/usr/src/castle-game-engine-4.1.1/ui/opengl/castlecontrols.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 2010-2013 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.
----------------------------------------------------------------------------
}
{ Controls drawn inside OpenGL context. }
unit CastleControls;
interface
uses Classes, GL, CastleVectors, CastleUIControls, CastleGLBitmapFonts,
CastleKeysMouse, CastleImages, CastleUtils, CastleGLImages;
type
{ Base class for all controls inside an OpenGL context using a font. }
TUIControlFont = class(TUIControlPos)
private
FFont: TGLBitmapFontAbstract;
FTooltip: string;
protected
property Font: TGLBitmapFontAbstract read FFont;
public
function TooltipStyle: TUIControlDrawStyle; override;
procedure DrawTooltip; override;
procedure GLContextOpen; override;
published
{ Tooltip string, displayed when user hovers the mouse over a control.
Note that you can override TUIControl.TooltipStyle and
TUIControl.DrawTooltip to customize the tooltip drawing. }
property Tooltip: string read FTooltip write FTooltip;
end;
TCastleButtonImageLayout = (ilTop, ilBottom, ilLeft, ilRight);
{ Button inside OpenGL context.
This is TUIControl descendant, so to use it just add it to
the TCastleWindowCustom.Controls or TCastleControlCustom.Controls list.
You will also usually want to adjust position (TCastleButton.Left,
TCastleButton.Bottom), TCastleButton.Caption,
and assign TCastleButton.OnClick (or ovevrride TCastleButton.DoClick). }
TCastleButton = class(TUIControlFont)
private
FWidth: Cardinal;
FHeight: Cardinal;
FOnClick: TNotifyEvent;
FCaption: string;
FAutoSize, FAutoSizeWidth, FAutoSizeHeight: boolean;
TextWidth, TextHeight: Cardinal;
FPressed: boolean;
FOwnsImage: boolean;
FImage: TCastleImage;
FGLImage: TGLImage;
FToggle: boolean;
ClickStarted: boolean;
FOpacity: Single;
FMinImageWidth: Cardinal;
FMinImageHeight: Cardinal;
FImageLayout: TCastleButtonImageLayout;
FImageAlphaTest: boolean;
procedure SetCaption(const Value: string);
procedure SetAutoSize(const Value: boolean);
procedure SetAutoSizeWidth(const Value: boolean);
procedure SetAutoSizeHeight(const Value: boolean);
{ Calculate TextWidth, TextHeight and call UpdateSize. }
procedure UpdateTextSize;
{ If AutoSize, update Width, Height.
This depends on Caption, AutoSize*, Font availability. }
procedure UpdateSize;
procedure SetImage(const Value: TCastleImage);
procedure SetPressed(const Value: boolean);
procedure SetImageLayout(const Value: TCastleButtonImageLayout);
procedure SetWidth(const Value: Cardinal);
procedure SetHeight(const Value: Cardinal);
public
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
function DrawStyle: TUIControlDrawStyle; override;
procedure Draw; override;
function PositionInside(const X, Y: Integer): boolean; override;
procedure GLContextOpen; override;
procedure GLContextClose; override;
function Press(const Event: TInputPressRelease): boolean; override;
function Release(const Event: TInputPressRelease): boolean; override;
{ Called when user clicks the button. In this class, simply calls
OnClick callback. }
procedure DoClick; virtual;
procedure SetFocused(const Value: boolean); override;
{ Set this to non-nil to display an image on the button. }
property Image: TCastleImage read FImage write SetImage;
{ Should we free the @link(Image) when you set another one or at destructor. }
property OwnsImage: boolean read FOwnsImage write FOwnsImage default false;
{ Auto-size routines (see @link(AutoSize)) may treat the image
like always having at least these minimal sizes.
Even if the @link(Image) is empty (@nil).
