/usr/src/castle-game-engine-4.1.1/components/castlecontrol.pas is in castle-game-engine-src 4.1.1-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2008-2013 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ Component with OpenGL context suitable for 2D and 3D rendering
of "Castle Game Engine". }
unit CastleControl;
{$mode objfpc}{$H+}
interface
uses
Classes, SysUtils, OpenGLContext, Controls, Forms,
CastleVectors, CastleKeysMouse, CastleUtils, CastleTimeUtils, StdCtrls,
CastleUIControls, CastleCameras, X3DNodes, CastleScene, CastleLevels,
CastleImages, CastleGLVersion, pk3DConnexion, CastleSceneManager;
const
DefaultLimitFPS = 100.0;
type
{ OpenGL control, with a couple of extensions for "Castle Game Engine".
You should usually use descendants TCastleControl or
(less likely) TCastleControlCustom instead of using directly this class,
as the descendants add important features like
@link(TCastleControlCustom.Controls) or @link(TCastleControl.SceneManager).
Extends TOpenGLControl with various utilities:
@unorderedList(
@item(OnGLContextOpen and OnGLContextClose events and GLInitialized property.)
@item(Continously called @link(UpdateEvent) method, that allows to handle
TUIControl.Update. This is something different than LCL "idle" event,
as it's guaranteed to be run continously, even when your application
is clogged with events (like when using TWalkCamera.MouseLook).)
@item(Automatically calls LoadAllExtensions
when OpenGL context is initialized. This will initialize all extensions
and set GLVersion variables, describing OpenGL version
and available extensions.)
@item(FPS (frames per second) counter inside @link(Fps).)
@item(Tracks pressed keys @link(Pressed) and mouse buttons @link(MousePressed)
and mouse position (@link(MouseX), @link(MouseY)).)
) }
TCastleControlBase = class(TOpenGLControl)
private
FMouseX: Integer;
FMouseY: Integer;
FOnBeforeDraw: TNotifyEvent;
FOnDraw: TNotifyEvent;
FGLInitialized: boolean;
FPressed: TKeysPressed;
FMousePressed: CastleKeysMouse.TMouseButtons;
{ manually track when we need to be repainted, useful for AggressiveUpdate }
Invalidated: boolean;
FOnGLContextOpen: TNotifyEvent;
FOnGLContextClose: TNotifyEvent;
FFps: TFramesPerSecond;
{ Sometimes, releasing shift / alt / ctrl keys will not be reported
properly to KeyDown / KeyUp. Example: opening a menu
through Alt+F for "_File" will make keydown for Alt,
but not keyup for it, and DoExit will not be called,
so ReleaseAllKeysAndMouse will not be called.
To counteract this, call this method when Shift state is known,
to update Pressed when needed. }
procedure UpdateShiftState(const Shift: TShiftState);
{ For IUIContainer interface. Private, since when you have a class
instance, you just use class properties (that read directly from a field,
without the overhead of a function call). }
function GetMouseX: Integer;
function GetMouseY: Integer;
function GetWidth: Integer;
function GetHeight: Integer;
function GetMousePressed: TMouseButtons;
function GetPressed: TKeysPressed;
protected
procedure DestroyHandle; override;
procedure DoExit; override;
procedure KeyDown(var Key: Word; Shift: TShiftState); override;
procedure KeyUp(var Key: Word; Shift: TShiftState); override;
procedure MouseDown(Button: Controls.TMouseButton;
Shift:TShiftState; X,Y:Integer); override;
procedure MouseUp(Button: Controls.TMouseButton;
Shift:TShiftState; X,Y:Integer); override;
procedure MouseMove(Shift: TShiftState; NewX, NewY: Integer); override;
function DoMouseWheel(Shift: TShiftState; WheelDelta: Integer; MousePos: TPoint): Boolean; override;
function MouseWheelEvent(const Scroll: Single; const Vertical: boolean): boolean; virtual;
{ Overriden KeyDown, KeyUp methods call some necessary stuff (like inherited,
and updating the Pressed, MousePressed values) and call respective
*Event method.
Note that this means that OnKeyDown / OnKeyUp are always fired
(this is contrary to the TCastleWindowCustom.OnPress / OnRelease behaviour,
that is called only if no TCastleControlCustom.Controls processed
this key).
The cleanest way to react to key / mouse events is to handle it in
a specific TUIControl descendant. Overriding methods like KeyDown,
KeyDownEvent, or using OnKeyDown event should be a last resort.
@groupBegin }
function KeyDownEvent(const MyKey: TKey; const Ch: char): boolean; virtual;
function KeyUpEvent(const MyKey: TKey; const Ch: char): boolean; virtual;
procedure MouseDownEvent(Button: Controls.TMouseButton;
Shift:TShiftState; X,Y:Integer); virtual;
procedure MouseUpEvent(Button: Controls.TMouseButton;
Shift:TShiftState; X,Y:Integer); virtual;
procedure MouseMoveEvent(Shift: TShiftState; NewX, NewY: Integer); virtual;
{ @groupEnd }
procedure UpdateEvent; virtual;
{ In this class this just calls OnGLContextOpen.
Note that always after initializing OpenGL context, we also call
Resize (OnResize event). And we call Invalidate
(so at the first opportunity, Paint (with OnPaint,
DoDraw (OnDraw), DoBeforeDraw (OnBeforeDraw), will also get called). }
procedure DoGLContextOpen; virtual;
{ In this class this just calls OnGLContextClose. }
procedure DoGLContextClose; virtual;
property GLInitialized: boolean read FGLInitialized;
procedure DoBeforeDraw; virtual;
procedure DoDraw; virtual;
public
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
function MakeCurrent(SaveOldToStack: boolean = false): boolean; override;
procedure Invalidate; override;
procedure Paint; override;
property Pressed: TKeysPressed read FPressed;
property MousePressed: CastleKeysMouse.TMouseButtons read FMousePressed;
procedure ReleaseAllKeysAndMouse;
property MouseX: Integer read FMouseX;
property MouseY: Integer read FMouseY;
property Fps: TFramesPerSecond read FFps;
{ Place mouse cursor at NewMouseX and NewMouseY.
Position is specified relative to this window's upper-top corner
(more specifically, OpenGL area upper-top corner),
just like MouseX and MouseY properties.
Note that the actually set position may be different than requested,
for example if part of the window is offscreen then
window manager will probably refuse to move mouse cursor offscreen.
This @italic(may) generate normal OnMouseMove event, just as if the
user moved the mouse. But it's also allowed to not do this.
