/usr/src/castle-game-engine-4.1.1/window/castlewindow.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.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314 2315 2316 2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399 2400 2401 2402 2403 2404 2405 2406 2407 2408 2409 2410 2411 2412 2413 2414 2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439 2440 2441 2442 2443 2444 2445 2446 2447 2448 2449 2450 2451 2452 2453 2454 2455 2456 2457 2458 2459 2460 2461 2462 2463 2464 2465 2466 2467 2468 2469 2470 2471 2472 2473 2474 2475 2476 2477 2478 2479 2480 2481 2482 2483 2484 2485 2486 2487 2488 2489 2490 2491 2492 2493 2494 2495 2496 2497 2498 2499 2500 2501 2502 2503 2504 2505 2506 2507 2508 2509 2510 2511 2512 2513 2514 2515 2516 2517 2518 2519 2520 2521 2522 2523 2524 2525 2526 2527 2528 2529 2530 2531 2532 2533 2534 2535 2536 2537 2538 2539 2540 2541 2542 2543 2544 2545 2546 2547 2548 2549 2550 2551 2552 2553 2554 2555 2556 2557 2558 2559 2560 2561 2562 2563 2564 2565 2566 2567 2568 2569 2570 2571 2572 2573 2574 2575 2576 2577 2578 2579 2580 2581 2582 2583 2584 2585 2586 2587 2588 2589 2590 2591 2592 2593 2594 2595 2596 2597 2598 2599 2600 2601 2602 2603 2604 2605 2606 2607 2608 2609 2610 2611 2612 2613 2614 2615 2616 2617 2618 2619 2620 2621 2622 2623 2624 2625 2626 2627 2628 2629 2630 2631 2632 2633 2634 2635 2636 2637 2638 2639 2640 2641 2642 2643 2644 2645 2646 2647 2648 2649 2650 2651 2652 2653 2654 2655 2656 2657 2658 2659 2660 2661 2662 2663 2664 2665 2666 2667 2668 2669 2670 2671 2672 2673 2674 2675 2676 2677 2678 2679 2680 2681 2682 2683 2684 2685 2686 2687 2688 2689 2690 2691 2692 2693 2694 2695 2696 2697 2698 2699 2700 2701 2702 2703 2704 2705 2706 2707 2708 2709 2710 2711 2712 2713 2714 2715 2716 2717 2718 2719 2720 2721 2722 2723 2724 2725 2726 2727 2728 2729 2730 2731 2732 2733 2734 2735 2736 2737 2738 2739 2740 2741 2742 2743 2744 2745 2746 2747 2748 2749 2750 2751 2752 2753 2754 2755 2756 2757 2758 2759 2760 2761 2762 2763 2764 2765 2766 2767 2768 2769 2770 2771 2772 2773 2774 2775 2776 2777 2778 2779 2780 2781 2782 2783 2784 2785 2786 2787 2788 2789 2790 2791 2792 2793 2794 2795 2796 2797 2798 2799 2800 2801 2802 2803 2804 2805 2806 2807 2808 2809 2810 2811 2812 2813 2814 2815 2816 2817 2818 2819 2820 2821 2822 2823 2824 2825 2826 2827 2828 2829 2830 2831 2832 2833 2834 2835 2836 2837 2838 2839 2840 2841 2842 2843 2844 2845 2846 2847 2848 2849 2850 2851 2852 2853 2854 2855 2856 2857 2858 2859 2860 2861 2862 2863 2864 2865 2866 2867 2868 2869 2870 2871 2872 2873 2874 2875 2876 2877 2878 2879 2880 2881 2882 2883 2884 2885 2886 2887 2888 2889 2890 2891 2892 2893 2894 2895 2896 2897 2898 2899 2900 2901 2902 2903 2904 2905 2906 2907 2908 2909 2910 2911 2912 2913 2914 2915 2916 2917 2918 2919 2920 2921 2922 2923 2924 2925 2926 2927 2928 2929 2930 2931 2932 2933 2934 2935 2936 2937 2938 2939 2940 2941 2942 2943 2944 2945 2946 2947 2948 2949 2950 2951 2952 2953 2954 2955 2956 2957 2958 2959 2960 2961 2962 2963 2964 2965 2966 2967 2968 2969 2970 2971 2972 2973 2974 2975 2976 2977 2978 2979 2980 2981 2982 2983 2984 2985 2986 2987 2988 2989 2990 2991 2992 2993 2994 2995 2996 2997 2998 2999 3000 3001 3002 3003 3004 3005 3006 3007 3008 3009 3010 3011 3012 3013 3014 3015 3016 3017 3018 3019 3020 3021 3022 3023 3024 3025 3026 3027 3028 3029 3030 3031 3032 3033 3034 3035 3036 3037 3038 3039 3040 3041 3042 3043 3044 3045 3046 3047 3048 3049 3050 3051 3052 3053 3054 3055 3056 3057 3058 3059 3060 3061 3062 3063 3064 3065 3066 3067 3068 3069 3070 3071 3072 3073 3074 3075 3076 3077 3078 3079 3080 3081 3082 3083 3084 3085 3086 3087 3088 3089 3090 3091 3092 3093 3094 3095 3096 3097 3098 3099 3100 3101 3102 3103 3104 3105 3106 3107 3108 3109 3110 3111 3112 3113 3114 3115 3116 3117 3118 3119 3120 3121 3122 3123 3124 3125 3126 3127 3128 3129 3130 3131 3132 3133 3134 3135 3136 3137 3138 3139 3140 3141 3142 3143 3144 3145 3146 3147 3148 3149 3150 3151 3152 3153 3154 3155 3156 3157 3158 3159 3160 3161 3162 3163 3164 3165 3166 3167 3168 3169 3170 3171 3172 3173 3174 3175 3176 3177 3178 3179 3180 3181 3182 3183 3184 3185 3186 3187 3188 3189 3190 3191 3192 3193 3194 3195 3196 3197 3198 3199 3200 3201 3202 3203 3204 3205 3206 3207 3208 3209 3210 3211 3212 3213 3214 3215 3216 3217 3218 3219 3220 3221 3222 3223 3224 3225 3226 3227 3228 3229 3230 3231 3232 3233 3234 3235 3236 3237 3238 3239 3240 3241 3242 3243 3244 3245 3246 3247 3248 3249 3250 3251 3252 3253 3254 3255 3256 3257 3258 3259 3260 3261 3262 3263 3264 3265 3266 3267 3268 3269 3270 3271 3272 3273 3274 3275 3276 3277 3278 3279 3280 3281 3282 3283 3284 3285 3286 3287 3288 3289 3290 3291 3292 3293 3294 3295 3296 3297 3298 3299 3300 3301 3302 3303 3304 3305 3306 3307 3308 3309 3310 3311 3312 3313 3314 3315 3316 3317 3318 3319 3320 3321 3322 3323 3324 3325 3326 3327 3328 3329 3330 3331 3332 3333 3334 3335 3336 3337 3338 3339 3340 3341 3342 3343 3344 3345 3346 3347 3348 3349 3350 3351 3352 3353 3354 3355 3356 3357 3358 3359 3360 3361 3362 3363 3364 3365 3366 3367 3368 3369 3370 3371 3372 3373 3374 3375 3376 3377 3378 3379 3380 3381 3382 3383 3384 3385 3386 3387 3388 3389 3390 3391 3392 3393 3394 3395 3396 3397 3398 3399 3400 3401 3402 3403 3404 3405 3406 3407 3408 3409 3410 3411 3412 3413 3414 3415 3416 3417 3418 3419 3420 3421 3422 3423 3424 3425 3426 3427 3428 3429 3430 3431 3432 3433 3434 3435 3436 3437 3438 3439 3440 3441 3442 3443 3444 3445 3446 3447 3448 3449 3450 3451 3452 3453 3454 3455 3456 3457 3458 3459 3460 3461 3462 3463 3464 3465 3466 3467 3468 3469 3470 3471 3472 3473 3474 3475 3476 3477 3478 3479 3480 3481 3482 3483 3484 3485 3486 3487 3488 3489 3490 3491 3492 3493 3494 3495 3496 3497 3498 3499 3500 3501 3502 3503 3504 3505 3506 3507 3508 3509 3510 3511 3512 3513 3514 3515 3516 3517 3518 3519 3520 3521 3522 3523 3524 3525 3526 3527 3528 3529 3530 3531 3532 3533 3534 3535 3536 3537 3538 3539 3540 3541 3542 3543 3544 3545 3546 3547 3548 3549 3550 3551 3552 3553 3554 3555 3556 3557 3558 3559 3560 3561 3562 3563 3564 3565 3566 3567 3568 3569 3570 3571 3572 3573 3574 3575 3576 3577 3578 3579 3580 3581 3582 3583 3584 3585 3586 3587 3588 3589 3590 3591 3592 3593 3594 3595 3596 3597 3598 3599 3600 3601 3602 3603 3604 3605 3606 3607 3608 3609 3610 3611 3612 3613 3614 3615 3616 3617 3618 3619 3620 3621 3622 3623 3624 3625 3626 3627 3628 3629 3630 3631 3632 3633 3634 3635 3636 3637 3638 3639 3640 3641 3642 3643 3644 3645 3646 3647 3648 3649 3650 3651 3652 3653 3654 3655 3656 3657 3658 3659 3660 3661 3662 3663 3664 3665 3666 3667 3668 3669 3670 3671 3672 3673 3674 3675 3676 3677 3678 3679 3680 3681 3682 3683 3684 3685 3686 3687 3688 3689 3690 3691 3692 3693 3694 3695 3696 3697 3698 3699 3700 3701 3702 3703 3704 3705 3706 3707 3708 3709 3710 3711 3712 3713 3714 3715 3716 3717 3718 3719 3720 3721 3722 3723 3724 3725 3726 3727 3728 3729 3730 3731 3732 3733 3734 3735 3736 3737 3738 3739 3740 3741 3742 3743 3744 3745 3746 3747 3748 3749 3750 3751 3752 3753 3754 3755 3756 3757 3758 3759 3760 3761 3762 3763 3764 3765 3766 3767 3768 3769 3770 3771 3772 3773 3774 3775 3776 3777 3778 3779 3780 3781 3782 3783 3784 3785 3786 3787 3788 3789 3790 3791 3792 3793 3794 3795 3796 3797 3798 3799 3800 3801 3802 3803 3804 3805 3806 3807 3808 3809 3810 3811 3812 3813 3814 3815 3816 3817 3818 3819 3820 3821 3822 3823 3824 3825 3826 3827 3828 3829 3830 3831 3832 3833 3834 3835 3836 3837 3838 3839 3840 3841 3842 3843 3844 3845 3846 3847 3848 3849 3850 3851 3852 3853 3854 3855 3856 3857 3858 3859 3860 3861 3862 3863 3864 3865 3866 3867 3868 3869 3870 3871 3872 3873 3874 3875 3876 3877 3878 3879 3880 3881 3882 3883 3884 3885 3886 3887 3888 3889 3890 3891 3892 3893 3894 3895 3896 3897 3898 3899 3900 3901 3902 3903 3904 3905 3906 3907 3908 3909 3910 3911 3912 3913 3914 3915 3916 3917 3918 3919 3920 3921 3922 3923 3924 3925 3926 3927 3928 3929 3930 3931 3932 3933 3934 3935 3936 3937 3938 3939 3940 3941 3942 3943 3944 3945 3946 3947 3948 3949 3950 3951 3952 3953 3954 3955 3956 3957 3958 3959 3960 3961 3962 3963 3964 3965 3966 3967 3968 3969 3970 3971 3972 3973 3974 3975 3976 3977 3978 3979 3980 3981 3982 3983 3984 3985 3986 3987 3988 3989 3990 3991 3992 3993 3994 3995 3996 3997 3998 3999 4000 4001 4002 4003 4004 4005 4006 4007 4008 4009 4010 4011 4012 4013 4014 4015 4016 4017 4018 4019 4020 4021 4022 4023 4024 4025 4026 4027 4028 4029 4030 4031 4032 4033 4034 4035 4036 4037 4038 4039 4040 4041 4042 4043 4044 4045 4046 4047 4048 4049 4050 4051 4052 4053 4054 4055 4056 4057 4058 4059 4060 4061 4062 4063 4064 4065 4066 4067 4068 4069 4070 4071 4072 4073 4074 4075 4076 4077 4078 4079 4080 4081 4082 4083 4084 4085 4086 4087 4088 4089 4090 4091 4092 4093 4094 4095 4096 4097 4098 4099 4100 4101 4102 4103 4104 4105 4106 4107 4108 4109 4110 4111 4112 4113 4114 4115 4116 4117 4118 4119 4120 4121 4122 4123 4124 4125 4126 4127 4128 4129 4130 4131 4132 4133 4134 4135 4136 4137 4138 4139 4140 4141 4142 4143 4144 4145 4146 4147 4148 4149 4150 4151 4152 4153 4154 4155 4156 4157 4158 4159 4160 4161 4162 4163 4164 4165 4166 4167 4168 4169 4170 4171 4172 4173 4174 4175 4176 4177 4178 4179 4180 4181 4182 4183 4184 4185 4186 4187 4188 4189 4190 4191 4192 4193 4194 4195 4196 4197 4198 4199 4200 4201 4202 4203 4204 4205 4206 4207 4208 4209 4210 4211 4212 4213 4214 4215 4216 4217 4218 4219 4220 4221 4222 4223 4224 4225 4226 4227 4228 4229 4230 4231 4232 4233 4234 4235 4236 4237 4238 4239 4240 4241 4242 4243 4244 4245 4246 4247 4248 4249 4250 4251 4252 4253 4254 4255 4256 4257 4258 4259 4260 4261 4262 4263 4264 4265 4266 4267 4268 4269 4270 4271 4272 4273 4274 4275 4276 4277 4278 4279 4280 4281 4282 4283 4284 4285 4286 4287 4288 4289 4290 4291 4292 4293 4294 4295 4296 4297 4298 4299 4300 4301 4302 4303 4304 4305 4306 4307 4308 4309 4310 4311 4312 4313 4314 4315 4316 4317 4318 4319 4320 4321 4322 4323 4324 4325 4326 4327 4328 4329 4330 4331 4332 4333 4334 4335 4336 4337 4338 4339 4340 4341 4342 4343 4344 4345 4346 4347 4348 4349 4350 4351 4352 4353 4354 4355 4356 4357 4358 4359 4360 4361 4362 4363 4364 4365 4366 4367 4368 4369 4370 4371 4372 4373 4374 4375 4376 4377 4378 4379 4380 4381 4382 4383 4384 4385 4386 4387 4388 4389 4390 4391 4392 4393 4394 4395 4396 4397 4398 4399 4400 4401 4402 4403 4404 4405 4406 4407 4408 4409 4410 4411 4412 4413 4414 4415 4416 4417 4418 4419 4420 4421 4422 4423 4424 4425 4426 4427 4428 4429 4430 4431 4432 4433 4434 4435 4436 4437 4438 4439 4440 4441 4442 4443 4444 4445 4446 4447 4448 4449 4450 4451 4452 4453 4454 4455 4456 4457 4458 4459 4460 4461 4462 4463 4464 4465 4466 4467 4468 4469 4470 4471 4472 4473 4474 4475 4476 4477 4478 4479 4480 4481 4482 4483 4484 4485 4486 4487 4488 4489 4490 4491 4492 4493 4494 4495 4496 4497 4498 4499 4500 4501 4502 4503 4504 4505 4506 4507 4508 4509 4510 4511 4512 4513 4514 4515 4516 4517 4518 4519 4520 4521 4522 4523 4524 4525 4526 4527 4528 4529 4530 4531 4532 4533 4534 4535 4536 4537 4538 4539 4540 4541 4542 4543 4544 4545 4546 4547 4548 4549 4550 4551 4552 4553 4554 4555 4556 4557 4558 4559 4560 4561 4562 4563 4564 4565 4566 4567 4568 4569 4570 4571 4572 4573 4574 4575 4576 4577 4578 4579 4580 4581 4582 4583 4584 4585 4586 4587 4588 4589 4590 4591 4592 4593 4594 4595 4596 4597 4598 4599 4600 4601 4602 4603 4604 4605 4606 4607 4608 4609 4610 4611 4612 4613 4614 4615 4616 4617 4618 4619 4620 4621 4622 4623 4624 4625 4626 4627 4628 4629 4630 4631 4632 4633 4634 4635 4636 4637 4638 4639 4640 4641 4642 4643 4644 4645 4646 4647 4648 4649 4650 4651 4652 4653 4654 4655 4656 4657 4658 4659 4660 4661 4662 4663 4664 4665 4666 4667 4668 4669 4670 4671 4672 4673 4674 4675 4676 4677 4678 4679 4680 4681 4682 4683 4684 4685 4686 4687 4688 4689 4690 4691 4692 4693 4694 4695 4696 4697 4698 4699 4700 4701 4702 4703 4704 4705 4706 4707 4708 4709 4710 4711 4712 4713 4714 4715 4716 4717 4718 4719 4720 4721 4722 4723 4724 4725 4726 4727 4728 4729 4730 4731 4732 4733 4734 4735 4736 4737 4738 4739 4740 4741 4742 4743 4744 4745 4746 4747 4748 4749 4750 4751 4752 4753 4754 4755 4756 4757 4758 4759 4760 4761 4762 4763 4764 4765 4766 4767 4768 4769 4770 4771 4772 4773 4774 4775 4776 4777 4778 4779 4780 4781 4782 4783 4784 4785 4786 4787 4788 4789 4790 4791 4792 4793 4794 4795 4796 4797 4798 4799 4800 4801 4802 4803 4804 4805 4806 4807 4808 4809 4810 4811 4812 4813 4814 4815 4816 4817 4818 4819 4820 4821 4822 4823 4824 4825 4826 4827 4828 4829 4830 4831 4832 4833 4834 4835 4836 4837 4838 4839 4840 4841 4842 4843 4844 4845 4846 4847 4848 4849 4850 4851 4852 4853 4854 4855 4856 4857 4858 4859 4860 4861 4862 4863 4864 4865 4866 4867 4868 4869 4870 4871 4872 4873 4874 4875 4876 4877 4878 4879 4880 4881 4882 4883 4884 4885 4886 4887 4888 4889 4890 4891 4892 4893 4894 4895 4896 4897 4898 4899 4900 4901 4902 4903 4904 4905 4906 4907 4908 4909 4910 4911 4912 4913 4914 4915 4916 4917 4918 4919 4920 4921 4922 4923 4924 4925 4926 4927 4928 4929 4930 4931 4932 4933 4934 4935 4936 4937 4938 4939 4940 4941 4942 4943 4944 4945 4946 4947 4948 4949 4950 4951 4952 4953 4954 4955 4956 4957 4958 4959 4960 4961 4962 4963 4964 4965 4966 4967 4968 4969 4970 4971 4972 4973 4974 4975 4976 4977 4978 4979 4980 4981 4982 4983 4984 4985 4986 4987 4988 4989 4990 4991 4992 4993 4994 4995 4996 4997 4998 4999 5000 5001 5002 5003 5004 5005 5006 5007 5008 5009 5010 5011 5012 5013 5014 5015 5016 5017 5018 5019 5020 5021 5022 5023 5024 5025 5026 5027 5028 5029 5030 5031 5032 5033 5034 5035 5036 5037 5038 5039 5040 5041 5042 5043 5044 5045 5046 5047 5048 5049 5050 5051 5052 5053 5054 5055 5056 5057 5058 5059 5060 5061 | {
Copyright 2001-2013 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.
----------------------------------------------------------------------------
}
{ Window with OpenGL context suitable for 2D and 3D rendering
of "Castle Game Engine". The base TCastleWindowBase provides a simple
window with OpenGL context, and is suitable for any OpenGL program.
More advanced TCastleWindow extends it to comfortably
render 2D controls and 3D objects defined by our engine.
@link(Application) object (instance of class @link(TCastleApplication))
is a central manager of all open @link(TCastleWindowBase) windows.
Using this unit:
@orderedList(
@item(Declare and create @link(TCastleWindowBase) instance. (Or a descendant
like @link(TCastleWindow).))
@item(Assign Glw properties and callbacks like
@link(TCastleWindowBase.OnDraw OnDraw),
@link(TCastleWindowBase.OnResize OnResize),
@link(TCastleWindowBase.Width Width),
@link(TCastleWindowBase.Height Height),
@link(TCastleWindowBase.Caption Caption).)
@item(Call @link(TCastleWindowBase.Open Window.Open),
this will actually show the window and it's
associated OpenGL context. It also calls
@link(TCastleWindowBase.EventOpen EventOpen)
(@link(TCastleWindowBase.OnOpen OnOpen) callback)
and @link(TCastleWindowBase.EventResize EventResize)
(@link(TCastleWindowBase.OnResize OnResize) callback).)
@item(Call @link(TCastleApplication.Run Application.Run).
This will enter message loop that will call
appropriate windows' callbacks at appropriate times
(OnDraw, OnPress, OnRelease, OnResize, OnUpdate and many more).
There are also some Application callbacks, like
@link(TCastleApplication.OnUpdate Application.OnUpdate).
For more advanced needs you can use something like
@longCode(# while Application.ProcessMessage do <something>;#)
instead of Application.Run.
You can also call @link(TCastleWindowBase.OpenAndRun Window.OpenAndRun),
this is just a shortcut for Window.Open + Application.Run.)
@item(Application.Run ends when you call @link(TCastleApplication.Quit Application.Quit)
or when you close last visible window using @link(TCastleWindowBase.Close Close(true)).
User is also allowed to close a window using WindowManager facilities
(clicking on "X" button in the frame corner, pressing Alt+F4 or something
like that). By default, such user action will make window close
(but you can freely customize what your program does when user
tries to close the window using callback
@link(TCastleWindowBase.OnCloseQuery OnCloseQuery)).)
)
So the simplest example of using this unit can look like this:
@longcode(#
uses CastleWindow;
var
Window: TCastleWindowCustom;
procedure Draw(Window: TCastleWindowBase);
begin ... end;
procedure Resize(Window: TCastleWindowBase);
begin ... end;
begin
Window := TCastleWindowCustom.Create(Application);
Window.OnResize := @Resize;
Window.OnDraw := @Draw;
Window.Caption := 'Simplest CastleWindow example';
Window.OpenAndRun;
end.
#)
@italic(More object-oriented approach):
Instead of assigning callbacks (OnDraw, OnResize etc.) you can
also derive a new class from TCastleWindowBase and override some of virtual
methods, like EventDraw, EventResize etc. Every callback OnXxx
has a corresponding EventXxx method. In TCastleWindowBase class,
all EventXxx methods simply call appropriate OnXxx callbacks
(this way you can use whatever approach you like -- OOP or not-OOP).
This is a second version of the "simplest example" program above,
this time using OOP approach:
@longcode(#
uses CastleWindow;
type
TMyWindow = class(TCastleWindowCustom)
procedure EventDraw; override;
procedure EventResize; override;
end;
procedure TMyWindow.EventDraw;
begin ... end;
procedure TMyWindow.EventResize;
begin ... end;
var
Window: TMyWindow;
begin
Window := TMyWindow.Create(Application);
Window.Caption := 'Simplest CastleWindow example using more OOP';
Window.OpenAndRun;
end.
