/usr/src/castle-game-engine-4.1.1/ui/castleuicontrols.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 2009-2013 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.
----------------------------------------------------------------------------
}
{ User interface (2D) basic classes. }
unit CastleUIControls;
interface
uses SysUtils, Classes, CastleKeysMouse, CastleUtils, CastleClassUtils,
CastleGenericLists;
type
{ Basic user interface container. This may be a window
(like TCastleWindowCustom) or some Lazarus control (like TCastleControlCustom
component). }
IUIContainer = interface
['{0F0BA87D-95C3-4520-B9F9-CDF30015FDB3}']
procedure SetMousePosition(const NewMouseX, NewMouseY: Integer);
function GetMouseX: Integer;
function GetMouseY: Integer;
property MouseX: Integer read GetMouseX;
property MouseY: Integer read GetMouseY;
function GetWidth: Integer;
function GetHeight: Integer;
property Width: Integer read GetWidth;
property Height: Integer read GetHeight;
function GetMousePressed: TMouseButtons;
function GetPressed: TKeysPressed;
{ Mouse buttons currently pressed. }
property MousePressed: TMouseButtons read GetMousePressed;
{ Keys currently pressed. }
property Pressed: TKeysPressed read GetPressed;
function GetTooltipX: Integer;
function GetTooltipY: Integer;
property TooltipX: Integer read GetTooltipX;
property TooltipY: Integer read GetTooltipY;
{ Called by controls within this container when something could
change the container focused control (or it's cursor).
In practice, called when TUIControl.Cursor or TUIControl.PositionInside
results change. This is called by a IUIContainer interface, that's why
it can remain as private method of actual container class.
This recalculates the focused control and the final cursor of
the container, looking at Container's UseControls,
testing PositionInside with current mouse position,
and looking at Cursor property of the focused control.
When UseControls change, or 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;
end;
{ In what projection TUIControl.Draw will be called.
See TUIControl.Draw, TUIControl.DrawStyle. }
TUIControlDrawStyle = (dsNone, ds2D, ds3D);
{ Base class for things that listen to user input: cameras and 2D controls. }
TInputListener = class(TComponent)
private
FOnVisibleChange: TNotifyEvent;
FContainerWidth, FContainerHeight: Cardinal;
FContainerSizeKnown: boolean;
FContainer: IUIContainer;
FCursor: TMouseCursor;
FOnCursorChange: TNotifyEvent;
FExclusiveEvents: boolean;
procedure SetCursor(const Value: TMouseCursor);
protected
{ Container (window containing the control) size, as known by this control,
undefined when ContainerSizeKnown = @false. This is simply collected at
ContainerResize calls here.
@groupBegin }
property ContainerWidth: Cardinal read FContainerWidth;
property ContainerHeight: Cardinal read FContainerHeight;
property ContainerSizeKnown: boolean read FContainerSizeKnown;
{ @groupEnd }
procedure SetContainer(const Value: IUIContainer); 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 or (not GetExists) 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 }
function MouseMove(const OldX, OldY, NewX, NewY: Integer): boolean; virtual;
{ Rotation of 3Dconnexion devices.
@param X X axis (tilt forward/backwards)
@param Y Y axis (rotate)
@param Z Z axis (tilt sidewards)
@param Angle Angle of rotation.}
function Mouse3dRotation(const X, Y, Z, Angle: Double; const SecondsPassed: Single): boolean; virtual;
{ Translation of 3Dconnexion devices.
@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. }
function Mouse3dTranslation(const X, Y, Z, Length: Double; const SecondsPassed: Single): 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.UpdateSecondsPassed,
and usually it's in fact just taken from TCastleWindowBase.Fps.UpdateSecondsPassed.)
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 += Vector3Single(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
PositionInside). 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 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). }
procedure VisibleChange; 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 TCastleWindowBase.AllowSuspendForInput }
function AllowSuspendForInput: boolean; virtual;
{ 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 container controls list
(like @link(TCastleWindowCustom.Controls) or
@link(TCastleControlCustom.Controls)), if inserting into the container
with already initialized OpenGL context. If inserting into the container
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.
