after OnClose,
consistent with inverse order in OnOpen. }
if Assigned(OnCloseObject) then OnCloseObject(Self);
if Assigned(OnClose) then OnClose(Self);
{ call GLContextClose on controls before OnClose.
This may be called from Close, which may be called from TCastleWindowCustom destructor,
so prepare for Controls being possibly nil now. }
if Controls <> nil then
for I := Controls.Count - 1 downto 0 do
RecursiveGLContextClose(Controls[I]);
if OpenWindowsCount = 1 then
ApplicationProperties._GLContextClose;
end;
function TUIContainer.AllowSuspendForInput: boolean;
function RecursiveAllowSuspendForInput(const C: TUIControl): boolean;
var
I: Integer;
begin
if C.GetExists then
begin
for I := C.ControlsCount - 1 downto 0 do
if not RecursiveAllowSuspendForInput(C.Controls[I]) then
Exit(false);
if not C.AllowSuspendForInput then
Exit(false);
end;
Result := true;
end;
var
I: Integer;
begin
{ Do not suspend when you're over a control that may have a tooltip,
as EventUpdate must track and eventually show tooltip. }
if (Focus.Count <> 0) and Focus.Last.TooltipExists then
Exit(false);
for I := Controls.Count - 1 downto 0 do
if not RecursiveAllowSuspendForInput(Controls[I]) then
Exit(false);
Result := true;
end;
procedure TUIContainer.EventMotion(const Event: TInputMotion);
function RecursiveMotion(const C: TUIControl): boolean;
var
I: Integer;
begin
if C.GetExists and C.CapturesEventsAtPosition(Event.Position) then
begin
{ try to pass release to C children }
for I := C.ControlsCount - 1 downto 0 do
if RecursiveMotion(C.Controls[I]) then
Exit(true);
{ try C.Motion itself }
if (C <> ForceCaptureInput) and C.Motion(Event) then
Exit(true);
end;
Result := false;
end;
var
I: Integer;
Capture: TUIControl;
begin
UpdateFocusAndMouseCursor;
{ pass to ForceCaptureInput }
if UseForceCaptureInput then
begin
if ForceCaptureInput.Motion(Event) then
Exit;
end;
{ pass to control holding capture }
if not FCaptureInput.TryGetValue(Event.FingerIndex, Capture) then
Capture := nil;
if (Capture <> nil) and not Capture.GetExists then
begin
{ No longer capturing, since the GetExists returns false now.
We do not send any events to non-existing controls. }
FCaptureInput.Remove(Event.FingerIndex);
Capture := nil;
end;
if (Capture <> nil) and (Capture <> ForceCaptureInput) then
begin
Capture.Motion(Event);
Exit; // if something is capturing the input, prevent other controls from getting the events
end;
{ pass to all Controls }
for I := Controls.Count - 1 downto 0 do
if RecursiveMotion(Controls[I]) then
Exit;
{ pass to container event }
if Assigned(OnMotion) then
OnMotion(Self, Event);
end;
procedure TUIContainer.ControlsVisibleChange(Sender: TObject);
begin
Invalidate;
end;
procedure TUIContainer.EventBeforeRender;
procedure RecursiveBeforeRender(const C: TUIControl);
var
I: Integer;
begin
if C.GetExists then
begin
for I := C.ControlsCount - 1 downto 0 do
RecursiveBeforeRender(C.Controls[I]);
if C.GLInitialized then
C.BeforeRender;
end;
end;
var
I: Integer;
begin
for I := Controls.Count - 1 downto 0 do
RecursiveBeforeRender(Controls[I]);
if Assigned(OnBeforeRender) then OnBeforeRender(Self);
end;
procedure TUIContainer.EventResize;
procedure RecursiveResize(const C: TUIControl);
var
I: Integer;
begin
for I := C.ControlsCount - 1 downto 0 do
RecursiveResize(C.Controls[I]);
C.Resize;
end;
var
I: Integer;
begin
if UIScaling in [usEncloseReferenceSize, usFitReferenceSize] then
{ usXxxReferenceSize adjust current Width/Height to reference,
so the FCalculatedUIScale must be adjusted on each resize. }
UpdateUIScale;
for I := Controls.Count - 1 downto 0 do
RecursiveResize(Controls[I]);
{ This way control's get Resize before our OnResize,
useful to process them all reliably in OnResize. }
if Assigned(OnResize) then OnResize(Self);
end;
function TUIContainer.Controls: TChildrenControls;
begin
Result := TChildrenControls(FControls);
end;
function TUIContainer.IsMousePositionForMouseLook: boolean;
var
P: TVector2;
begin
P := MousePosition;
Result := (P[0] = Width div 2) and (P[1] = Height div 2);
end;
procedure TUIContainer.MakeMousePositionForMouseLook;
begin
{ Paranoidally check is position different, to avoid setting
MousePosition in every Update. Setting MousePosition should be optimized
for this case (when position is already set), but let's check anyway.
This also avoids infinite loop, when setting MousePosition,
getting Motion event, setting MousePosition, getting Motion event...
in a loop.