#)
The non-OOP approach has one advantage: you can easily switch all callbacks
to some other set of callbacks. This allows you to implement modal behaviors,
where a function suspends normal callbacks to display some dialog.
See @link(CastleWindowModes) unit and, build on top of it,
dialog boxes in @link(CastleMessages) and progress bar in @link(CastleWindowProgress).
These units give you some typical GUI capabilities, and they are in pure OpenGL.
Using OOP approach (overriding EventXxx methods instead of registering OnXxx
callbacks) you can not do such things so easily -- in general, you have
to define something to turn off special EventXxx functionality
(like SetDemoOptions in TCastleWindowDemo and UseControls in TCastleWindowCustom)
and you have to turn them off/on when using CastleWindowModes
(mentioned TCastleWindowDemo and TCastleWindowCustom are already handled in
CastleWindowModes). TODO: I shall do some virtual methods in TCastleWindowBase
to make this easy.
Random features list:
@unorderedList(
@item(TCastleApplication.ProcessMessage method.
This allows you to reimplement
event loop handling, which is crucial for implementing things
like @link(MessageInputQuery) function that does modal GUI dialog box.)
@item(TCastleWindowBase.Pressed to easily and reliably check which keys
are pressed.)
@item(Frames per second measuring, see @link(TCastleWindowBase.Fps),)
@item(A menu bar under WinAPI and GTK backends.
You can attach a menu to a window. Menu structure is constructed using
various descendants of TMenuEntry class.
Then you have to assign such menu structure
to TCastleWindowBase.MainMenu property. When CastleWindow is implemented on top
of GTK_2 or WINAPI or LCL we will show this menu and call
TCastleWindowBase.EventMenuClick (TCastleWindowBase.OnMenuClick) when user clicks some menu item.
Other backends (XLIB for now) ignore MainMenu.
See @code(castle_game_engine/examples/window/window_menu.lpr)
for an example how to use the menu.)
@item(Changing screen resolution and bit depth,
see TCastleApplication.VideoChange.)
@item(You can request OpenGL context properties:
@unorderedList(
@item color buffer
@item with alpha channel (@link(TCastleWindowBase.AlphaBits AlphaBits)),
@item stencil buffer (@link(TCastleWindowBase.StencilBits StencilBits)),
@item double buffer (@link(TCastleWindowBase.DoubleBuffer DoubleBuffer)),
@item(multisampling (full-screen antialiasing) buffers (by
@link(TCastleWindowBase.MultiSampling MultiSampling) or higher-level
@link(TCastleWindowBase.AntiAliasing AntiAliasing)))
)
)
@item(You can use native modal dialogs for things such as file selection.
GTK backend will use GTK dialogs, WinAPI backend
will use Windows dialog boxes, XLib backend will fall back
on CastleMessages text input.
See TCastleWindowBase.FileDialog (for opening and saving files) and
TCastleWindowBase.ColorDialog (for choosing RGB colors).)
@item(TCastleWindowBase.ParseParameters method allows you to easily initialize TCastleWindowBase
properties like initial size and position using command-line
parameters like @code(@--geometry WIDTHxHEIGHT), @code(@--display) etc.)
)
}
unit CastleWindow;
{$I castleconf.inc}
{ Choose CastleWindow backend ------------------------------------------ }
{ You can define one of the symbols CASTLE_WINDOW_xxx mentioned below to include
a specific CastleWindow backend. If you don't, there is a code lower that
chooses the best backend for given OS.
Available backends:
CASTLE_WINDOW_GTK_2
Based on GTK 2.x, using GtkGLExt extension. Made 2005-02.
MainMenu is implemented as a nice-looking GTK menu bar.
Dialog windows implemented using GTK dialog windows.
Generally, has a nice native look of GTK application.
Should work under any OS where GTK works.
Currently tested under Linux, FreeBSD, Mac OS X and Windows.
FullScreen is cleanly implemented in GTK_2, never using override_redirect,
so Alt+Tab always works (even when your window is fullscreen),
and things like gnome-panel will never cover your fullscreen window.
Also changing FullScreen is nice, GTK will instruct the window manager
to fullscreen/unfullscreen the window, which means it will happen
without recreating the OpenGL context.
Known problems:
- Tab key cannot work as menu item shortcut (it's always only
for switching focus). This is an issue with GTK 1/2,
that simply can't be fixed in CastleWindow.
- TryVideoChange is not finished, i.e. always returns false.
See TODOs near CASTLE_WINDOW_USE_XF86VMODE definition.
- Under Windows, window will be always resizeable by user, even if
you set ResizeAllowed <> raAllowed.
This is masked in our unit (so your OnResize callback will not get
to know such thing), so it's harmless for correctness of your programs,
but user can do it.
Historically, we also had CASTLE_WINDOW_GTK_1, based on GTK 1.x (>= 1.2)
using GtkGLArea widget. Was made around beginning of march 2004.
Removed 2011-12 (commit r10674), ancient and obsoleted by GTK 2.
CASTLE_WINDOW_WINAPI
Based on Windows API. Of course only for Windows.
MainMenu is implemented as WinAPI menu bar. So it looks nice.
Dialog windows are implemented as common Windows dialog boxes.
Has a nice native look on Windows.
CASTLE_WINDOW_XLIB
Based on XLib units. No X toolkit is used.
Only for OSes where X is used, which in practice means Unix.
MainMenu is not implemented (it's ignored).
That's not easy to implement when you don't want to use any X toolkit.
And it's not a good idea to implement it yourself (without any standard
GUI toolkit) --- this makes many Xlib programs ugly, because every single one
uses his own GUI. In other words:
if you want to have MainMenu then just use CASTLE_WINDOW_GTK_2.
Dialog boxes are implemented using CastleMessages.MessageXxx.
So they are not very comfortable to user, but they work.
On Unix platforms, whether you should use CASTLE_WINDOW_GTK_2 or
this CASTLE_WINDOW_XLIB depends on your program.
- For utility programs, usually CASTLE_WINDOW_GTK_2.
You want the menu bar and native (GTK-themed) look of dialog boxes.
- For fullscreen games, usually CASTLE_WINDOW_XLIB.
You usually do not use the menu bar in fullscreen games,
and do not want popup dialog boxes. Instead you draw everything
inside your OpenGL context, which makes your game look the same
regardless of the platform and GUI can be styled to your game theme.
For example, menu may be done by TCastleOnScreenMenu, and dialog boxes
by CastleMessages.
As a bonus, XLIB allows you to change screen resolution when
starting the game, which may be useful. And has one dependency less
(GTK is commonly installed, but gtkglext is not, and CASTLE_WINDOW_GTK_2
requires gtkglext).
CASTLE_WINDOW_LCL
Use Lazarus TForm (with menu, dialogs and so on) and TOpenGLControl.
This wraps Lazarus form and TOpenGLControl inside a TCastleWindowBase
instance.
It's cross-platform, it has a native look --- all thanks to Lazarus LCL.
It misses some things that Lazarus misses ---- like screen resizing,
and event loop may have problems in case of mouse look.
To use this:
- You have to add castle_components package
to the requirements of the castle_window Lazarus package.
It will also automatically add LazOpenGLContext package as dependency
of castle_window, which is good.
We need castle_components package for LCL helpers
(like converting mouse/keys between LCL and CastleKeysMouse),
and we need LazOpenGLContext package for TOpenGLControl.
Note that we do *not* use TCastleControl component in this case.
This is a necessary manual step, as Lazarus packages do not have (yet)
any mechanism to express a package dependency that is OS-specific.
- And usually you should compile programs only using Lazarus
(IDE or lazbuild), to automatically have correct LCL paths used.
CASTLE_WINDOW_TEMPLATE
This is a special dummy backend, useful only as an example
for programmers that want to implement another CastleWindow backend
(e.g. based on Mac OS X Carbon).
It compiles, but actually nothing works.
See file CASTLE_WINDOW_backend_template.inc.
}
{ Define CASTLE_WINDOW_BEST_NOGUI to choose the best backend for programs
that do not use native gui (like native dialog boxes in TCastleWindow.MessageOK
or native menu bar in TCastleWindow.Menu). On Unix, this will choose Xlib,
that allows you to resize the screen and has less dependencies than GtkGlExt
backend. }
{$ifdef CASTLE_WINDOW_BEST_NOGUI}
{$ifdef UNIX}
{$define CASTLE_WINDOW_XLIB}
{$else}
{$ifdef MSWINDOWS}
{$define CASTLE_WINDOW_WINAPI}
{$else}
{$fatal CASTLE_WINDOW_BEST_NOGUI is unknown for this operating system.}
{$endif}
{$endif}
{$endif}
{ If CastleWindow backend is not choosen at this point, choose
default (best, most functional and stable) for a given OS.
This way you can override configuration below by compiling CastleWindow
with some CASTLE_WINDOW_xxx symbol already defined. }
{$ifndef CASTLE_WINDOW_WINAPI}
{$ifndef CASTLE_WINDOW_XLIB}
{$ifndef CASTLE_WINDOW_GTK_2}
{$ifndef CASTLE_WINDOW_TEMPLATE}
{$ifndef CASTLE_WINDOW_LCL}
{$ifdef MSWINDOWS}
{$define CASTLE_WINDOW_WINAPI} // best (looks native and most functional) on Windows
{ $define CASTLE_WINDOW_GTK_2}
{ $define CASTLE_WINDOW_LCL}
{ $define CASTLE_WINDOW_TEMPLATE} // only useful for developers
{$endif}
{$ifdef UNIX}
{$ifdef DARWIN}
{$define CASTLE_WINDOW_XLIB} // easiest to compile
{ $define CASTLE_WINDOW_LCL} // best (looks native and most functional) on Mac OS X, but requires LCL
{ $define CASTLE_WINDOW_GTK_2}
{ $define CASTLE_WINDOW_TEMPLATE} // only useful for developers
{$else}
{$define CASTLE_WINDOW_GTK_2} // best (looks native and most functional) on Unix (except Mac OS X)
{ $define CASTLE_WINDOW_XLIB}
{ $define CASTLE_WINDOW_LCL}
{ $define CASTLE_WINDOW_TEMPLATE} // only useful for developers
{$endif}
{$endif}
{$endif}
{$endif}
{$endif}
{$endif}
{$endif}
{ To make new GL Window backend -------------------------------------
- Define a symbol like CASTLE_WINDOW_FOO for a new backend,
document it in the "available backends list" above.
- Create a file castlewindow_foo.inc with contents from
castlewindow_backend_template.inc
and conditionally include it from castlewindow_backend.inc.
- Adjust defining
CASTLE_WINDOW_HAS_VIDEO_CHANGE and CASTLE_WINDOW_USE_PRIVATE_MODIFIERS_DOWN
for your backend.
- Implement all methods in castlewindow_foo.inc. You wil find the specification
what each method should do in the specification of the interface of this
module.
- Call all TCastleWindowBase.DoXxx functions at appropriate places from your
backend.
You can call all DoUpdate and DoTimer for all Application.OpenWindows
using Application.FOpenWindows.DoUpdate/Timer (this will give usually
inefficient but working backend)
- Call TCastleApplication.DoSelfUpdate and DoSelfTimer when appropriate.
Remember that you can always assume that the ONLY existing instance of
TCastleApplication is Application.
Some important things that can be easily forgotten:
- Remember that probably you will have to call ReleaseAllKeysAndMouse
when user switches to another window or activates MainMenu.
}
{ Configure some debugging options of CastleWindow ------------------------------- }
{ When CASTLE_WINDOW_LOG_EVENTS is defined, TCastleWindowBase events will be logged.
This means logging (using CastleLog) at begin, end, and at exception exit
inside all TCastleWindowBase events (EventXxx methods).
Very useful, although floods your log with incredible amount of messages
very quickly.
Actually, CASTLE_WINDOW_LOG_EVENTS by itself turns logging for @italic(almost)
all events. For the really really often events (draw, update, timer,
mouse move for now), you'll need to define also CASTLE_WINDOW_LOG_EVENTS_ALL
(relevant only if CASTLE_WINDOW_EVENTS_LOG).
}
{ $define CASTLE_WINDOW_EVENTS_LOG}
{ $define CASTLE_WINDOW_EVENTS_LOG_ALL}
{$ifndef CASTLE_WINDOW_EVENTS_LOG}
{$undef CASTLE_WINDOW_EVENTS_LOG_ALL}
{$endif}
{ Define CASTLE_WINDOW_CHECK_GL_ERRORS_AFTER_DRAW to check OpenGL errors
after TCastleWindowBase.EventDraw (TCastleWindowBase.OnDraw callback) calls.
This is done by DoDraw, that is: when a backend initiates the drawing.
The check is done by CastleGLUtils.CheckGLErrors, checks glGetError
and eventually raises an exception. }
{$ifdef DEBUG}
{$define CASTLE_WINDOW_CHECK_GL_ERRORS_AFTER_DRAW}
{$endif}
{ Configure internal things -------------------------------------------------- }
{$ifdef CASTLE_WINDOW_GTK_2} {$define CASTLE_WINDOW_GTK_ANY} {$endif}
{ Sometimes GTK backend needs to call some X-specific things:
1. Implementing TCastleWindowBase.SetMousePosition.
Older GDK/GTK versions didn't have any function for this (see here
[http://mail.gnome.org/archives/gtk-list/2001-January/msg00035.html]),
although newer GDK has gdk_display_warp_pointer.
So we had to bypass GTK and use Xlib's XWarpPointer.
2. Screen resizing. We have to use for this XF86VidMode extension,
just like for CASTLE_WINDOW_XLIB backend. }
{$ifdef CASTLE_WINDOW_GTK_2}
{$ifdef UNIX}
{$define CASTLE_WINDOW_GTK_WITH_XLIB}
{$endif}
{$endif}
{ Does backend implement TryVideoChange and VideoReset methods?
(if this will not be defined, we will use TryVideoChange that always
returns false and VideoReset that is NOOP). }
{$undef CASTLE_WINDOW_HAS_VIDEO_CHANGE}
{$ifdef CASTLE_WINDOW_WINAPI}
{$define CASTLE_WINDOW_HAS_VIDEO_CHANGE}
{$endif}
{$ifdef CASTLE_WINDOW_XLIB}
{$define CASTLE_WINDOW_HAS_VIDEO_CHANGE}
{$define CASTLE_WINDOW_USE_XF86VMODE}
{$endif}
{$ifdef CASTLE_WINDOW_GTK_ANY}
{$ifdef UNIX}
{ Hmm. This compiles and basically works, but the new screen is still
virtual. For now this is disabled. TODO. }
{ $define CASTLE_WINDOW_HAS_VIDEO_CHANGE}
{ $define CASTLE_WINDOW_USE_XF86VMODE}
{$endif}
{$endif}
{ See castlewindow_private_modifiers_down.inc for description in what
situations you want to define CASTLE_WINDOW_USE_PRIVATE_MODIFIERS_DOWN. }
{$ifdef CASTLE_WINDOW_GTK_ANY} {$define CASTLE_WINDOW_USE_PRIVATE_MODIFIERS_DOWN} {$endif}
{$ifdef CASTLE_WINDOW_XLIB} {$define CASTLE_WINDOW_USE_PRIVATE_MODIFIERS_DOWN} {$endif}
{ TODO:
General:
- TCastleWindowBase.Width, Height, Left, Top: allow to change them
after the window is opened.
- Use EnumDisplaySettings instead of such variables as
VideoColorBits / VideoScreenWidth / VideoFrequency,
do some proc DisplayExists and EnumDisplays.
- Allow passing VideoColorBits, VideoFrequency for --fullscreen-custom
param.
See also backend-specific TODOs in castlewindow_xxx.inc files.
}
{$I castleconf.inc}
interface
uses SysUtils, Classes, CastleVectors, CastleGL,
CastleUtils, CastleClassUtils, CastleGLUtils, CastleImages, CastleGLImages,
CastleKeysMouse, CastleStringUtils, CastleFilesUtils, CastleTimeUtils,
CastleFileFilters, CastleUIControls, FGL, pk3DConnexion,
{$define read_interface_uses}
{$I castlewindow_backend.inc}
{$undef read_interface_uses}
{ VRML/X3D stuff }
X3DNodes, CastleScene, CastleSceneManager, CastleLevels;
{$define read_interface}
const
{ }
WindowPositionCenter = -1000000;
WindowDefaultSize = -1000000;
type
TWindowParseOption = (poGeometry, poScreenGeometry, poDisplay, poMacOsXProcessSerialNumber);
TWindowParseOptions = set of TWindowParseOption;
PWindowParseOptions = ^TWindowParseOptions;
const
{ All "normal" command-line options,
that most programs using CastleWindow should be able to handle
without any problems.
In other words, most programs calling @link(TCastleWindowBase.ParseParameters)
method can safely pass as the 1st parameter this constant,
StandardParseOptions.
Or they can simply call overloaded version of TCastleWindowBase.ParseParameters
that doesn't take any parameters, it is always equivalent to
calling TCastleWindowBase.ParseParameters(StandardParseOptions). }
StandardParseOptions = [poGeometry, poScreenGeometry, poDisplay, poMacOsXProcessSerialNumber];
DefaultDepthBits = 16;
DefaultFpsCaptionUpdateInterval = 5000;
DefaultTooltipDelay = 1000;
DefaultTooltipDistance = 10;
DefaultLimitFPS = 100.0;
type
{ Development notes:
When extending TAntiAliasing, remember to also
update ScreenEffectLibrary implementation to be able to handle them
(and screen_effect_library.glsl to handle them in GLSL). }
{ Anti-aliasing values for TCastleWindowBase.AntiAliasing. }
TAntiAliasing = (aaNone,
aa2SamplesFaster, //< 2 samples, "don't care" hint.
aa2SamplesNicer, //< 2 samples, "nicest" hint (quincunx (5 taps) for NVidia).
aa4SamplesFaster, //< 4 samples, "don't care" hint.
aa4SamplesNicer, //< 4 samples, "nicest" hint (9 taps for NVidia).
aa8SamplesFaster, //< 8 samples, "don't care" hint.
aa8SamplesNicer, //< 8 samples, "nicest" hint.
aa16SamplesFaster, //< 16 samples, "don't care" hint.
aa16SamplesNicer //< 16 samples, "nicest" hint.
);
const
DefaultAntiAliasing = aaNone;
AntiAliasingNames: array [TAntiAliasing] of string =
( 'None',
'2 samples (faster)',
'2 samples (nicer)',
'4 samples (faster)',
'4 samples (nicer)',
'8 samples (faster) (only latest GPUs)',
'8 samples (nicer) (only latest GPUs)',
'16 samples (faster) (only latest GPUs)',
'16 samples (nicer) (only latest GPUs)'
);
type
TCastleWindowBase = class;
{$I castlewindowmenu.inc}
{ Type of message box, for TCastleWindowBase.MessageOK and TCastleWindowBase.MessageYesNo. }
TWindowMessageType = (mtInfo, mtWarning, mtQuestion, mtError, mtOther);
TUpdateFunc = procedure;
TWindowFunc = procedure (Window: TCastleWindowBase);
TDrawFunc = TWindowFunc;
TMouseMoveFunc = procedure (Window: TCastleWindowBase; NewX, NewY: Integer);
TInputPressReleaseFunc = procedure (Window: TCastleWindowBase; const Event: TInputPressRelease);
TMenuClickFunc = procedure (Window: TCastleWindowBase; Item: TMenuItem);
TGLContextRetryOpenFunc = function (Window: TCastleWindowBase): boolean;
TDropFilesFunc = procedure (Window: TCastleWindowBase; const FileNames: array of string);
{ }
TResizeAllowed = (raNotAllowed, raOnlyAtOpen, raAllowed);
EGLContextNotPossible = class(Exception);
{$define read_interface_types}
{$I castlewindow_backend.inc}
{$undef read_interface_types}
{ Window with an OpenGL context.
See CastleWindow unit description for more info and examples of use. }
TCastleWindowBase = class(TComponent)
{ Include CastleWindow-backend-specific parts of TCastleWindowBase class.
Remember to explicitly specify the scope
(usually "private") of things that you add to TCastleWindowBase class in backends,
this is safest. Some backends may expose some protected or even public
things that are specific for them. }
{$define read_window_interface}
{$I castlewindow_backend.inc}
{$undef read_window_interface}
private
type
TCaptionPart = (cpPublic, cpFps);
var
FWidth, FHeight, FLeft, FTop: Integer;
FOnOpen: TWindowFunc;
FOnBeforeDraw, FOnDraw: TDrawFunc;
FOnResize: TWindowFunc;
FOnClose: TWindowFunc;
FOnCloseQuery: TWindowFunc;
FOnPress, FOnRelease: TInputPressReleaseFunc;
FMouseMove: TMouseMoveFunc;
FOnUpdate, FOnTimer: TWindowFunc;
FOnDropFiles: TDropFilesFunc;
FFullScreen, FDoubleBuffer: boolean;
FResizeAllowed: TResizeAllowed;
FMousePressed: TMouseButtons;
FMouseX, FMouseY: integer;
FRedBits, FGreenBits, FBlueBits: Cardinal;
FCursor: TMouseCursor;
FCustomCursor: TRGBAlphaImage;
FAutoRedisplay: boolean;
FCaption: array [TCaptionPart] of string;
BeforeFullScreenGeometryKnown: boolean;
BeforeFullScreenLeft, BeforeFullScreenTop, BeforeFullScreenWidth, BeforeFullScreenHeight: Integer;
{ FClosed = are we outside of Open..Close }
FClosed: boolean;
{ EventOpenCalled = has OnOpen been called from Open? }
EventOpenCalled: boolean;
closeerrors: string; { Used by Close. }
MenuUpdateInside: Cardinal;
MenuUpdateNeedsInitialize: boolean;
MenuInitialized: boolean;
FFps: TFramesPerSecond;
FDepthBits: Cardinal;
FStencilBits: Cardinal;
FAccumBits: TVector4Cardinal;
FAlphaBits: Cardinal;
FMultiSampling: Cardinal;
FAntiAliasing: TAntiAliasing;
FGtkIconName: string;
FVisible: boolean;
FPressed: TKeysPressed;
FMinWidth: Integer;
FMinHeight: Integer;
FMaxWidth: Integer;
FMaxHeight: Integer;
function GetColorBits: Cardinal;
procedure SetColorBits(const Value: Cardinal);
procedure SetAntiAliasing(const Value: TAntiAliasing);
procedure SetCursor(const Value: TMouseCursor);
procedure SetCustomCursor(const Value: TRGBAlphaImage);
procedure SetAutoRedisplay(value: boolean);
function GetPublicCaption: string;
procedure SetPublicCaption(const Value: string);
procedure SetCaption(const Part: TCaptionPart; const Value: string);
function GetWholeCaption: string;
procedure SetFullScreen(const Value: boolean);
{ Set FullScreen value in a dumb (but always reliable) way:
when it changes, just close, negate FFullScreen and reopen the window.
This will work, as long as OpenBackend honors the FullScreen setting. }
procedure SimpleSetFullScreen(const Value: boolean);
{ Used in particular backend, open OpenGL context and do
Application.OpenWindowsAdd(Self) there.