In this class, this sets values of ContainerWidth, ContainerHeight,
ContainerSizeKnown properties. }
procedure ContainerResize(const AContainerWidth, AContainerHeight: Cardinal); virtual;
{ Container of this control. When adding control to container's Controls
list (like TCastleWindowCustom.Controls) container will automatically
set itself here, an 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: IUIContainer 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;
{ Basic user interface 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 may handle mouse/keyboard input, see Press and 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.
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(TInputListener)
private
FDisableContextOpenClose: Cardinal;
FFocused: boolean;
FGLInitialized: boolean;
FExists: boolean;
procedure SetExists(const Value: boolean);
protected
{ Return whether item really exists, see @link(Exists).
It TUIControl class, returns @link(Exists) value.
May be modified in subclasses, to return something more complicated. }
function GetExists: boolean; virtual;
public
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
{ Is given position inside this control.
Returns always @false in this class. }
function PositionInside(const X, Y: Integer): boolean; virtual;
{ Prepare your resources, right before drawing. }
procedure BeforeDraw; virtual;
{ Draw a control. If you want your Draw called automatically by the
window, return something <> dsNone from DrawStyle,
and draw your control inside Draw.
Do's and don't's when implementing Draw:
@unorderedList(
@item(All controls with DrawStyle = ds3D are drawn first,
with projection that you set yourself. Usually you should
use TCastleSceneManager, which sets projection automatically for you
to something suitable, see TCastleSceneManager.ApplyProjection and
TCastleScene.GLProjection.
Then all the controls with DrawStyle = ds2D are drawn.
For them, OpenGL viewport and projection are guaranteed to be set
to standard 2D that fills the whole screen, like by
@longCode(#
glViewport(0, Container.Width, 0, Container.Height);
OrthoProjection(0, Container.Width, 0, Container.Height);
#)
)
@item(The only OpenGL state you can change carelessly is:
@unorderedList(
@itemSpacing Compact
@item The modelview matrix value.
@item The raster position.
@item The color (glColor), material (glMaterial) values.
@item The line width, point size.
)
Every other change should be wrapped in appropriate glPushAttrib / glPopAttrib.)
@item(Things that are guaranteed about OpenGL state when Draw is called:
@unorderedList(
@itemSpacing Compact
@item The current matrix is modelview, and it's value is identity.
@item(Only for DrawStyle = ds2D: the raster position is at (0, 0).
This is (0, 0) in window coordinates, see SetWindowPos.)
@item Only for DrawStyle = ds2D: Texturing, depth test, lighting are turned off.
)
If you require anything else, set this yourself.)
)
When @link(GetExists) is @false, remember to do nothing in Draw,
and return dsNone in DrawStyle.
@groupBegin }
procedure Draw; virtual;
function DrawStyle: TUIControlDrawStyle; virtual;
{ @groupEnd }
{ Draw a tooltip of this control. If you want to have tooltip for
this control detected, you have to override TooltipStyle
to return something <> dsNone.
Then the TCastleWindowBase.TooltipVisible will be detected,
and your DrawTooltip will be called.
So you can draw your tooltip either in overridden DrawTooltip,
and/or somewhere else when you see that TCastleWindowBase.TooltipVisible is @true.
(Tooltip is always drawn for TCastleWindowBase.Focus control.)
But in both cases, make sure to override TooltipStyle to return
something <> dsNone.
The values of ds2D and ds3D are interpreted in the same way
as DrawStyle. And DrawTooltip is called in the same way as @link(Draw),
so e.g. you can safely assume that modelview matrix is identity
and (for 2D) raster is zero.
DrawTooltip is always called as a last (front-most) 2D or 3D control.
@groupBegin }
function TooltipStyle: TUIControlDrawStyle; virtual;
procedure DrawTooltip; virtual;
{ @groupEnd }
{ Initialize your OpenGL resources.
This is called when OpenGL context of the container is created.
Also called 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. }
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. }
procedure GLContextClose; virtual;
property GLInitialized: boolean read FGLInitialized default false;
{ When non-zero, container will not call GLContextOpen and
GLContextClose (when control is added/removed to/from the
@code(Controls) list).
This is useful, although should be used with much caution:
you're expected to call controls GLContextOpen /
GLContextClose on your own when this is non-zero. Example usage is
when the same control is often added/removed to/from the @code(Controls)
list, and the window (with it's OpenGL context) stays open for a longer
time. In such case, default (when DisableContextOpenClose = 0) behavior
will often release (only to be forced to reinitialize again) OpenGL
resources of the control. Some controls have large OpenGL
resources (for example TCastleScene keeps display lists, textures etc.,
and TCastlePrecalculatedAnimation keeps all the scenes) --- so constantly
reinitializing them may eat a noticeable time.