Not really likely (as messages will be queued, and some
MousePosition setting will finally just not generate event Motion),
but I want to safeguard anyway. }
{
WritelnLog('ml', Format('Mouse Position is %f,%f. Good for mouse look? %s. Setting pos to %f,%f if needed',
[MousePosition[0],
MousePosition[1],
BoolToStr(IsMousePositionForMouseLook, true),
Single(Width div 2),
Single(Height div 2)]));
}
if (not IsMousePositionForMouseLook) and Focused then
{ Note: setting to float position (ContainerWidth/2, ContainerHeight/2)
seems simpler, but is risky: we if the backend doesn't support sub-pixel accuracy,
we will never be able to position mouse exactly at half pixel. }
MousePosition := Vector2(Width div 2, Height div 2);
end;
procedure TUIContainer.SetUIScaling(const Value: TUIScaling);
begin
if FUIScaling <> Value then
begin
FUIScaling := Value;
UpdateUIScale;
end;
end;
procedure TUIContainer.SetUIReferenceWidth(const Value: Integer);
begin
if FUIReferenceWidth <> Value then
begin
FUIReferenceWidth := Value;
UpdateUIScale;
end;
end;
procedure TUIContainer.SetUIReferenceHeight(const Value: Integer);
begin
if FUIReferenceHeight <> Value then
begin
FUIReferenceHeight := Value;
UpdateUIScale;
end;
end;
procedure TUIContainer.SetUIExplicitScale(const Value: Single);
begin
if FUIExplicitScale <> Value then
begin
FUIExplicitScale := Value;
UpdateUIScale;
end;
end;
function TUIContainer.DefaultUIScale: Single;
begin
case UIScaling of
usNone : Result := 1;
usExplicitScale: Result := UIExplicitScale;
usEncloseReferenceSize, usFitReferenceSize:
begin
Result := 1;
{ don't do adjustment before our Width/Height are sensible }
if not GLInitialized then Exit;
if (UIReferenceWidth <> 0) and (Width > 0) then
begin
Result := Width / UIReferenceWidth;
if (UIReferenceHeight <> 0) and (Height > 0) then
if UIScaling = usEncloseReferenceSize then
MinVar(Result, Height / UIReferenceHeight) else
MaxVar(Result, Height / UIReferenceHeight);
end else
if (UIReferenceHeight <> 0) and (Height > 0) then
Result := Height / UIReferenceHeight;
WritelnLog('Scaling', 'Automatic scaling to reference sizes %dx%d in effect. Actual window size is %dx%d. Calculated scale is %f, which simulates surface of size %dx%d.',
[UIReferenceWidth, UIReferenceHeight,
Width, Height,
Result, Round(Width / Result), Round(Height / Result)]);
end;
else raise EInternalError.Create('UIScaling unknown');
end;
end;
procedure TUIContainer.UpdateUIScale;
procedure RecursiveUIScaleChanged(const C: TUIControl);
var
I: Integer;
begin
for I := 0 to C.ControlsCount - 1 do
RecursiveUIScaleChanged(C.Controls[I]);
C.UIScaleChanged;
end;
var
I: Integer;
begin
FCalculatedUIScale := DefaultUIScale;
for I := 0 to Controls.Count - 1 do
RecursiveUIScaleChanged(Controls[I]);
end;
function TUIContainer.UnscaledWidth: Cardinal;
begin
Result := Round(Width / FCalculatedUIScale);
end;
function TUIContainer.UnscaledHeight: Cardinal;
begin
Result := Round(Height / FCalculatedUIScale);
end;
function TUIContainer.UnscaledRect: TRectangle;
begin
Result := Rect;
if not Result.IsEmpty then
begin
Result.Width := Round(Result.Width / FCalculatedUIScale);
Result.Height := Round(Result.Height / FCalculatedUIScale);
end;
end;
procedure TUIContainer.SaveScreen(const URL: string);
var
Image: TRGBImage;
begin
Image := SaveScreen;
try
WritelnLog('SaveScreen', 'Screen saved to ' + URL);
SaveImage(Image, URL);
finally FreeAndNil(Image) end;
end;
function TUIContainer.SaveScreen: TRGBImage;
begin
Result := SaveScreen(Rect);
end;
function TUIContainer.Dpi: Integer;
begin
{ Default implementation, if you cannot query real dpi value of the screen. }
Result := DefaultDpi;
end;
function TUIContainer.Rect: TRectangle;
begin
Result := Rectangle(0, 0, Width, Height);
end;
procedure TUIContainer.Invalidate;
begin
{ Default implementation, does nothing, assuming the main program redraws in a loop. }
end;
function TUIContainer.Focused: boolean;
begin
{ Default implementation, assuming that the context is always focused. }
Result := true;
end;
procedure TUIContainer.SetInternalCursor(const Value: TMouseCursor);
begin
{ Default implementation, ignores new cursor value. }
end;
function TUIContainer.GetMousePosition: TVector2;
begin
{ Default implementation, assuming mouse is glued to the middle of the screen.
Some methods, like TUIContainer.UpdateFocusAndMouseCursor,
use this to calculate "focused" CGE control.
This returns the same value as TUIContainer.MakeMousePositionForMouseLook sets,
so the "mouse look" will report "no movement", which seems reasonable if we don't
know mouse position.