Here's a list of properties that should be made "visible" to the user
in OpenBackend:
Width, Height, Left, Top
Cursor, CustomCursor, FullScreen (remember that changes to this after OpenBackend
should also be allowed)
ResizeAllowed (DoResize already implements appropriate
checks, but implementation should provide user with visual clues that
the window may / may not be resized)
MainMenu (display MainMenu and provide way to call DoMenuClick)
OpenGL context must be initialized honouring these properties:
DoubleBuffer, StencilBits, DepthBits, AlphaBits,
AccumBits, MultiSampling }
procedure OpenBackend;
{ Close OpenGL context, for particular backend.
No need to call OpenWindowsRemove here, it's done by universal Close already.
It's advised (although not totally required) that all errors during
CloseBackend should be caught and cause only CloseError.
Reasoning: Close should, regardless of trouble, try to finalize as much
as possible. }
procedure CloseBackend;
{ Make the OpenGL context of this window current (active for following
OpenGL commands). }
procedure BackendMakeCurrent;
procedure CloseError(const error: string);
{ Swap OpenGL buffers.
Call this method only when DoubleBuffered and if you already did
MakeCurrent. (Implicit glFlush is guaranteed.) }
procedure SwapBuffers;
{ BackendMenuInitialize should cause backend to build whole menu resources
for MainMenu, BackendMenuFinalize to free them.
BackendMenuFinalize is called before changing MainMenu structure
in arbitrary way, BackendMenuInitialize is called after.
Backend should just free / initialize resources related to menu.
BackendMenuInitialize may assume that BackendMenuFinalize was already called
(so no need to try to free in BackendMenuInitialize again).
They are never called directly: always call MenuInitialize / Finalize.
These make sure to care about eventual MenuUpdateBegin / MenuUpdateEnd
around, and make sure BackendMenuFinalize is called only when menu is
already initialized (by BackendMenuInitialize), and
BackendMenuInitialize is called only when menu is not initialized yet.
Implementation of these can assume that MainMenu <> nil now.
Also it may assume that Closed = false.
Note: if backend wants, it may itself call these from
OpenBackend / CloseBackend. Of course, when you call them
yourself, you have to make sure on your own that all assumptions
are satisfied. In practice, BackendMenuFinalize should clear all the variables
to the state right after constructor (zero, nil etc.),
and BackendMenuInitialize expect them as such, and then everything will work Ok.
@groupBegin }
procedure BackendMenuInitialize;
procedure BackendMenuFinalize;
{ @groupEnd }
{ These call corresponding BackendMenuInitialize or BackendMenuFinalize,
unless we're inside MenuUpdateBegin / MenuUpdateEnd,
and take care to only initialize when finalized,
and finalize only when initialized.
@groupBegin }
procedure MenuInitialize;
procedure MenuFinalize;
{ @groupEnd }
{ For optimization purposes, you may surround many menu changes
inside MenuUpdateBegin + MenuUpdateEnd calls.
Make sure window is not closed / opened between them.
@groupBegin }
procedure MenuUpdateBegin;
procedure MenuUpdateEnd;
{ @groupEnd }
{ Notification called immediately after menu entry properties changed.
This is called only when MainMenu <> nil and Entry is contained
inside our MainMenu. Also, this is called only when not Closed.
In case of MenuUpdateXxx calls: You can be sure that
only appropriate local Entry properties changed, no other menu entry
(even child menu entry for submenus) was changed.
Sloppy backend may simply do here MenuFinalize + MenuInitialize,
but a better backend may do something more efficient,
like updating only this specific Entry resources.
In case of MenuInsert: remember that this is called
after Entry was added to Parent. So if your MenuInsert simply
calls MenuFinalize + MenuInitialize, make sure your MenuFinalize
handles the case that some TMenuEntry may have uninitialized (zero)
TMenuEntry.Handle.
In case of MenuDelete: remember that this is called
after Entry was removed from Parent. So if your MenuDelete simply
calls MenuFinalize + MenuInitialize, make sure your MenuFinalize
finalizes (releases backend-specific resources) also for Entry
that isn't in the MainMenu hierarchy anymore.
Both MenuInsert and MenuDelete problems disappear if your
MenuFinalize doesn't look at MainMenu.Entries hierarchy, and releases
in one go whole backend-specific hierarchy under MainMenu.Handle.
Or if you implement MenuInsert and MenuDelete in a more optimal way,
without MenuFinalize + MenuInitialize.
@groupBegin }
procedure MenuUpdateCaption(Entry: TMenuEntryWithCaption);
procedure MenuUpdateEnabled(Entry: TMenuEntryWithCaption);
procedure MenuUpdateChecked(Entry: TMenuItemChecked);
procedure MenuInsert(const Parent: TMenu; const ParentPosition: Integer; const Entry: TMenuEntry);
procedure MenuDelete(const Parent: TMenu; const ParentPosition: Integer; const Entry: TMenuEntry);
function MenuUpdateCheckedFast: boolean;
{ @groupEnd }
procedure CreateBackend;
{ Simulate that all the keys and mouse buttons were released.
For all keys that are down (Pressed[k]) calls DoKeyUp(k).
For all mouse buttons that are down (mb in MousePressed) calls DoMouseUp(mb).
If CASTLE_WINDOW_USE_PRIVATE_MODIFIERS_DOWN is defined,
this calls at the beginning SetPrivateModifiersDown(..., ..., false)
to say that all keys are up.
Useful when user somehow switches to another window / control
(e.g. when he opens our MainMenu), such that we are then unable to catch
following KeyUps and MouseUps. So user simply STOPS controlling our
program with mouse and keyboard, so we have to assume that he releases
all keys and mouse buttons.
Nie widze chwilowo zastosowania dla MousePressed[*] := false,
ale jest to konsekwentne. Z punktu widzenia programu w momencie wejscia
usera do menu user przestaje kontrolowac program (tzn. okienko OpenGLa)
przy pomocy myszy i klawiatury. }
procedure ReleaseAllKeysAndMouse;
{ Should DoKeyDown be able to call DoMenuClick, that is should
we handle menu key shortcuts ourselves.
This is implemented in backend-specific CastleWindow parts.
When in DoKeyDown we get some key event that specifies that
some menu item should be called -- if RedirectKeyDownToMenuClick,
DoKeyDown will do DoMenuClick. Else DoKeyDown will do nothing.
This should be implemened as "Result := true" if we have to process
keypresses in CastleWindow to pass them as menu commands, e.g. when CastleWindow
works on top of Xlib.
When CastleWindow works on top of GTK or WinAPI that allow us to do a "real"
menu, this should be implemented as "Result := false". }
function RedirectKeyDownToMenuClick: boolean;
{ DoXxx methods ------------------------------------------------------------
DoXxx method should be called by CastleWindow backend when an event
Xxx happens. DoXxx methods take care of various backend-independent
stuff, and take care of calling EventXxx (that calls OnXxx in turn).
CastleWindow backend should never call EventXxx directly.
(And nothing should call OnXxx directly except EventXxx.)
Remember that no DoXxx may be called from CloseBackend.
Below is the detailed specification, but summing some things up
you don't have to worry about these things when you use DoXxx methods
(these things are fully handled by DoXxx methods):
- updating state of MousePressed
- updating state of Pressed (Pressed.Keys, Pressed.Characters etc.)
- updating state of MouseX, MouseY
- calling MakeCurrent before every EventXxx
- flushing gl commands (and swapping gl buffers when DoubleBuffer'ing)
- taking care of AutoRedisplay
- updating Width, Height (and updating it with accordance to
Min/MaxWidth/Height and ResizeAllowed)
- checking MainMenu.Enabled
}
{ DoResize with FromIndependentOpen = true is called only once
(and exactly once) from TCastleWindowBase.Open implementation.
So all CastleWindow-backend code should always
pass FromIndependentOpen = false (EVEN if it may be called from
OpenBackend (that is called before DoResize in Open) !).
Some more notes about calling DoResize from OpenBackend:
in this case DoResize will NOT call EventResize (since the first callback
that should be called for a window is EventOpen). We will always after
EventOpen call DoResize(..., true), so this should not be a problem
anywhere. You can simply call DoResize from OpenBackend to tell us what
real Width/Height we have, and the real EventResize will be called
just at a later time.
You can pass here ANY AWidth, AHeight. It will be automatically clipped
here to fit in Min/MaxWidth/Height and to satisfy ResizeAllowed.
Also MakeCurrent + EventResize will be called (probably; sometimes
DoResize may decide to not call EventResize - e.g. when ResizeAllowed
=raNotAllowed and FirstTime = false then it's useless to call here
EventResize).
Remember: this function does not automatically call PostRedisplay.
You must make sure that soon after changing size of the window
you will call DoDraw (e.g. you can call PostRedisplay after
calling DoResize; but usually (under WinAPI, Xlib, GTK)
it's not needed, i.e. WinAPI, Xlib, and GTK all take care of this
automatically). }
procedure DoResize(AWidth, AHeight: integer; FromIndependentOpen: boolean);
{ Wywoluj kiedy user kliknie na przycisku "Zamknij" itp.
Wywola EventCloseQuery i ew. Close (and Close will execute EventClose,
CloseBackend etc.). Note that there is no DoClose method and there
should not be such method : always use DoCloseQuery. }
procedure DoCloseQuery;
{ Do MakeCurrent,
EventBeforeDraw,
EventDraw (inside Fps._RenderBegin/End)
flush gl command pipeline (and swap gl buffers if DoubleBuffer)
- Take care of AutoRedisplay, like
@code(if AutoRedisplay then PostRedisplay;)
So specific CastleWindow backends need not to worry about
AutoRedisplay. They only have to implement PostRedisplay. }
procedure DoDraw;
{ DoKeyDown/Up: pass here key that is pressed down or released up.
Only DoKeyDown: pass also CharKey. Pass Key = K_None if this is not
representable as TKey, pass CharKey =#0 if this is not representable
as char. But never pass both Key = K_None and CharKey = #0
(this would have no meaning).
Only DoKeyUp: never pass Key = K_None.
If you call DoKeyUp while (not Pressed[Key]) it will be ignored
(will not do any EventRelease etc. - just NOOP).
This will
update Pressed (Pressed.Keys, Pressed.Characters, etc.) accordingly,
DoKeyDown: may here call DoMenuClick
(and then it will NOT call MakeCurrent and EventKeyDown)
MakeCurrent,
EventKeyDown/Up.
}
procedure DoKeyDown(Key: TKey; CharKey: char);
procedure DoKeyUp(key: TKey);
{ Do MakeCurrent,
EventMouseMove,
update MouseX, Y }
procedure DoMouseMove(x, y: integer);
{ DoMouseDown/Up:
update FMouseX, FMouseY (so that before EventMouseDown/Up position
of the mouse is set to the current, precise, position)
update MousePressed
MakeCurrent
EventMouseDown/Up }
procedure DoMouseDown(x, y: integer; btn: CastleKeysMouse.TMouseButton);
procedure DoMouseUp(x, y: integer; btn: CastleKeysMouse.TMouseButton);
procedure DoMouseWheel(const Scroll: Single; const Vertical: boolean);
procedure DoUpdate;
procedure DoTimer;
{ Just call it when user presses some MenuItem.
This takes care of MainMenu.Enabled,
MakeCurent,
Item.DoClick,
optional EventMenuClick or EventKeyDown }
procedure DoMenuClick(Item: TMenuItem);
procedure DoDropFiles(const FileNames: array of string);
{ Just like FileDialog, but these always get and should set FileName,
not an URL. Also, for OpenDialog, we make sure that initial FileName
contains only a path (not the final file name), since this is
good behaviour for users (even if some API allow to set proposed
file name). }
function BackendFileDialog(const Title: string; var FileName: string;
OpenDialog: boolean; FileFilters: TFileFilterList = nil): boolean; overload;
procedure OpenCore;
{ Current OpenGL buffers configuration required.
Stuff like DoubleBuffer, AlphaBits, DepthBits,
StencilBits, AccumBits etc.
This simply returns a text description of these properties.
It does not describe the current OpenGL context parameters.
(It doesn't even need an OpenGL context open.)
Useful for constructing messages e.g. for EGLContextNotPossible exceptions. }
function RequestedBufferAttributes: string;
{ Check do given OpenGL buffers configuration satisfies the
requested configuration.
So it checks do
@preformatted(
ProvidedStencilBits >= StencilBits and
ProvidedDepthBits >= DepthBits ...
)
and so on. If not, EGLContextNotPossible is raised with detailed
description (which buffer constraint is not satisfied -- e.g. maybe
the stencil buffer is not available).
Note that ProvidedMultiSampling is not checked if MultiSampling is <= 1.
In other words, if multisampling was not required, ProvidedMultiSampling
doesn't matter --- it's Ok even ProvidedMultiSampling = 0 and
MultiSampling = 1, which happens commonly (since our MultiSampling = 1 means
"no multisampling" and is default, but most backends returns num_samples
(or something equivalent) as = 0 when multisampling not supported). }
procedure CheckRequestedBufferAttributes(const ProviderName: string;
ProvidedStencilBits, ProvidedDepthBits, ProvidedAlphaBits,
ProvidedAccumRedBits, ProvidedAccumGreenBits, ProvidedAccumBlueBits,
ProvidedAccumAlphaBits, ProvidedMultiSampling: Cardinal);
{ 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;
public
{ Handle appropriate event.
In the TCastleWindowBase class, these methods simply call appropriate OnXxx
callbacks (if assigned). Also CastleUIControls.OnGLContextOpen,
CastleUIControls.OnGLContextClose lists are called here too.
You can override them to do anything you want.
You can also call these methods directly for some tricks.
You may want to do MakeCurrent before calling them directly,
if your application may have many OpenGL windows.
When EventXxx are called internally from this unit, they are always
preceded by MakeCurrent call.
Notes for overriding OnUpdate and OnTimer: you will usually also
want to override then AllowSuspendForInput, to disallow suspending
when you want to keep receiving update/timer calls.
Notes for overriding OnCloseQuery: you have to return @true
to allow closing of the window.
@groupBegin }
procedure EventResize; virtual;
procedure EventOpen; virtual;
procedure EventClose; virtual;
function EventCloseQuery: boolean; virtual;
procedure EventDraw; virtual;
procedure EventBeforeDraw; virtual;
procedure EventPress(const Event: TInputPressRelease); virtual;
procedure EventRelease(const Event: TInputPressRelease); virtual;
procedure EventMouseMove(newX, newY: integer); virtual;
procedure EventUpdate; virtual;
procedure EventTimer; virtual;
procedure EventMenuClick(Item: TMenuItem); virtual;
procedure EventDropFiles(const FileNames: array of string); virtual;
{ @groupEnd }
{ Is it allowed to suspend (for an indefinite amount of time) waiting
for user input.
Allowing this is a good thing, as it means our process doesn't eat
your CPU when it simply waits, doing nothing, for user input.
On the other hand, you cannot allow this if you want to do some
things continously, regardless of user input.
In this class, this simply checks if OnUpdate or OnTimer events
are assigned. If one of them is, we do not allow to suspend.
In descendants, you typically want to override this if there's
a chance you may do something in overridden EventUpdate or EventTimer. }
function AllowSuspendForInput: boolean; virtual;
{ ------------------------------------------------------------------------
Stuff that may be initialized only when the window is not open yet.
When the window is open, these are read-only (may only change
through internal methods, e.g. we'll update @link(Width), @link(Height),
@link(Left), @link(Top) to reflect current size and position). }
{ Size of the window OpenGL area. Together with frame and border
sizes, and eventually menu bar size, this determines the final
window size.
MinWidth / MaxWidth / MinHeight / MaxHeight place constraints
on these values (rigorously honored when window is open):
always @code(MinWidth <= Width <= MaxWidth) and
@code(MinHeight <= Height <= MaxHeight).
ResizeAllowed places constrains when window manager and user may change
window size. In particular, when ResizeAllowed <> raAllowed then
window sizes cannot change when window is open.
Note that for some window managers, we cannot always reliably
force the size constraints and block resizing on the desktop.
If you set rigorous size constraints, or ResizeAllowed <> raAllowed,
you may find that window manager still resizes the window.
In such cases, we may fake our size a little ---
@link(Width) and @link(Height) values may not correspond to actual
size as seen on the desktop. This is comfortable, as in such cases
you usually want to just ignore window managers limits and just
proceed as if your size requirements are satisfied.
Special WindowDefaultSize value of these properties
means: at @link(Open), use some comfortable size slightly
smaller than desktop size.
@groupBegin }
property Width: integer read FWidth write FWidth default WindowDefaultSize;
property Height: integer read FHeight write FHeight default WindowDefaultSize;
{ @groupEnd }
{ Window position on the screen. If one (or both) of them is equal
to WindowPositionCenter at the initialization (Open) time,
then it will be set to position the window at the screen center.
@groupBegin }
property Left: integer read FLeft write FLeft default WindowPositionCenter;
property Top :integer read FTop write FTop default WindowPositionCenter;
{ @groupEnd }
{ Whether the window is fullscreen.
This forces @link(Width) and @link(Height) and position and window style
to fill the whole screen.
Note that we always set fullscreen UI (no border, size matching
Application.ScreenWidth and Application.ScreenHeight), ignoring
the window size constraints like MinWidth, MaxWidth, MinHeight, MaxHeight
and ResizeAllowed. For example we do not check does Application.ScreenWidth
fit inside MinWidth and MaxWidth. It's assumed that you really want
to set/unset the fullscreen UI if you change this property.
However, the sizes known to your application (stored in @link(Width), @link(Height))
are still constrained by MinWidth, MaxWidth, MinHeight, MaxHeight
and ResizeAllowed.
You can change this always, even on already open window.
Just note that some backends don't allow to switch this without
destroying / recreating the OpenGL context. So be prepared that changing FullScreen
may result in OnClose + OnOpen sequence, so make sure that closing and opening
recreates the whole necessary OpenGL state exactly as it was. This is usually
natural, all our TUIControl automatically work with this,
so this is only a concern if you do some direct OpenGL tricks. }
property FullScreen: boolean read FFullScreen write SetFullScreen default false;
{ Deprecated, instead just do @code(FullScreen := not FullScreen). }
procedure SwapFullScreen; deprecated;
{ Should we request and use the double buffer.
After every draw, we automatically swap buffers (if DoubleBuffer)
or call glFlush (if not DoubleBuffer). }
property DoubleBuffer: boolean read FDoubleBuffer write FDoubleBuffer default true;
{ Required red / green / blue color buffer precision for this window.
When 0, the default window system color precision will be used.
You can either set them by separate red / green / blue properties.
Or you can use ColorBits that reads / writes all three channels bits.
Reading ColorBits simply returns the sum of
@code(RedBits + GreenBits + BlueBits).
Writing ColorBits simply set RedBits and BlueBits to
@code(ColorBits div 3), and sets GreenBits to the remainder.
This way green channel has always the best resolution (as is usual,
since it's perceived most), and the sum is always as requested.
This way setting ColorBits to values like 16 or 24 works as expected.
Note that it's also possible to change color resolution by
changing the whole screen settings.
See TCastleApplication.VideoColorBits and TCastleApplication.VideoChange for this.
These properties only request the color
resolution for this window, which is less intrusive (you don't change
the whole screen) but also may have a smaller chance of success.
@groupBegin }
property RedBits: Cardinal read FRedBits write FRedBits default 0;
property GreenBits: Cardinal read FGreenBits write FGreenBits default 0;
property BlueBits: Cardinal read FBlueBits write FBlueBits default 0;
property ColorBits: Cardinal read GetColorBits write SetColorBits stored false default 0;
{ @groupEnd }
{ Sets mouse cursor appearance over this window.
See TMouseCursor for a list of possible values and their meanings.
TODO: for now, mcCustom is not handled anywhere. }
property Cursor: TMouseCursor read FCursor write SetCursor default mcDefault;
{ Image for cursor, used only when @link(Cursor) = mcCustom.
We will try hard to use any cursor image as appropriate, but on some platforms
cursor size may be limited (16 x 16 seems standard for GTK) and cursor
may be forced to monochrome.
Note that you still own the TRGBAlphaImage instance passed here --- you're
responsible for freeing it etc. If this is @nil, and @link(Cursor) = mcCustom,
then it will be treated like @link(Cursor) = mcDefault. (I don't raise error
in such case, as that would make changing both Cursor and CustomCursor values
unnecessarily tricky for the programmer.)
TODO: for now, this is not implemented. @link(Cursor) ignores mcCustom value,
under every CastleWindow backend... sorry, CustomCursor is only a plan. }
property CustomCursor: TRGBAlphaImage read FCustomCursor
write SetCustomCursor;
{ 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);
{ When (if at all) window size may be changed.
@unorderedList(
@item(raNotAllowed
@link(Width) and @link(Height) can only change
to honor MinWidth / MaxWidth / MinHeight / MaxHeight constraints.
Absolutely nothing else may cause them to change,
user cannot resize the window.
Note that setting the @link(FullScreen) property to @true
works regardless of this. Just don't change @link(FullScreen) property
if you don't want to. However, @link(Width) / @link(Height)
values will be kept unchanged (they will not be updated to Application.ScreenWidth
and Application.ScreenHeight), so from the point of view of you code
the raNotAllowed works always.
You can be sure that EventResize (OnResize) will be called only
once, when window is opened (right after initial EventOpen (OnOpen)).)
@item(raOnlyAtOpen
@link(Width) and @link(Height) may be adjusted when the window
is opened, by @link(Open) call. For example window manager
may decide that the size is too large for the current screen.
Or when you request FullScreen window and window size has to be
adjusted to match current screen size. Also they will always be
adjusted to fit in MinWidth / MaxWidth / MinHeight / MaxHeight constraints.
After opening, window size cannot change anymore.
In particular user cannot resize the window (by dragging border
or such). After the first EventOpen (OnOpen) call,
the window size becomes constant. From the first EventResize
(OnResize) the window size is constant, as long as the window
remains open.
You can be sure that EventResize (OnResize) will be called only
once, when window is opened (right after initial EventOpen (OnOpen)).)
@item(raAllowed
@link(Width) and @link(Height) may be adjusted at open time,
and later user can resize the window too.
This is the default value, giving user and window manager
the most flexibility.
You have to be prepared for this, handling OnResize and adjusting
stuff like OpenGL viewport and projection matrix.)
)
Note that the we call the first glViewport automatically in @link(Open).
So in typical cases, you don't have to call glViewport ever yourself,
when ResizeAllowed <> raAllowed. }
property ResizeAllowed: TResizeAllowed
read FResizeAllowed write FResizeAllowed default raAllowed;
{ Event called when OpenGL context is initialized.
It's guaranteed that every newly opened window will get
EventOpen (OnOpen) first, and then EventResize (OnResize),
and only then --- the other callbacks, as the user uses the window.
This is consistent EventOpen (OnOpen)
is always the first executed callback and EventClose (OnClose)
is always the last. This allows you to cleanly initialize / finalize
OpenGL resources.
During EventOpen (OnOpen) you already have valid
Width / Height values, that is those values were already adjusted
if ResizeAllowed <> raNotAllowed. }
property OnOpen: TWindowFunc read FOnOpen write FOnOpen;
{ Minimum and maximum window sizes. Always
@preformatted(
0 < MinWidth <= MaxWidth and
0 < MinHeight <= MaxHeight
)
We do not allow user to resize the window outside of these constraints.
