/usr/src/castle-game-engine-4.1.1/window/castlewindow_lcl.inc is in castle-game-engine-src 4.1.1-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 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.
----------------------------------------------------------------------------
}
(*CastleWindow backend using Lazarus LCL underneath.
Should work with all LCL widgetsets, but was especially done and tested
to use LCL Carbon widgetset under Mac OS X (since for other OSes
we already have more native CastleWindow backends).
TODO:
- Mouse look still stutters awfully on both Carbon and GTK2.
AggressiveUpdate helps (without it, mouse look would not work at all)
but doesn't completely fix the problem. Other CastleWindow backends
have smooth mouse look.
Bugs on GTK2, not on Carbon:
- All radio menu items are always on. Why?
Bugs on Carbon, untested elsewhere:
- When you switch FullScreen, at application exit there is an access violation
in LCL. Seems harmless, so we just ignore it for now.
*)
{$ifdef read_interface_uses}
Interfaces, Forms, Dialogs, OpenGLContext, Menus,
Controls, FileUtil, Graphics, LCLType, CastleLCLUtils, Clipbrd, CustomTimer, LCLVersion,
{$endif}
{$ifdef read_window_interface}
private
type
{ Descendant of LCL TMenuItem used for our menu. }
TGoodMenuItem = class(Menus.TMenuItem)
public
Window: TCastleWindowBase;
Entry: TMenuEntry;
{ Capture IntfDoSelect, which is fired on GTK2
event 'select' on menu item, which we have to capture to call
ReleaseAllKeysAndMouse.
Just like in our gtk/castlewindow_gtk_menu.inc: capturing 'select' GTK2
event is the only way to capture when user opened menu bar.
And we need to capture it, to work with GTK2 and menu bar,
e.g. when you use Alt+F to reach "File" menu, do not keep "Alt" key in
the pressed state indefinitely (e.g. it would make camera keys non-working
after opening a file using Alt+F and recent files in view3dscene).
This should be also harmless on other non-GTK2 widgetsets. }
procedure IntfDoSelect; override;
end;
{ Like TOpenGLControl but tracks Invalidated state. }
TGoodOpenGLControl = class(TOpenGLControl)
public
Invalidated: boolean;
procedure Invalidate; override;
procedure Paint; override;
end;
var
Form: TForm;
OpenGLControl: TGoodOpenGLControl;
Menu: TMainMenu;
procedure MenuCastleToLCL(const MyMenu: TMenu; const AMenu: Menus.TMenuItem);
function MenuEntryCastleToLCL(const MyEntry: TMenuEntry): TGoodMenuItem;
procedure MenuItemClick(Sender: TObject);
procedure MenuUpdateShortcut(Entry: TMenuItem);
procedure AggressiveUpdate;
procedure UpdateFullScreen;
procedure FormCloseQuery(Sender: TObject; var CanClose: Boolean);
procedure FormDeactivate(Sender: TObject);
procedure FormDropFiles(Sender: TObject; const FileNames: array of string);
procedure OpenGLControlPaint(Sender: TObject);
procedure OpenGLControlResize(Sender: TObject);
procedure OpenGLControlKeyDown(Sender: TObject; var Key: Word;
Shift: TShiftState);
procedure OpenGLControlKeyUp(Sender: TObject; var Key: Word;
Shift: TShiftState);
procedure OpenGLControlMouseDown(Sender: TObject; Button: Controls.TMouseButton;
Shift: TShiftState; X, Y: Integer);
procedure OpenGLControlMouseUp(Sender: TObject; Button: Controls.TMouseButton;
Shift: TShiftState; X, Y: Integer);
procedure OpenGLControlMouseMove(Sender: TObject; Shift: TShiftState; X,
Y: Integer);
procedure OpenGLControlMouseWheel(Sender: TObject; Shift: TShiftState;