}
Result := Vector2(Width div 2, Height div 2);
end;
procedure TUIContainer.SetMousePosition(const Value: TVector2);
begin
{ Default implementation, ignores new mouse position. }
end;
function TUIContainer.GetTouches(const Index: Integer): TTouch;
begin
Assert(Index = 0, 'Base TUIContainer implementation does not support multi-touch, so you can only access Touches[0]');
Result.FingerIndex := 0;
Result.Position := MousePosition;
end;
function TUIContainer.TouchesCount: Integer;
begin
Result := 1;
end;
function TUIContainer.GLInitialized: boolean;
begin
{ Default implementation, assuming the OpenGL context is always initialized. }
Result := true;
end;
{ TInputListener ------------------------------------------------------------- }
constructor TInputListener.Create(AOwner: TComponent);
begin
inherited;
FExclusiveEvents := true;
FCursor := mcDefault;
end;
function TInputListener.Press(const Event: TInputPressRelease): boolean;
begin
Result := false;
end;
function TInputListener.Release(const Event: TInputPressRelease): boolean;
begin
Result := false;
end;
function TInputListener.Motion(const Event: TInputMotion): boolean;
begin
Result := false;
end;
function TInputListener.SensorRotation(const X, Y, Z, Angle: Double; const SecondsPassed: Single): boolean;
begin
Result := false;
end;
function TInputListener.SensorTranslation(const X, Y, Z, Length: Double; const SecondsPassed: Single): boolean;
begin
Result := false;
end;
function TInputListener.JoyAxisMove(const JoyID, Axis: Byte): boolean;
begin
Result := False;
end;
function TInputListener.JoyButtonPress(const JoyID, Button: Byte): boolean;
begin
Result := False;
end;
procedure TInputListener.Update(const SecondsPassed: Single;
var HandleInput: boolean);
begin
end;
procedure TInputListener.VisibleChange(const RectOrCursorChanged: boolean = false);
begin
if Assigned(OnVisibleChange) then
OnVisibleChange(Self);
if RectOrCursorChanged and (Container <> nil) then
Container.UpdateFocusAndMouseCursor;
end;
function TInputListener.AllowSuspendForInput: boolean;
begin
Result := true;
end;
procedure TInputListener.Resize;
begin
{$warnings off}
ContainerResize(ContainerWidth, ContainerHeight); // call deprecated, to keep it working
{$warnings on}
end;
procedure TInputListener.ContainerResize(const AContainerWidth, AContainerHeight: Cardinal);
begin
end;
function TInputListener.ContainerWidth: Cardinal;
begin
if ContainerSizeKnown then
Result := Container.Width else
Result := 0;
end;
function TInputListener.ContainerHeight: Cardinal;
begin
if ContainerSizeKnown then
Result := Container.Height else
Result := 0;
end;
function TInputListener.ContainerRect: TRectangle;
begin
if ContainerSizeKnown then
Result := Container.Rect else
Result := TRectangle.Empty;
end;
function TInputListener.ContainerSizeKnown: boolean;
begin
{ Note that ContainerSizeKnown is calculated looking at current Container,
without waiting for Resize. This way it works even before
we receive Resize method, which may happen to be useful:
if you insert a SceneManager to a window before it's open (like it happens
with standard scene manager in TCastleWindow and TCastleControl),
and then you do something inside OnOpen that wants to render
this viewport (which may happen if you simply initialize a progress bar
without any predefined loading_image). Scene manager did not receive
a Resize in this case yet (it will receive it from OnResize,
which happens after OnOpen).
See castle_game_engine/tests/testcontainer.pas for cases
when this is really needed. }
Result := (Container <> nil) and
(not (csDestroying in Container.ComponentState)) and
Container.GLInitialized;
end;
procedure TInputListener.SetCursor(const Value: TMouseCursor);
begin
if Value <> FCursor then
begin
FCursor := Value;
if Container <> nil then Container.UpdateFocusAndMouseCursor;
DoCursorChange;
end;
end;
procedure TInputListener.DoCursorChange;
begin
if Assigned(OnCursorChange) then OnCursorChange(Self);
end;
procedure TInputListener.SetContainer(const Value: TUIContainer);
begin
FContainer := Value;
end;
{ TUIControl ----------------------------------------------------------------- }
constructor TUIControl.Create(AOwner: TComponent);
begin
inherited;
FExists := true;
FEnableUIScaling := true;
FCapturesEvents := true;
end;
destructor TUIControl.Destroy;
begin
GLContextClose;
FreeAndNil(FControls);
inherited;
end;
procedure TUIControl.CreateControls;
begin
if FControls = nil then
begin
FControls := TChildrenControls.Create(Self);
TChildrenControls(FControls).Container := Container;
end;
end;
procedure TUIControl.InsertFront(const NewItem: TUIControl);
begin
CreateControls;
FControls.InsertFront(NewItem);
end;