Ignored when window is closed. }
procedure SetMousePosition(const NewMouseX, NewMouseY: Integer);
{ Capture the current control contents to an image.
These functions take care of flushing any pending redraw operations
and capturing the screen contents correctly. }
function SaveScreen: TRGBImage;
published
{ Called right after OpenGL context is created. }
property OnGLContextOpen: TNotifyEvent
read FOnGLContextOpen write FOnGLContextOpen;
{ Called right before OpenGL context is destroyed. }
property OnGLContextClose: TNotifyEvent
read FOnGLContextClose write FOnGLContextClose;
property OnBeforeDraw: TNotifyEvent read FOnBeforeDraw write FOnBeforeDraw;
property OnDraw: TNotifyEvent read FOnDraw write FOnDraw;
property TabOrder;
property TabStop default true;
end;
{ OpenGL control, with extensions for "Castle Game Engine", including
@link(Controls) list for TUIControl instances.
Keeps a @link(Controls) list, so you can easily add TUIControl instances
to this window (like TCastleOnScreenMenu, TCastleButton and more).
We will pass events to these controls, draw them etc. }
TCastleControlCustom = class(TCastleControlBase, IUIContainer)
private
FControls: TUIControlList;
FUseControls: boolean;
FOnDrawStyle: TUIControlDrawStyle;
FFocus: TUIControl;
FTooltipDelay: TMilisecTime;
FTooltipDistance: Cardinal;
FTooltipVisible: boolean;
FTooltipX, FTooltipY: Integer;
LastPositionForTooltip: boolean;
LastPositionForTooltipX, LastPositionForTooltipY: Integer;
LastPositionForTooltipTime: TTimerResult;
Mouse3d: T3DConnexionDevice;
Mouse3dPollTimer: Single;
procedure ControlsVisibleChange(Sender: TObject);
procedure SetUseControls(const Value: boolean);
procedure UpdateFocusAndMouseCursor;
function GetTooltipX: Integer;
function GetTooltipY: Integer;
protected
function KeyDownEvent(const MyKey: TKey; const Ch: char): boolean; override;
function KeyUpEvent(const MyKey: TKey; const Ch: char): boolean; override;
procedure MouseDownEvent(Button: Controls.TMouseButton;
Shift:TShiftState; X,Y:Integer); override;
procedure MouseUpEvent(Button: Controls.TMouseButton;
Shift:TShiftState; X,Y:Integer); override;
procedure MouseMoveEvent(Shift: TShiftState; NewX, NewY: Integer); override;
function MouseWheelEvent(const Scroll: Single; const Vertical: boolean): boolean; override;
procedure UpdateEvent; override;
procedure DoBeforeDraw; override;
procedure DoDraw; override;
procedure Resize; override;
procedure DoGLContextOpen; override;
procedure DoGLContextClose; override;
procedure Notification(AComponent: TComponent; Operation: TOperation); override;
{ Enable @link(Controls) list processing.
@italic(Messing with this is very dangerous), that's why it's
visibility is only protected (although could be even pubilshed, technically).
This makes all controls miss all their events, including some critical
notification events like TUIControl.GLContextOpen, TUIControl.GLContextClose,
TUIControl.ContainerResize.
You can reliably only turn this off temporarily, when you know that
no events (or at least no meaningful events, like resize or control
add/remove) will reach the window during this time. }
property UseControls: boolean
read FUseControls write SetUseControls default true;
public
const
DefaultTooltipDelay = 1000;
DefaultTooltipDistance = 10;
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
{ Returns the control that should receive input events first,
or @nil if none. More precisely, this is the first on Controls
list that is enabled and under the mouse cursor.
@nil is returned when there's no enabled control under the mouse cursor,
or when UseControls = @false. }
property Focus: TUIControl read FFocus;
{ When the tooltip should be shown (mouse hovers over a control
with a tooltip) then the TooltipVisible is set to @true,
and TooltipX, TooltipY indicate left-bottom suggested position
of the tooltip.
The tooltip is only detected when TUIControl.TooltipStyle <> dsNone.
See TUIControl.TooltipStyle and TUIControl.DrawTooltip.
For simple purposes just set TUIControlFont.Tooltip to something
non-empty.
@groupBegin }
property TooltipVisible: boolean read FTooltipVisible;
property TooltipX: Integer read FTooltipX;
property TooltipY: Integer read FTooltipY;
{ @groupEnd }
function Mouse3dLoaded: boolean;
published
{ How OnDraw callback fits within various Draw methods of our
@link(Controls).
See TCastleWindowCustom.OnDrawStyle for full description. }
property OnDrawStyle: TUIControlDrawStyle
read FOnDrawStyle write FOnDrawStyle default dsNone;
{ Controls listening for user input (keyboard / mouse) to this window.
Usually you explicitly add / delete controls to this list.
Also, freeing the control that is on this list
automatically removes it from this list (using the TComponent.Notification
mechanism). }
property Controls: TUIControlList read FControls;
property TooltipDelay: TMilisecTime read FTooltipDelay write FTooltipDelay
default DefaultTooltipDelay;
property TooltipDistance: Cardinal read FTooltipDistance write FTooltipDistance
default DefaultTooltipDistance;
end;
{ Lazarus component with an OpenGL context, most comfortable to render 3D worlds
with 2D controls above. Add your 3D stuff to the scene manager
available in @link(SceneManager) property. Add your 2D stuff
to the @link(TCastleControlCustom.Controls) property (from ancestor TCastleControlCustom).
You can directly access the SceneManager and configure it however you like.
You have comfortable @link(Load) method that simply loads a single 3D model
to your world. }
TCastleControl = class(TCastleControlCustom)
private
FSceneManager: TGameSceneManager;
function GetShadowVolumes: boolean;
function GetShadowVolumesDraw: boolean;
function GetOnCameraChanged: TNotifyEvent;
procedure SetShadowVolumes(const Value: boolean);
procedure SetShadowVolumesDraw(const Value: boolean);
procedure SetOnCameraChanged(const Value: TNotifyEvent);
public
constructor Create(AOwner :TComponent); override;
{ Load a single 3D model to your world
(removing other models, and resetting the camera).