WheelDelta: Integer; MousePos: TPoint; var Handled: Boolean);
{$endif read_window_interface}
{$ifdef read_application_interface}
private
LastDoTimerTime: TMilisecTime;
{$ifdef LCLCarbon}
FTimer: TCustomTimer;
procedure ApplicationTimer(Sender: TObject);
{$endif LCLCarbon}
procedure ApplicationIdle(Sender: TObject; var Done: Boolean);
{$endif read_application_interface}
{$ifdef read_implementation}
const
MaxDesiredFPS = DefaultLimitFPS;
{ TGoodMenuItem ---------------------------------------------------------------- }
procedure TCastleWindowBase.TGoodMenuItem.IntfDoSelect;
begin
inherited;
Window.ReleaseAllKeysAndMouse;
end;
{ TGoodOpenGLControl --------------------------------------------------------- }
procedure TCastleWindowBase.TGoodOpenGLControl.Invalidate;
begin
Invalidated := true;
inherited;
end;
procedure TCastleWindowBase.TGoodOpenGLControl.Paint;
begin
{ We need to set Invalidated := false before OnPaint
(that calls TCastleWindow.OnDraw), because TCastleWindow guarantees
that calling TCastleWindow.PostRedisplay within OnDraw will cause following
redraw. }
Invalidated := false;
inherited;
end;
{ TCastleWindowBase ------------------------------------------------------------------ }
procedure TCastleWindowBase.CreateBackend;
begin
end;
function TCastleWindowBase.MenuEntryCastleToLCL(const MyEntry: TMenuEntry): TGoodMenuItem;
begin
Result := TGoodMenuItem.Create(Form);
Result.Window := Self;
Result.OnClick := @MenuItemClick;
{ store connection both ways between LCL menu item <-> our menu entry }
Result.Entry := MyEntry;
MyEntry.Handle := Result;
if MyEntry is TMenuItem then
MenuUpdateShortcut(TMenuItem(MyEntry));
if MyEntry is TMenuEntryWithCaption then
begin
{ set MenuItem.Caption and Enabled }
MenuUpdateCaption(TMenuEntryWithCaption(MyEntry));
MenuUpdateEnabled(TMenuEntryWithCaption(MyEntry));
if MyEntry is TMenuItemChecked then
begin
Result.ShowAlwaysCheckable := true;
Result.RadioItem := MyEntry is TMenuItemRadio;
MenuUpdateChecked(TMenuItemChecked(MyEntry));
end;
end else
if MyEntry is TMenuSeparator then
{ set Result.Caption - special for separator }
Result.Caption := '-';
{ if we have submenu, do this recursively }
if MyEntry is TMenu then
MenuCastleToLCL(TMenu(MyEntry), Result);
end;
procedure TCastleWindowBase.MenuCastleToLCL(const MyMenu: TMenu;
const AMenu: Menus.TMenuItem);
var
I: Integer;
begin
for I := 0 to MyMenu.Count - 1 do
AMenu.Add(MenuEntryCastleToLCL(MyMenu[I]));
end;
procedure TCastleWindowBase.BackendMenuInitialize;
begin
Menu := TMainMenu.Create(Form);
{ connet Menu with Form }
Menu.Parent := Form;
Form.Menu := Menu;
MenuCastleToLCL(MainMenu, Menu.Items);
end;
procedure TCastleWindowBase.BackendMenuFinalize;
begin
FreeAndNil(Menu);
MainMenu.ClearHandles;
end;
function CheckMenu(const Entry: TMenuEntry; out EntryLCL: Menus.TMenuItem): boolean;
begin
EntryLCL := Menus.TMenuItem(Entry.Handle);
Result := EntryLCL <> nil;
if (not Result) and Log then
WritelnLog('Menu', 'Warning: menu entry has Handle = nil (this means that corresponding LCL menu item object was not created, but it should)');
end;
procedure TCastleWindowBase.MenuUpdateShortcut(Entry: TMenuItem);
var
LazKey: Word;
Shift: TShiftState;
EntryLCL: Menus.TMenuItem;
begin
if not CheckMenu(Entry, EntryLCL) then Exit;
{$ifdef LCLCarbon}
{ Workaround yet another bug in LCL Carbon.