This is useful when you have a row of buttons (typical for toolbar),
and you want them to have the same height, and their captions
to be displayed at the same level, regardless of their images sizes. }
property MinImageWidth: Cardinal read FMinImageWidth write FMinImageWidth default 0;
property MinImageHeight: Cardinal read FMinImageHeight write FMinImageHeight default 0;
published
property Width: Cardinal read FWidth write SetWidth default 0;
property Height: Cardinal read FHeight write SetHeight default 0;
{ When AutoSize is @true (the default) then Width/Height are automatically
adjusted when you change the Caption and @link(Image).
They take into account
Caption width/height with current font, @link(Image) width/height,
and add some margin to make it look good.
To be more precise, Width is adjusted only when AutoSize and AutoSizeWidth.
And Height is adjusted only when AutoSize and AutoSizeHeight.
This way you can turn off auto-sizing in only one dimension if you
want (and when you don't need such flexibility, leave
AutoSizeWidth = AutoSizeHeight = @true and control both by simple
AutoSize).
Note that this adjustment happens only when OpenGL context is initialized
(because only then we actually know the font used).
So don't depend on Width/Height values calculated correctly before
OpenGL context is ready. }
property AutoSize: boolean read FAutoSize write SetAutoSize default true;
property AutoSizeWidth: boolean read FAutoSizeWidth write SetAutoSizeWidth default true;
property AutoSizeHeight: boolean read FAutoSizeHeight write SetAutoSizeHeight default true;
property OnClick: TNotifyEvent read FOnClick write FOnClick;
property Caption: string read FCaption write SetCaption;
{ Can the button be permanently pressed. Good for making a button
behave like a checkbox, that is indicate a boolean state.
When @link(Toggle) is @true, you can set the @link(Pressed) property,
and the clicks are visualized a little differently. }
property Toggle: boolean read FToggle write FToggle default false;
{ Is the button pressed down. If @link(Toggle) is @true,
you can read and write this property to set the pressed state.
When not @link(Toggle), this property isn't really useful to you.
The pressed state is automatically managed then to visualize
user clicks. In this case, you can read this property,
but you cannot reliably set it. }
property Pressed: boolean read FPressed write SetPressed default false;
{ Opacity (1 - transparency) with which control is drawn.
When this is < 1, we draw control with nice blending.
Make sure you have some background control underneath in this case. }
property Opacity: Single read FOpacity write FOpacity default 1.0;
{ Where the @link(Image) is drawn on a button. }
property ImageLayout: TCastleButtonImageLayout
read FImageLayout write SetImageLayout default ilLeft;
{ If the image has alpha channel, should we render with alpha test
(simple yes/no transparency) or alpha blending (smootly mix
with background using full transparency). }
property ImageAlphaTest: boolean
read FImageAlphaTest write FImageAlphaTest default false;
end;
{ Panel inside OpenGL context.
Use as a comfortable (and with matching colors) background
for other controls like buttons and such.
May be used as a toolbar, together with appropriately placed
TCastleButton over it. }
TCastlePanel = class(TUIControlPos)
private
FWidth: Cardinal;
FHeight: Cardinal;
FOpacity: Single;
FVerticalSeparators: TCardinalList;
procedure SetWidth(const Value: Cardinal);
procedure SetHeight(const Value: Cardinal);
public
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
function DrawStyle: TUIControlDrawStyle; override;
procedure Draw; override;
function PositionInside(const X, Y: Integer): boolean; override;
{ Separator lines drawn on panel. Useful if you want to visually separate
groups of contols (like a groups of buttons when you use
this panel as a toolbar).
Values are the horizontal positions of the separators (with respect
to this panel @link(Left)). Width of the separator is in SeparatorSize. }
property VerticalSeparators: TCardinalList read FVerticalSeparators;
class function SeparatorSize: Cardinal;
published
property Width: Cardinal read FWidth write SetWidth default 0;
property Height: Cardinal read FHeight write SetHeight default 0;
{ Opacity (1 - transparency) with which control is drawn.
When this is < 1, we draw control with nice blending.
Make sure you have some background control underneath in this case. }
property Opacity: Single read FOpacity write FOpacity default 1.0;
end;
{ Image control inside OpenGL context.
Size is automatically adjusted to the image size.