We also fix window @link(Width) and @link(Height) to fit within
these constraints when you @link(Open) the window. We do it regardless
of ResizeAllowed (even when it's raNotAllowed).
In other words, these constraints have a higher priority than
ResizeAllowed and your desired @link(Width) and @link(Height)
and even @link(FullScreen) (setting @link(FullScreen) property
will stil change the visible sizes, but your perceived sizes
will be constrained by this min/max).
So you can be sure that (as long as window
is open) @link(Width) / @link(Height) will always fit in these constraints.
@groupBegin }
property MinWidth: Integer read FMinWidth write FMinWidth default 100;
property MinHeight: Integer read FMinHeight write FMinHeight default 100;
property MaxWidth: Integer read FMaxWidth write FMaxWidth default 4000;
property MaxHeight: Integer read FMaxHeight write FMaxHeight default 4000;
{ @groupEnd }
{ Required depth buffer precision. Zero means that we don't need
depth buffer at all. We may get depth buffer with more precision
than requested (we may even get depth buffer when we set
DepthBits = 0), this all depends on graphic card.
Default value is 16 (DefaultDepthBits),
which is a reasonable default for 3D programs
that want to work with depth test enabled.
@italic(Design notes:) One may ask why default value is not 0?
@orderedList(
@item(
Most programs using OpenGL use depth testing, so many programs
would have to call something like @code(Window.DepthBits := 16).)
@item(
Often graphic cards / window systems / OSes give you an OpenGL
context with depth buffer @italic(even if you don't need depth buffer).
I don't say that it's bad. But it makes very easy to forget about
doing @code(DepthBits := something-non-zero;).
If you're writing 3d program and sitting on some
system that always gives you depth buffer (even if DepthBits = 0)
then it may happen that you forget to write in your program
@longCode(# Window.DepthBits := 16;#)
And while on your system everything will work, you will
receive errors on other systems because you forgot to request a
depth buffer.)
)
Of course, if you are writing a program that does not need depth buffer
you should set Window.DepthBits := 0. The only advantage of having
default DepthBits = 16 is that if you forget to set
Window.DepthBits := 0 your programs will still work (most graphic cards
will give you some depth buffer anyway).
They will just use more resources than they should.
}
property DepthBits: Cardinal
read FDepthBits write FDepthBits default DefaultDepthBits;
{ Required stencil buffer precision, zero means that stencil buffer is
not needed.
Just like with other XxxBits property, we may get more
bits than we requested. But we will never get less --- if window system
will not be able to provide GL context with requested number of bits,
@link(Open) will raise an error.
Note that after initializing OpenGL context (when opening the window),
StencilBits is @italic(not) updated to the current (provided)
stencil buffer bit size. For example, if you requested StencilBits := 8,
and you got 16-bits buffer: StencilBits value will still remain 8.
This is sensible in case you close the window, tweak some settings
and try to open it again. Use @code(glGetInteger(GL_STENCIL_BITS))
when window is open to query current (actual) buffer size. }
property StencilBits: Cardinal
read FStencilBits write FStencilBits default 0;
{ How many samples are required for multi-sampling (anti-aliasing).
Use @link(AntiAliasing) instead of this for more comfortable
(higher-level) way to turn on multi-sampling (anti-aliasing).
1 means that no multi-sampling is required.
Values larger than 1 mean that we require OpenGL context with
multi-sampling capabilities. Various GPUs may support various
values (it's a trade-off between quality and speed),
try typical values 2 or 4.
You can enable/disable anti-aliasing in your program by code like
@longCode(#
if GLFeatures.Multisample then glEnable(GL_MULTISAMPLE_ARB);
if GLFeatures.Multisample then glDisable(GL_MULTISAMPLE_ARB);
#)
But usually that's not needed, as it is "on" by default
(GL_ARB_multisample spec says so) if you requested multi-sampling context
(that is, if this property is > 1). See GL_ARB_multisample spec for details:
[http://opengl.org/registry/specs/ARB/multisample.txt].
Just like with other XxxBits property, we may get more
samples than we requested (e.g. if you request 3, you will most probably
get 4). But we will never get less --- if window system
will not be able to provide GL context with requested number of bits,
@link(Open) will raise an error.
TODO: actually, this may change to be similar to Lazarus
TOpenGLControl.MultiSampling, and also be more comfortable --- to retry
initialization with no multi-sampling. In this case this property will
not be changed, to be nice.
You can always read OpenGL GL_SAMPLE_BUFFERS_ARB and GL_SAMPLES_ARB
values after initializing OpenGL context, to know exactly
how many samples did you actually get, and did you get multi-sampling at all.
Actually, we already initialize global CastleGLUtils.GLCurrentMultiSampling
for you, you can use this. }
property MultiSampling: Cardinal
read FMultiSampling write FMultiSampling default 1;
{ Comfortably turn on/off anti-aliasing.
Setting this property automatically sets also the @link(MultiSampling)
property. Although it's easy to request multi-sampling by using the
@link(MultiSampling) property directly, using AntiAliasing is a little
more comfortable. You don't have to wonder what are the sensible
values of @link(MultiSampling) for common GPUs, and we also
automatically use NV_multisample_filter_hint for nicer anti-aliasing
when possible. }
property AntiAliasing: TAntiAliasing
read FAntiAliasing write SetAntiAliasing default DefaultAntiAliasing;
{ Required number of bits in alpha channel of color buffer.
Zero means that alpha channel is not needed.
Just like with other XxxBits property, we may get more
bits than we requested. But we will never get less --- if window system
will not be able to provide GL context with requested number of bits,
@link(Open) will raise an error.
It's undefined how I'll treat this variable when indexed color mode
will be possible in TCastleWindowBase. }
property AlphaBits: Cardinal
read FAlphaBits write FAlphaBits default 0;
{ Required number of bits in color channels of accumulation buffer.
Color channel is 0..3: red, green, blue, alpha.
Zero means that given channel of accumulation buffer is not needed,
so when the vector is all zeros (default value) this means that
accumulation buffer is not needed at all.
Just like with other XxxBits property, we may get more
bits than we requested. But we will never get less --- if window system
will not be able to provide GL context with requested number of bits,
@link(Open) will raise an error.
@deprecated
This property is deprecated, since modern OpenGL deprecated accumulation
buffer. It may not be supported by some backends (e.g. now LCL backend,
the default backend on Mac OS X, doesn't support it). }
property AccumBits: TVector4Cardinal read FAccumBits write FAccumBits; deprecated;
{ Name of the icon for this window used by GTK 2 backend.
This is simply passed to @code(gtk_window_set_icon_name),
see [http://library.gnome.org/devel/gtk/stable/GtkWindow.html#gtk-window-set-icon-name].
This allows you to use an installed icon (in /usr/share/icons/
or ~/.local/share/icons/) for your program. See
[http://library.gnome.org/devel/integration-guide/stable/icons.html.en]
for short information how and where to install your icons.
It's ignored on non-GTK 2 backends. }
property GtkIconName: string read FGtkIconName write FGtkIconName;
(*Should this window be actually displayed on the desktop.
In all normal programs you want to leave this as @true, as the
main purpose of the window is to actually be visible and interactive
on the desktop.
Setting this to @false allows you to get an OpenGL context without
showing anything on the desktop. This can be used for rendering
and capturing OpenGL stuff without showing it on the desktop.
One example is the @--screenshot option of view3dscene, see
[http://castle-engine.sourceforge.net/view3dscene.php#section_screenshot].
If you implement such thing, remember that you should not render
and capture the normal front or back buffer contents.
OpenGL makes no guarantee that a hidden window will have any allocated
memory, so capturing hidden window contents isn't useful (you may
get something valid, or you may get random / blank screen, depending
on OS and GPU). However, you can create Framebuffer Object
on modern GPUs, and capture it's contents. An example code snippet:
@longCode(#
{ add CastleGLImages, CastleImages to your uses clause }
var
ScreenshotRender: TGLRenderToTexture;
Image: TRGBImage;
begin
ScreenshotRender := TGLRenderToTexture.Create(Width, Height);
try
ScreenshotRender.Buffer := tbNone;
ScreenshotRender.GLContextOpen;
ScreenshotRender.RenderBegin;
{ render your stuff here }
{ capture the screen }
glFlush;
Image := SaveScreen_NoFlush(0, 0, Width, Height, GL_BACK);
try
SaveImage(Image, 'aaa.png');
finally FreeAndNil(Image) end;
ScreenshotRender.RenderEnd;
finally FreeAndNil(ScreenshotRender) end;
end;
#)
*)
property Visible: boolean read FVisible write FVisible default true;
{ Caption of the window. By default it's initialized to ApplicationName.
May be changed even when the window is already open. }
property Caption: string read GetPublicCaption write SetPublicCaption;
{ Draw your window contents here.
Called when your window contents must be redrawn,
e.g. after creating a window, after resizing a window, after uncovering
the window etc. You can also request yourself a redraw of the window
by the PostRedisplay method, which will cause this event to be called
at nearest good time.
Note that calling PostRedisplay while in EventDraw (OnDraw) is not ignored.
It means that in a short time next EventDraw (OnDraw) will be called. }
property OnDraw: TDrawFunc read FOnDraw write FOnDraw;
{ Always called right before EventDraw (OnDraw).
These two events, EventBeforeDraw (OnBeforeDraw) and EventDraw (OnDraw),
will be always called sequentially as a pair.
The only difference between these two events is that
time spent in EventBeforeDraw (OnBeforeDraw)
is NOT counted as "frame time"
by Fps.FrameTime. This is useful when you have something that needs
to be done from time to time right before OnDraw and that is very
time-consuming. It such cases it is not desirable to put such time-consuming
task inside OnDraw because this would cause a sudden big change in
Fps.FrameTime value. So you can avoid this by putting
this in OnBeforeDraw. }
property OnBeforeDraw: TDrawFunc read FOnBeforeDraw write FOnBeforeDraw;
{ Called when the window size (@link(Width), @link(Height)) changes.
It's also guaranteed to be called during @link(Open),
right after the EventOpen (OnOpen) event.
Our OpenGL context is already "current" when this event is called
(MakeCurrent is done right before), like for other events.
This is a good place to set OpenGL viewport and projection matrix.
See also ResizeAllowed.
Simple 2D OpenGL programs may want to register here simple
@link(Resize2D). }
property OnResize: TWindowFunc read FOnResize write FOnResize;
{ Called when the window is closed, right before the OpenGL context
is destroyed. This is your last chance to release OpenGL resources,
like textures, shaders, display lists etc. This is a counterpart
to OnOpen event. }
property OnClose: TWindowFunc read FOnClose write FOnClose;
{ Called when user presses a key or mouse button or moves mouse wheel. }
property OnPress: TInputPressReleaseFunc read FOnPress write FOnPress;
{ Called when user releases a pressed key or mouse button.
Details about key up events:
It's called right after
Pressed[Key] changed from true to false.
Key is never K_None.
C may be #0 is no representable character is released.
When C is <> #0, we detected that some character is released.
This is connected with setting Characters[C] from @true to @false.
Note that reporting characters for "key release" messages is not
perfect, as various key combinations (sometimes more than one?) may lead
to generating given character. We have some intelligent algorithm
for this, used to make Characters table and to detect
this C for OnRelease callback. The idea is that a character is released
when the key that initially caused the press of this character is
also released.
This solves in a determined way problems like
"what happens if I press Shift, then X,
then release Shift, then release X". (will "X" be correctly
released as pressed and then released? yes.
will small "x" be reported as released at the end? no, as it was never
pressed.) }
property OnRelease: TInputPressReleaseFunc read FOnRelease write FOnRelease;
{ Called when user tries to close the window.
This is called when you use window manager features to close the window,
like clicking on the "close" icon on the window frame or using Alt+F4
on most desktops. This is @italic(not) called when you explicitly
close the window by calling the @link(Close) method.
When this callback is not assigned, we will
just let the window be closed. When it's assigned,
the window will not closed --- you should call here @link(Close)
explicitly if you want to (for example, after asking user for
confirmation "do you really want to quit?").
When handling this event, you must remember that user
may try to close our window at any time.
E.g. if you're implementing here somehing like showing user
text "You cannot quit now" or asking user "Do you really want to quit"
remember that while you display such message to user and you're
processing events (e.g. looking for keypress "Yes" or "No"),
user may try to close your window again.
CastleMessages unit offers some nice routines that you can safely
use here, e.g. you can use it inside OnCloseQuery like
if MessageYesNo(Window, 'Are you sure you want to quit?') then
Close;
Inside MessageYesNo, when we're processing events,
and waiting for user's answer (yes or no),
futher OnCloseQuery events will be ignored, so everything will work OK.
This event is also useful if you want to call Close(false)
on closing the window (i.e. QuitWhenLastWindowClosed = false).
By default, if this event is undefined, we call Close(true)
when user tries to close the window. }
property OnCloseQuery: TWindowFunc read FOnCloseQuery write FOnCloseQuery; { = nil }
{ Called when mouse is moved. Remember you always have the currently
pressed mouse buttons in MousePressed. When this is called,
the MouseX, MouseY properties describe the @italic(previous)
mouse position, while callback parameters NewX, NewY describe
the @italic(new) mouse position. }
property OnMouseMove :TMouseMoveFunc read FMouseMove write FMouseMove;
{ Continously occuring event, called for all open windows.
This event is called at least as regularly as redraw,
so it is continously called even when your game
is overwhelmed by messages (like mouse moves) and redraws.
Called at the same time when
@link(TCastleApplication.OnUpdate Application.OnUpdate) is called.
You should add code to this window's OnUpdate event
(not to TCastleApplication.OnUpdate) when you do something related
to this window. For example when you check this window's
@link(Pressed) keys state, or animate something displayed on this window.
This allows various "modal boxes" and such (see CastleMessages)
to nicely "pause" such processing by temporarily replacing
OnUpdate and other events of a window that displays a modal box. }
property OnUpdate: TWindowFunc read FOnUpdate write FOnUpdate;
{ @deprecated Deprecated name for OnUpdate. }
property OnIdle: TWindowFunc read FOnUpdate write FOnUpdate; deprecated;
{ Timer event is called approximately after each
@link(TCastleApplication.TimerMilisec Application.TimerMilisec)
miliseconds passed. See also
@link(TCastleApplication.OnTimer Application.OnTimer).
This is a very simple timer mechanism, as all timers (timers for all windows
and the global @link(Application) timer) use the same delay:
@link(TCastleApplication.TimerMilisec Application.TimerMilisec).
We consciously decided to not implement anything more involved here.
If you need really flexible timer mechanism, do not use this.
Instead use @link(OnUpdate)
(or TUIControl.Update, or T3D.Update) and look at it's @code(SecondsPassed)
value to perform actions (one time or repeated) with a specified delay.
The engine source is full of examples of this.
Under Lazarus, you can of course also use LCL timers. }
property OnTimer: TWindowFunc read FOnTimer write FOnTimer;
{ Called when user drag and drops file(s) on the window.
In case of Mac OS X bundle, this is also called when user opens a document
associated with our application by double-clicking.
Note: this is currently supported only by CASTLE_WINDOW_LCL backend. }
property OnDropFiles: TDropFilesFunc read FOnDropFiles write FOnDropFiles;
{ Should we automatically redraw the window all the time,
without a need for PostRedisplay call.
If @true, window will behave like a redraw is always needed,
and EventDraw (OnDraw) will be always called as often as posible.
This may be a waste of OS resources, so don't use it, unless
you know that you really have some animation displayed
all the time. }
property AutoRedisplay: boolean read fAutoRedisplay write SetAutoRedisplay
default false;
{ -------------------------------------------------------------------------
Menu things (menu may be modified at runtime, everything will be
automatically properly redisplayed etc.) }
private
FMainMenu: TMenu;
FOwnsMainMenu: boolean;
FOnMenuClick: TMenuClickFunc;
FUserData: Pointer;
procedure SetMainMenu(Value: TMenu);
public
{ Menu bar of this window.
When not assigned, we have no menu bar.
Note that MainMenu.Caption will be ignored.
You can change this freely while Closed.
You can change this almost freely while not Closed: you can use
various properties of TMenuEntry descendants (adding, deleting items
from TMenu, changing Caption, Key, CharKey, Checked properties --
anything) and you can change value of MainMenu BUT you must not
change MainMenu <> nil state when the window is not Closed.
I.e. if you called Open with MainMenu = nil, then MainMenu must stay
nil unit Close. If you called Open with MainMenu <> nil, then you
can assign other MainMenu values while not Closed, but only values
<>nil. I.e. you can't set MainMenu to nil if you called Open
with MainMenu <> nil.
See @code(castle_game_engine/examples/window/window_menu.lpr)
for demo of changing value of MainMenu while window is not Closed.
Note that MainMenu.Enabled is honoured (as well as Enabled
for all menu items inside, of course).
You can use this to disallow user from clicking on the whole
menu. When MainMenu.Enabled = @false then
no MenuItem.DoClick, no EventMenuClick
will be called when user presses some menu item.
When user presses some keyboard shortcut for some menu item,
no MenuItem.DoClick and no EventMenuClick will be called,
but instead normal EventPress (OnPress) will be called.
When it is useful to set this to false?
For example hen using CastleWindowModes. When you're changing modes (e.g. at the
beginning of CastleMessages.MessageOk) you're temporary setting
OnMenuClick to nil, but this doesn't block TMenuItem.DoClick
functions. The only way to block menu from triggering ANY event is to
set this to MainMenu.Enabled to @false. }
property MainMenu: TMenu read FMainMenu write SetMainMenu;
{ If true then in TCastleWindowBase destructor MainMenu will be destroyed too
(if not nil, od course). Usually this is something useful. }
property OwnsMainMenu: boolean read FOwnsMainMenu write FOwnsMainMenu default true;
{ Called each time user chooses some menu item and it's not handled
in TMenuItem.DoClick. By default, menu item handling is passed
to TMenuItem.DoClick. Only when it return @false (not handled) then
we call this window's event. }
property OnMenuClick: TMenuClickFunc read FOnMenuClick write FOnMenuClick;
{ Deprecated name for OnMenuClick. }
property OnMenuCommand: TMenuClickFunc read FOnMenuClick write FOnMenuClick; deprecated;
{ @section(Mouse state) -------------------------------------------------- }
{ Currently pressed mouse buttons. When this changes, you're always
notified by OnMouseDown or OnMouseUp calls.
This value is always current, in particular it's already updated
when we call events OnMouseDown and OnMouseUp. }
property MousePressed: TMouseButtons read FMousePressed;
{ Mouse position. This is the mouse position relative to this window,
more precisely relative to the OpenGL control of this window.
Left-top corner is (0, 0), and right-bottom is (Width - 1, Height - 1).
This is consistent with most window libraries (GTK, LCL etc.).
Plese note that Y coordinate is reversed with respect to the typical OpenGL
Ortho2D projection, if needed you'll have to adjust it (by using
@code(Height - MouseY)).
Note that we have mouse capturing (when user presses and holds
the mouse button, all the following mouse events are reported to this
window, even when user moves the mouse outside of the window).
This is typical of all window libraries (GTK, LCL etc.).
This implicates that mouse positions are sometimes tracked also
when mouse is outside the window, which means that mouse position
may be outside the rectangle (0, 0) - (Width - 1, Height - 1),
so it may even be negative.
In all situations the MouseX, MouseY is the latest known mouse position.
The only exception is within EventMouseMove (and so, also in OnMouseMove
callback): MouseX, MouseY is then the previous known mouse position,
while new mouse position is provided as NewX, NewY arguments to
EventMouseMove (and OnMouseMove).
@groupBegin }
property MouseX: integer read FMouseX;
property MouseY: integer read FMouseY;
{ @groupEnd }
{ Place for your pointer, for any purposes.
No code in this unit touches the value of this field.
This is similar to TComponent.Tag property. }
property UserData: Pointer read FUserData write FUserData;
property Closed: boolean read FClosed default true;
{ Create the window with associated OpenGL context and show it.
@unorderedList(
@item(Create window, it's OpenGL area, optionally it's menu.)
@item(Create OpenGL context associated with it's OpenGL area.)
@item(Show the window.)
@item(Call LoadAllExtensions.
This way every information initialized by this
is ready, like GLVersion, GLUVersion, extensions are checked
and initialized.)
@item(Initial events called:
@unorderedList(
@itemSpacing Compact
@item Call MakeCurrent, EventOpen (OnOpen)
@item Call MakeCurrent, EventResize (OnResize)
@item(Call MakeCurrent once again, to be sure that after Open
active OpenGL context is the one associated with newly created
window (in case you would change active OpenGL context inside
EventResize (OnResize), which is allowed).)
)
)
)
Call to this method is ignored if the window is already open
(if @link(Closed) = @false).
@raises(EGLContextNotPossible
If it's not possible to obtain
OpenGL context with specified attributes.
For example, maybe you set AlphaBits, DepthBits, StencilBits, AccumBits
properties too high?
It's guaranteed that when EGLContextNotPossible
is raised, the window remains in correct (closed) state.
This means that you can catch EGLContextNotPossible
and lower some OpenGL buffer requirements and try to open once again.
Although it's usually more comfortable to use the overloaded
version of @link(Open) with Retry callback for this purpose.
This parameterless version of Open automatically
turns off multi-sampling (AntiAliasing and MultiSampling
properties), and then we turn off
stencil buffer (StencilBits), if OpenGL context cannot be initialized.
But if it still cannot be initialized, we raise EGLContextNotPossible.
You can use overloaded Open version with Retry callback to customize
this fallback mechanism, to code which OpenGL context features
may be turned off.)
}
procedure Open;
{ Open the window with OpenGL context, allowing you to lower
the OpenGL context requirements and retry.
If the OpenGL context cannot be initialized,
then @code(Retry) callback is called. Inside this callback you should
either:
@unorderedList(
@item(lower some context requirements (like set MultiSampling to 1
if it was > 1) if possible, and return @true to retry, or)
@item(do not change context requirements and return @false to give up.)
)
Note that the parameterless version of @link(Open) method
actually calls this version, with a default retry callback
that turns off AntiAliasing and MultiSampling, and then StencilBits
(since all our engine code should be ready that multi-sampling
or stencil buffers may not be available).
Using your own Retry callback, with this version,
allows you to decide which context parameters may be lowered
to allow creating a window.
@raises(EGLContextNotPossible If it's not possible to obtain
requested OpenGL context, and the @link(Retry) callback
returned @false.) }
procedure Open(const Retry: TGLContextRetryOpenFunc);
{ Close window.
@unorderedList(
@item(Calls EventClose (and OnClose).)
@item(Hides window, destroys it.)
@item(
if this was the only open TCastleWindowBase window
and QuitWhenLastWindowClosed = true then
this calls Application.Quit.)
)
Note that often there's no need to call Close explicitly in your program,
because in destructor of this object we call Close, to be sure
that window is closed.
TODO: zrobic param boolean CloseFromDestroyQuitWhenLastWindowClosed?
As for now Close from destructor is called always with
QuitWhenLastWindowClosed = true.