This is nice for simple 3D model browsers, but usually for games you
don't want to use this method --- it's more flexible to create TCastleScene
yourself, and add it to scene manager yourself, see engine examples like
scene_manager_basic.lpr. }
procedure Load(const SceneURL: string);
procedure Load(ARootNode: TX3DRootNode; const OwnsRootNode: boolean);
function MainScene: TCastleScene;
function Camera: TCamera;
published
property SceneManager: TGameSceneManager read FSceneManager;
property OnCameraChanged: TNotifyEvent
read GetOnCameraChanged write SetOnCameraChanged;
{ See TCastleAbstractViewport.ShadowVolumes. }
property ShadowVolumes: boolean
read GetShadowVolumes write SetShadowVolumes
default TCastleAbstractViewport.DefaultShadowVolumes;
{ See TCastleAbstractViewport.ShadowVolumesDraw. }
property ShadowVolumesDraw: boolean
read GetShadowVolumesDraw write SetShadowVolumesDraw default false;
end;
procedure Register;
var
{ Limit the number of (real) frames per second inside TCastleControl
rendering, to not hog the CPU.
Set to zero to not limit.
See TCastleWindow.ProcessMessage documentation about WaitToLimitFPS
parameter, and see TCastleApplication.LimitFPS documentation.
The mechanism does mean sleeping in your process, so it's a global
thing, not just a property of TCastleControl.
However, the mechanism is activated only when some TCastleControl
component is used, and only when LCL idle is fired (so we have no pending
events, as LCL idle is "lazy" and fires only when process is really idle),
and not at Lazarus design time.
When we may be clogged with events (like when using mouse look)
this has an additional meaning:
it is then used to force TCastleControl.UpdateEvent and (if needed) repaint
at least this often. So it is not only a limit,
it's more like "the desired number of FPS".
Although it's capped by MaxDesiredFPS (100), which is applied when
LimitFPS > MaxDesiredFPS or when LimitFPS = 0 (which means "infinity"). }
LimitFPS: Single = DefaultLimitFPS;
implementation
uses LCLType, GL, GLU, GLExt, CastleGLUtils, CastleStringUtils, X3DLoad,
CastleGLImages, CastleLog, Contnrs, CastleLCLUtils;
procedure Register;
begin
RegisterComponents('Castle', [
{ For engine 3.0.0, TCastleControlCustom is not registered on palette,
as the suggested usage for everyone is to take TCastleControl with
scene manager instance already created.
In engine 2.x, I was getting questions about which one to use,
and it seems that noone grokked the difference between the two.
Final decision about it (should it be visible on palette for advanced uses,
and risk confusing novice users?) is still unsure (report on forum
if you have any opinion). }
{ TCastleControlCustom, }
TCastleControl]);
end;
var
{ All TCastleControl instances created. We use this to share OpenGL contexts,
as all OpenGL contexts in our engine must share OpenGL resources
(our OnGLContextOpen and such callbacks depend on it,
and it makes implementation much easier). }
CastleControls: TComponentList;
{ Limit FPS ------------------------------------------------------------------ }
var
LastLimitFPSTime: TTimerResult;
procedure DoLimitFPS;
var
NowTime: TTimerResult;
TimeRemainingFloat: Single;
begin
if LimitFPS > 0 then
begin
NowTime := Timer;
{ When this is run for the 1st time, LastLimitFPSTime is zero,
so NowTime - LastLimitFPSTime is huge, so we will not do any Sleep
and only update LastLimitFPSTime.
For the same reason, it is not a problem if you do not call DoLimitFPS
often enough (for example, you do a couple of ProcessMessage calls
without DoLimitFPS for some reason), or when user temporarily sets
LimitFPS to zero and then back to 100.0.
In every case, NowTime - LastLimitFPSTime will be large, and no sleep
will happen. IOW, in the worst case --- we will not limit FPS,
but we will *never* slow down the program when it's not really necessary. }
TimeRemainingFloat :=
{ how long I should wait between _LimitFPS calls }
1 / LimitFPS -
{ how long I actually waited between _LimitFPS calls }
(NowTime - LastLimitFPSTime) / TimerFrequency;
{ Don't do Sleep with too small values.
It's better to have larger FPS values than limit,
than to have them too small. }
if TimeRemainingFloat > 0.001 then
begin
Sleep(Round(1000 * TimeRemainingFloat));
LastLimitFPSTime := Timer;
end else
LastLimitFPSTime := NowTime;
end;
end;
{ TCastleApplicationIdle -------------------------------------------------- }
type
TCastleApplicationIdle = class
class procedure ApplicationIdle(Sender: TObject; var Done: Boolean);
end;
class procedure TCastleApplicationIdle.ApplicationIdle(Sender: TObject; var Done: Boolean);
var
I: Integer;
C: TCastleControlBase;
begin
{ This should never be registered in design mode, to not conflict
(by DoLimitFPS, or Done setting) with using Lazarus IDE. }
Assert(not (csDesigning in Application.ComponentState));
{ Call UpdateEvent for all TCastleControl instances. }
for I := 0 to CastleControls.Count - 1 do
begin
C := CastleControls[I] as TCastleControlBase;
C.UpdateEvent;
end;
DoLimitFPS;
{ With Done := true (this is actually default Done value here),
ApplicationIdle events are not occuring as often
as we need. Test e.g. GTK2 with clicking on spheres on
demo_models/sensors_pointing_device/touch_sensor_tests.x3dv .
That's because Done := true allows for WidgetSet.AppWaitMessage
inside lcl/include/application.inc .
We don't want that, we want continous UpdateEvent events.
So we have to use Done := false.
Unfortunately, Done := false prevents other idle actions
(other TApplicationProperties.OnIdle) from working.
See TApplication.Idle and TApplication.NotifyIdleHandler implementation
in lcl/include/application.inc .
To at least allow all TCastleControlBase work, we use a central
ApplicationIdle callback (we don't use separate TApplicationProperties
for each TCastleControl; in fact, we don't need TApplicationProperties
at all). }
Done := false;
end;
var
ApplicationIdleSet: boolean;
{ TCastleControlBaseCore -------------------------------------------------- }
constructor TCastleControlBase.Create(AOwner: TComponent);
begin
inherited;
FFps := TFramesPerSecond.Create;
FPressed := TKeysPressed.Create;
if CastleControls.Count <> 0 then
SharedControl := CastleControls[0] as TCastleControl;
CastleControls.Add(Self);
Invalidated := false;
if (not (csDesigning in ComponentState)) and (not ApplicationIdleSet) then
begin
ApplicationIdleSet := true;
Application.AddOnIdleHandler(@(TCastleApplicationIdle(nil).ApplicationIdle));
end;
end;
destructor TCastleControlBase.Destroy;
begin
if ApplicationIdleSet and
(CastleControls <> nil) and
{ If CastleControls.Count will become 0 after this destructor,
then unregisted our idle callback.