procedure TUIControl.InsertFrontIfNotExists(const NewItem: TUIControl);
begin
CreateControls;
FControls.InsertFrontIfNotExists(NewItem);
end;
procedure TUIControl.InsertFront(const NewItems: TUIControlList);
begin
CreateControls;
FControls.InsertFront(NewItems);
end;
procedure TUIControl.InsertBack(const NewItem: TUIControl);
begin
CreateControls;
FControls.InsertBack(NewItem);
end;
procedure TUIControl.InsertBackIfNotExists(const NewItem: TUIControl);
begin
CreateControls;
FControls.InsertBackIfNotExists(NewItem);
end;
procedure TUIControl.InsertBack(const NewItems: TUIControlList);
begin
CreateControls;
FControls.InsertBack(NewItems);
end;
procedure TUIControl.RemoveControl(Item: TUIControl);
begin
if FControls <> nil then
FControls.Remove(Item);
end;
procedure TUIControl.ClearControls;
begin
if FControls <> nil then
FControls.Clear;
end;
function TUIControl.GetControls(const I: Integer): TUIControl;
begin
Result := FControls[I];
end;
procedure TUIControl.SetControls(const I: Integer; const Item: TUIControl);
begin
FControls[I] := Item;
end;
function TUIControl.ControlsCount: Integer;
begin
if FControls <> nil then
Result := FControls.Count else
Result := 0;
end;
procedure TUIControl.SetContainer(const Value: TUIContainer);
var
I: Integer;
begin
inherited;
if FControls <> nil then
begin
TChildrenControls(FControls).Container := Value;
for I := 0 to FControls.Count - 1 do
FControls[I].SetContainer(Value);
end;
end;
procedure TUIControl.SetEnableUIScaling(const Value: boolean);
begin
if FEnableUIScaling <> Value then
begin
FEnableUIScaling := Value;
UIScaleChanged;
end;
end;
function TUIControl.UIScale: Single;
begin
if ContainerSizeKnown and EnableUIScaling then
Result := Container.FCalculatedUIScale else
Result := 1.0;
end;
function TUIControl.LeftBottomScaled: TVector2Integer;
begin
Result := Vector2Integer(
Round(UIScale * Left), Round(UIScale * Bottom));
end;
procedure TUIControl.UIScaleChanged;
begin
end;
{ No point in doing anything? We should propagate it to to parent like T3D?
procedure TUIControl.DoCursorChange;
begin
inherited;
if FControls <> nil then
for I := 0 to FControls.Count - 1 do
FControls[I].DoCursorChange;
end;
}
function TUIControl.CapturesEventsAtPosition(const Position: TVector2): boolean;
var
SR: TRectangle;
begin
if not CapturesEvents then
Exit(false);
SR := ScreenRect;
Result := SR.Contains(Position) or
{ if the control covers the whole Container, it *always* captures events,
even when mouse position is unknown yet, or outside the window. }
(ContainerSizeKnown and
(SR.Left <= 0) and
(SR.Bottom <= 0) and
(SR.Width >= ContainerWidth) and
(SR.Height >= ContainerHeight));
end;
function TUIControl.TooltipExists: boolean;
begin
Result := false;
end;
procedure TUIControl.BeforeRender;
begin
end;
procedure TUIControl.Render;
begin
end;
procedure TUIControl.RenderOverChildren;
begin
end;
function TUIControl.TooltipStyle: TRenderStyle;
begin
Result := rs2D;
end;
procedure TUIControl.TooltipRender;
begin
end;
procedure TUIControl.GLContextOpen;
begin
FGLInitialized := true;
end;
procedure TUIControl.GLContextClose;
begin
FGLInitialized := false;
end;
function TUIControl.GetExists: boolean;
begin
Result := FExists;
end;
procedure TUIControl.SetFocused(const Value: boolean);
begin
FFocused := Value;
end;
procedure TUIControl.SetExists(const Value: boolean);
begin
if FExists <> Value then
begin
FExists := Value;
VisibleChange(true);
end;
end;
{ We store Left property value in file under "tuicontrolpos_real_left" name,
to avoid clashing with TComponent magic "left" property name.
The idea how to do this is taken from TComponent's own implementation
of it's "left" magic property (rtl/objpas/classes/compon.inc). }
procedure TUIControl.ReadRealLeft(Reader: TReader);
begin
FLeft := Reader.ReadInteger;
end;
procedure TUIControl.WriteRealLeft(Writer: TWriter);
begin
Writer.WriteInteger(FLeft);
end;
procedure TUIControl.ReadLeft(Reader: TReader);
var
D: LongInt;
begin
D := DesignInfo;
LongRec(D).Lo:=Reader.ReadInteger;
DesignInfo := D;
end;
procedure TUIControl.ReadTop(Reader: TReader);
var
D: LongInt;
begin
D := DesignInfo;
LongRec(D).Hi:=Reader.ReadInteger;
DesignInfo := D;
end;
procedure TUIControl.WriteLeft(Writer: TWriter);
begin
Writer.WriteInteger(LongRec(DesignInfo).Lo);
end;
procedure TUIControl.WriteTop(Writer: TWriter);
begin
Writer.WriteInteger(LongRec(DesignInfo).Hi);
end;
procedure TUIControl.DefineProperties(Filer: TFiler);
Var Ancestor : TComponent;
Temp : longint;
begin
{ Don't call inherited that defines magic left/top.
This would make reading design-time "left" broken, it seems that our
declaration of Left with "stored false" would then prevent the design-time
Left from ever loading.