Call to Close is ignored if window is already Closed. }
procedure Close(QuitWhenLastWindowClosed: boolean = true);
{ Make contents of OpenGL area of this window
redrawn, at the nearest good time. The redraw will not happen
immediately, we will only "make a note" that we should do it soon.
Redraw means that we call EventBeforeDraw (OnBeforeDraw), EventDraw
(OnDraw), then we flush OpenGL commands, swap buffers etc.
Calling this on a closed window is allowed and ignored. }
procedure PostRedisplay;
{ Force redraw of OpenGL area @italic(right now),
only if any redraw is needed.
If we know we should redraw a window (for example, because window
manager just said that window is brought to front of the desktop,
or because you called PostRedisplay) then we will redraw
the window @italic(right now). This method will directly
call EventBeforeDraw (OnBeforeDraw), EventDraw
(OnDraw), flush OpenGL commands, swap buffers and such.
You really should not use this method too often. It's best to leave
to this unit's internals decision when the redraw should happen,
and allow us to redraw only once even if you called PostRedisplay
many times in a short time.
The one valid reason for using this function is when you need
to read back the drawn window contents (e.g. by glReadPixels).
Then you want to make sure first that any pending redraws are
actually done --- this method allows you to do this. }
procedure FlushRedisplay;
{ Make the OpenGL context of this window "current" (following OpenGL
commands will apply to this). When the window is opened, and right
before calling any window callback, we always automatically call
this, so you should not need to call this method yourself
in normal circumstances. }
procedure MakeCurrent;
{ Capture the current window contents to an image (file).
These functions take care of flushing any pending redraw operations
(like FlushRedisplay) and capturing the screen contents correctly.
@unorderedList(
@item(@italic(When we use OpenGL double buffer), we do something like
@longCode(#
EventBeforeDraw;
EventDraw;
CastleGLUtils.SaveScreenXxx_NoFlush(..,GL_BACK);
#)
This draws to the back buffer and captures it's contents,
which is reliable.)
@item(@italic(When we do not use OpenGL double buffer),
we do something like
@longCode(#
FlushRedisplay;
CastleGLUtils.SaveScreenXxx_NoFlush(..,GL_FRONT);
#)
This isn't absolutely reliable. Read
CastleGLUtils.SaveScreenXxx_NoFlush docs, and OpenGL FAQ:
capturing the front buffer contents is generally not reliable
with OpenGL.)
)
@groupBegin }
procedure SaveScreen(const fname: string); overload;
function SaveScreen: TRGBImage; overload;
{ Saves screen, making sure Image width is a multiple of 4 on buggy Radeon
drivers. The meaningful image width is equal to window's @link(Width). }
function SaveAlignedScreen: TRGBImage;
function SaveScreenToGL: TGLImage; overload;
{ @groupEnd }
function SaveScreen(
const xpos, ypos, SavedAreaWidth,
SavedAreaHeight: integer): TRGBImage; overload;
function SaveScreenToGL(
const xpos, ypos, SavedAreaWidth,
SavedAreaHeight: integer): TGLImage; overload;
{ Asks and saves current screenshot.
Asks user where to save the file (using @link(FileDialog),
as default URL taking ProposedURL).
If user accepts calls Window.SaveScreen.
In case of problems with saving, shows a dialog (doesn't raise exception). }
procedure SaveScreenDialog(ProposedURL: string);
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
public
{ Tracks which keys, characters, modifiers are pressed. }
property Pressed: TKeysPressed read FPressed;
{ Fps -------------------------------------------------------------------- }
{ Frames per second measuring. }
property Fps: TFramesPerSecond read FFps;
{ OpenAndRun stuff --------------------------------------------------------- }
{ Shortcut for Open (create and show the window with GL contex)
and Application.Run (run the event loop). }
procedure OpenAndRun; overload;
{ Shortcut for setting Caption, OnDraw,
then calling Open (create and show the window with GL contex)
and Application.Run (run the event loop). }
procedure OpenAndRun(const ACaption: string; AOnDraw: TDrawFunc); overload;
{ Parsing parameters ------------------------------------------------------- }
{ Parse some command-line options and remove them from @link(Parameters)
list. AllowedOptions specify which command-line options are handled.
See [http://castle-engine.sourceforge.net/opengl_options.php] for
documentaion what these options actually do from user's point of view.
@definitionList(
@itemLabel poGeometry
@item(Handle these command-line options:
@unorderedList(
@itemSpacing Compact
@item(@--fullscreen: sets FullScreen to @true.)
@item(@--geometry: sets FullScreen to @false
and changes @link(Width), @link(Height), @link(Left), @link(Top)
as user wants.)
)
)
@itemLabel poScreenGeometry
@item(Handle @--fullscreen-custom: sets FullScreen and VideoResize
to @true, initializes VideResizeWidth and VideResizeHeight
and actually tries to change your desktop resolution by VideoChange.)
@itemLabel poDisplay
@item(Handle @--display: sets Application.XDisplayName under Unix.)
@itemLabel poMacOsXProcessSerialNumber
@item(
(Only relevant on Mac OS X) A special parameter -psvn_x_xxx will be found
and removed from the @link(Parameters) list. See
http://forums.macrumors.com/showthread.php?t=207344 and
http://stackoverflow.com/questions/10242115/os-x-strange-psn-command-line-parameter-when-launched-from-finder .
)
)
Multiple options of the same kind are allowed, for example two options
@code(--fullscreen --geometry 100x100+0+0) are allowed. Each of them will
have appropriate effect, in the above example, @--fullscreen param
will be overridden by following @--geometry param. Such overridding
is sometimes useful from shell scripts.
Overloaded version with SpecifiedOptions says which command-line
options were found and handled. For example, if poGeometry, then
you know that user requested some window size.
@raises(EInvalidParams When some of our options have invalid arguments.) }
procedure ParseParameters(
const AllowedOptions: TWindowParseOptions = StandardParseOptions); overload;
procedure ParseParameters(
const AllowedOptions: TWindowParseOptions;
out SpecifiedOptions: TWindowParseOptions); overload;
{ Help text for options in AllowedOptions.
The idea is that if you call @code(ParseParameters(AllowedOptions))
in your program then you should also show your users somwhere
(e.g. in response to "--help" option) the list of allowed
options obtained by @code(ParseParametersHelp(AllowedOptions))
(i.e. with the same value of AllowedOptions).
Returned string may be multiline, but it does not contain
the trailing newline (newline char after the last line).
Returned help text conforms to rules in
@code(castle_game_engine/doc/kambi_command_line_params.txt).
If AddHeader then it adds line saying @code('Window options:')
(and showing backend name, for debug purposes)
at the beginning. This allows you to comfortably use
the output of this function as a whole
paragraph (separated from the rest of your "--help" text
by e.g. empty lines around). }
class function ParseParametersHelp(
const AllowedOptions: TWindowParseOptions;
AddHeader: boolean): string;
{ dialog boxes using GUI ------------------------------------------------ }
{ About all dialogs:
- Behaviour of callbacks:
callbacks of Application and callbacks of other TCastleWindowBase MAY be called while
the dialog is open. Callbacks of THIS object (OnXxx) will not be
called. You should treat XxxDialog like
TGLMode.Create(Self, ...)
TCastleWindowBaseState.SetStandardState
....
TGLMode.Free
- How does these dialogs look like?
Under GTK and WinAPI backends we use native dialogs of these.
Under Xlib backend we simply fallback on CastleMessages.Message*.
}
{ Select a file to open or save.
Accepts and returns argument as an URL.
Passing a filename as an URL is also allowed (as everywhere),
it may be changed into an URL on return.
This dialog may also allow user for some typical file-management
operations by the way (create some directories, rename some files etc.).
Returns @true and sets URL accordingly if user chooses some
file and accepts it. Returns @false if user cancels.
@param(Title A dialog title.)
@param(URL Specifies default file as an URL (or simple filename).
In short, things are designed such that for normal file viewers,
you can give here the URL of last opened file, or '' if none.
This URL can be absolute or relative, may include a path, may include a name.
If you specify only a path (remember to end it with the slash),
then it's the default path where to save the file.
If you specify the name (component after final slash), then it's the
proposed file name for saving (for OpenDialog, this proposed file name
is ignored, since that's more natural for open dialogs).
Empty value ('') always means the same as "current directory", guaranteed.
So it's equivalent to @code(URICurrentPath).
Note that the path must end with a slash. Otherwise '/tmp/blah' would be
ambigous (it could mean either file name 'blah' in the dir '/tmp/' dir,
or dir '/tmp/blah' without a proposed file name).)
@param(OpenDialog Is this an open (@true) or save (@false) file dialog.
@unorderedList(
@item(
If OpenDialog = @true: force the user to only choose existing
(and readable) file. The intention is that you can open
file indicated by URL, at least for reading. There is no guarantee
about it though (it's not possible to guarantee it on a multi-process OS),
the only 100% sure way to know that the file can be opened and read
is to actually try to do it.
To directly read a file (as a stream) from the obtained URL
you should usually use our CastleDownload.Download function.
This way you get a readable stream and you
automatically support loading data from the other protocols (http,
data etc.) too.)
@item(
If OpenDialog = @false: a save dialog.
Allows user to select a non-existing file.
If user chooses an existing file, some backends may show
a warning like @italic("Are you sure you want to overwrite this file?").
The intention is that directory of the returned file should exist,
and you should be able to write files there.
But, again, there is no 100% guarantee about it.
The only way to be sure whether you can save a file is to actually
try to do it.
To directly write to a file (as a stream) to the obtained URL
you should usually use our URLSaveStream.)
)
)
@param(FileFilters A set of file filters to present to user.
Pass @nil (default) if you do not want to use file file filters,
so user will just always see everything. An overloaded version
allows you to pass file filters encoded in a single string,
this may be slightly more comfortable for call, see
TFileFilterList.AddFiltersFromString
for explanation how to encode filters in a string.)
@groupBegin }
function FileDialog(const Title: string; var URL: string;
OpenDialog: boolean; FileFilters: TFileFilterList = nil): boolean; overload;
function FileDialog(const Title: string; var URL: string;
OpenDialog: boolean; const FileFilters: string): boolean; overload;
{ @groupEnd }
{ Shows a dialog window allowing user to choose an RGB color.
Initial value of Color specifies initial RGB values proposed to the user.
If user accepts, returns true and sets Color accordingly, else
returns false (and does not modify Color).
@groupBegin }
function ColorDialog(var Color: TVector3Single): boolean;
function ColorDialog(var Color: TVector3Byte): boolean;
{ @groupEnd }
{ Simple "OK" dialog box. }
procedure MessageOK(const S: string; const MessageType: TWindowMessageType);
{ Simple yes/no question dialog box. }
function MessageYesNo(const S: string;
const MessageType: TWindowMessageType = mtQuestion): boolean;
end;
{ Window with OpenGL context and some helper functionality, useful
for demo programs. This includes key shortcuts to close the window,
switch FullScreen, and to display FPS on window caption. }
TCastleWindowDemo = class(TCastleWindowBase)
private
LastFpsOutputTick: DWORD;
FFpsShowOnCaption: boolean;
FSwapFullScreen_Key: TKey;
FClose_CharKey: char;
FFpsCaptionUpdateInterval: TMilisecTime;
public
{ Show current frames per second on window caption.
You can modify this property only @italic(before calling @link(Open).) }
property FpsShowOnCaption: boolean
read FFpsShowOnCaption write FFpsShowOnCaption default false;
{ Key to use to switch between FullScreen and not FullScreen.
Set to K_None (default) to disable this functionality.
Suggested value to enable this functionality is K_F11, this is consistent
will fullscreen key in other programs.
You can freely modify it at any time, even after calling @link(Open).
The fullscreen is switched by closing it, changing @link(FullScreen)
property and opening it again. So be sure to have good OnOpen / OnClose
implementations: you have to be able to recreate in OnOpen everything
that was released in OnClose. }
property SwapFullScreen_Key: TKey
read FSwapFullScreen_Key write FSwapFullScreen_Key default K_None;
{ Key to use to close the window.
Set to #0 (default) to disable this functionality.
Suggested value to enable this functionality is CharEscape.
You can freely modify it at any time, even after calling @link(Open). }
property Close_CharKey: char
read FClose_CharKey write FClose_CharKey default #0;
{ The amount of time (in miliseconds) between updating Caption
with current FPS value. Used when FpsShowOnCaption.
Note that updating Caption of the window too often @italic(may) cause
a significant FPS dropdown, in other words: don't set this to too small value.
I once used here value 200. It's 5 times per second,
this didn't seem too often, until once I checked my program
with this turned off and found that my program runs now
much faster (you can see that looking at FpsRealTime
(FpsFrameTime does not change)).
That's why I use here quite big value by default,
DefaultFpsCaptionUpdateInterval.
If you really want to show FPS counts updated more constantly,
you should display them each frame as a text in OpenGL
(like I do in view3dscene). }
property FpsCaptionUpdateInterval: TMilisecTime
read FFpsCaptionUpdateInterval write FFpsCaptionUpdateInterval
default DefaultFpsCaptionUpdateInterval;
procedure EventPress(const Event: TInputPressRelease); override;
procedure EventUpdate; override;
function AllowSuspendForInput: boolean; override;
procedure SetDemoOptions(ASwapFullScreen_Key: TKey;
AClose_CharKey: char;
AFpsShowOnCaption: boolean);
constructor Create(AOwner: TComponent); override;
end;
{ OpenGL window keeping a @link(Controls) list. This allows you to
trivially add to the window any TUIControl descendants.
We pass our inputs (mouse / key events) to the top-most
(that is, first on the @link(Controls) list) control under the current mouse position
(we check control's PositionInside method for this).
As long as the event is not handled,
we look for next controls under the mouse position.
Only if no control handled the event, we pass it to the inherited
EventXxx method, which calls normal window callbacks like OnPress.
We also call other methods on every control,
like TUIControl.Update, TUIControl.Draw2D, TUIControl.WindowResize.
We use OnVisibleChange event of our controls to make
PostRedisplay when something visible changed. If you want to use
OnVisibleChange for other purposes, you can reassign OnVisibleChange
yourself. This window will only change OnVisibleChange from @nil
to it's own internal callback (when adding a control),
and from it's own internal callback to @nil (when removing a control).
This means that if you assign OnVisibleChange callback to your own
method --- window will not touch it anymore.
TCamera descendants can be treated like any other TUIControl,
that is you can add them directly to the @link(Controls) list.
Note that usually, when using TCastleSceneManager, you should only
assign camera to TCastleSceneManager.Camera, so most programs
@italic(should not) add their TCamera intances directly to the
Controls list. }
TCastleWindowCustom = class(TCastleWindowDemo, 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
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
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
{ 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).
Controls on the list should be specified in front-to-back order.
That is, controls at the beginning of this list are first to catch
some events, and are rendered as the last ones (to cover controls
beneath them). }
property Controls: TUIControlList read FControls;
{ 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;
{ How OnDraw callback fits within various Draw methods of our
@link(Controls).
@unorderedList(
@item(dsNone means that OnDraw is called at the end,
after all our @link(Controls) are drawn.
OpenGL projection matrix is not modified (so projection
is whatever you set yourself, by EventResize, OnResize,
or whatever TCastleSceneManager set for you).
Note that the interpretation of dsNone is different than for
TUIControl.DrawStyle: for TUIControl.DrawStyle, dsNone
means "do not draw". For OnDrawStyle property,
dsNone means "draw at the end without any tricks".
This is suitable if you want to draw something over other
controls, and you want to set projection yourself (or use
the current projection, whatever it is).)
@item(ds2D means that OnDraw is also called at the end,
after all our @link(Controls) are drawn. But this time
we're called within 2D orthographic projection,
the same as set for TUIControl.DrawStyle = ds2D.
This is suitable if you want to draw 2D contents,
and our simple 2D orthographic projection suits you.)
@item(ds3D means that OnDraw is called after all other
@link(Controls) with ds3D draw style, but before any 2D
controls.
OpenGL projection matrix is not modified (so projection
is whatever you set yourself, by EventResize, OnResize,
or whatever TCastleSceneManager set for you).
This is suitable if you want to draw something 3D,
that may be later covered by 2D controls.)
)
}
property OnDrawStyle: TUIControlDrawStyle
read FOnDrawStyle write FOnDrawStyle default dsNone;
property TooltipDelay: TMilisecTime read FTooltipDelay write FTooltipDelay
default DefaultTooltipDelay;
property TooltipDistance: Cardinal read FTooltipDistance write FTooltipDistance
default DefaultTooltipDistance;
{ 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 }
procedure EventOpen; override;
procedure EventClose; override;
procedure EventPress(const Event: TInputPressRelease); override;
procedure EventRelease(const Event: TInputPressRelease); override;
procedure EventUpdate; override;
procedure EventMouseMove(NewX, NewY: Integer); override;
function AllowSuspendForInput: boolean; override;
procedure EventBeforeDraw; override;
procedure EventDraw; override;
procedure EventResize; override;
end;
{ Window 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(TCastleWindowCustom.Controls) property (from ancestor TCastleWindowCustom).
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.
If you're looking for analogous Lazarus component
(that does basically the same, but can be placed on a Lazarus form)
see TCastleControl component. }
TCastleWindow = class(TCastleWindowCustom)
private
FSceneManager: TGameSceneManager;
function GetShadowVolumes: boolean;
function GetShadowVolumesDraw: boolean;
procedure SetShadowVolumes(const Value: boolean);
procedure SetShadowVolumesDraw(const Value: boolean);
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;
property SceneManager: TGameSceneManager read FSceneManager;
{ 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;
TWindowList = class(specialize TFPGObjectList<TCastleWindowBase>)
private
{ Call wszystkie OnUpdate / OnTimer for all windows on this list.
Using Application.OpenWindows.DoUpdate / DoTimer is a simplest
way for CastleWindow backend to handle these events.
@groupBegin }
procedure DoUpdate;
procedure DoTimer;
{ @groupEnd }
public
{ Simply calls PostRedisplay on all items. }
procedure PostRedisplay;
end;
{ Application, managing all open TCastleWindowBase (OpenGL windows).
This tracks all open instances of TCastleWindowBase
and implements message loop. It also handles some global tasks
like managing the screen (changing current screen resolution and/or
bit depth etc.)
The only instance of this class should be in @link(Application) variable.
Don't create any other instances of class TCastleApplication, there's no
point in doing that. }
TCastleApplication = class(TComponent)
{ Include CastleWindow-backend-specific parts of
TCastleApplication class. Rules and comments that apply here are
the same as in analogous place at TCastleWindowBase class,
when read_window_interface is defined. }
{$define read_application_interface}
{$I castlewindow_backend.inc}
{$undef read_application_interface}
private
FOnUpdate :TUpdateFunc;
FOnTimer :TProcedure;
FTimerMilisec :Cardinal;
FVideoColorBits: integer;
FVideoFrequency: Cardinal;
{ Current window with OpenGL context active.
Update in TCastleWindowBase.MakeCurrent, also TCastleWindowBase.Close. }
Current: TCastleWindowBase;
LastLimitFPSTime: TTimerResult;
FLimitFPS: Single;
FOpenWindows: TWindowList;
function GetOpenWindows(Index: integer): TCastleWindowBase;
{ Add new item to OpenWindows.
Windows must not be already on OpenWindows list. }
procedure OpenWindowsAdd(Window: TCastleWindowBase);
{ Delete window from OpenWindows.
Given Window doesn't have to be on the OpenWindows list. If it is not, this
method is NOOP. This is useful when this is called from TCastleWindowBase.Close
because TCastleWindowBase.Close should work even for partially constructed
Windows.
If Window was present on OpenWindows and after removing Window
OpenWindowsCount = 0 and QuitWhenLastWindowClosed then it calls Quit. }
procedure OpenWindowsRemove(Window: TCastleWindowBase; QuitWhenLastWindowClosed: boolean);
{ Find window on the OpenWindows list. Returns index, or -1 if not found. }
function FindWindow(Window: TCastleWindowBase): integer;
procedure CreateBackend;
procedure DestroyBackend;
{ The CastleWindow-backend specific part of Quit method implementation.
In non-backend-specific part of Quit we already closed all windows,
so this will be called only when OpenWindowsCount = 0.
So the only things you have to do here is:
- make ProcessMessage to return false
- terminate Run method, if it works (if Run is implemented using
"while ProcessMessage do ;" then the first condition is all that is
really needed)
Note: it is NOT guaranteed that we are inside Run method
when calling this function, i.e. it may be the case that noone ever
called Application.Run (e.g. in @code(kambi_lines) game, where everything is done
using while ProcessMessages do ...), but still it must be valid to call
Quit and QuitWhenNoOpenWindows in such situation.
Also it must be valid to call Quit and QuitWhenNoOpenWindows more
then once. }
procedure QuitWhenNoOpenWindows;
{ This simply checks Assigned(FOnUpdate) and only then calls FOnUpdate.
ALWAYS use this method instead of directly calling FOnUpdate. }
procedure DoSelfUpdate;
{ Same as DoSelfUpdate, but here with FOnTimer. }
procedure DoSelfTimer;
{ Something useful for some CastleWindow backends. This will implement
(in a simple way) calling of DoSelfOpen and OpenWindows.DoTimer.
Declare in TCastleApplication some variable like
LastDoTimerTime: TMilisecTime
initialized to 0. Then just call very often (probably at the same time
you're calling DoSelfUpdate)
MaybeDoTimer(LastDoTimerTime);
This will take care of calling DoSelfTimer and OpenWindows.DoTimer
at the appropriate times. It will use and update LastDoTimerTime,
you shouldn't read or write LastDoTimerTime yourself. }
procedure MaybeDoTimer(var ALastDoTimerTime: TMilisecTime);
{ Just like TCastleWindowBase.AllowSuspendForInput, except this is for
the whole Application. Returns @true only if all open
windows allow it, and we do not have OnUpdate and OnTimer. }
function AllowSuspendForInput: boolean;
procedure DoLimitFPS;
public
{ If VideoResize, then next VideoChange call will
try to resize the screen to given VideoResizeWidth /
VideoResizeHeight. Otherwise, next TryVideoChange and VideoChange will
use default screen size.
@groupBegin }
VideoResize : boolean;
VideoResizeWidth,
VideoResizeheight : integer;
{ @groupEnd }
{ Color bits per pixel that will be set by next VideoChange call,
and that are tried to be used at TCastleWindowBase.Open.
Zero means that system default is used. }
property VideoColorBits: integer read FVideoColorBits write FVideoColorBits default 0;
{ Video frequency to set in next VideoChange call.
Leave as 0 to use system default. }
property VideoFrequency: Cardinal read FVideoFrequency write FVideoFrequency default 0;
{ Describe the changes recorded in variables VideoXxx,
used by VideoChange and TryVideoChange.
This is a multiline string, each line is indented by 2 spaces,
always ends with CastleUtils.NL. }
function VideoSettingsDescribe: string;
{ Change the screen size, color bits and such, following the directions
you set in VideoColorBits, VideoResize,
VideoResizeWidth / VideoResizeHeight, and VideoFrequency variables.