You should set TCastleImageControl.Left, TCastleImageControl.Bottom properties,
and load your image by setting TCastleImageControl.URL property
or straight TCastleImageControl.Image. }
TCastleImageControl = class(TUIControlPos)
private
FURL: string;
FImage: TCastleImage;
FGLImage: TGLImage;
FBlending: boolean;
procedure SetURL(const Value: string);
procedure SetImage(const Value: TCastleImage);
public
destructor Destroy; override;
function DrawStyle: TUIControlDrawStyle; override;
procedure Draw; override;
function PositionInside(const X, Y: Integer): boolean; override;
procedure GLContextOpen; override;
procedure GLContextClose; override;
function Width: Cardinal;
function Height: Cardinal;
{ Image displayed, or @nil if none.
This image is owned by this component. If you set this property
to your custom TCastleImage instance you should
leave memory management of this instance to this component.
If necessary, you can always create a copy by TCastleImage.MakeCopy
if you want to give here only a copy. }
property Image: TCastleImage read FImage write SetImage;
published
{ URL of the image. Setting this also sets @link(Image).
Set this to '' to clear the image. }
property URL: string read FURL write SetURL;
{ Deprecated name for @link(URL). }
property FileName: string read FURL write SetURL; deprecated;
{ Set to @true to draw image with blending. This is suitable for images
that (may) have nice alpha channel. }
property Blending: boolean read FBlending write FBlending default false;
end;
{ Theme for controls derived from TUIControl.
For now it's only useful through the single global instance @link(Theme). }
TCastleTheme = class
public
TooltipInsideColor: TVector3Byte;
TooltipBorderColor: TVector3Byte;
TooltipTextColor : TVector3Byte;
InsideUpColor : array [boolean] of TVector3Byte;
InsideDownColor: array [boolean] of TVector3Byte;
DarkFrameColor : TVector3Byte;
LightFrameColor: TVector3Byte;
TextColor : TVector3Byte;
BarEmptyColor : TVector3Byte;
BarFilledColor: TVector3Byte;
constructor Create;
end;
{ The bitmap fonts used throughout UI interface.
They work fast. Actually, only the first "create" call does actual work.
The font is kept until the GL context is destroyed.
(We used to have reference-counting for this, but actually just keeping
the resource for the rest of GL context life is 1. easier and 2. better,
because we want to keep the resource even if you destroy and then recreate
all your controls.)
@groupBegin }
function GetUIFont: TGLBitmapFontAbstract;
procedure SetUIFont(const Value: TGLBitmapFontAbstract);
function GetUIFontSmall: TGLBitmapFontAbstract;
procedure SetUIFontSmall(const Value: TGLBitmapFontAbstract);
property UIFont: TGLBitmapFontAbstract read GetUIFont write SetUIFont;
property UIFontSmall: TGLBitmapFontAbstract read GetUIFontSmall write SetUIFontSmall;
{ @groupEnd }
function Theme: TCastleTheme;
procedure Register;
implementation
uses SysUtils, CastleBitmapFont_BVSans_m10,
CastleBitmapFont_BVSans, CastleGLUtils, Math;
procedure Register;
begin
RegisterComponents('Castle', [TCastleButton, TCastleImageControl]);
end;
{ Specify vertex at given pixel.
With standard OpenGL ortho projection,
glVertex takes coordinates in float [0..Width, 0..Height] range.