Instead, we'll save design-time "Left" below, under a special name. }
Filer.DefineProperty('TUIControlPos_RealLeft',
{$ifdef CASTLE_OBJFPC}@{$endif} ReadRealLeft,
{$ifdef CASTLE_OBJFPC}@{$endif} WriteRealLeft,
FLeft <> 0);
{ Code from fpc/trunk/rtl/objpas/classes/compon.inc }
Temp:=0;
Ancestor:=TComponent(Filer.Ancestor);
If Assigned(Ancestor) then Temp:=Ancestor.DesignInfo;
Filer.Defineproperty('TUIControlPos_Design_Left',
{$ifdef CASTLE_OBJFPC}@{$endif} readleft,
{$ifdef CASTLE_OBJFPC}@{$endif} writeleft,
(longrec(DesignInfo).Lo<>Longrec(temp).Lo));
Filer.Defineproperty('TUIControlPos_Design_Top',
{$ifdef CASTLE_OBJFPC}@{$endif} readtop,
{$ifdef CASTLE_OBJFPC}@{$endif} writetop,
(longrec(DesignInfo).Hi<>Longrec(temp).Hi));
end;
procedure TUIControl.SetLeft(const Value: Integer);
begin
if FLeft <> Value then
begin
FLeft := Value;
VisibleChange(true);
end;
end;
procedure TUIControl.SetBottom(const Value: Integer);
begin
if FBottom <> Value then
begin
FBottom := Value;
VisibleChange(true);
end;
end;
procedure TUIControl.Align(
const ControlPosition: THorizontalPosition;
const ContainerPosition: THorizontalPosition;
const X: Integer = 0);
begin
Left := Rect.AlignCore(ControlPosition, ParentRect, ContainerPosition, X);
end;
procedure TUIControl.Align(
const ControlPosition: TVerticalPosition;
const ContainerPosition: TVerticalPosition;
const Y: Integer = 0);
begin
Bottom := Rect.AlignCore(ControlPosition, ParentRect, ContainerPosition, Y);
end;
procedure TUIControl.AlignHorizontal(
const ControlPosition: TPositionRelative;
const ContainerPosition: TPositionRelative;
const X: Integer);
begin
Align(
THorizontalPosition(ControlPosition),
THorizontalPosition(ContainerPosition), X);
end;
procedure TUIControl.AlignVertical(
const ControlPosition: TPositionRelative;
const ContainerPosition: TPositionRelative;
const Y: Integer);
begin
Align(
TVerticalPosition(ControlPosition),
TVerticalPosition(ContainerPosition), Y);
end;
procedure TUIControl.Center;
begin
Align(hpMiddle, hpMiddle);
Align(vpMiddle, vpMiddle);
end;
function TUIControl.Rect: TRectangle;
begin
Result := Rectangle(LeftBottomScaled, 0, 0);
end;
function TUIControl.CalculatedRect: TRectangle;
begin
Result := RectWithAnchors(true).ScaleAround0(1 / UIScale);
end;
function TUIControl.CalculatedWidth: Cardinal;
begin
{ Naive implementation:
Result := CalculatedRect.Width; }
{ Optimized implementation, knowing that RectWithAnchors(true) does not
change Rect.Width:
Result := Rect.ScaleAround0(1 / UIScale).Width; }
{ Optimized implementation using ScaleWidthAround0: }
Result := Rect.ScaleWidthAround0(1 / UIScale);
//Assert(Result = CalculatedRect.Width);
end;
function TUIControl.CalculatedHeight: Cardinal;
begin
Result := Rect.ScaleHeightAround0(1 / UIScale);
//Assert(Result = CalculatedRect.Height);
end;
(*
function TUIControl.LocalRect: TRectangle;
begin
{$warnings off}
Result := Rect; // make deprecated Rect work by calling it here
{$warnings off}
end;
*)
function TUIControl.RectWithAnchors(const CalculateEvenWithoutContainer: boolean): TRectangle;
var
PR: TRectangle;
begin
if (not ContainerSizeKnown) and
(not CalculateEvenWithoutContainer) then
{ Don't call virtual Rect in this state, Rect implementations
typically assume that ParentRect is sensible.