If everyhting went Ok, CastleControls.Count = 1 should always imply
that we're the only control there. But check "CastleControls[0] = Self"
in case we're in destructor because there was an exception
in the constructor. }
(CastleControls.Count = 1) and
(CastleControls[0] = Self) then
begin
ApplicationIdleSet := false;
Application.RemoveOnIdleHandler(@(TCastleApplicationIdle(nil).ApplicationIdle));
end;
FreeAndNil(FPressed);
FreeAndNil(FFps);
inherited;
end;
{ Initial idea was to do
procedure TCastleControlBase.CreateHandle;
begin
Writeln('TCastleControlBase.CreateHandle ', GLInitialized,
' ', OnGLContextOpen <> nil);
inherited CreateHandle;
if not GLInitialized then
begin
GLInitialized := true;
DoGLContextOpen;
end;
Writeln('TCastleControlBase.CreateHandle end');
end;
Reasoning: looking at implementation of OpenGLContext,
actual creating and destroying of OpenGL contexts
(i.e. calls to LOpenGLCreateContext and LOpenGLDestroyContextInfo)
is done within Create/DestroyHandle.
Why this was wrong ? Because under GTK LOpenGLCreateContext
only creates gtk_gl_area --- it doesn't *realize* it yet !
Which means that actually LOpenGLCreateContext doesn't create
OpenGL context. Looking at implementation of GLGtkGlxContext
we see that only during MakeCurrent the widget is guaranteed
to be realized. }
function TCastleControlBase.MakeCurrent(SaveOldToStack: boolean): boolean;
begin
Result := inherited MakeCurrent(SaveOldToStack);
if not GLInitialized then
begin
FGLInitialized := true;
DoGLContextOpen;
Resize;
{ TODO: why it's not enough to call Resize; here?
Long time ago, observed on Windows, later also on GTK 2.
Reproducible e.g. with simple_3d_camera Lazarus demo. }
if Assigned(OnResize) then OnResize(Self);
Invalidate;
end;
end;
procedure TCastleControlBase.Invalidate;
begin
Invalidated := true;
inherited;
end;
procedure TCastleControlBase.DestroyHandle;
begin
if GLInitialized then
begin
DoGLContextClose;
FGLInitialized := false;
end;
inherited DestroyHandle;
end;
procedure TCastleControlBase.DoGLContextOpen;
begin
LoadAllExtensions;
if Assigned(OnGLContextOpen) then
OnGLContextOpen(Self);
end;
procedure TCastleControlBase.DoGLContextClose;
begin
if Assigned(OnGLContextClose) then
OnGLContextClose(Self);
end;
procedure TCastleControlBase.ReleaseAllKeysAndMouse;
begin
Pressed.Clear;
FMousePressed := [];
end;
procedure TCastleControlBase.UpdateShiftState(const Shift: TShiftState);
begin
Pressed.Keys[K_Shift] := ssShift in Shift;
Pressed.Keys[K_Alt ] := ssAlt in Shift;
Pressed.Keys[K_Ctrl ] := ssCtrl in Shift;
end;
function TCastleControlBase.KeyDownEvent(const MyKey: TKey; const Ch: char): boolean;
begin
Result := false;
end;
function TCastleControlBase.KeyUpEvent(const MyKey: TKey; const Ch: char): boolean;
begin
Result := false;
end;
procedure TCastleControlBase.MouseDownEvent(Button: Controls.TMouseButton;
Shift: TShiftState; X, Y: Integer);
begin
end;
procedure TCastleControlBase.MouseUpEvent(Button: Controls.TMouseButton;
Shift: TShiftState; X, Y: Integer);
begin
end;
procedure TCastleControlBase.MouseMoveEvent(Shift: TShiftState; NewX, NewY: Integer);
begin
end;
procedure TCastleControlBase.KeyDown(var Key: Word; Shift: TShiftState);
var
MyKey: TKey;
Ch: char;
begin
KeyLCLToCastle(Key, Shift, MyKey, Ch);
if (MyKey <> K_None) or (Ch <> #0) then
Pressed.KeyDown(MyKey, Ch);
UpdateShiftState(Shift); { do this after Pressed update above, and before *Event }
{ Do not change focus by arrow keys, this would breaks our handling of arrows
over TCastleControl. We can prevent Lazarus from interpreting these
keys as focus-changing (actually, Lazarus tells widget managet that these
are already handled) by setting them to zero.
Note: our MyKey/Ch (passed to KeyDownEvent) are calculated earlier,
so they will correctly capture arrow keys. }
if (Key = VK_Down) or
(Key = VK_Up) or
(Key = VK_Right) or
(Key = VK_Left) then
Key := 0;
inherited KeyDown(Key, Shift); { OnKeyDown before KeyDownEvent }
if (MyKey <> K_None) or (Ch <> #0) then
if KeyDownEvent(MyKey, Ch) then
Key := 0; // handled
end;
procedure TCastleControlBase.KeyUp(var Key: Word; Shift: TShiftState);
var
MyKey: TKey;
Ch: char;
begin
KeyLCLToCastle(Key, Shift, MyKey, Ch);
if MyKey <> K_None then
Pressed.KeyUp(MyKey, Ch);
UpdateShiftState(Shift); { do this after Pressed update above, and before *Event }
{ Do not change focus by arrow keys, this breaks our handling of them.
See KeyDown for more comments. }
if (Key = VK_Down) or
(Key = VK_Up) or
(Key = VK_Right) or
(Key = VK_Left) then
Key := 0;
inherited KeyUp(Key, Shift); { OnKeyUp before KeyUpEvent }
if (MyKey <> K_None) or (Ch <> #0) then
if KeyUpEvent(MyKey, Ch) then
Key := 0; // handled
end;
procedure TCastleControlBase.MouseDown(Button: Controls.TMouseButton;
Shift: TShiftState; X, Y: Integer);
var
MyButton: CastleKeysMouse.TMouseButton;
begin
FMouseX := X;
FMouseY := Y;
if MouseButtonLCLToCastle(Button, MyButton) then
Include(FMousePressed, MyButton);
UpdateShiftState(Shift); { do this after Pressed update above, and before *Event }
inherited MouseDown(Button, Shift, X, Y); { OnMouseDown before MouseDownEvent }
MouseDownEvent(Button, Shift, X, Y);
end;
procedure TCastleControlBase.MouseUp(Button: Controls.TMouseButton;
Shift: TShiftState; X, Y: Integer);
var
MyButton: CastleKeysMouse.TMouseButton;
begin
FMouseX := X;
FMouseY := Y;
if MouseButtonLCLToCastle(Button, MyButton) then
Exclude(FMousePressed, MyButton);
UpdateShiftState(Shift); { do this after Pressed update above, and before *Event }
inherited MouseUp(Button, Shift, X, Y); { OnMouseUp before MouseUpEvent }
MouseUpEvent(Button, Shift, X, Y);
end;
procedure TCastleControlBase.MouseMove(Shift: TShiftState; NewX, NewY: Integer);
{ Force UpdateEvent and Paint (if invalidated) events to happen,
if sufficient time (based on LimitFPS, that in this case acts like
"desired FPS") passed.