To reliably draw on (0,0) pixel you should pass (0+epsilon, 0+epsilon)
to glVertex. This procedure takes care of adding this epsilon. }
procedure glVertexPixel(const X, Y: Integer);
begin
glVertex2f(X + 0.1, Y + 0.1);
end;
{ TUIControlFont ---------------------------------------------------------- }
function TUIControlFont.TooltipStyle: TUIControlDrawStyle;
begin
if Tooltip <> '' then
Result := ds2D else
Result := dsNone;
end;
procedure TUIControlFont.DrawTooltip;
var
X, Y, W, H: Integer;
begin
X := Container.TooltipX;
Y := ContainerHeight - Container.TooltipY;
W := Font.TextWidth(Tooltip) + 8;
H := Font.RowHeight + 8;
{ now try to fix X, Y to make tooltip fit inside a window }
MinTo1st(X, ContainerWidth - W);
MinTo1st(Y, ContainerHeight - H);
MaxTo1st(X, 0);
MaxTo1st(Y, 0);
Font.PrintStringsBox([Tooltip], false, X, Y, 0,
Vector4Single(Theme.TooltipInsideColor, 1),
Vector4Single(Theme.TooltipBorderColor, 1),
Vector4Single(Theme.TooltipTextColor, 1), 5);
end;
procedure TUIControlFont.GLContextOpen;
begin
inherited;
FFont := UIFont;
end;
{ TCastleButton --------------------------------------------------------------- }
const
ButtonCaptionImageMargin = 10;
constructor TCastleButton.Create(AOwner: TComponent);
begin
inherited;
FAutoSize := true;
FAutoSizeWidth := true;
FAutoSizeHeight := true;
FImageLayout := ilLeft;
FOpacity := 1;
{ no need to UpdateTextSize here yet, since Font is for sure not ready yet. }
end;
destructor TCastleButton.Destroy;
begin
if OwnsImage then FreeAndNil(FImage);
FreeAndNil(FGLImage);
inherited;
end;
function TCastleButton.DrawStyle: TUIControlDrawStyle;
begin
if GetExists then
Result := ds2D else
Result := dsNone;
end;
procedure TCastleButton.Draw;
procedure DrawFrame(const Level: Cardinal; const Inset: boolean);
begin
if Inset then
glColorOpacity(Theme.LightFrameColor, Opacity) else
glColorOpacity(Theme.DarkFrameColor, Opacity);
glVertexPixel( Level + Left , Level + Bottom);
glVertexPixel(-Level + Left + Width - 1, Level + Bottom);
glVertexPixel(-Level + Left + Width - 1, Level + Bottom);
glVertexPixel(-Level + Left + Width - 1, -Level + Bottom + Height - 1);
if Inset then
glColorOpacity(Theme.DarkFrameColor, Opacity) else
glColorOpacity(Theme.LightFrameColor, Opacity);
glVertexPixel( Level + Left , Level + Bottom + 1);
glVertexPixel( Level + Left , -Level + Bottom + Height - 1);
glVertexPixel( Level + Left , -Level + Bottom + Height - 1);
glVertexPixel(-Level + Left + Width , -Level + Bottom + Height - 1);
end;
var
TextLeft, TextBottom, ImgLeft, ImgBottom: Integer;
begin
if not GetExists then Exit;
if Opacity < 1 then
begin
glPushAttrib(GL_COLOR_BUFFER_BIT);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // saved by GL_COLOR_BUFFER_BIT
glEnable(GL_BLEND); // saved by GL_COLOR_BUFFER_BIT
end;
glPushAttrib(GL_LIGHTING_BIT);
glShadeModel(GL_SMOOTH); // saved by GL_LIGHTING_BIT
glBegin(GL_QUADS);
glColorOpacity(Theme.InsideDownColor[Focused and not Pressed], Opacity);
glVertexPixel(Left , Bottom);
glVertexPixel(Left + Width, Bottom);
glColorOpacity(Theme.InsideUpColor[Focused and not Pressed], Opacity);
glVertexPixel(Left + Width, Bottom + Height);
glVertexPixel(Left , Bottom + Height);
glEnd;