Returns @true if success. }
function TryVideoChange: boolean;
{ Change the screen size, color bits and such, following the directions
you set in VideoColorBits, VideoResize,
VideoResizeWidth / VideoResizeHeight, and VideoFrequency variables.
This actually just calls TryVideoChange and checks the result.
If not success: if OnErrorWarnUserAndContinue then we'll display
a warning and continue. If not OnErrorWarnUserAndContinue then
we'll raise an Exception.
@raises(Exception If video mode change failed,
and OnErrorWarnUserAndContinue = false.) }
procedure VideoChange(OnErrorWarnUserAndContinue: boolean);
{ Return default screen video mode.
If you never called TryVideoChange (with success), then this does nothing.
This is automatically called in Application.Destroy,
so at finalization of this unit. This way your game nicely restores
screen resolution for user. }
procedure VideoReset;
function ScreenHeight: integer;
function ScreenWidth: integer;
{ List of all open windows.
@groupBegin }
function OpenWindowsCount: integer;
property OpenWindows[Index: integer]: TCastleWindowBase read GetOpenWindows;
{ @groupEnd }
{ Continously occuring event.
@seealso TCastleWindowBase.OnUpdate. }
property OnUpdate: TUpdateFunc read FOnUpdate write FOnUpdate;
{ @deprecated Deprecated name for OnUpdate. }
property OnIdle: TUpdateFunc read FOnUpdate write FOnUpdate; deprecated;
{ Event called approximately after each TimerMilisec miliseconds.
The actual delay may be larger than TimerMilisec miliseconds,
depending on how the program (and OS) is busy.
You can of course change TimerMilisec (and OnTimer) even
when some windows are already open.
@groupBegin }
property OnTimer: TProcedure read FOnTimer write FOnTimer;
property TimerMilisec: Cardinal read FTimerMilisec write FTimerMilisec default 1000;
{ @groupEnd }
{ Process messages from the window system.
You have to call this repeatedly to process key presses,
mouse events, redraws and everything else.
Messages are processed and appropriate window callbacks are called,
like TCastleWindowBase.OnDraw,
TCastleWindowBase.OnUpdate,
TCastleWindowBase.OnKeyPress and many others.
For simple programs calling the @link(Run) method is usually
the best solution, @link(Run) just calls ProcessMessage in a loop.
Manually using the ProcessMessage method allows you to implement
modal dialog boxes (generally any kind of "display something
until something happens" behavior). Make your own event loop like this:
@longCode(#
while not SomethingHappened do
Application.ProcessMessages(...);
#)
Often this is used together with TGLMode, TGLModeFrozenScreen
and similar utilities from CastleWindowModes unit.
They allow you to temporarily replace window callbacks with new ones,
and later restore the original ones.
This is useful for behavior similar to modal dialog boxes.
Returns @true if we should continue, that is
if @link(Quit) method was not called (directly or by closing
the last window). If you want to check it (if you
allow the user at all to close the application during modal box or such)
you can do:
@longCode(#
while not SomethingHappened do
if not Application.ProcessMessage(...) then
Break;
#)
Do not assume too much about message processing internals.
For example, not all ProcessMessage calls cause redraw, even if redraw
is requested by PostRedisplay. When we have messages to process,
we generally don't call redraw or even OnUpdate.
@param(WaitForMessage If @true (and some other conditions are met,
for example we do not have to call OnUpdate continuosly)
then we can block, waiting for an event to process.
Set this to @true whenever you can, that is whenever your program
only responds to user inputs (as opposed to making some operations,
like animation or loading or ray-tracing something).
Generally, when @code(SomethingHappened) from the example pseudo-code
above can only be changed by user events (e.g. user has to click
something; nothing happens if user doesn't click for 5 minutes or 5 hours).
This allows to let OS and CPU have some rest, and spend time
on other applications, or just sleep and conserve laptop battery power.
)
@param(WaitToLimitFPS If @true, then we have backup mechanism for
limiting CPU usage. When WaitForMessage mechanism cannot be used
(becasue WaitForMessage is @false or some other conditions disallow it),
and user doesn't throw events at us (we don't want to sleep when user
produces many events e.g. by mouse move),
then we can do a small sleep to stabilize number of ProcessMessage
calls at LimitFPS per second.
Set this to @true whenever you can, that is whenever you don't need
ProcessMessage to return as fast as it can. For example,
when you're displaying some animation, then displaying LimitFPS frames
should be enough. OTOH, if you really do something that should be done
as fast as possible (like loading some file or ray-tracing) you probably
have to set this to @false.
)
}
function ProcessMessage(WaitForMessage, WaitToLimitFPS: boolean): boolean;
{ Processes @italic(all) pending messages.
Contrast this with ProcessMessage method, that processes only a single
event. Or no event at all (when no events were pending and
AllowSuspend = @false). This means that after calling ProcessMessage
once, you may have many messages left in the queue (especially
mouse move together with key presses typically makes a lot of
events). So it's not good to use if you want to react timely to
some user requests, e.g. when you do something time-consuming
and allow user to break the task with Escape key.
ProcessAllMessages is like
calling in a loop something like ProcessMessage(false), ends when
ProcessMessage didn't process any message (it's internally returned
by ProcessMessage2) or when quit was called (or last window closed).
So ProcessAllMessages makes sure we have processed all pending events,
thus we are up-to-date with window system requests. }
function ProcessAllMessages: boolean;
{ Close all open windows, make ProcessMessage return @false,
finish the @link(Run) method (if working), and thus finish the
application work. }
procedure Quit;
{ Run the program using TCastleWindowBase, by doing the event loop.
Think of it as just a shortcut for "while ProcessMessage do ;".
Note that this does nothing if OpenWindowsCount = 0, that is there
are no open windows. Besides the obvious reason (you didn't call
TCastleWindowBase.Open on any window...) this may also happen if you called
Close (or Application.Quit) from your window OnOpen / OnResize callback.
In such case no event would probably reach
our program, and user would have no chance to quit, so Run just refuses
to work and exits immediately without any error. }
procedure Run;
function BackendName: string;
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
published
{ Limit the number of (real) frames per second, to not hog the CPU.
Set to zero to not limit.
To be more precise, this limits the number of TCastleApplication.ProcessMessage
calls per second, in situations when we do not have to process any user input.
So we limit not only rendering (TCastleWindowBase.OnDraw)
but also other animation processing (TCastleWindowBase.OnUpdate) calls per second.
See TCastleApplication.ProcessMessage.
In case of CastleWindow backends when we have to fight with event clogging
(right now only LCL backend, used by default only on Mac OS X)
this is also the "desired number of FPS": we make sure that even
when application is clogged with events (like when dragging with mouse),
we call update (TCastleWindowBase.OnUpdate) and (if necessary)
draw (TCastleWindowBase.OnDraw and related) at least as often.
When LimitFPS is used for this purpose ("desired number of FPS"),
it is also capped (by MaxDesiredFPS = 100.0). }
property LimitFPS: Single read FLimitFPS write FLimitFPS default DefaultLimitFPS;
end;
{ @deprecated Deprecated name for TCastleApplication. }
TGLApplication = TCastleApplication deprecated;
{ Clipboard for cut / copy / paste of text.
You usually use this by the single global instance @link(Clipboard).
Interface is mostly compatible with LCL clipboard. }
TCastleClipboard = class
private
function GetAsText: string;
procedure SetAsText(const Value: string);
public
property AsText: string read GetAsText write SetAsText;
end;
{ Single global instance of TCastleApplication.
Automatically created / destroyed by CastleWindow unit. }
function Application: TCastleApplication;
{ Single global instance of TCastleClipboard.
Automatically created / destroyed by CastleWindow unit. }
function Clipboard: TCastleClipboard;
{ A simple TCastleWindowBase.OnResize callback implementation, that sets 2D projection.
You can use it like @code(Window.OnResize := Resize2D;) or just by calling
it directly from your OnResize callback.
It does
@longCode(#
glViewport(0, 0, Window.Width, Window.Height);
OrthoProjection(0, Window.Width, 0, Window.Height);
#) }
procedure Resize2D(Window: TCastleWindowBase);
{ Describe given key. Key is given as combination of character code (may be #0)
and Key code (may be K_None), and additional required @link(Modifiers)
(although some modifiers may be already implied by CharKey).
See @link(TMenuItem.Key) and @link(TMenuItem.CharKey) and @link(TMenuItem.Modifiers).
Only when both CharKey = #0 and Key = K_None
then this combination doesn't describe any key, and we return @false.
Otherwise we return @true and set S. }
function KeyString(const CharKey: char; const Key: TKey; const Modifiers: TModifierKeys;
out S: string): boolean;
{$undef read_interface}
{$define read_interface_2}
{$i castlewindowmenu.inc}
{$undef read_interface_2}
implementation
uses CastleParameters, CastleLog, CastleGLVersion, CastleURIUtils,
{ Using here CastleWindowModes / CastleMessages makes recursive
CastleWindow usage, but it's needed for dialogs. }
{$define read_implementation_uses}
{$I castlewindow_backend.inc}
{$undef read_implementation_uses}
X3DLoad;
{$define read_implementation}
{$I castlewindowmenu.inc}
{$I castlewindow_backend.inc}
{ ----------------------------------------------------------------------------
niezalezne od CASTLE_WINDOW_xxx rzeczy TCastleWindowBase }
constructor TCastleWindowBase.Create(AOwner: TComponent);
begin
inherited;
FClosed := true;
FWidth := WindowDefaultSize;
FHeight := WindowDefaultSize;
FLeft := WindowPositionCenter;
FTop := WindowPositionCenter;
FDoubleBuffer := true;
FCaption[cpPublic] := ApplicationName;
FResizeAllowed := raAllowed;
minWidth := 100; maxWidth := 4000;
minHeight := 100; maxHeight := 4000;
DepthBits := DefaultDepthBits;
FCursor := mcDefault;
FMultiSampling := 1;
FVisible := true;
OwnsMainMenu := true;
FPressed := TKeysPressed.Create;
FFps := TFramesPerSecond.Create;
CreateBackend;
end;
destructor TCastleWindowBase.Destroy;
begin
Close; { <- This will be ignored if already Closed }
if OwnsMainMenu then
FreeAndNil(FMainMenu) else
if FMainMenu <> nil then
begin
FMainMenu.ParentWindow := nil; { clear Self from FMainMenu.ParentWindow }
FMainMenu := nil;
end;
FreeAndNil(FFps);
FreeAndNil(FPressed);
inherited;
end;
procedure TCastleWindowBase.OpenCore;
begin
if not FClosed then Exit;
try
{ Adjust Left/Top/Width/Height as needed.
Note: calculations below try to correct window geometry but they
can fail to foresee some things. In particular, they do not take
into account a potential menu bar that may be visible when MainMenu <> nil.
E.g., when MainMenu <> nil and implementation supports MainMenu as
menu bar (GTK and WINAPI implementations) and FullScreen then
the actual OpenGL window size will NOT match ScreenWidth/Height,
it will be slightly smaller (menu bar takes some space).
}
if Width = WindowDefaultSize then FWidth := Application.ScreenWidth * 4 div 5;
if Height = WindowDefaultSize then FHeight := Application.ScreenHeight * 4 div 5;
Clamp(fwidth, minWidth, maxWidth);
Clamp(fheight, minHeight, maxHeight);
if left = WindowPositionCenter then fleft := (Application.ScreenWidth-width) div 2;
if top = WindowPositionCenter then ftop := (Application.ScreenHeight-height) div 2;
{ reset some window state variables }
Pressed.Clear;
fmousePressed := [];
EventOpenCalled := false;
{ Set Closed to false.
W tym miejscu, przed OpenBackend i wywolaniem OnOpen + OnResize, bo
- te rzeczy moga rzucic wyjatki a w reakcji na wyjatek
chcemy wywolac Close ktore do dzialania wymaga aby bylo not FClosed. }
FClosed := false;
{ Najwazniejsze : zrob to co implementacja zrobic musi.
Mozesz stad smialo wywolywac DoResize, beda ignorowane dzieki temu
ze EventOpenCalled = false. }
OpenBackend;
{ Do MakeCurrent before glViewport and EventOpen. }
MakeCurrent;
LoadAllExtensions;
if Log then
WritelnLogMultiline('OpenGL context initialization', GLInformationString);
if GLVersion.BuggyDepth32 and
(glGetInteger(GL_DEPTH_BITS) >= 32) and
(StencilBits = 0) then
begin
if Log then
WritelnLog('OpenGL context initialization',
'Got >= 32-bit depth buffer, unfortunately it is known to be buggy on this OpenGL implementation. We will try to force 24-bit depth buffer by forcing stencil buffer.');
{ Close the window, increase StencilBits to try to force 24-bit
depth buffer, and call ourselves again.
Checking "StencilBits = 0" above prevents from getting into
an infinite loop here. }
Close({ QuitWhenLastWindowClosed } false);
StencilBits := 8;
OpenCore;
Exit;
end;
{ zsynchronizuj glViewport z naszymi Width/Height (bo one moga sie roznic od
rzeczywistych rozmiarow okienka) }
glViewport(0, 0, Width, Height);
if ( (AntiAliasing = aa2SamplesNicer) or
(AntiAliasing = aa4SamplesNicer) ) and
GLFeatures.NV_multisample_filter_hint then
glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
{ call first EventOpen and EventResize. Zwroc uwage ze te DoResize i DoOpen
MUSZA byc wykonane na samym koncu procedury Open - jak juz wszystko inne
zostalo wykonane. Wszystko po to ze juz w pierwszym OnOpen lub OnResize
moze zostac wywolane Application.ProcessMessages np. w wyniku wywolania w OnOpen
CastleMessages.MessageOk. }
EventOpenCalled := true;
EventOpen;
{ Check Closed here, in case OnOpen closed the window
(by calling Application.Quit (that calls Close on all windows) or direct Close
on this window). Note that Close calls
CloseBackend and generally has *immediate* effect --- that's why
doing anything more with window now (like MakeCurrent) would be wrong. }
if Closed then Exit;
DoResize(FWidth, FHeight, true);
{ Check Closed here, in case OnResize closed the window. }
if Closed then Exit;
{ to be SURE that current window's gl context is active,
even if someone in EventOpen changed current gl context }
MakeCurrent;
except
Close; raise;
end;
end;
procedure TCastleWindowBase.Open(const Retry: TGLContextRetryOpenFunc);
begin
try
OpenCore;
except
on E: EGLContextNotPossible do
begin
if Retry(Self) then
Open(Retry) { recursive call } else
raise;
end;
end;
end;
{ Try to lower anti-aliasing (multi-sampling) and shadows (stencil buffer)
requirements and initialize worse GL context. }
function DefaultRetryOpen(Window: TCastleWindowBase): boolean;
begin
if Window.AntiAliasing <> aaNone then
begin
Window.AntiAliasing := aaNone;
if Log then WritelnLog('OpenGL context', 'OpenGL context cannot be initialized. Multi-sampling (anti-aliasing) turned off, trying to initialize once again.');
Result := true;
end else
if Window.StencilBits > 0 then
begin
Window.StencilBits := 0;
if Log then WritelnLog('OpenGL context', 'OpenGL context cannot be initialized. Stencil buffer (shadow volumes) turned off, trying to initialize once again.');
Result := true;
end else
Result := false;
end;
procedure TCastleWindowBase.Open;
begin
Open(@DefaultRetryOpen);
end;
procedure TCastleWindowBase.CloseError(const error: string);
begin
if closeerrors <> '' then
closeerrors := closeerrors+nl+error else
closeerrors := error
end;
procedure TCastleWindowBase.Close(QuitWhenLastWindowClosed: boolean);
begin
if FClosed then Exit;
try
if EventOpenCalled then
begin
MakeCurrent;
EventClose;
end;
finally
closeerrors := '';
CloseBackend;
FClosed := true;
Application.Current := nil;
{ Note: it is important here that OpenWindowsRemove will not raise any error
if Self is not on OpenWindows list. This is useful if the window was partially
constructed.
E.g. when StencilBits was too high and OpenBackend
method raised an exception EGLContextNotPossible. Then this method, Close,
is called, but Self is not on OpenWindows list. And this fact should not be
reported as an error -- error is EGLContextNotPossible ! }
Application.OpenWindowsRemove(Self, QuitWhenLastWindowClosed);
{ dopiero tutaj rzucamy wyjatek. Zawsze bedziemy probowac wykonac cala
powyzsza procedure, w szczegolnosci cale CloseImplDepened,
bez wzgledu na bledy - a ewentualny wyjatek rzucimy dopiero teraz.}
if closeerrors <> '' then
raise Exception.Create('Error(errors?) while trying to close CastleWindow : '+nl+closeerrors);
end;
end;
procedure TCastleWindowBase.MakeCurrent;
begin
{ Calling BackendMakeCurrent is done very often (before every event,
so a couple of times for every frame). And usually it's useless,
as most games have only 1 open window. }
if Application.Current <> Self then
begin
BackendMakeCurrent;
Application.Current := Self;
end;
end;
procedure TCastleWindowBase.SetAutoRedisplay(value: boolean);
begin
fAutoRedisplay := value;
if value and (not Closed) then PostRedisplay;
end;
procedure TCastleWindowBase.ReleaseAllKeysAndMouse;
var k: TKey;
mb: CastleKeysMouse.TMouseButton;
{$ifdef CASTLE_WINDOW_USE_PRIVATE_MODIFIERS_DOWN}
mk: TModifierKey;
b: boolean;
{$endif}
begin
{$ifdef CASTLE_WINDOW_USE_PRIVATE_MODIFIERS_DOWN}
{ When CASTLE_WINDOW_USE_PRIVATE_MODIFIERS_DOWN, I *HAVE* to use below
SetPrivateModifiersDown. It would be an error to do DoKeyUp(K_Ctrl)
directly when CASTLE_WINDOW_USE_PRIVATE_MODIFIERS_DOWN, instead we have to
use SetPrivateModifiersDown(mkCtrl, ...).
This is the only way to make values in PrivateModifiersDown[]
and Pressed[] arrays consistent. }
for mk := Low(mk) to High(mk) do
for b := Low(b) to High(b) do
SetPrivateModifiersDown(mk, b, false);
{$endif CASTLE_WINDOW_USE_PRIVATE_MODIFIERS_DOWN}
{ Since we do DoKeyUp, this should also take care of Characters. }
for k := Low(k) to High(k) do
if Pressed[k] then DoKeyUp(k);
for mb := Low(mb) to High(mb) do if mb in MousePressed then
DoMouseUp(MouseX, MouseY, mb);
end;
function TCastleWindowBase.GetColorBits: Cardinal;
begin
Result := RedBits + GreenBits + BlueBits;
end;
procedure TCastleWindowBase.SetColorBits(const Value: Cardinal);
begin
RedBits := Value div 3;
BlueBits := Value div 3;
GreenBits := Value - RedBits - BlueBits;
Assert(Value = ColorBits);
end;
procedure TCastleWindowBase.SetAntiAliasing(const Value: TAntiAliasing);
const
AntiAliasingToMultiSampling: array [TAntiAliasing] of Cardinal =
( 1,
2, 2,
4, 4,
8, 8,
16, 16 );
{ Note: when new GPUs appear that support more samples,
- extend the TAntiAliasing type and related arrays (just recompile to see
where you need to change),
- extend the src/x3d/opengl/glsl/screen_effect_library.glsl
- extend the check for samples in ScreenEffectLibrary in CastleRenderer
(this must be synchronized with screen_effect_library.glsl implementation).
}
begin
FAntiAliasing := Value;
MultiSampling := AntiAliasingToMultiSampling[Value];
end;
{ wszystkie zdarzenia TCastleWindowBase - opakowujace je procedury DoXxx ktore
robia wszystkie rzeczy niezalezne od implementacji dla danego zdarzenia
(m.in. wywoluja EventXxx ktore m.in. wywoluje OnXxx jesli jest assigned).
Implementacje CastleWindow powinny wywolywac te funkcje, NIE wywolywac
bezposrednio EventXxx ani tym bardziej OnXxx !
------------------------------------------------------------------------------------ }
procedure TCastleWindowBase.DoResize(AWidth, AHeight: integer; FromIndependentOpen: boolean);
begin
{ zabezpiecz sie przed
1) backends where we can't express ResizeAllowed <> raAllowed
2) Windowsem, ktory moze zresizowac nasze okno np. gdy sie nie miescimy na ekranie
3) XWindow-Managerem ktory zawsze moze nas zresizowac, mimo ze prosimy go
zeby tego nie robil.
wiec pod wszystkimi trzema implementacjami musimy sprawdzic warunek ze
albo ResizeAllowed = raAllowed albo naprawde fwidth = w itd.
Sprawdzamy tez czy w i h sa w odpowiednim zakresie minXxx .. maxXxx.
Oczywiscie implementacje powinny starac sie zeby nic spoza tego zakresu do nas
nie dotarlo, ale nigdy nie ma pewnosci. Zwracam uwage, ze wymagamy aby zawsze
minWidth > 0 i minHeight > 0 wiec jednoczesnie ponizej gwarantujemy sobie ze nie
zachodzi sytuacja w = 0 lub h = 0.
Apropos wywolywania DoResize(.., false) z OpenBackend:
zabezpieczamy sie przed tym zawsze. Ale mozna tu odnotowac ze z pewnoscia
OpenBackend moze wywolywac DoResize(.., false) w przypadku
implementacji WINAPI i GTK.
}
{ update FWidth, FHeight.
Below we are explicitly forcing assertions about ResizeAllowed:
when ResizeAllowed
= raNotAllowed: FWidth and FHeight cannot change
= raOnlyAtOpen: FWidth and FHeight can change only at first EventResize
(with FromIndependentOpen = true), at least from the point of view of outside.
Internally, every call to DoResize upto and including FromIndependentOpen call
changes FWidth and FHeight. This allows to accumulate e.g. size changes
caused by FullScreen=true, in case OpenBackend does them by explicitly
calling DoResize, like unix/castlewindow_xlib.inc .
= raAllowed: FWidth and FHeight can change freely
}
if (ResizeAllowed = raAllowed) or
((ResizeAllowed = raOnlyAtOpen) and
(FromIndependentOpen or not EventOpenCalled)) then
begin
FWidth := Clamped(AWidth, MinWidth, MaxWidth);
FHeight := Clamped(AHeight, MinHeight, MaxHeight);
end;
{ do not call EventResize before EventOpen (this check is needed
because OpenBackend is allowed to call DoResize) }
if not EventOpenCalled then Exit;
{ jezeli ResizeAllowed <> raAllowed to nie powinnismy wywolywac EventResize
poza pierwszym razem (gdy FromIndependentOpen).