By using non-zero DisableContextOpenClose you can disable this behavior.
In particular, TGLMode uses this trick, to avoid releasing and
reinitializing OpenGL resources for controls only temporarily
removed from the @link(TCastleWindowCustom.Controls) list. }
property DisableContextOpenClose: Cardinal
read FDisableContextOpenClose write FDisableContextOpenClose;
{ Called when this control becomes or stops being focused.
In this class, they simply update Focused property. }
procedure SetFocused(const Value: boolean); virtual;
property Focused: boolean read FFocused write SetFocused;
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;
end;
{ TUIControl with position (in Left, Bottom fields).
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.) }
TUIControlPos = class(TUIControl)
private
FLeft: Integer;
FBottom: Integer;
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);
protected
procedure DefineProperties(Filer: TFiler); override;
published
property Left: Integer read FLeft write SetLeft stored false default 0;
property Bottom: Integer read FBottom write SetBottom default 0;
end;
TUIControlList = class(TCastleObjectList)
private
function GetItem(const I: Integer): TUIControl;
procedure SetItem(const I: Integer; const Item: TUIControl);
public
property Items[I: Integer]: TUIControl read GetItem write SetItem; default;
procedure Add(Item: TUIControl);
procedure Insert(Index: Integer; Item: TUIControl);
{ Add at the beginning of the list.
This is just a shortcut for @code(Insert(0, NewItem)),
but makes it easy to remember that controls at the beginning of the list
are in front (that get key/mouse events first). }
procedure InsertFront(const NewItem: TUIControl);
{ Add at the end of the list.
This is just another name for @code(Add(NewItem)), but makes it easy
to remember that controls at the end of the list are at the back
(they get key/mouse events last). }
procedure InsertBack(const NewItem: TUIControl);
{ 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;
TGLContextEvent = procedure (const Container: IUIContainer);
TGLContextEventList = class(specialize TGenericStructList<TGLContextEvent>)
public
{ Call all items. }
procedure ExecuteAll(const Container: IUIContainer);
end;
{ Global list of callbacks called when any OpenGL context (Lazarus TCastleControl
or TCastleWindow) is opened/closed. Useful for things that want to be notified
about OpenGL context existence, but cannot refer to particular instance
of TCastleControl or TCastleWindow.
@groupBegin }
function OnGLContextOpen: TGLContextEventList;
function OnGLContextClose: TGLContextEventList;
{ @groupEnd }
implementation
{ 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.MouseMove(const OldX, OldY, NewX, NewY: Integer): boolean;
begin
Result := false;
end;
function TInputListener.Mouse3dRotation(const X, Y, Z, Angle: Double; const SecondsPassed: Single): boolean;
begin
Result := false;
end;
function TInputListener.Mouse3dTranslation(const X, Y, Z, Length: Double; const SecondsPassed: Single): boolean;
begin
Result := false;
end;
procedure TInputListener.Update(const SecondsPassed: Single;
var HandleInput: boolean);
begin
end;
procedure TInputListener.VisibleChange;
begin
if Assigned(OnVisibleChange) then
OnVisibleChange(Self);
end;
function TInputListener.AllowSuspendForInput: boolean;
begin
Result := true;
end;
procedure TInputListener.ContainerResize(const AContainerWidth, AContainerHeight: Cardinal);
begin
FContainerWidth := AContainerWidth;
FContainerHeight := AContainerHeight;
FContainerSizeKnown := true;
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: IUIContainer);
begin
FContainer := Value;
end;
{ TUIControl ----------------------------------------------------------------- }
constructor TUIControl.Create(AOwner: TComponent);
begin
inherited;
FExists := true;
end;
destructor TUIControl.Destroy;
begin
GLContextClose;
inherited;
end;
function TUIControl.PositionInside(const X, Y: Integer): boolean;