glLineWidth(1.0);
glBegin(GL_LINES);
DrawFrame(0, Pressed);
DrawFrame(1, Pressed);
glEnd;
glColorOpacity(Theme.TextColor, Opacity);
TextLeft := Left + (Width - TextWidth) div 2;
if (FImage <> nil) and (FGLImage <> nil) and (ImageLayout = ilLeft) then
TextLeft += (FImage.Width + ButtonCaptionImageMargin) div 2 else
if (FImage <> nil) and (FGLImage <> nil) and (ImageLayout = ilRight) then
TextLeft -= (FImage.Width + ButtonCaptionImageMargin) div 2;
TextBottom := Bottom + (Height - TextHeight) div 2;
if (FImage <> nil) and (FGLImage <> nil) and (ImageLayout = ilBottom) then
TextBottom += (FImage.Height + ButtonCaptionImageMargin) div 2 else
if (FImage <> nil) and (FGLImage <> nil) and (ImageLayout = ilTop) then
TextBottom -= (FImage.Height + ButtonCaptionImageMargin) div 2;
SetWindowPos(TextLeft, TextBottom);
Font.PrintAndMove(Caption);
glPopAttrib;
if Opacity < 1 then
glPopAttrib;
if (FImage <> nil) and (FGLImage <> nil) then
begin
if FImage.HasAlpha then
begin
glPushAttrib(GL_COLOR_BUFFER_BIT);
if ImageAlphaTest then
begin
glAlphaFunc(GL_GEQUAL, 0.5); // saved by GL_COLOR_BUFFER_BIT
glEnable(GL_ALPHA_TEST); // saved by GL_COLOR_BUFFER_BIT
end else
begin
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // saved by GL_COLOR_BUFFER_BIT
glEnable(GL_BLEND); // saved by GL_COLOR_BUFFER_BIT
end;
end;
case ImageLayout of
ilLeft : ImgLeft := TextLeft - FImage.Width - ButtonCaptionImageMargin;
ilRight : ImgLeft := TextLeft + TextWidth + ButtonCaptionImageMargin;
ilBottom, ilTop: ImgLeft := Left + (Width - FImage.Width) div 2;
end;
case ImageLayout of
ilBottom : ImgBottom := TextBottom - FImage.Height - ButtonCaptionImageMargin;
ilTop : ImgBottom := TextBottom + TextHeight + ButtonCaptionImageMargin;
ilLeft, ilRight: ImgBottom := Bottom + (Height - FImage.Height) div 2;
end;
SetWindowPos(ImgLeft, ImgBottom);
FGLImage.Draw;
if FImage.HasAlpha then
glPopAttrib;
end;
end;
function TCastleButton.PositionInside(const X, Y: Integer): boolean;
begin
Result := GetExists and
(X >= Left) and
(X < Left + Width) and
(ContainerHeight - Y >= Bottom) and
(ContainerHeight - Y < Bottom + Height);
end;
procedure TCastleButton.GLContextOpen;
begin
inherited;
if (FGLImage = nil) and (FImage <> nil) then
FGLImage := TGLImage.Create(FImage);
UpdateTextSize;
end;
procedure TCastleButton.GLContextClose;
begin
FreeAndNil(FGLImage);
inherited;
end;
function TCastleButton.Press(const Event: TInputPressRelease): boolean;
begin
Result := inherited;
if Result or (not GetExists) or (Event.EventType <> itMouseButton) then Exit;
Result := ExclusiveEvents;
if not Toggle then FPressed := true;
ClickStarted := true;
{ We base our Draw on Pressed value. }
VisibleChange;
end;
function TCastleButton.Release(const Event: TInputPressRelease): boolean;
begin
Result := inherited;
if Result or (not GetExists) or (Event.EventType <> itMouseButton) then Exit;
if ClickStarted then
begin
Result := ExclusiveEvents;
if not Toggle then FPressed := false;
ClickStarted := false;
{ We base our Draw on Pressed value. }
VisibleChange;
{ This is normal behavior of buttons: to click them, you have to make
mouse down on the button, and then release mouse while still over
the button.