This is needed when user "clogs" the GTK / WinAPI / Qt etc. event queue.
In this case Lazarus (LCL) doesn't automatically fire the idle and repaint
events.
The behavior of Lazarus application Idle events is such that they
are executed only when there are no events left to process.
This makes sense, and actually follows the docs and the name "idle".
In contrast, our UpdateEvent expects to be run continously, that is:
about the same number
of times per second as the screen Redraw (and if the screen doesn't need to
be redrawn, our UpdateEvent should still run a sensible number of times
per second --- around the same value as LimitFPS, or (when LimitFPS
is set to 0, meaning "unused") as many times as possible).
For our UpdateEvent, it should not matter whether your event
loop has something left to process. We need this,
since typical games / 3D simulations must try to update animations and
repaint at a constant rate, even when user is moving around.
The problem is most obvious when moving the mouse, for example when using
the mouse look to walk and look around in Walk mode (TWalkCamera.MouseLook),
or when dragging with mouse
in Examine mode. The event loop is then typically busy processing mouse move
events all the time, so it's never/seldom empty (note: it doesn't mean that
event loop is clogged, as mouse move events can be potentially accumulated
at various levels --- LCL, underlying widgetset like GTK, underlying system
like XWindows etc. I think in practice XWindows does it, but I'm not sure).
Our program should however still be responsive. Not only the screen should
be redrawn, regardless if our event loop is empty or not, but also
our Update event should be continously called. But if we just use LCL Idle/Redraw
behavior (that descends from other widgetsets) then you may find that:
- during mouse look things "stutter" --- no Idle, not even Redraw,
happens regularly.
- during mouse drag Redraw may be regular, but still Idle are not called
(so e.g. animations do not move, instead they suddenly jump a couple
of seconds
forward when you stop dragging after a couple of seconds).
Note that TCastleWindow (with backends other than LCL) do not have this
problem. Maybe we process events faster, so that we don't get clogged
during MouseLook?
We can't fix it by hacking Application methods,
especially as LCL Application.ProcessMessage may handle a "batch"
of events (for example, may be ~ 100 GTK messages, see
TGtkWidgetSet.AppProcessMessages in lazarus/trunk/lcl/interfaces/gtk/gtkwidgetset.inc).
So instead we hack it from the inside: from time to time
(more precisely, LimitFPS times per second),
when receving an often occuring event (right now: just MouseMove),
we'll call the UpdateEvent, and (if pending Invalidate call) Paint methods.
In theory, we could call this on every event (key down, mouse down etc.).
But in practice:
- Doing this from KeyDown would make redraw when moving by only holding
down some keys stutter a little (screen seems like not refreshed fast
enough). Reason for this stutter is not known,
it also stutters in case of mouse move, but we have no choice in this case:
either update with stuttering, or not update (continously) at all.
TCastleWindow doesn't have this problem, mouse look is smooth there.
- It's also not needed from events other than mouse move.
In theory, for LimitFPS = 0, we should just do this every time.
But this would overload the system
(you would see smooth animation and rendering, but there will be latency
with respect to handling input, e.g. mouse move will be processed with
a small delay). So we use MaxDesiredFPS to cap it. }
procedure AggressiveUpdate;
const
MaxDesiredFPS = DefaultLimitFPS;
var
DesiredFPS: Single;
begin
if LimitFPS <= 0 then
DesiredFPS := MaxDesiredFPS else
DesiredFPS := Min(MaxDesiredFPS, LimitFPS);
if Timer - Fps.UpdateStartTime > TimerFrequency / DesiredFPS then
begin
UpdateEvent;
if Invalidated then Paint;
end;
end;
begin
MouseMoveEvent(Shift, NewX, NewY);
{ OnMouseMove after MouseMoveEvent (MouseX, MouseY must be old values
inside MouseMoveEvent) }
FMouseX := NewX;
FMouseY := NewY;
UpdateShiftState(Shift); { do this after Pressed update above, and before *Event }
AggressiveUpdate;
inherited MouseMove(Shift, NewX, NewY);
end;
function TCastleControlBase.DoMouseWheel(Shift: TShiftState; WheelDelta: Integer;
MousePos: TPoint): Boolean;
begin
Result := MouseWheelEvent(WheelDelta/120, true);
if Result then Exit;
Result := inherited DoMouseWheel(Shift, WheelDelta, MousePos);
end;
function TCastleControlBase.MouseWheelEvent(const Scroll: Single; const Vertical: boolean): boolean;
begin
Result := false;
end;
procedure TCastleControlBase.UpdateEvent;
begin
Fps._UpdateBegin;
end;
procedure TCastleControlBase.DoExit;
begin
inherited;
ReleaseAllKeysAndMouse;
end;
procedure TCastleControlBase.DoBeforeDraw;
begin
if Assigned(OnBeforeDraw) then
OnBeforeDraw(Self);
end;
procedure TCastleControlBase.DoDraw;
begin
if Assigned(OnDraw) then
OnDraw(Self);
end;
procedure TCastleControlBase.Paint;
begin
{ Note that we don't call here inherited, instead doing everything ourselves. }
if MakeCurrent then
begin
DoBeforeDraw;
Fps._RenderBegin;
try
DoDraw;
if GLVersion.BuggySwapNonStandardViewport then
glViewport(0, 0, Width, Height);
SwapBuffers;
finally Fps._RenderEnd end;
Invalidated := false;
end;
end;
function TCastleControlBase.SaveScreen: TRGBImage;