Kazdy nastepny raz i tak bylby pozbawiony
znaczenia, bo przeciez Width i Height i tak nie ulegly zmianie. }
if (not FromIndependentOpen) and (ResizeAllowed <> raAllowed) then Exit;
MakeCurrent;
EventResize;
end;
procedure TCastleWindowBase.DoCloseQuery;
begin
MakeCurrent;
if EventCloseQuery then Close;
end;
procedure TCastleWindowBase.DoDraw;
begin
MakeCurrent;
EventBeforeDraw;
if Closed then Exit; { check, in case window got closed in the event }
Fps._RenderBegin;
try
EventDraw;
if Closed then Exit; { check, in case window got closed in the event }
if GLVersion.BuggySwapNonStandardViewport then
glViewport(0, 0, Width, Height);
if DoubleBuffer then SwapBuffers else glFlush;
if AutoRedisplay then PostRedisplay;
finally Fps._RenderEnd end;
{$ifdef CASTLE_WINDOW_CHECK_GL_ERRORS_AFTER_DRAW} CheckGLErrors('End of TCastleWindowBase.DoDraw'); {$endif}
end;
procedure TCastleWindowBase.DoKeyDown(Key: TKey; CharKey: char);
function SeekMatchingMenuItem: TMenuItem;
function SeekMe(Entry: TMenuEntry): TMenuItem;
var i: Integer;
begin
Result := nil;
if Entry is TMenu then
begin
for i := 0 to TMenu(Entry).Count - 1 do
begin
Result := SeekMe(TMenu(Entry).Entries[i]);
if Result <> nil then Break;
end;
end else
if (Entry is TMenuItem) and
TMenuItem(Entry).KeyMatches(Key, CharKey, Pressed.Modifiers) then
Result := TMenuItem(Entry);
end;
begin
if MainMenu <> nil then
Result := SeekMe(MainMenu) else
Result := nil;
end;
var MatchingMI: TMenuItem;
begin
Pressed.KeyDown(Key, CharKey);
MatchingMI := SeekMatchingMenuItem;
if (MainMenu <> nil) and
MainMenu.Enabled and
(MatchingMI <> nil) then
begin
if RedirectKeyDownToMenuClick then
DoMenuClick(MatchingMI);
end else
begin
MakeCurrent;
EventPress(InputKey(Key, CharKey));
end;
end;
procedure TCastleWindowBase.DoKeyUp(key: TKey);
var
C: char;
begin
if Pressed[Key] then
begin
{ K_None key is never pressed, DoKeyDown guarentees this }
Assert(Key <> K_None);
Pressed.KeyUp(Key, C);
MakeCurrent;
EventRelease(InputKey(key, C));
end;
end;
procedure TCastleWindowBase.DoMouseMove(x, y: integer);
begin
MakeCurrent;
EventMouseMove(x, y);
FMouseX := x; { odswiezamy FMouseXY dopiero PO wywolaniu EventMouseMove }
FMouseY := y;
end;
procedure TCastleWindowBase.DoMouseDown(x, y: integer; btn: CastleKeysMouse.TMouseButton);
begin
FMouseX := x;
FMouseY := y;
Include(FMousePressed, btn);
MakeCurrent;
EventPress(InputMouseButton(btn));
end;
procedure TCastleWindowBase.DoMouseUp(x, y: integer; btn: CastleKeysMouse.TMouseButton);
begin
FMouseX := x;
FMouseY := y;
Exclude(FMousePressed, btn);
MakeCurrent;
EventRelease(InputMouseButton(btn));
end;
procedure TCastleWindowBase.DoMouseWheel(const Scroll: Single; const Vertical: boolean);
begin
MakeCurrent;
EventPress(InputMouseWheel(Scroll, Vertical));
end;
procedure TCastleWindowBase.DoUpdate;
begin
Fps._UpdateBegin;
MakeCurrent;
EventUpdate;
end;
procedure TCastleWindowBase.DoTimer; begin MakeCurrent; EventTimer end;
procedure TCastleWindowBase.DoMenuClick(Item: TMenuItem);
begin
if (MainMenu <> nil) and (not MainMenu.Enabled) then Exit;
MakeCurrent;
if Item.DoClick then Exit;
{ Maybe Item.DoClick changed current OpenGL context and returned false?
We want to be safe, so we do here MakeCurrent again. }
MakeCurrent;
EventMenuClick(Item);
end;
procedure TCastleWindowBase.DoDropFiles(const FileNames: array of string);
begin
MakeCurrent;
EventDropFiles(FileNames);
end;
{ funkcje EventXxx ktore sa wirtualne i sa GWARANTOWANE ze w klasie bazowej
wywoluja po prostu OnXxx. Te funkcje moga byc pokrywane w podklasach.
---------------------------------------------------------------------------- }
function TCastleWindowBase.EventCloseQuery: boolean;
const EventName = 'CloseQuery';
begin
result := not Assigned(OnCloseQuery);
{$I castlewindow_eventbegin.inc}
if Assigned(OnCloseQuery) then
OnCloseQuery(Self);
{$I castlewindow_eventend.inc}
end;
procedure TCastleWindowBase.EventOpen; const EventName = 'Open'; begin {$I castlewindow_eventbegin.inc} if Assigned(OnOpen) then begin OnOpen(Self); end; {$I castlewindow_eventend.inc} end;
procedure TCastleWindowBase.EventClose; const EventName = 'Close'; begin {$I castlewindow_eventbegin.inc} if Assigned(OnClose) then begin OnClose(Self); end; {$I castlewindow_eventend.inc} end;
{$define BONUS_LOG_STRING := Format('%d, %d', [Width, Height])}
procedure TCastleWindowBase.EventResize; const EventName = 'Resize'; begin {$I castlewindow_eventbegin.inc} if Assigned(OnResize) then begin OnResize(Self); end; {$I castlewindow_eventend.inc} end;
{$undef BONUS_LOG_STRING}
{$define BONUS_LOG_STRING := Event.Description}
procedure TCastleWindowBase.EventPress(const Event: TInputPressRelease); const EventName = 'Press'; begin {$I castlewindow_eventbegin.inc} if Assigned(OnPress) then begin OnPress (Self, Event); end; {$I castlewindow_eventend.inc} end;
procedure TCastleWindowBase.EventRelease(const Event: TInputPressRelease); const EventName = 'Release'; begin {$I castlewindow_eventbegin.inc} if Assigned(OnRelease) then begin OnRelease(Self, Event); end; {$I castlewindow_eventend.inc} end;
{$undef BONUS_LOG_STRING}
procedure TCastleWindowBase.EventMenuClick(Item: TMenuItem); const EventName = 'MenuClick';begin {$I castlewindow_eventbegin.inc} if Assigned(OnMenuClick) then begin OnMenuClick(Self, Item); end; {$I castlewindow_eventend.inc} end;
procedure TCastleWindowBase.EventDropFiles(const FileNames: array of string); const EventName = 'DropFiles';begin {$I castlewindow_eventbegin.inc} if Assigned(OnDropFiles) then begin OnDropFiles(Self, FileNames); end; {$I castlewindow_eventend.inc} end;
{ Events below happen so often, that they are logged only when
CASTLE_WINDOW_EVENTS_LOG_ALL is defined.
For CASTLE_WINDOW_eventbegin/end.inc to work, we do here a little trick
with CASTLE_WINDOW_EVENTS_LOG symbol: undefine CASTLE_WINDOW_EVENTS_LOG temporarily if
CASTLE_WINDOW_EVENTS_LOG_ALL not defined. }
{$ifndef CASTLE_WINDOW_EVENTS_LOG_ALL}
{$ifdef CASTLE_WINDOW_EVENTS_LOG}
{$define WAS_CASTLE_WINDOW_EVENTS_LOG}
{$undef CASTLE_WINDOW_EVENTS_LOG}
{$endif}
{$endif}
{$define BONUS_LOG_STRING := Format('%d, %d', [newX, newY])}
procedure TCastleWindowBase.EventMouseMove(newX, newY: integer);const EventName = 'MouseMove'; begin {$I castlewindow_eventbegin.inc} if Assigned(OnMouseMove) then begin OnMouseMove(Self, newX, newY); end; {$I castlewindow_eventend.inc} end;
{$undef BONUS_LOG_STRING}
procedure TCastleWindowBase.EventBeforeDraw; const EventName = 'BeforeDraw';begin {$I castlewindow_eventbegin.inc} if Assigned(OnBeforeDraw)then begin OnBeforeDraw(Self); end; {$I castlewindow_eventend.inc} end;
procedure TCastleWindowBase.EventDraw; const EventName = 'Draw'; begin {$I castlewindow_eventbegin.inc} if Assigned(OnDraw) then begin OnDraw(Self); end; {$I castlewindow_eventend.inc} end;
procedure TCastleWindowBase.EventUpdate; const EventName = 'Update'; begin {$I castlewindow_eventbegin.inc} if Assigned(OnUpdate) then begin OnUpdate(Self); end; {$I castlewindow_eventend.inc} end;
procedure TCastleWindowBase.EventTimer; const EventName = 'Timer'; begin {$I castlewindow_eventbegin.inc} if Assigned(OnTimer) then begin OnTimer(Self); end; {$I castlewindow_eventend.inc} end;
{$ifndef CASTLE_WINDOW_EVENTS_LOG_ALL}
{$ifdef WAS_CASTLE_WINDOW_EVENTS_LOG}
{$define CASTLE_WINDOW_EVENTS_LOG}
{$endif}
{$endif}
function TCastleWindowBase.AllowSuspendForInput: boolean;
begin
result := not (Assigned(OnUpdate) or Assigned(OnTimer));
end;
{ Menu things ------------------------------------------------------------ }
procedure TCastleWindowBase.SetMainMenu(Value: TMenu);
begin
if MainMenu <> Value then
begin
if (not Closed) and ((MainMenu <> nil) <> (Value <> nil)) then
raise EInternalError.Create('While TCastleWindowBase is not Closed, '+
'you can''t set MainMenu from nil to non-nil or from non-nil to nil');
if FMainMenu <> nil then
begin
if not Closed then MenuFinalize;
FMainMenu.ParentWindow := nil;
end;
FMainMenu := Value;
if FMainMenu <> nil then
begin
FMainMenu.ParentWindow := Self;
if not Closed then MenuInitialize;
end;
end;
end;
{ SaveScreen wykonane na CastleWindow (robimy najpierw FlushRedisplay)
-------------------------------------------------------------------------- }
procedure TCastleWindowBase.SaveScreen(const fname: string);
var
Image: TRGBImage;
begin
Image := SaveScreen;
try
SaveImage(Image, fname);
finally FreeAndNil(Image) end;
end;
function TCastleWindowBase.SaveScreen: TRGBImage;
begin
if DoubleBuffer then
begin
EventBeforeDraw;
EventDraw;
Result := SaveScreen_NoFlush(0, 0, Width, Height, GL_BACK);
end else
begin
FlushRedisplay;
Result := SaveScreen_NoFlush(0, 0, Width, Height, GL_FRONT);
end;
end;
function TCastleWindowBase.SaveAlignedScreen: TRGBImage;
begin
if DoubleBuffer then
begin
EventBeforeDraw;
EventDraw;
Result := SaveAlignedScreen_NoFlush(0, 0, Width, Height, GL_BACK);
end else
begin
FlushRedisplay;
Result := SaveAlignedScreen_NoFlush(0, 0, Width, Height, GL_FRONT);
end;
end;
function TCastleWindowBase.SaveScreen(
const xpos, ypos, SavedAreaWidth, SavedAreaHeight: integer): TRGBImage;
var
ReadBuffer: TGLenum;
begin
if DoubleBuffer then
begin
EventBeforeDraw;
EventDraw;
ReadBuffer := GL_BACK;
end else
begin
FlushRedisplay;
ReadBuffer := GL_FRONT;
end;
Result := SaveScreen_NoFlush(xpos, ypos,
SavedAreaWidth, SavedAreaHeight, ReadBuffer);
end;
function TCastleWindowBase.SaveScreenToGL: TGLImage;
begin
if DoubleBuffer then
begin
EventBeforeDraw;
EventDraw;
Result := SaveScreenToGL_NoFlush(0, 0, Width, Height, GL_BACK);
end else
begin
FlushRedisplay;
Result := SaveScreenToGL_NoFlush(0, 0, Width, Height, GL_FRONT);
end;
end;
function TCastleWindowBase.SaveScreenToGL(
const xpos, ypos, SavedAreaWidth, SavedAreaHeight: integer): TGLImage;
var
ReadBuffer: TGLenum;
begin
if DoubleBuffer then
begin
EventBeforeDraw;
EventDraw;
ReadBuffer := GL_BACK;
end else
begin
FlushRedisplay;
ReadBuffer := GL_FRONT;
end;
Result := SaveScreenToGL_NoFlush(xpos, ypos,
SavedAreaWidth, SavedAreaHeight, ReadBuffer);
end;
procedure TCastleWindowBase.SaveScreenDialog(ProposedURL: string);
begin
if FileDialog('Save screen to file', ProposedURL, false, SaveImage_FileFilters) then
try
SaveScreen(ProposedURL);
except
on E: Exception do MessageOK('Unable to save screen: ' + E.Message, mtError);
end;
end;
function TCastleWindowBase.FileDialog(const Title: string; var URL: string;
OpenDialog: boolean; FileFilters: TFileFilterList = nil): boolean;
var
FileName: string;
begin
{ calculate FileName from URL }
FileName := URIToFilenameSafe(URL);
if OpenDialog then
FileName := ExtractFilePath(FileName);
Result := BackendFileDialog(Title, FileName, OpenDialog, FileFilters);
if Result then
URL := FilenameToURISafe(FileName);
end;
function TCastleWindowBase.FileDialog(const Title: string; var URL: string;
OpenDialog: boolean; const FileFilters: string): boolean;
var
FFList: TFileFilterList;
begin
FFList := TFileFilterList.Create(true);
try
FFList.AddFiltersFromString(FileFilters);
Result := FileDialog(Title, URL, OpenDialog, FFList);
finally FreeAndNil(FFList) end;
end;
function TCastleWindowBase.ColorDialog(var Color: TVector3Byte): boolean;
var
ColorSingle: TVector3Single;
begin
ColorSingle[0] := Color[0] / High(Byte);
ColorSingle[1] := Color[1] / High(Byte);
ColorSingle[2] := Color[2] / High(Byte);
Result := ColorDialog(ColorSingle);
if Result then
Color := Vector3Byte(ColorSingle);
end;
{ OpenAndRun ----------------------------------------------------------------- }
procedure TCastleWindowBase.OpenAndRun(const ACaption: string; AOnDraw: TDrawFunc);
begin
SetPublicCaption(ACaption);
OnDraw := AOnDraw;
OpenAndRun;
end;
procedure TCastleWindowBase.OpenAndRun;
begin
Open;
Application.Run;
end;
{ TCastleWindowBase ParseParameters -------------------------------------------------- }
type
TOptionProcData = record
SpecifiedOptions: TWindowParseOptions;
Window: TCastleWindowBase;
end;
POptionProcData = ^TOptionProcData;
procedure GeometryOptionProc(OptionNum: Integer; HasArgument: boolean;
const Argument: string; const SeparateArgs: TSeparateArgs; Data: Pointer);
var ProcData: POptionProcData absolute Data;
procedure ApplyGeometryParam(const geom: string);
var p: integer;
parWidth, parHeight, parXoff, parYoff: integer;
xoffPlus, yoffPlus, sizeSpecified, positionSpecified: boolean;
{ p to znak w stringu geom ktory teraz chcemy czytac.
parWidth i parHeight sa valid tylko o ile sizeSpecified.
parXoff, parYoff, xoffPlus, yoffPlus sa valid tylko o ile positionSpecified.
}
procedure ParseSize;
{ parsuje width i height }
var startp: integer;
begin
sizeSpecified := true;
{width}
startp := p;
while SCharIs(geom, p, ['0'..'9']) do Inc(p);
parWidth := StrToInt(CopyPos(geom, startp, p-1));
{height}
if not SCharIs(geom, p, ['x','X']) then
raise EInvalidParams.Create(
'Invalid --geometry parameter : expected "x" between WIDTH and HEIGHT');
Inc(p);
startp := p;
while SCharIs(geom, p, ['0'..'9']) do Inc(p);
parHeight := StrToInt(CopyPos(geom, startp, p-1));
end;
procedure ParsePosition;
{ parsuje xoff, yoff i koniec stringa. }
var startp: integer;
begin
positionSpecified := true;
{xoff}
if not SCharIs(geom, p, ['-','+']) then
raise EInvalidParams.Create(
'Invalid --geometry parameter : expected "-" or "+" before XOFF');
xoffPlus := geom[p] = '+';
Inc(p);
startp := p;
if SCharIs(geom, p, ['-','+']) then Inc(p);
while SCharIs(geom, p, ['0'..'9']) do Inc(p);
parXoff := StrToInt(CopyPos(geom, startp, p-1));
{yoff}
if not SCharIs(geom, p, ['-','+']) then
raise EInvalidParams.Create(
'Invalid --geometry parameter : expected "-" or "+" before YOFF');
yoffPlus := geom[p] = '+';
Inc(p);
startp := p;
if SCharIs(geom, p, ['-','+']) then Inc(p);
while SCharIs(geom, p, ['0'..'9']) do Inc(p);
parYoff := StrToInt(CopyPos(geom, startp, p-1));
{end of string}
if not (p = Length(geom)+1) then
raise EInvalidParams.Create(
'Invalid --geometry parameter : expected end of parameter');
end;
begin
ProcData^.Window.FullScreen := false;
try
sizeSpecified := false;
positionSpecified := false;
p := 1;
if SCharIs(geom, p,['+','-']) then
ParsePosition else
begin
ParseSize;
if p <= Length(geom) then ParsePosition;
end;
{ok, now we can apply what we have}
if sizeSpecified then
begin
ProcData^.Window.Width := parWidth;
ProcData^.Window.Height := parHeight;
end;
if positionSpecified then
begin
if xoffPlus then
ProcData^.Window.Left := parXoff else
ProcData^.Window.Left := Application.ScreenWidth-parXoff-parWidth;
if yoffPlus then
ProcData^.Window.Top := parYoff else
ProcData^.Window.Top := Application.ScreenHeight-parYoff-parHeight;
end;
except
on E: EConvertError do
raise EInvalidParams.Create('Invalid --geometry parameter : '+E.Message);
end;
end;
begin
Include(ProcData^.SpecifiedOptions, poGeometry);
case OptionNum of
0: ProcData^.Window.FullScreen := true;
1: ApplyGeometryParam(Argument);
end;
end;
procedure ScreenGeometryOptionProc(OptionNum: Integer; HasArgument: boolean;
const Argument: string; const SeparateArgs: TSeparateArgs; Data: Pointer);
var ProcData: POptionProcData absolute Data;
procedure ApplyFullScreenCustomParam(const option: string);
var p: integer;
begin
ProcData^.Window.FullScreen := true;
try
p := CharsPos(['x','X'], option);
if p = 0 then
raise EInvalidParams.Create(
'Invalid --fullscreen-custom parameter - format is not WIDTHxHEIGHT');
Application.VideoResizeWidth := StrToInt(Copy(option, 1, p-1));
Application.VideoResizeHeight := StrToInt(SEnding(option, p+1));
Application.VideoResize := true;
Application.VideoChange(true);
except
on E: EConvertError do
raise EInvalidParams.Create('Invalid --fullscreen-custom parameter : '+E.Message);
end;
end;
begin
Include(ProcData^.SpecifiedOptions, poScreenGeometry);
case OptionNum of
0: ApplyFullScreenCustomParam(Argument);
end;
end;
procedure DisplayOptionProc(OptionNum: Integer; HasArgument: boolean;
const Argument: string; const SeparateArgs: TSeparateArgs; Data: Pointer);
var
ProcData: POptionProcData absolute Data;
begin
Include(ProcData^.SpecifiedOptions, poDisplay);
case OptionNum of
0: {$ifdef CASTLE_WINDOW_XLIB}
if Application.FOpenWindows.Count <> 0 then
WarningWrite(ApplicationName + ': some windows are already open ' +
'so --display option is ignored.') else
Application.XDisplayName := Argument;
{$else}
{$ifdef CASTLE_WINDOW_GTK_2}
Application.XDisplayName := Argument;
{$else}
WarningWrite(ApplicationName + ': warning: --display option is ignored ' +
'when we don''t use directly Xlib');
{$endif}
{$endif}
end;
end;
procedure TCastleWindowBase.ParseParameters(const AllowedOptions: TWindowParseOptions;
out SpecifiedOptions: TWindowParseOptions);
const
GeometryOptions: array[0..1]of TOption =
( (Short:#0; Long:'fullscreen'; Argument: oaNone),
(short:#0; Long:'geometry'; Argument: oaRequired) );
ScreenGeometryOptions: array[0..0]of TOption =
( (Short:#0; Long:'fullscreen-custom'; Argument: oaRequired) );
DisplayOptions: array[0..0]of TOption =
( (Short:#0; Long:'display'; Argument: oaRequired) );
OptionsForParam: array[TWindowParseOption] of
record
pOptions: POption_Array;
Count: Integer;
OptionProc: TOptionProc;
end =
( ( pOptions: @GeometryOptions;
Count: High(GeometryOptions)+1;
OptionProc: {$ifdef FPC_OBJFPC} @ {$endif} GeometryOptionProc),
( pOptions: @ScreenGeometryOptions;
Count: High(ScreenGeometryOptions) + 1;
OptionProc: {$ifdef FPC_OBJFPC} @ {$endif} ScreenGeometryOptionProc),
( pOptions: @DisplayOptions;
Count: High(DisplayOptions) + 1;
OptionProc: {$ifdef FPC_OBJFPC} @ {$endif} DisplayOptionProc),
( pOptions: nil;
Count: 0;
OptionProc: nil)
);
var
Data: TOptionProcData;
procedure HandleMacOsXProcessSerialNumber;
{$ifdef DARWIN}
var
I: Integer;
begin
for I := 1 to Parameters.Count - 1 do
if IsPrefix('-psn_', Parameters[I], false) then
begin
Parameters.Delete(I);
Include(Data.SpecifiedOptions, poMacOsXProcessSerialNumber);
Exit;
end;
{$else}
begin
{$endif}
end;
var
ParamKind: TWindowParseOption;
begin
Data.SpecifiedOptions := [];
Data.Window := Self;
for ParamKind := Low(ParamKind) to High(ParamKind) do
if ParamKind in AllowedOptions then
begin
if ParamKind = poMacOsXProcessSerialNumber then
HandleMacOsXProcessSerialNumber else
Parameters.Parse(OptionsForParam[ParamKind].pOptions,
OptionsForParam[ParamKind].Count,
OptionsForParam[ParamKind].OptionProc, @Data, true);
end;
SpecifiedOptions := Data.SpecifiedOptions;
end;
procedure TCastleWindowBase.ParseParameters(const AllowedOptions: TWindowParseOptions);
var
dummy: TWindowParseOptions;
begin
ParseParameters(AllowedOptions, dummy);
end;
class function TCastleWindowBase.ParseParametersHelp(
const AllowedOptions: TWindowParseOptions;
AddHeader: boolean): string;
const
HelpForParam: array[TWindowParseOption] of string =
(' --geometry WIDTHxHEIGHT<sign>XOFF<sign>YOFF' +nl+
' Set initial window size and/or position' +nl+
' --fullscreen Set initial window size to cover whole screen',
' --fullscreen-custom WIDTHxHEIGHT' +nl+
' Try to resize the screen to WIDTHxHEIGHT and' +nl+
' then set initial window size to cover whole screen',
' --display DISPLAY-NAME' +nl+
' Use given X display name.',
''
);
var
ParamKind: TWindowParseOption;
begin
if AddHeader then
result := 'Window options (backend ' + Application.BackendName + '):' else
result := '';
for ParamKind := Low(ParamKind) to High(ParamKind) do
if (ParamKind in AllowedOptions) and
(ParamKind <> poMacOsXProcessSerialNumber) then
begin
if result <> '' then result += nl;
result += HelpForParam[ParamKind];
end;
end;
{ TCastleWindowBase miscellaneous -------------------------------------------- }
function TCastleWindowBase.RequestedBufferAttributes: string;
begin
if DoubleBuffer then
Result := 'double buffered' else
Result := 'single buffered';
if ColorBits > 0 then
Result += Format(', with RGB colors bits (%d, %d, %d) (total %d color bits)', [RedBits, GreenBits, BlueBits, ColorBits]);
if DepthBits > 0 then
Result += Format(', with %d-bits sized depth buffer', [DepthBits]);
if StencilBits > 0 then
Result += Format(', with %d-bits sized stencil buffer', [StencilBits]);
if AlphaBits > 0 then
Result += Format(', with %d-bits sized alpha channel', [AlphaBits]);
if not ZeroVector(FAccumBits) then
Result += Format(', with (%d,%d,%d,%d)-bits sized accumulation buffer',
[FAccumBits[0], FAccumBits[1], FAccumBits[2], FAccumBits[3]]);
if MultiSampling > 1 then
Result += Format(', with multisampling (%d samples)', [MultiSampling]);
end;
procedure TCastleWindowBase.CheckRequestedBufferAttributes(
const ProviderName: string;
ProvidedStencilBits, ProvidedDepthBits, ProvidedAlphaBits,
ProvidedAccumRedBits, ProvidedAccumGreenBits, ProvidedAccumBlueBits,
ProvidedAccumAlphaBits, ProvidedMultiSampling: Cardinal);
procedure CheckRequestedBits(const Name: string; RequestedBits, ProvidedBits: Cardinal);
begin
if ProvidedBits < RequestedBits then
raise EGLContextNotPossible.CreateFmt('%s provided OpenGL context with %s'
+' %d-bits sized but at least %d-bits sized is required',
[ ProviderName, Name, ProvidedBits, RequestedBits ]);
end;
begin
CheckRequestedBits('stencil buffer', StencilBits, ProvidedStencilBits);
CheckRequestedBits('depth buffer', DepthBits, ProvidedDepthBits);
CheckRequestedBits('alpha channel', AlphaBits, ProvidedAlphaBits);
CheckRequestedBits('accumulation buffer''s red channel' , FAccumBits[0], ProvidedAccumRedBits);
CheckRequestedBits('accumulation buffer''s green channel', FAccumBits[1], ProvidedAccumGreenBits);
CheckRequestedBits('accumulation buffer''s blue channel' , FAccumBits[2], ProvidedAccumBlueBits);
CheckRequestedBits('accumulation buffer''s alpha channel', FAccumBits[3], ProvidedAccumAlphaBits);
{ If MultiSampling <= 1, this means that multisampling not required,
so don't check it. Even if MultiSampling = 1 and ProvidedMultiSampling = 0
(as most backends report no multisampling as num samples = 0), it's all Ok. }
if MultiSampling > 1 then
begin
if ProvidedMultiSampling < MultiSampling then
raise EGLContextNotPossible.CreateFmt('%s provided OpenGL context with %d ' +
'samples for multisampling (<= 1 means that no multisampling was provided) ' +
'but at last %d samples for multisampling is required',
[ ProviderName, ProvidedMultiSampling, MultiSampling ]);
end;
end;
function TCastleWindowBase.GetMouseX: Integer;
begin
Result := FMouseX;
end;
function TCastleWindowBase.GetMouseY: Integer;
begin
Result := FMouseY;
end;
function TCastleWindowBase.GetWidth: Integer;
begin
Result := FWidth;
end;
function TCastleWindowBase.GetHeight: Integer;
begin
Result := FHeight;
end;
function TCastleWindowBase.GetMousePressed: TMouseButtons;
begin
Result := FMousePressed;
end;
function TCastleWindowBase.GetPressed: TKeysPressed;
begin
Result := FPressed;
end;
procedure TCastleWindowBase.MenuUpdateBegin;
begin
{ MenuUpdateNeedsInitialize = false always when MenuUpdateInside = 0. }
Assert((MenuUpdateInside <> 0) or (not MenuUpdateNeedsInitialize));
Inc(MenuUpdateInside);
end;
procedure TCastleWindowBase.MenuUpdateEnd;
begin
Dec(MenuUpdateInside);
if (MenuUpdateInside = 0) and MenuUpdateNeedsInitialize then
begin
MenuUpdateNeedsInitialize := false;
{ We could also manually call BackendMenuInitialize now,
as we know MenuUpdateInside = 0. But MenuInitialize takes
care also about some checks and updating MenuInitialized variable. }
MenuInitialize;
end;
end;
procedure TCastleWindowBase.MenuInitialize;
begin
if MenuUpdateInside = 0 then
begin
if (not MenuInitialized) and (not Closed) then
begin
BackendMenuInitialize;
MenuInitialized := true;
end;
end else
MenuUpdateNeedsInitialize := true;
end;
procedure TCastleWindowBase.MenuFinalize;
begin
{ MenuFinalize ignores MenuUpdateInside state, not needed. }
if MenuInitialized and (not Closed) then
begin
MenuInitialized := false;
BackendMenuFinalize;
end;
end;
procedure TCastleWindowBase.SimpleSetFullScreen(const Value: boolean);
begin
if FFullScreen <> Value then
begin
FFullScreen := Value;
if not Closed then
begin
Close(false);
if Value then
begin
{ Value is true, so we change FFullScreen from false to true.