(Larger UI toolkits have also the concept of "capturing",
that a Focused control with Pressed captures remaining
mouse/key events even when mouse goes out. This allows the user
to move mouse out from the control, and still go back to make mouse up
and make "click". }
DoClick;
end;
end;
procedure TCastleButton.DoClick;
begin
if Assigned(OnClick) then
OnClick(Self);
end;
procedure TCastleButton.SetCaption(const Value: string);
begin
if Value <> FCaption then
begin
FCaption := Value;
UpdateTextSize;
end;
end;
procedure TCastleButton.SetAutoSize(const Value: boolean);
begin
if Value <> FAutoSize then
begin
FAutoSize := Value;
UpdateTextSize;
end;
end;
procedure TCastleButton.SetAutoSizeWidth(const Value: boolean);
begin
if Value <> FAutoSizeWidth then
begin
FAutoSizeWidth := Value;
UpdateTextSize;
end;
end;
procedure TCastleButton.SetAutoSizeHeight(const Value: boolean);
begin
if Value <> FAutoSizeHeight then
begin
FAutoSizeHeight := Value;
UpdateTextSize;
end;
end;
procedure TCastleButton.UpdateTextSize;
begin
if Font <> nil then
begin
TextWidth := Font.TextWidth(Caption);
TextHeight := Font.RowHeightBase;
UpdateSize;
end;
end;
procedure TCastleButton.UpdateSize;
const
HorizontalMargin = 10;
VerticalMargin = 10;
var
ImgSize: Cardinal;
begin
if AutoSize then
begin
{ We modify FWidth, FHeight directly,
to avoid causing UpdateFocusAndMouseCursor too many times.
We'll call it at the end explicitly. }
if AutoSizeWidth then FWidth := TextWidth + HorizontalMargin * 2;
if AutoSizeHeight then FHeight := TextHeight + VerticalMargin * 2;
if (FImage <> nil) or
(MinImageWidth <> 0) or
(MinImageHeight <> 0) then
begin
if AutoSizeWidth then
begin
if FImage <> nil then
ImgSize := Max(FImage.Width, MinImageWidth) else
ImgSize := MinImageWidth;
case ImageLayout of
ilLeft, ilRight: FWidth := Width + ImgSize + ButtonCaptionImageMargin;
ilTop, ilBottom: FWidth := Max(Width, ImgSize + HorizontalMargin * 2);
end;
end;
if AutoSizeHeight then
begin
if FImage <> nil then
ImgSize := Max(FImage.Height, MinImageHeight) else
ImgSize := MinImageHeight;
case ImageLayout of
ilLeft, ilRight: FHeight := Max(Height, ImgSize + VerticalMargin * 2);
ilTop, ilBottom: FHeight := Height + ImgSize + ButtonCaptionImageMargin;
end;
end;
end;
if (AutoSizeWidth or AutoSizeHeight) and (Container <> nil) then
Container.UpdateFocusAndMouseCursor;
end;
end;
procedure TCastleButton.SetImage(const Value: TCastleImage);
begin
if FImage <> Value then
begin
if OwnsImage then FreeAndNil(FImage);
FreeAndNil(FGLImage);
FImage := Value;
if GLInitialized and (FImage <> nil) then
FGLImage := TGLImage.Create(FImage);
UpdateSize;
end;
end;
procedure TCastleButton.SetFocused(const Value: boolean);
begin
if Value <> Focused then
begin
if not Value then
begin
if not Toggle then FPressed := false;
ClickStarted := false;
end;
{ We base our Draw on Pressed and Focused value. }
VisibleChange;
end;
inherited;
end;
procedure TCastleButton.SetPressed(const Value: boolean);
begin
if FPressed <> Value then
begin
if not Toggle then
raise Exception.Create('You cannot modify TCastleButton.Pressed value when Toggle is false');
FPressed := Value;
VisibleChange;
end;
end;
procedure TCastleButton.SetImageLayout(const Value: TCastleButtonImageLayout);
begin
if FImageLayout <> Value then
begin
FImageLayout := Value;
UpdateSize;
VisibleChange;
end;
end;
procedure TCastleButton.SetWidth(const Value: Cardinal);