var
ReadBuffer: TGLenum;
begin
if MakeCurrent then
begin
DoBeforeDraw;
DoDraw;
end;
if DoubleBuffered then
ReadBuffer := GL_BACK else
ReadBuffer := GL_FRONT;
Result := SaveScreen_NoFlush(0, 0, Width, Height, ReadBuffer);
end;
procedure TCastleControlBase.SetMousePosition(const NewMouseX, NewMouseY: Integer);
begin
Mouse.CursorPos := ControlToScreen(Point(NewMouseX, NewMouseY));
end;
function TCastleControlBase.GetMouseX: Integer;
begin
Result := FMouseX;
end;
function TCastleControlBase.GetMouseY: Integer;
begin
Result := FMouseY;
end;
function TCastleControlBase.GetWidth: Integer;
begin
Result := Width;
end;
function TCastleControlBase.GetHeight: Integer;
begin
Result := Height;
end;
function TCastleControlBase.GetMousePressed: TMouseButtons;
begin
Result := FMousePressed;
end;
function TCastleControlBase.GetPressed: TKeysPressed;
begin
Result := FPressed;
end;
{ TControlledUIControlList ----------------------------------------------------- }
type
{ TUIControlList descendant that takes care to react to list add/remove
notifications, doing appropriate operations with parent Container. }
TControlledUIControlList = class(TUIControlList)
private
Container: TCastleControlCustom;
public
constructor Create(const FreeObjects: boolean; const AContainer: TCastleControlCustom);
procedure Notify(Ptr: Pointer; Action: TListNotification); override;
end;
constructor TControlledUIControlList.Create(const FreeObjects: boolean;
const AContainer: TCastleControlCustom);
begin
inherited Create(FreeObjects);
Container := AContainer;
end;
procedure TControlledUIControlList.Notify(Ptr: Pointer; Action: TListNotification);
var
C: TUIControl absolute Ptr;
begin
C := TUIControl(Ptr);
case Action of
lnAdded:
begin
{ Make sure Container.ControlsVisibleChange will be called
when a control calls OnVisibleChange. }
if C.OnVisibleChange = nil then
C.OnVisibleChange := @Container.ControlsVisibleChange;
{ Register Container to be notified of control destruction. }
C.FreeNotification(Container);
C.Container := Container;
{ Call initial ContainerResize for control.
If Container OpenGL context is not yet initialized, defer it to
the Init time, then our initial EventResize will be called
that will do ContainerResize on every control. }
if Container.GLInitialized then
begin
C.GLContextOpen;
C.ContainerResize(Container.Width, Container.Height);
end;
end;
lnExtracted, lnDeleted:
begin
if Container.GLInitialized then
C.GLContextClose;
if C.OnVisibleChange = @Container.ControlsVisibleChange then
C.OnVisibleChange := nil;
C.RemoveFreeNotification(Container);
C.Container := nil;
end;
else raise EInternalError.Create('TControlledUIControlList.Notify action?');
end;
if Container.FControls <> nil then
Container.UpdateFocusAndMouseCursor;
end;
{ TCastleControlCustom --------------------------------------------------------- }
constructor TCastleControlCustom.Create(AOwner: TComponent);
begin
inherited;
TabStop := true;
FControls := TControlledUIControlList.Create(false, Self);
FUseControls := true;
FOnDrawStyle := dsNone;
FTooltipDelay := DefaultTooltipDelay;
FTooltipDistance := DefaultTooltipDistance;
{ 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 TCastleControlCustom.Destroy;
begin
FreeAndNil(FControls);
FreeAndNil(Mouse3d);
inherited;
end;
function TCastleControlCustom.Mouse3dLoaded: boolean;
begin
Result := Assigned(Mouse3d) and Mouse3d.Loaded;
end;
procedure TCastleControlCustom.Notification(AComponent: TComponent; Operation: TOperation);
begin
{ We have to remove a reference to the object from Controls list.
This is crucial: TControlledUIControlList.Notify,
and some Controls.MakeSingle calls, assume that all objects on
the Controls list are always valid objects (no invalid references,
even for a short time).
Check "Controls <> nil" is not needed here, it's just in case
this code will be moved to TUIControl.Notification some day.
See T3D.Notification for explanation. }
if (Operation = opRemove) and (AComponent is TUIControl) {and (Controls <> nil)} then
begin
Controls.DeleteAll(AComponent);
if AComponent = FFocus then FFocus := nil;
end;
end;
procedure TCastleControlCustom.UpdateFocusAndMouseCursor;
function CalculateFocus: TUIControl;
var
I: Integer;
begin
if not UseControls then Exit(nil);
for I := 0 to Controls.Count - 1 do
begin
Result := Controls[I];
if Result.PositionInside(MouseX, MouseY) then
Exit;
end;
Result := nil;
end;
function CalculateMouseCursor: TMouseCursor;
begin
if Focus <> nil then
Result := Focus.Cursor else
Result := mcDefault;
end;
var
NewFocus: TUIControl;
NewCursor: TCursor;
begin
NewFocus := CalculateFocus;
if NewFocus <> Focus then
begin
if (Focus <> nil) and UseControls then Focus.Focused := false;
FFocus := NewFocus;
{ No need to check UseControls above: if Focus <> nil then we know
UseControls was true during CalculateFocus. }
if (Focus <> nil) then Focus.Focused := true;
end;
NewCursor := CursorCastleToLCL[CalculateMouseCursor];
{ check explicitly "Cursor <> NewCursor" --- we will call UpdateFocusAndMouseCursor
very often (in each mouse move), and we don't want to depend on Lazarus
optimizing "Cursor := Cursor" to avoid some potentially expensive window
manager call. }
if Cursor <> NewCursor then
Cursor := NewCursor;
end;
procedure TCastleControlCustom.UpdateEvent;
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 LastPositionForTooltip) or