When a menu item is disabled (because Entry.Enabled is false or
MainMenu.Enabled is false), it turns out we have to disable it's shortcut.
Otherwise pressing this shortcut can be captured and cause strange behavior
later.
view3dscene bugs (when this workaround not present) on Mac OS X:
- Enter "Open Link" with Command+L. Press Command+O (that leads to disabled
menu item, and doesn't do anything!). Nothing happens, dummy letter with
Ord(CtrlO) is inserted, that's Ok. Then press Escape. And the dialog appears
again... Somehow, the Command+O (pressed when it was disabled!) was captured,
with delay, and caused weird double menu item activation.
- Similarly, after Command+R, press Command+O before escaping.
It causes the raytracing dialog to appear again after escaping.
}
if not EntryLCL.Enabled then
begin
EntryLCL.ShortCut := 0;
Exit;
end;
{$endif}
KeyCastleToLCL(Entry.Key, Entry.CharKey, Entry.Modifiers, LazKey, Shift);
EntryLCL.ShortCut := KeyToShortCut(LazKey, Shift);
end;
procedure TCastleWindowBase.MenuUpdateCaption(Entry: TMenuEntryWithCaption);
function MenuCaptionCastleToLCL(const S: string): string;
begin
{ We use _ for the same purpose as LCL uses &, to mark mnemonics.
But we cannot just replace _ with &:
Double underscore should be converted to single underscore.
Only unpaired single underscore should be converted to &.
Our SReplacePatterns guarantees correct behavior. }
Result := SReplacePatterns(S, ['__', '_'], ['_', '&'], [soMatchCase]);
end;
var
EntryLCL: Menus.TMenuItem;
begin
if not CheckMenu(Entry, EntryLCL) then Exit;
EntryLCL.Caption := MenuCaptionCastleToLCL(Entry.Caption);
end;
procedure TCastleWindowBase.MenuUpdateEnabled(Entry: TMenuEntryWithCaption);
procedure RefreshEnabled(MyMenu: TMenu);
procedure RefreshEnabledEntry(const MyEntry: TMenuEntry);
begin
if MyEntry is TMenuEntryWithCaption then
MenuUpdateEnabled(TMenuEntryWithCaption(MyEntry));
if MyEntry is TMenu then
RefreshEnabled(TMenu(MyEntry));
end;
var
I: Integer;
begin
for I := 0 to MyMenu.Count - 1 do
RefreshEnabledEntry(MyMenu[I]);
end;
var
EntryLCL: Menus.TMenuItem;
begin
{ To apply MainMenu.Enabled: we would prefer to map MainMenu.Enabled
on LCL Menu.Items.Enabled, and just handle MainMenu.Enabled like
every other menu item. But LCL (at least GTK2 and Carbon) seems to
completely ignore Menu.Items.Enabled.
So to do make it work, we
1. Always combine MainMenu.Enabled with particular item's Enabled value
(in particular, this way BackendMenuInitialize applies it to every item).
2. At MenuUpdateEnabled for MainMenu (so when you change MainMenu.Enabled
value) we do a refresh (update enabled state) of all the menu items.
Note that we cannot just do MenuFinalize + MenuInitialize to implement
the 2nd step, because Mac OS X (Carbon) reacts very badly to menu rebuilds.
There is a problem when you have a menu item with key shortcut,
and when this menu item is executed --- we destroy and create new menu
that also reacts to this shortcut. In this case, Carbon executes
the menu item again! Consider e.g. view3dscene "File->Open" with
Ctrl+O shortcut, that after opening a new file rebuilds the menu
to update the "recent files" menu section. Consider also "Display->Raytrace"
with Ctrl+R shortcut, that after choosing options changes
the MainMenu.Enabled. If we would do a MenuFinalize + MenuInitialize
to easiy recreate LCL menu, we would see open dialog twice after Ctrl+O,
and raytrace dialog twice after Ctrl+R. So we don't do it.
In MenuInsert and MenuDelete and in this method, MenuUpdateEnabled,
we merely change the existing LCL menu instances.
This all could be considered Carbon's bug, anyway we have to work with it.