begin
if FWidth <> Value then
begin
FWidth := Value;
if Container <> nil then Container.UpdateFocusAndMouseCursor;
end;
end;
procedure TCastleButton.SetHeight(const Value: Cardinal);
begin
if FHeight <> Value then
begin
FHeight := Value;
if Container <> nil then Container.UpdateFocusAndMouseCursor;
end;
end;
{ TCastlePanel ------------------------------------------------------------------ }
constructor TCastlePanel.Create(AOwner: TComponent);
begin
inherited;
FOpacity := 1;
FVerticalSeparators := TCardinalList.Create;
end;
destructor TCastlePanel.Destroy;
begin
FreeAndNil(FVerticalSeparators);
inherited;
end;
function TCastlePanel.DrawStyle: TUIControlDrawStyle;
begin
if GetExists then
Result := ds2D else
Result := dsNone;
end;
procedure TCastlePanel.Draw;
function PanelCol(const V: TVector3Byte): TVector3Single;
const
Exp = 1.3;
begin
Result[0] := Power(V[0] / 255, Exp);
Result[1] := Power(V[1] / 255, Exp);
Result[2] := Power(V[2] / 255, Exp);
end;
const
SeparatorMargin = 8;
var
I: Integer;
begin
if not GetExists then Exit;
if Opacity < 1 then
begin
glPushAttrib(GL_COLOR_BUFFER_BIT);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // saved by GL_COLOR_BUFFER_BIT
glEnable(GL_BLEND); // saved by GL_COLOR_BUFFER_BIT
end;
glPushAttrib(GL_LIGHTING_BIT);
glShadeModel(GL_SMOOTH); // saved by GL_LIGHTING_BIT
glBegin(GL_QUADS);
glColorOpacity(PanelCol(Theme.InsideDownColor[false]), Opacity);
glVertexPixel(Left , Bottom);
glVertexPixel(Left + Width, Bottom);
glColorOpacity(PanelCol(Theme.InsideUpColor[false]), Opacity);
glVertexPixel(Left + Width, Bottom + Height);
glVertexPixel(Left , Bottom + Height);
glEnd;
glPopAttrib;
if VerticalSeparators.Count <> 0 then
begin
glLineWidth(1.0);
glBegin(GL_LINES);
glColorOpacity(Theme.DarkFrameColor, Opacity);
for I := 0 to VerticalSeparators.Count - 1 do
begin
glVertexPixel(Left + VerticalSeparators[I], Bottom + SeparatorMargin);
glVertexPixel(Left + VerticalSeparators[I], Bottom + Height - SeparatorMargin);
end;
glColorOpacity(Theme.LightFrameColor, Opacity);
for I := 0 to VerticalSeparators.Count - 1 do
begin
glVertexPixel(Left + VerticalSeparators[I] + 1, Bottom + SeparatorMargin);
glVertexPixel(Left + VerticalSeparators[I] + 1, Bottom + Height - SeparatorMargin);
end;
glEnd;
end;
if Opacity < 1 then
glPopAttrib;
end;
function TCastlePanel.PositionInside(const X, Y: Integer): boolean;
begin
Result := GetExists and
(X >= Left) and
(X < Left + Width) and
(ContainerHeight - Y >= Bottom) and
(ContainerHeight - Y < Bottom + Height);
end;
class function TCastlePanel.SeparatorSize: Cardinal;
begin
Result := 2;
end;
procedure TCastlePanel.SetWidth(const Value: Cardinal);
begin
if FWidth <> Value then
begin
FWidth := Value;
if Container <> nil then Container.UpdateFocusAndMouseCursor;
end;
end;
procedure TCastlePanel.SetHeight(const Value: Cardinal);
begin
if FHeight <> Value then
begin
FHeight := Value;
if Container <> nil then Container.UpdateFocusAndMouseCursor;
end;
end;
{ TCastleImageControl ---------------------------------------------------------------- }
destructor TCastleImageControl.Destroy;
begin
FreeAndNil(FImage);
FreeAndNil(FGLImage);
inherited;
end;
procedure TCastleImageControl.SetURL(const Value: string);
begin
if Value <> '' then
Image := LoadImage(Value, []) else
Image := nil;
{ only once new Image is successfully loaded, change property value.