(Sqr(LastPositionForTooltipX - MouseX) +
Sqr(LastPositionForTooltipY - MouseY) > Sqr(TooltipDistance)) then
begin
LastPositionForTooltip := true;
LastPositionForTooltipX := MouseX;
LastPositionForTooltipY := MouseY;
LastPositionForTooltipTime := T;
NewTooltipVisible := false;
end else
NewTooltipVisible :=
{ make TooltipVisible only when we're over a control that has
focus. This avoids unnecessary changing of TooltipVisible
(and related PostRedisplay) when there's no tooltip possible. }
(Focus <> nil) and
(Focus.TooltipStyle <> dsNone) and
( (1000 * (T - LastPositionForTooltipTime)) div
TimerFrequency > TooltipDelay );
if FTooltipVisible <> NewTooltipVisible then
begin
FTooltipVisible := NewTooltipVisible;
if TooltipVisible then
begin
{ when setting TooltipVisible from false to true,
update LastPositionForTooltipX/Y. 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 LastPositionForTooltipX/Y more often,
as it would disable the purpose of TooltipDistance: faster
mouse movement should hide the tooltip. }
LastPositionForTooltipX := MouseX;
LastPositionForTooltipY := MouseY;
{ also update TooltipX/Y }
FTooltipX := MouseX;
FTooltipY := MouseY;
end;
Invalidate;
end;
end;
var
I: Integer;
C: TUIControl;
HandleInput: boolean;
Dummy: boolean;
Tx, Ty, Tz, TLength, Rx, Ry, Rz, RAngle: Double;
Mouse3dPollSpeed: Single;
const
Mouse3dPollDelay = 0.05;
begin
if UseControls then
begin
UpdateTooltip;
{ 3D Mouse }
if Assigned(Mouse3D) and Mouse3D.Loaded then
begin
Mouse3dPollTimer -= Fps.UpdateSecondsPassed;
if Mouse3dPollTimer < 0 then
begin
{ get values from sensor }
Mouse3dPollSpeed := Mouse3dPollTimer + Mouse3dPollDelay;
Mouse3D.GetTranslationValues(Tx, Ty, Tz, TLength);
Mouse3D.GetRotationValues(Rx, Ry, Rz, RAngle);
{ send to all 2D controls, including viewports }
for I := 0 to Controls.Count - 1 do
begin
C := Controls[I];
if C.PositionInside(MouseX, MouseY) then
begin
C.Mouse3dTranslation(Tx, Ty, Tz, TLength, Mouse3dPollSpeed);
C.Mouse3dRotation(Rx, Ry, Rz, RAngle, Mouse3dPollSpeed);
end;
end;
{ 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 += Mouse3dPollDelay until Mouse3dPollTimer > 0;
end;
end;
{ Although we call Update for all the controls, we look
at PositionInside and track HandleInput values.
See TUIControl.Update for explanation. }
HandleInput := true;
for I := 0 to Controls.Count - 1 do
begin
C := Controls[I];
if C.PositionInside(MouseX, MouseY) then
begin
C.Update(Fps.UpdateSecondsPassed, HandleInput);
end else
begin
Dummy := false;
C.Update(Fps.UpdateSecondsPassed, Dummy);
end;
end;
end;
inherited;
end;
function TCastleControlCustom.KeyDownEvent(const MyKey: TKey; const Ch: char): boolean;
var
C: TUIControl;
I: Integer;
begin
Result := inherited;
if Result then Exit;
if UseControls then
begin
for I := 0 to Controls.Count - 1 do
begin
C := Controls[I];
if C.PositionInside(MouseX, MouseY) then
if C.Press(InputKey(MyKey, Ch)) then
Exit(true);
end;
end;
end;
function TCastleControlCustom.KeyUpEvent(const MyKey: TKey; const Ch: char): boolean;
var
C: TUIControl;
I: Integer;
begin
Result := inherited;
if Result then Exit;
if UseControls then
begin
for I := 0 to Controls.Count - 1 do
begin
C := Controls[I];
if C.PositionInside(MouseX, MouseY) then
if C.Release(InputKey(MyKey, Ch)) then
Exit(true);
end;
end;
end;
procedure TCastleControlCustom.MouseDownEvent(Button: Controls.TMouseButton;
Shift: TShiftState; X, Y: Integer);
var
MyButton: CastleKeysMouse.TMouseButton;
C: TUIControl;
I: Integer;
begin
if MouseButtonLCLToCastle(Button, MyButton) and UseControls then
begin
for I := 0 to Controls.Count - 1 do
begin
C := Controls[I];
if C.PositionInside(MouseX, MouseY) then
if C.Press(InputMouseButton(MyButton)) then
Exit;
end;
end;
inherited;
end;
procedure TCastleControlCustom.MouseUpEvent(Button: Controls.TMouseButton;
Shift: TShiftState; X, Y: Integer);
var
MyButton: CastleKeysMouse.TMouseButton;
C: TUIControl;
I: Integer;
begin
if MouseButtonLCLToCastle(Button, MyButton) and UseControls then
begin
for I := 0 to Controls.Count - 1 do
begin
C := Controls[I];
if C.PositionInside(MouseX, MouseY) then
if C.Release(InputMouseButton(MyButton)) then
Exit;
end;
end;
inherited;
end;
procedure TCastleControlCustom.MouseMoveEvent(Shift: TShiftState; NewX, NewY: Integer);
var
C: TUIControl;
I: Integer;
begin
UpdateFocusAndMouseCursor;
if UseControls then
begin
for I := 0 to Controls.Count - 1 do
begin
C := Controls[I];
if C.PositionInside(MouseX, MouseY) then
if C.MouseMove(MouseX, MouseY, NewX, NewY) then Exit;
end;
end;
inherited;
end;
function TCastleControlCustom.MouseWheelEvent(const Scroll: Single; const Vertical: boolean): boolean;
var
C: TUIControl;
I: Integer;
begin
if UseControls then
begin
for I := 0 to Controls.Count - 1 do
begin
C := Controls[I];
if C.PositionInside(MouseX, MouseY) then
if C.Press(InputMouseWheel(Scroll, true)) then
begin
Result := true;
Exit;
end;
end;
end;
Result := false;
end;
procedure TCastleControlCustom.ControlsVisibleChange(Sender: TObject);
begin
Invalidate;
end;
procedure TCastleControlCustom.DoBeforeDraw;
var
I: Integer;
begin
inherited;
if UseControls then
begin
for I := 0 to Controls.Count - 1 do
Controls[I].BeforeDraw;
end;
end;
procedure TCastleControlCustom.DoDraw;
{ Call Draw for all controls having DrawStyle = ds3D.
Also (since we call DrawStyle for everything anyway)
calculates AnythingWants2D = if any control returned DrawStyle = ds2D.