Save BeforeFullScreen* now. }
BeforeFullScreenGeometryKnown := true;
BeforeFullScreenLeft := Left;
BeforeFullScreenTop := Top;
BeforeFullScreenWidth := Width;
BeforeFullScreenHeight := Height;
end else
begin
{ We change FFullScreen from true to false.
Set window geometry. Note that BeforeFullScreenGeometryKnown may be false,
if the window was initially opened in FullScreen mode, in which case
we just set default sensible geometry. }
if BeforeFullScreenGeometryKnown then
begin
Left := BeforeFullScreenLeft;
Top := BeforeFullScreenTop;
Width := BeforeFullScreenWidth;
Height := BeforeFullScreenHeight;
end else
begin
Left := WindowPositionCenter;
Top := WindowPositionCenter;
Width := WindowDefaultSize;
Height := WindowDefaultSize;
end;
end;
Open;
end;
end;
end;
procedure TCastleWindowBase.SwapFullScreen;
begin
FullScreen := not FullScreen;
end;
function TCastleWindowBase.GetPublicCaption: string;
begin
Result := FCaption[cpPublic];
end;
procedure TCastleWindowBase.SetPublicCaption(const Value: string);
begin
SetCaption(cpPublic, Value);
end;
function TCastleWindowBase.GetWholeCaption: string;
begin
Result := FCaption[cpPublic] + FCaption[cpFps];
end;
{ TCastleWindowDemo ---------------------------------------------------------------- }
procedure TCastleWindowDemo.EventUpdate;
begin
inherited;
{ show FPS on caption once FpsCaptionUpdateInterval passed }
if FpsShowOnCaption and
((lastFpsOutputTick = 0) or
(TimeTickDiff(lastFpsOutputTick, GetTickCount) >= FpsCaptionUpdateInterval)) then
begin
LastFpsOutputTick := GetTickCount;
SetCaption(cpFps, Format(' - FPS : %f (real : %f)', [Fps.FrameTime, Fps.RealTime]));
end;
end;
function TCastleWindowDemo.AllowSuspendForInput: boolean;
begin
result := (inherited AllowSuspendForInput) and (not FpsShowOnCaption);
end;
procedure TCastleWindowDemo.EventPress(const Event: TInputPressRelease);
begin
if Event.IsKey(Close_CharKey) then
Close else
if Event.IsKey(SwapFullScreen_Key) then
FullScreen := not FullScreen else
inherited;
{ nie wywoluj inherited jesli to byl klawisz Close_CharKey lub
SwapFullScreen_Key bo te klawisze zmienily okienko na tyle ze mozna
podejrzewac ze wcisniecie klawisza mozna juz uznac za nieaktualne. }
end;
procedure TCastleWindowDemo.SetDemoOptions(ASwapFullScreen_Key: TKey;
AClose_CharKey: char;
AFpsShowOnCaption: boolean);
begin
SwapFullScreen_Key := ASwapFullScreen_Key;
Close_CharKey := AClose_CharKey;
FpsShowOnCaption := AFpsShowOnCaption;
end;
constructor TCastleWindowDemo.Create(AOwner: TComponent);
begin
inherited;
Close_CharKey := #0;
SwapFullScreen_Key := K_None;
FpsShowOnCaption := false;
FFpsCaptionUpdateInterval := DefaultFpsCaptionUpdateInterval;
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: TCastleWindowCustom;
public
constructor Create(const FreeObjects: boolean; const AContainer: TCastleWindowCustom);
procedure Notify(Ptr: Pointer; Action: TListNotification); override;
end;
constructor TControlledUIControlList.Create(const FreeObjects: boolean;
const AContainer: TCastleWindowCustom);
begin
inherited Create(FreeObjects);
Container := AContainer;
end;
procedure TControlledUIControlList.Notify(Ptr: Pointer; Action: TListNotification);
var
C: TUIControl absolute Ptr;
begin
inherited;
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;
if not Container.Closed then
begin
if C.DisableContextOpenClose = 0 then
C.GLContextOpen;
{ Call initial ContainerResize for control.
If window OpenGL context is not yet initialized, defer it to
the Open time, then our initial EventResize will be called
that will do ContainerResize on every control. }
C.ContainerResize(Container.Width, Container.Height);
end;
end;
lnExtracted, lnDeleted:
begin
if (not Container.Closed) and
(C.DisableContextOpenClose = 0) 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;
{ This notification may get called during FreeAndNil(FControls)
in TCastleWindowCustom.Destroy. Then FControls is already nil, and we're
getting remove notification for all items (as FreeAndNil first sets
object to nil). Testcase: lets_take_a_walk exit. }
if Container.FControls <> nil then
Container.UpdateFocusAndMouseCursor;
end;
{ TCastleWindowCustom --------------------------------------------------------- }
constructor TCastleWindowCustom.Create(AOwner: TComponent);
begin
inherited;
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 TCastleWindowCustom.Destroy;
begin
FreeAndNil(FControls);
FreeAndNil(Mouse3d);
inherited;
end;
procedure TCastleWindowCustom.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 TCastleWindowCustom.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;
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;
Cursor := CalculateMouseCursor;
end;
procedure TCastleWindowCustom.EventUpdate;
procedure UpdateTooltip;
var
T: TTimerResult;
NewTooltipVisible: boolean;
begin
{ Update TooltipVisible and LastPositionForTooltip*.
Idea is that user must move the mouse very slowly to activate tooltip. }
T := Fps.UpdateStartTime;
if (not 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;
PostRedisplay;
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;
procedure TCastleWindowCustom.EventPress(const Event: TInputPressRelease);
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(Event) then Exit;
end;
end;
inherited;
end;
procedure TCastleWindowCustom.EventRelease(const Event: TInputPressRelease);
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.Release(Event) then Exit;
end;
end;
inherited;
end;
procedure TCastleWindowCustom.EventOpen;
var
I: Integer;
begin
inherited;
OnGLContextOpen.ExecuteAll(Self);
{ call GLContextOpen on controls after inherited (OnOpen). }
if UseControls then
begin
for I := 0 to Controls.Count - 1 do
Controls[I].GLContextOpen;
end;
end;
procedure TCastleWindowCustom.EventClose;
var
I: Integer;
begin
{ call GLContextClose on controls before inherited (OnClose).
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;
OnGLContextClose.ExecuteAll(Self);
inherited;
end;
function TCastleWindowCustom.AllowSuspendForInput: boolean;
var
I: Integer;
begin
Result := inherited;
if not Result then Exit;
if UseControls then
begin
{ Do not suspend when you're over a control that may have a tooltip,
as EventUpdate must track and eventually show tooltip. }
if (Focus <> nil) and (Focus.TooltipStyle <> dsNone) then
Exit(false);
for I := 0 to Controls.Count - 1 do
begin
Result := Controls[I].AllowSuspendForInput;
if not Result then Exit;
end;
end;
end;
procedure TCastleWindowCustom.SetUseControls(const Value: boolean);
begin
if Value <> UseControls then
begin
FUseControls := Value;
{ Focus must always be @nil when UseControls = false }
UpdateFocusAndMouseCursor;
end;
end;
procedure TCastleWindowCustom.EventMouseMove(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;
procedure TCastleWindowCustom.ControlsVisibleChange(Sender: TObject);
begin
PostRedisplay;
end;
procedure TCastleWindowCustom.EventBeforeDraw;
var
I: Integer;
begin
inherited;
if UseControls then
begin
for I := 0 to Controls.Count - 1 do
Controls[I].BeforeDraw;
end;
end;
procedure TCastleWindowCustom.EventDraw;
{ 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.
For now, just glLoadIdentity. }
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 EventDraw; end;
end;
end;
procedure Draw2D;
var
C: TUIControl;
I: Integer;
begin
glPushAttrib(GL_ENABLE_BIT or GL_VIEWPORT_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(CastleGLUtils.etNone);
glViewport(0, 0, Width, Height); // saved by GL_VIEWPORT_BIT
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;
CastleGLUtils.WindowPos := Vector2LongInt(0, 0);
C.Draw;
end;
end;
if TooltipVisible and (Focus <> nil) and (Focus.TooltipStyle = ds2D) then
begin
glLoadIdentity;
CastleGLUtils.WindowPos := Vector2LongInt(0, 0);
Focus.DrawTooltip;
end;
end;
if OnDrawStyle = ds2D then
begin
glLoadIdentity;
CastleGLUtils.WindowPos := Vector2LongInt(0, 0);
inherited EventDraw;
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 TCastleWindowCustom.EventResize;
var
I: Integer;
begin
inherited;
if UseControls then
begin
for I := 0 to Controls.Count - 1 do
Controls[I].ContainerResize(Width, Height);
end;
end;
function TCastleWindowCustom.GetTooltipX: Integer;
begin
Result := FTooltipX;
end;
function TCastleWindowCustom.GetTooltipY: Integer;
begin
Result := FTooltipY;
end;
{ TCastleWindow ------------------------------------------------------- }
constructor TCastleWindow.Create(AOwner: TComponent);
begin
inherited;
FSceneManager := TGameSceneManager.Create(Self);
{ SetSubComponent and Name setting below are not really necessary,
but since TCastleWindow is a TComponent descendant, *maybe* in the future
we'll make use of it. }
FSceneManager.SetSubComponent(true);
FSceneManager.Name := 'SceneManager';
Controls.Add(SceneManager);
end;
procedure TCastleWindow.Load(const SceneURL: string);
begin
Load(Load3D(SceneURL, false), true);
end;
procedure TCastleWindow.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 }
SceneManager.Camera := SceneManager.CreateDefaultCamera;
end;
function TCastleWindow.MainScene: TCastleScene;
begin
Result := SceneManager.MainScene;
end;
function TCastleWindow.GetShadowVolumes: boolean;
begin
Result := SceneManager.ShadowVolumes;
end;
procedure TCastleWindow.SetShadowVolumes(const Value: boolean);
begin
SceneManager.ShadowVolumes := Value;
end;
function TCastleWindow.GetShadowVolumesDraw: boolean;
begin
Result := SceneManager.ShadowVolumesDraw;
end;
procedure TCastleWindow.SetShadowVolumesDraw(const Value: boolean);
begin
SceneManager.ShadowVolumesDraw := Value;
end;
{ TWindowList ------------------------------------------------------------ }
procedure TWindowList.PostRedisplay;
var
i: Integer;
begin
for i := 0 to Count - 1 do Items[i].PostRedisplay;
end;
procedure TWindowList.DoUpdate;
var
i: integer;
begin
for i := 0 to Count - 1 do Items[i].DoUpdate;
end;
procedure TWindowList.DoTimer;
var
i: integer;
begin
for i := 0 to Count - 1 do Items[i].DoTimer;
end;
{ --------------------------------------------------------------------------
Generic part of implementation of TCastleApplication,
that does not depend what CASTLE_WINDOW_xxx backend you want. }
var
FApplication: TCastleApplication;
constructor TCastleApplication.Create(AOwner: TComponent);
begin
inherited;
FOpenWindows := TWindowList.Create(false);
FTimerMilisec := 1000;
FLimitFPS := DefaultLimitFPS;
CreateBackend;
end;
destructor TCastleApplication.Destroy;
begin
{ Close any windows possibly open now.
This is necessary --- after destroying Application there would be really
no way for them to close properly (that is, TCastleWindowBase.CloseBackend
may, and usually will, fail with very strange errors when called
after freeing central Application). }
Quit;
{ nil now the Application variable. For reasoning, see this units
finalization. }
FApplication := nil;
VideoReset;
DestroyBackend;
FreeAndNil(FOpenWindows);
inherited;
end;
function TCastleApplication.GetOpenWindows(Index: integer): TCastleWindowBase;
begin
result := FOpenWindows[Index];
end;
function TCastleApplication.OpenWindowsCount: integer;
begin
result := FOpenWindows.Count;
end;
procedure TCastleApplication.OpenWindowsAdd(Window: TCastleWindowBase);
begin
FOpenWindows.Add(Window);
end;
procedure TCastleApplication.OpenWindowsRemove(Window: TCastleWindowBase;
QuitWhenLastWindowClosed: boolean);
begin
if (FOpenWindows.Remove(Window) <> -1) and
(OpenWindowsCount = 0) and QuitWhenLastWindowClosed then Quit;
end;
function TCastleApplication.FindWindow(Window: TCastleWindowBase): integer;
begin
for result := 0 to OpenWindowsCount-1 do
if OpenWindows[result] = Window then exit;
result := -1;
end;
procedure TCastleApplication.Quit;
var
OldOpenWindowsCount: Integer;
begin
{ We're calling here Close(false) so we will not cause infinite recursive
Quit calls.
Remember that calling Close actually calls Application.OpenWindowsRemove.
In fact, it's guaranteed that calling Close on open
window will remove it from OpenWindows list (we even check it by assert,
otherwise our "while" could never finish).
So the number of open windows will drop during while
(that's why "for I := 0 to OpenWindowsCount - 1 do ..." would be stupid
code here, but "while OpenWindowsCount > 0 ..." is Ok). }
while OpenWindowsCount > 0 do
begin
OldOpenWindowsCount := OpenWindowsCount;
OpenWindows[0].Close(false);
Assert(OpenWindowsCount = OldOpenWindowsCount - 1);
end;
QuitWhenNoOpenWindows;
end;
procedure TCastleApplication.DoSelfUpdate;
begin
if Assigned(FOnUpdate) then FOnUpdate;
end;
procedure TCastleApplication.DoSelfTimer;
begin
if Assigned(FOnTimer) then FOnTimer;
end;
procedure TCastleApplication.MaybeDoTimer(var ALastDoTimerTime: TMilisecTime);
var
Now: TMilisecTime;
begin
Now := GetTickCount;
if ((ALastDoTimerTime = 0) or
(MilisecTimesSubtract(Now, ALastDoTimerTime) >= FTimerMilisec)) then
begin
ALastDoTimerTime := Now;
DoSelfTimer;
FOpenWindows.DoTimer;
end;
end;
function TCastleApplication.AllowSuspendForInput: boolean;
var
I: Integer;
begin
Result := not (Assigned(OnUpdate) or Assigned(OnTimer));
if not Result then Exit;
for I := 0 to OpenWindowsCount - 1 do
begin
Result := OpenWindows[I].AllowSuspendForInput;
if not Result then Exit;
end;
end;
{ TCastleApplication.Video* things ---------------------------------------- }
{$ifndef CASTLE_WINDOW_HAS_VIDEO_CHANGE}
function TCastleApplication.TryVideoChange: boolean;
begin
Result := false;
end;
procedure TCastleApplication.VideoReset;
begin
end;
{$endif not CASTLE_WINDOW_HAS_VIDEO_CHANGE}
function TCastleApplication.VideoSettingsDescribe: string;
begin
Result := '';
if VideoResize then
Result += Format(' Screen size : %dx%d', [VideoResizeWidth, VideoResizeHeight]) + nl;
if VideoColorBits <> 0 then
Result += Format(' Color bits per pixel : %d', [VideoColorBits]) + nl;
if VideoFrequency <> 0 then
Result += Format(' Display frequency : %d', [VideoFrequency]) + nl;
if Result = '' then
Result := ' No display settings change' + nl;
end;
procedure TCastleApplication.VideoChange(OnErrorWarnUserAndContinue: boolean);
var s: string;
begin
if not TryVideoChange then
begin
s := 'Can''t change display settings to : ' + nl + VideoSettingsDescribe;
{$ifndef CASTLE_WINDOW_HAS_VIDEO_CHANGE}
s += ' (changing Video properties not implemented when CastleWindow is '+
'made on top of ' +BackendName +')';
{$endif}
if OnErrorWarnUserAndContinue then
WarningWrite(s+'. Trying to continue anyway.') else
raise Exception.Create(s);
end;
end;
procedure TCastleApplication.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;
{ global --------------------------------------------------------------------- }
procedure Resize2D(Window: TCastleWindowBase);
begin
glViewport(0, 0, Window.Width, Window.Height);
OrthoProjection(0, Window.Width, 0, Window.Height);
end;
function KeyString(const CharKey: char; const Key: TKey;
const Modifiers: TModifierKeys; out S: string): boolean;
begin
if CharKey <> #0 then
begin
S := CharToNiceStr(CharKey, Modifiers, false
{$ifdef CASTLE_WINDOW_LCL} {$ifdef LCLCarbon}, true {$endif} {$endif} );
Result := true;
end else
if Key <> K_None then
begin
S := KeyToStr(Key, Modifiers
{$ifdef CASTLE_WINDOW_LCL} {$ifdef LCLCarbon}, true {$endif} {$endif});
Result := true;
end else
Result := false;
end;
function Application: TCastleApplication;
begin
Result := FApplication;
end;
var
FClipboard: TCastleClipboard;
function Clipboard: TCastleClipboard;
begin
Result := FClipboard;
end;
{ init/fini --------------------------------------------------------------- }
initialization
CastleWindowMenu_Init;
FApplication := TCastleApplication.Create(nil);
FClipboard := TCastleClipboard.Create;
finalization
{ Instead of using FreeAndNil, just call Free.
In our destructor we take care of setting Application variable to @nil,
when it becomes really useless.
Otherwise FreeAndNil first nils, then frees Application, and we really
want to keep Application during first stage of TCastleApplication destruction:
when calling Quit, which may close windows, which may use Application
variable in their Close or CloseBackend implementations. }
Application.Free;
Assert(Application = nil);
FreeAndNil(FClipboard);
{ Order is important: Castlewindowmenu_Fini frees MenuItems, which is needed
by TMenu destructor. And some TCastleWindowBase instances may be freed
only by Application destructor (when they are owned by Application). }
CastleWindowMenu_Fini;
end.
|