If LoadImage raised exception, URL will remain unchanged. }
FURL := Value;
end;
procedure TCastleImageControl.SetImage(const Value: TCastleImage);
begin
if FImage <> Value then
begin
FreeAndNil(FImage);
FreeAndNil(FGLImage);
FImage := Value;
if GLInitialized and (FImage <> nil) then
FGLImage := TGLImage.Create(FImage);
end;
end;
function TCastleImageControl.DrawStyle: TUIControlDrawStyle;
begin
if GetExists and (FGLImage <> nil) then
Result := ds2D else
Result := dsNone;
end;
procedure TCastleImageControl.Draw;
begin
if not (GetExists and (FGLImage <> nil)) then Exit;
if Blending then
begin
glPushAttrib(GL_COLOR_BUFFER_BIT);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // saved by GL_COLOR_BUFFER_BIT
glEnable(GL_BLEND); // saved by GL_COLOR_BUFFER_BIT
end;
SetWindowPos(Left, Bottom);
FGLImage.Draw;
if Blending then
glPopAttrib;
end;
function TCastleImageControl.PositionInside(const X, Y: Integer): boolean;
begin
Result := GetExists and
(FImage <> nil) and
(X >= Left) and
(X < Left + FImage.Width) and
(ContainerHeight - Y >= Bottom) and
(ContainerHeight - Y < Bottom + FImage.Height);
end;
procedure TCastleImageControl.GLContextOpen;
begin
inherited;
if (FGLImage = nil) and (FImage <> nil) then
FGLImage := TGLImage.Create(FImage);
end;
procedure TCastleImageControl.GLContextClose;
begin
FreeAndNil(FGLImage);
inherited;
end;
function TCastleImageControl.Width: Cardinal;
begin
if FImage <> nil then
Result := FImage.Width else
Result := 0;
end;
function TCastleImageControl.Height: Cardinal;
begin
if FImage <> nil then
Result := FImage.Height else
Result := 0;
end;
{ TCastleTheme --------------------------------------------------------------- }
constructor TCastleTheme.Create;
begin
inherited;
TooltipInsideColor := Vector3Byte(255, 234, 169);
TooltipBorderColor := Vector3Byte(157, 133, 105);
TooltipTextColor := Vector3Byte( 0, 0, 0);
InsideUpColor[false] := Vector3Byte(165, 245, 210);
InsideUpColor[true ] := Vector3Byte(169, 251, 216);
InsideDownColor[false] := Vector3Byte(126, 188, 161);
InsideDownColor[true ] := Vector3Byte(139, 207, 177);
DarkFrameColor := Vector3Byte( 99, 99, 99);
LightFrameColor := Vector3Byte(221, 221, 221);
TextColor := Vector3Byte( 0, 0, 0);
BarEmptyColor := Vector3Byte(192, 192, 192);
BarFilledColor := Vector3Byte(Round(0.2 * 255), Round(0.5 * 255), 0);
end;
var
FTheme: TCastleTheme;
function Theme: TCastleTheme;
begin
Result := FTheme;
end;
{ UIFont --------------------------------------------------------------------- }
var
FUIFont: TGLBitmapFontAbstract;
FUIFontSmall: TGLBitmapFontAbstract;
function GetUIFont: TGLBitmapFontAbstract;
begin
if FUIFont = nil then
FUIFont := TGLBitmapFont.Create(BitmapFont_BVSans);
Result := FUIFont;
end;
procedure SetUIFont(const Value: TGLBitmapFontAbstract);
begin
if FUIFont <> Value then
begin
FreeAndNil(FUIFont);
FUIFont := Value;
end;
end;
function GetUIFontSmall: TGLBitmapFontAbstract;
begin
if FUIFontSmall = nil then
FUIFontSmall := TGLBitmapFont.Create(BitmapFont_BVSans_m10);
Result := FUIFontSmall;
end;
procedure SetUIFontSmall(const Value: TGLBitmapFontAbstract);
begin
if FUIFontSmall <> Value then
begin
FreeAndNil(FUIFontSmall);
FUIFontSmall := Value;
end;
end;
procedure WindowClose(const Container: IUIContainer);
begin
FreeAndNil(FUIFont);
FreeAndNil(FUIFontSmall);
end;
initialization
OnGLContextClose.Add(@WindowClose);
FTheme := TCastleTheme.Create;
finalization
FreeAndNil(FTheme);
end.
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