This is crucial, various programs will crash without it. }
Exit(TRectangle.Empty);
Result := Rect;
{ apply anchors }
if HasHorizontalAnchor or HasVerticalAnchor then
PR := ParentRect;
if HasHorizontalAnchor then
Result.Left := Result.AlignCore(HorizontalAnchorSelf, PR, HorizontalAnchorParent,
Round(UIScale * HorizontalAnchorDelta));
if HasVerticalAnchor then
Result.Bottom := Result.AlignCore(VerticalAnchorSelf, PR, VerticalAnchorParent,
Round(UIScale * VerticalAnchorDelta));
end;
function TUIControl.ScreenRect: TRectangle;
var
T: TVector2Integer;
begin
Result := RectWithAnchors;
{ transform local to screen space }
T := LocalToScreenTranslation;
Result.Left := Result.Left + T[0];
Result.Bottom := Result.Bottom + T[1];
end;
function TUIControl.LocalToScreenTranslation: TVector2Integer;
var
RA: TRectangle;
begin
if Parent <> nil then
begin
Result := Parent.LocalToScreenTranslation;
RA := Parent.RectWithAnchors;
Result.Data[0] := Result.Data[0] + RA.Left;
Result.Data[1] := Result.Data[1] + RA.Bottom;
end else
Result := TVector2Integer.Zero;
end;
function TUIControl.ParentRect: TRectangle;
begin
if Parent <> nil then
begin
Result := Parent.Rect;
Result.Left := 0;
Result.Bottom := 0;
end else
Result := ContainerRect;
end;
procedure TUIControl.SetHasHorizontalAnchor(const Value: boolean);
begin
if FHasHorizontalAnchor <> Value then
begin
FHasHorizontalAnchor := Value;
VisibleChange;
end;
end;
procedure TUIControl.SetHorizontalAnchorSelf(const Value: THorizontalPosition);
begin
if FHorizontalAnchorSelf <> Value then
begin
FHorizontalAnchorSelf := Value;
VisibleChange;
end;
end;
procedure TUIControl.SetHorizontalAnchorParent(const Value: THorizontalPosition);
begin
if FHorizontalAnchorParent <> Value then
begin
FHorizontalAnchorParent := Value;
VisibleChange;
end;
end;
procedure TUIControl.SetHorizontalAnchorDelta(const Value: Integer);
begin
if FHorizontalAnchorDelta <> Value then
begin
FHorizontalAnchorDelta := Value;
VisibleChange;
end;
end;
procedure TUIControl.SetHasVerticalAnchor(const Value: boolean);
begin
if FHasVerticalAnchor <> Value then
begin
FHasVerticalAnchor := Value;
VisibleChange;
end;
end;
procedure TUIControl.SetVerticalAnchorSelf(const Value: TVerticalPosition);
begin
if FVerticalAnchorSelf <> Value then
begin
FVerticalAnchorSelf := Value;
VisibleChange;
end;
end;
procedure TUIControl.SetVerticalAnchorParent(const Value: TVerticalPosition);
begin
if FVerticalAnchorParent <> Value then
begin
FVerticalAnchorParent := Value;
VisibleChange;
end;
end;
procedure TUIControl.SetVerticalAnchorDelta(const Value: Integer);
begin
if FVerticalAnchorDelta <> Value then
begin
FVerticalAnchorDelta := Value;
VisibleChange;
end;
end;
procedure TUIControl.Anchor(const AHorizontalAnchor: THorizontalPosition;
const AHorizontalAnchorDelta: Integer);
begin
HasHorizontalAnchor := true;
HorizontalAnchorSelf := AHorizontalAnchor;
HorizontalAnchorParent := AHorizontalAnchor;
HorizontalAnchorDelta := AHorizontalAnchorDelta;
end;
procedure TUIControl.Anchor(
const AHorizontalAnchorSelf, AHorizontalAnchorParent: THorizontalPosition;
const AHorizontalAnchorDelta: Integer);
begin
HasHorizontalAnchor := true;
HorizontalAnchorSelf := AHorizontalAnchorSelf;
HorizontalAnchorParent := AHorizontalAnchorParent;
HorizontalAnchorDelta := AHorizontalAnchorDelta;
end;
procedure TUIControl.Anchor(const AVerticalAnchor: TVerticalPosition;
const AVerticalAnchorDelta: Integer);
begin
HasVerticalAnchor := true;
VerticalAnchorSelf := AVerticalAnchor;
VerticalAnchorParent := AVerticalAnchor;
VerticalAnchorDelta := AVerticalAnchorDelta;
end;
procedure TUIControl.Anchor(
const AVerticalAnchorSelf, AVerticalAnchorParent: TVerticalPosition;
const AVerticalAnchorDelta: Integer);
begin
HasVerticalAnchor := true;
VerticalAnchorSelf := AVerticalAnchorSelf;
VerticalAnchorParent := AVerticalAnchorParent;
VerticalAnchorDelta := AVerticalAnchorDelta;
end;
{ TUIControlSizeable --------------------------------------------------------- }
constructor TUIControlSizeable.Create(AOwner: TComponent);
begin
inherited;
FFullSize := false;
end;
function TUIControlSizeable.Rect: TRectangle;
begin
if FullSize then
Result := ParentRect else
begin
Result := Rectangle(Left, Bottom, Width, Height);
// applying UIScale on this is easy...