If not, you can later avoid even changing projection to 2D. }
procedure Draw3D(out AnythingWants2D: boolean);
var
I: Integer;
C: TUIControl;
begin
AnythingWants2D := false;
if UseControls then
begin
{ draw controls in "downto" order, back to front }
for I := Controls.Count - 1 downto 0 do
begin
C := Controls[I];
case C.DrawStyle of
ds2D: AnythingWants2D := true;
{ Set OpenGL state that may be changed carelessly, and has some
guanteed value, for TUIControl.Draw calls. }
ds3D: begin glLoadIdentity; C.Draw; end;
end;
end;
if TooltipVisible and (Focus <> nil) then
case Focus.TooltipStyle of
ds2D: AnythingWants2D := true;
ds3D: begin glLoadIdentity; Focus.DrawTooltip; end;
end;
end;
case OnDrawStyle of
ds2D: AnythingWants2D := true;
ds3D: begin glLoadIdentity; inherited DoDraw; end;
end;
end;
procedure Draw2D;
var
C: TUIControl;
I: Integer;
begin
glPushAttrib(GL_ENABLE_BIT);
{ Set and push/pop OpenGL state that is guaranteed for Draw2D calls,
but TUIControl.Draw cannot change it carelessly. }
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
GLEnableTexture(etNone);
glMatrixMode(GL_PROJECTION);
glPushMatrix;
glLoadIdentity;
gluOrtho2D(0, Width, 0, Height);
glMatrixMode(GL_MODELVIEW);
try
if UseControls then
begin
{ draw controls in "downto" order, back to front }
for I := Controls.Count - 1 downto 0 do
begin
C := Controls[I];
if C.DrawStyle = ds2D then
begin
{ Set OpenGL state that may be changed carelessly, and has some
guanteed value, for Draw2d calls. }
glLoadIdentity;
WindowPos := Vector2LongInt(0, 0);
C.Draw;
end;
end;
if TooltipVisible and (Focus <> nil) and (Focus.TooltipStyle = ds2D) then
begin
glLoadIdentity;
WindowPos := Vector2LongInt(0, 0);
Focus.DrawTooltip;
end;
end;
if OnDrawStyle = ds2D then
begin
glLoadIdentity;
WindowPos := Vector2LongInt(0, 0);
inherited DoDraw;
end;
finally
glMatrixMode(GL_PROJECTION);
glPopMatrix;
glMatrixMode(GL_MODELVIEW);
end;
glPopAttrib;
end;
var
AnythingWants2D: boolean;
begin
Draw3D(AnythingWants2D);
if AnythingWants2D then
Draw2D;
if OnDrawStyle = dsNone then
inherited;
end;
procedure TCastleControlCustom.Resize;
var
I: Integer;
begin
inherited;
{ Call MakeCurrent here, to make sure CastleUIControls always get
ContainerResize with good GL context. }
if GLInitialized and UseControls and MakeCurrent then
begin
for I := 0 to Controls.Count - 1 do
Controls[I].ContainerResize(Width, Height);
end;
end;
procedure TCastleControlCustom.DoGLContextOpen;
var
I: Integer;
begin
inherited;
CastleUIControls.OnGLContextOpen.ExecuteAll(Self);
{ call GLContextOpen on controls after inherited (OnGLContextOpen). }
if UseControls then
begin
for I := 0 to Controls.Count - 1 do
Controls[I].GLContextOpen;
end;
end;
procedure TCastleControlCustom.DoGLContextClose;
var
I: Integer;
begin
{ call GLContextClose on controls before inherited (OnGLContextClose).
This may be called from Close, which may be called from TCastleWindowBase destructor,
so prepare for Controls being possibly nil now. }
if UseControls and (Controls <> nil) then
begin
for I := 0 to Controls.Count - 1 do
Controls[I].GLContextClose;
end;
CastleUIControls.OnGLContextClose.ExecuteAll(Self);
inherited;
end;
procedure TCastleControlCustom.SetUseControls(const Value: boolean);
begin
if Value <> UseControls then
begin
FUseControls := Value;
{ Focus must always be @nil when UseControls = false }
UpdateFocusAndMouseCursor;
end;
end;
function TCastleControlCustom.GetTooltipX: Integer;
begin
Result := FTooltipX;
end;
function TCastleControlCustom.GetTooltipY: Integer;
begin
Result := FTooltipY;
end;
{ TCastleControl ----------------------------------------------------------- }
constructor TCastleControl.Create(AOwner :TComponent);
begin
inherited;
FSceneManager := TGameSceneManager.Create(Self);
{ SetSubComponent and Name setting (must be unique only within TCastleControl,
so no troubles) are necessary to store it in LFM and display in object inspector
nicely. }
FSceneManager.SetSubComponent(true);
FSceneManager.Name := 'SceneManager';
Controls.Add(SceneManager);
end;
procedure TCastleControl.Load(const SceneURL: string);
begin
Load(Load3D(SceneURL, false), true);
end;
procedure TCastleControl.Load(ARootNode: TX3DRootNode; const OwnsRootNode: boolean);
begin
{ destroy MainScene and Camera, we will recreate them }
SceneManager.MainScene.Free;
SceneManager.MainScene := nil;
SceneManager.Items.Clear;
SceneManager.Camera.Free;
SceneManager.MainScene := TCastleScene.Create(Self);
SceneManager.MainScene.Load(ARootNode, OwnsRootNode);
SceneManager.Items.Add(SceneManager.MainScene);
{ initialize octrees titles }
MainScene.TriangleOctreeProgressTitle := 'Building triangle octree';
MainScene.ShapeOctreeProgressTitle := 'Building shape octree';
{ just to make our Camera always non-nil.
Useful for model_3d_viewer that wants to initialize NavigationType
from camera. }
SceneManager.Camera := SceneManager.CreateDefaultCamera;
end;
function TCastleControl.MainScene: TCastleScene;
begin
Result := SceneManager.MainScene;
end;
function TCastleControl.Camera: TCamera;
begin
Result := SceneManager.Camera;
end;
function TCastleControl.GetShadowVolumes: boolean;
begin
Result := SceneManager.ShadowVolumes;
end;
procedure TCastleControl.SetShadowVolumes(const Value: boolean);
begin
SceneManager.ShadowVolumes := Value;
end;
function TCastleControl.GetShadowVolumesDraw: boolean;
begin
Result := SceneManager.ShadowVolumesDraw;
end;
procedure TCastleControl.SetShadowVolumesDraw(const Value: boolean);
begin
SceneManager.ShadowVolumesDraw := Value;
end;
function TCastleControl.GetOnCameraChanged: TNotifyEvent;
begin
Result := SceneManager.OnCameraChanged;
end;
procedure TCastleControl.SetOnCameraChanged(const Value: TNotifyEvent);
begin
SceneManager.OnCameraChanged := Value;
end;
initialization
CastleControls := TComponentList.Create(false);
finalization
FreeAndNil(CastleControls);
end.
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