begin
Result := false;
end;
function TUIControl.DrawStyle: TUIControlDrawStyle;
begin
Result := dsNone;
end;
procedure TUIControl.BeforeDraw;
begin
end;
procedure TUIControl.Draw;
begin
end;
function TUIControl.TooltipStyle: TUIControlDrawStyle;
begin
Result := dsNone;
end;
procedure TUIControl.DrawTooltip;
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
{ Exists is typically used in PositionInside implementations,
so changing it must case UpdateFocusAndMouseCursor. }
if FExists <> Value then
begin
FExists := Value;
if Container <> nil then Container.UpdateFocusAndMouseCursor;
end;
end;
{ TUIControlPos -------------------------------------------------------------- }
{ 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 TUIControlPos.ReadRealLeft(Reader: TReader);
begin
FLeft := Reader.ReadInteger;
end;
procedure TUIControlPos.WriteRealLeft(Writer: TWriter);
begin
Writer.WriteInteger(FLeft);
end;
Procedure TUIControlPos.ReadLeft(Reader: TReader);
var
D: LongInt;
begin
D := DesignInfo;
LongRec(D).Lo:=Reader.ReadInteger;
DesignInfo := D;
end;
Procedure TUIControlPos.ReadTop(Reader: TReader);
var
D: LongInt;
begin
D := DesignInfo;
LongRec(D).Hi:=Reader.ReadInteger;
DesignInfo := D;
end;
Procedure TUIControlPos.WriteLeft(Writer: TWriter);
begin
Writer.WriteInteger(LongRec(DesignInfo).Lo);
end;
Procedure TUIControlPos.WriteTop(Writer: TWriter);
begin
Writer.WriteInteger(LongRec(DesignInfo).Hi);
end;
procedure TUIControlPos.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', @ReadRealLeft, @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',@readleft,@writeleft,
(longrec(DesignInfo).Lo<>Longrec(temp).Lo));
Filer.Defineproperty('TUIControlPos_Design_Top',@readtop,@writetop,
(longrec(DesignInfo).Hi<>Longrec(temp).Hi));
end;
procedure TUIControlPos.SetLeft(const Value: Integer);
begin
if FLeft <> Value then
begin
FLeft := Value;
if Container <> nil then Container.UpdateFocusAndMouseCursor;
end;
end;
procedure TUIControlPos.SetBottom(const Value: Integer);
begin
if FBottom <> Value then
begin
FBottom := Value;
if Container <> nil then Container.UpdateFocusAndMouseCursor;
end;
end;
{ TUIControlList ------------------------------------------------------------- }
function TUIControlList.GetItem(const I: Integer): TUIControl;
begin
Result := TUIControl(inherited Items[I]);
end;
procedure TUIControlList.SetItem(const I: Integer; const Item: TUIControl);
begin
inherited Items[I] := Item;
end;
procedure TUIControlList.Add(Item: TUIControl);
begin
inherited Add(Item);
end;
procedure TUIControlList.Insert(Index: Integer; Item: TUIControl);
begin
inherited Insert(Index, Item);
end;
procedure TUIControlList.BeginDisableContextOpenClose;
var
I: Integer;
begin
for I := 0 to Count - 1 do
with Items[I] do
DisableContextOpenClose := DisableContextOpenClose + 1;
end;
procedure TUIControlList.EndDisableContextOpenClose;
var
I: Integer;
begin
for I := 0 to Count - 1 do
with Items[I] do
DisableContextOpenClose := DisableContextOpenClose - 1;
end;
procedure TUIControlList.InsertFront(const NewItem: TUIControl);
begin
Insert(0, NewItem);
end;
procedure TUIControlList.InsertBack(const NewItem: TUIControl);
begin
Add(NewItem);
end;
{ TGLContextEventList -------------------------------------------------------- }
procedure TGLContextEventList.ExecuteAll(const Container: IUIContainer);
var
I: Integer;
begin
for I := 0 to Count - 1 do
Items[I](Container);
end;
var
FOnGLContextOpen, FOnGLContextClose: TGLContextEventList;
function OnGLContextOpen: TGLContextEventList;
begin
if FOnGLContextOpen = nil then
FOnGLContextOpen := TGLContextEventList.Create;
Result := FOnGLContextOpen;
end;
function OnGLContextClose: TGLContextEventList;
begin
if FOnGLContextClose = nil then
FOnGLContextClose := TGLContextEventList.Create;
Result := FOnGLContextClose;
end;
finalization
FreeAndNil(FOnGLContextOpen);
FreeAndNil(FOnGLContextClose);
end.
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