Result := Result.ScaleAround0(UIScale);
end;
end;
procedure TUIControlSizeable.SetWidth(const Value: Cardinal);
begin
if FWidth <> Value then
begin
FWidth := Value;
VisibleChange(true);
end;
end;
procedure TUIControlSizeable.SetHeight(const Value: Cardinal);
begin
if FHeight <> Value then
begin
FHeight := Value;
VisibleChange(true);
end;
end;
procedure TUIControlSizeable.SetFullSize(const Value: boolean);
begin
if FFullSize <> Value then
begin
FFullSize := Value;
VisibleChange(true);
end;
end;
{ TChildrenControls ------------------------------------------------------------- }
constructor TChildrenControls.Create(AParent: TUIControl);
begin
inherited Create;
FParent := AParent;
FList := TMyObjectList.Create;
FList.Parent := Self;
FCaptureFreeNotifications := TCaptureFreeNotifications.Create(nil);
FCaptureFreeNotifications.Parent := Self;
end;
destructor TChildrenControls.Destroy;
begin
FreeAndNil(FList);
FreeAndNil(FCaptureFreeNotifications);
inherited;
end;
function TChildrenControls.GetItem(const I: Integer): TUIControl;
begin
Result := TUIControl(FList.Items[I]);
end;
procedure TChildrenControls.SetItem(const I: Integer; const Item: TUIControl);
begin
FList.Items[I] := Item;
end;
function TChildrenControls.Count: Integer;
begin
Result := FList.Count;
end;
procedure TChildrenControls.BeginDisableContextOpenClose;
var
I: Integer;
begin
for I := 0 to FList.Count - 1 do
with TUIControl(FList.Items[I]) do
DisableContextOpenClose := DisableContextOpenClose + 1;
end;
procedure TChildrenControls.EndDisableContextOpenClose;
var
I: Integer;
begin
for I := 0 to FList.Count - 1 do
with TUIControl(FList.Items[I]) do
DisableContextOpenClose := DisableContextOpenClose - 1;
end;
procedure TChildrenControls.InsertFront(const NewItem: TUIControl);
begin
Insert(Count, NewItem);
end;
procedure TChildrenControls.InsertFrontIfNotExists(const NewItem: TUIControl);
begin
if FList.IndexOf(NewItem) = -1 then
InsertFront(NewItem);
end;
procedure TChildrenControls.InsertFront(const NewItems: TUIControlList);
var
I: Integer;
begin
for I := 0 to NewItems.Count - 1 do
InsertFront(NewItems[I]);
end;
procedure TChildrenControls.InsertBack(const NewItem: TUIControl);
begin
FList.Insert(0, NewItem);
end;
procedure TChildrenControls.InsertBackIfNotExists(const NewItem: TUIControl);
begin
if FList.IndexOf(NewItem) = -1 then
InsertBack(NewItem);
end;
procedure TChildrenControls.Add(const Item: TUIControl);
begin
InsertFront(Item);
end;
procedure TChildrenControls.Insert(Index: Integer; const Item: TUIControl);
var
I: Integer;
begin
{ TODO: code duplicated with TUIControlList.InsertWithZOrder }
Index := Clamped(Index, 0, Count);
if Item.KeepInFront or
(Count = 0) or
(Index = 0) or
(not Items[Index - 1].KeepInFront) then
FList.Insert(Index, Item) else
begin
for I := Index - 1 downto 0 do
if not Items[I].KeepInFront then
begin
FList.Insert(I + 1, Item);
Exit;
end;
{ everything has KeepInFront = true }
FList.Insert(0, Item);
end;
end;
procedure TChildrenControls.InsertIfNotExists(const Index: Integer; const NewItem: TUIControl);
begin
Insert(Index, NewItem);
end;
procedure TChildrenControls.AddIfNotExists(const NewItem: TUIControl);
begin
Insert(Count, NewItem);
end;
function TChildrenControls.IndexOf(const Item: TUIControl): Integer;
begin
Result := FList.IndexOf(Item);
end;
procedure TChildrenControls.InsertBack(const NewItems: TUIControlList);
var
I: Integer;
begin
for I := NewItems.Count - 1 downto 0 do
InsertBack(NewItems[I]);
end;
{$ifndef VER2_6}
function TChildrenControls.GetEnumerator: TEnumerator;
begin
Result := TEnumerator.Create(Self);
end;
{$endif}
procedure TChildrenControls.Notify(Ptr: Pointer; Action: TListNotification);
var
C: TUIControl;
begin
{ TODO: while this updating works cool,
if the Parent or Container is destroyed
before children --- the children will keep invalid reference. }
C := TUIControl(Ptr);
case Action of
lnAdded:
begin
if ((C.FContainer <> nil) or (C.FParent <> nil)) and
((Container <> nil) or (FParent <> nil)) then
WritelnWarning('UI', 'Inserting to the UI list (InsertFront, InsertBack) an item that is already a part of other UI list: ' + C.Name + ' (' + C.ClassName + '). The result is undefined, you cannot insert the same TUIControl instance multiple times.');
C.FreeNotification(FCaptureFreeNotifications);
if Container <> nil then RegisterContainer(C, FContainer);
C.FParent := FParent;
end;
lnExtracted, lnDeleted:
begin
C.FParent := nil;
if Container <> nil then UnregisterContainer(C, FContainer);
C.RemoveFreeNotification(FCaptureFreeNotifications);
end;
else raise EInternalError.Create('TChildrenControls.Notify action?');
end;
{ This notification may get called during FreeAndNil(FControls)
in TUIContainer.Destroy. Then FControls is already nil, and we're
getting remove notification for all items (as FreeAndNil first sets
object to nil). Testcase: lets_take_a_walk exit. }
if (FContainer <> nil) and
(FContainer.FControls <> nil) then
begin
FContainer.UpdateFocusAndMouseCursor;
FContainer.Invalidate;
end;
end;
procedure TChildrenControls.TCaptureFreeNotifications.Notification(AComponent: TComponent; Operation: TOperation);
begin
inherited;
{ We have to remove a reference to the object from list.
This is crucial, various methods assume that all objects on
the list are always valid objects (no invalid references,
even for a short time). }
if (Operation = opRemove) and (AComponent is TUIControl) then
Parent.FList.Remove(AComponent);
end;
procedure TChildrenControls.Assign(const Source: TChildrenControls);
begin
FList.Assign(Source.FList);
end;
procedure TChildrenControls.Remove(const Item: TUIControl);
begin
FList.Remove(Item);
end;
procedure TChildrenControls.Clear;
begin
FList.Clear;
end;
function TChildrenControls.MakeSingle(ReplaceClass: TUIControlClass; NewItem: TUIControl;
AddFront: boolean): TUIControl;
begin
Result := FList.MakeSingle(ReplaceClass, NewItem, AddFront) as TUIControl;
end;
procedure TChildrenControls.RegisterContainer(
const C: TUIControl; const AContainer: TUIContainer);
begin
{ Make sure AContainer.ControlsVisibleChange (which in turn calls Invalidate)
will be called when a control calls OnVisibleChange.
We only change OnVisibleChange from @nil to it's own internal callback
(when adding a control), and from it's own internal callback to @nil
(when removing a control).
This means that if user code will assign OnVisibleChange callback to some
custom method --- we will not touch it anymore. That's safer.
Athough in general user code should not change OnVisibleChange for controls
on this list, to keep automatic Invalidate working. }
if not Assigned(C.OnVisibleChange) then
C.OnVisibleChange :=
{$ifdef CASTLE_OBJFPC}@{$endif} AContainer.ControlsVisibleChange;
{ Register AContainer to be notified of control destruction. }
C.FreeNotification(AContainer);
C.Container := AContainer;
C.UIScaleChanged;
if AContainer.GLInitialized then
begin
if C.DisableContextOpenClose = 0 then
C.GLContextOpen;
AContainer.Invalidate;
{ Call initial Resize for control.
If window OpenGL context is not yet initialized, defer it to
the Open time, then our initial EventResize will be called
that will do Resize on every control. }
C.Resize;
end;
end;
procedure TChildrenControls.UnregisterContainer(
const C: TUIControl; const AContainer: TUIContainer);
var
MyMethod: TNotifyEvent;
begin
if AContainer.GLInitialized and
(C.DisableContextOpenClose = 0) then
C.GLContextClose;
MyMethod := {$ifdef CASTLE_OBJFPC}@{$endif} AContainer.ControlsVisibleChange;
if CompareMethods(TMethod(C.OnVisibleChange), TMethod(MyMethod)) then
C.OnVisibleChange := nil;
C.RemoveFreeNotification(AContainer);
AContainer.DetachNotification(C);
C.Container := nil;
end;
procedure TChildrenControls.SetContainer(const AContainer: TUIContainer);
var
I: Integer;
begin
if FContainer <> AContainer then
begin
if FContainer <> nil then
for I := 0 to Count - 1 do
UnregisterContainer(Items[I], FContainer);
FContainer := AContainer;
if FContainer <> nil then
for I := 0 to Count - 1 do
RegisterContainer(Items[I], FContainer);
end;
end;
{ TChildrenControls.TMyObjectList ----------------------------------------------- }
procedure TChildrenControls.TMyObjectList.Notify(Ptr: Pointer; Action: TListNotification);
begin
Parent.Notify(Ptr, Action);
end;
{ TChildrenControls.TEnumerator ------------------------------------------------- }
{$ifndef VER2_6}
function TChildrenControls.TEnumerator.GetCurrent: TUIControl;
begin
Result := FList.Items[FPosition];
end;
constructor TChildrenControls.TEnumerator.Create(AList: TChildrenControls);
begin
inherited Create;
FList := AList;
FPosition := -1;
end;
function TChildrenControls.TEnumerator.MoveNext: Boolean;
begin
Inc(FPosition);
Result := FPosition < FList.Count;
end;
{$endif}
{ TUIControlList ------------------------------------------------------------- }
procedure TUIControlList.InsertFront(const NewItem: TUIControl);
begin
InsertWithZOrder(Count, NewItem);
end;
procedure TUIControlList.InsertFrontIfNotExists(const NewItem: TUIControl);
begin
if IndexOf(NewItem) = -1 then
InsertFront(NewItem);
end;
procedure TUIControlList.InsertFront(const NewItems: TUIControlList);
var
I: Integer;
begin
for I := 0 to NewItems.Count - 1 do
InsertFront(NewItems[I]);
end;
procedure TUIControlList.InsertBack(const NewItem: TUIControl);
begin
InsertWithZOrder(0, NewItem);
end;
procedure TUIControlList.InsertBackIfNotExists(const NewItem: TUIControl);
begin
if IndexOf(NewItem) = -1 then
InsertBack(NewItem);
end;
procedure TUIControlList.InsertBack(const NewItems: TUIControlList);
var
I: Integer;
begin
for I := NewItems.Count - 1 downto 0 do
InsertBack(NewItems[I]);
end;
procedure TUIControlList.InsertWithZOrder(Index: Integer; const Item: TUIControl);
var
I: Integer;
begin
Index := Clamped(Index, 0, Count);
if Item.KeepInFront or
(Count = 0) or
(Index = 0) or
(not Items[Index - 1].KeepInFront) then
Insert(Index, Item) else
begin
for I := Index - 1 downto 0 do
if not Items[I].KeepInFront then
begin
Insert(I + 1, Item);
Exit;
end;
{ everything has KeepInFront = true }
Insert(0, Item);
end;
end;
{ globals -------------------------------------------------------------------- }
function OnGLContextOpen: TGLContextEventList;
begin
Result := ApplicationProperties.OnGLContextOpen;
end;
function OnGLContextClose: TGLContextEventList;
begin
Result := ApplicationProperties.OnGLContextClose;
end;
function IsGLContextOpen: boolean;
begin
Result := ApplicationProperties.IsGLContextOpen;
end;
end.
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