}
if Entry = MainMenu then
begin
RefreshEnabled(MainMenu);
Exit;
end;
if not CheckMenu(Entry, EntryLCL) then Exit;
EntryLCL.Enabled := Entry.Enabled and MainMenu.Enabled;
{$ifdef LCLCarbon}
if Entry is TMenuItem then
MenuUpdateShortcut(TMenuItem(Entry));
{$endif}
end;
procedure TCastleWindowBase.MenuUpdateChecked(Entry: TMenuItemChecked);
var
EntryLCL: Menus.TMenuItem;
begin
if not CheckMenu(Entry, EntryLCL) then Exit;
EntryLCL.Checked := Entry.Checked;
end;
function TCastleWindowBase.MenuUpdateCheckedFast: boolean;
begin
Result := true;
end;
procedure TCastleWindowBase.MenuInsert(const Parent: TMenu;
const ParentPosition: Integer; const Entry: TMenuEntry);
var
ParentLCL: Menus.TMenuItem;
begin
if not CheckMenu(Parent, ParentLCL) then Exit;
ParentLCL.Insert(ParentPosition, MenuEntryCastleToLCL(Entry));
end;
procedure TCastleWindowBase.MenuDelete(const Parent: TMenu;
const ParentPosition: Integer; const Entry: TMenuEntry);
var
EntryLCL: Menus.TMenuItem;
begin
if not CheckMenu(Entry, EntryLCL) then Exit;
Entry.ClearHandles;
{$ifdef LCLCarbon}
(*Workaround LCL on Carbon bug http://bugs.freepascal.org/view.php?id=20688 .
Symptoms:
Sometimes after menu changes we have a segfault in Carbon widgetset,
like our menu item reference was invalid.
Happens after various menu changes: rebuilding the menu, also fast changes
like MenuDelete (like when changing recent files submenu in view3dscene).
It seems that Carbon doesn't like deleting a menu currently used.
Happens both when debugging and not debugging.
Using the file menu to choose a recent file to load from view3dscene
is the most common case.
In Lazarus debuggger:
Project view3dscene.app raised exception class 'External: EXC_BAD_ACCESS'.
In file './carbon/carbonlclintf.inc' at line 342:
end; {TCarbonWidgetSet.PromptUser}
When running from console:
TApplication.HandleException Access violation
Stack trace:
$0039566B CARBONAPP_COMMANDPROCESS, line 2872 of /Users/michalis/sources/lazarus/trunk/lcl/interfaces/./carbon/carbonint.pas
Most probably this is the same thing as reported on
http://bugs.freepascal.org/view.php?id=20688 .
Less likely, to http://bugs.freepascal.org/view.php?id=18908 ?
Workaround for now is just to not remove LCL menu items, only hide them.
This at least fixes the issue when we delete menu by MenuDelete
(as opposed to menu rebuild).
*)
EntryLCL.Visible := false;
{$else}
FreeAndNil(EntryLCL);
{$endif}
end;
procedure TCastleWindowBase.SwapBuffers;
begin
OpenGLControl.SwapBuffers;
end;
procedure TCastleWindowBase.OpenBackend;
begin
{ We use Forms.Application.CreateForm, not just "Form := TForm.CreateNew(nil)",
because we want our Form to be set as Forms.Application.MainForm.
And there is no other way to set Forms.Application.MainForm,
we have to use mechanism that "the first form created by Application.CreateForm
is set as main", see http://www.lazarus.freepascal.org/index.php?topic=14438.0
and LCL sources of TApplication.UpdateMainForm.
The "Forms.Application.MainForm" property is not directly settable.
And we need to have a main form, as that's the only way to capture (in form
close event) the Mac OS X "ProjectName -> Quit" automatic menu item (see
http://bugs.freepascal.org/view.php?id=10983).
Note: This would be a problem if we used TForm descendant,
as then Forms.Application.CreateForm would search for a related resource.
Unless we set RequireDerivedFormResource to false (which actually
is the default RequireDerivedFormResource value for now, but the adviced
value is true).
Fortunately, the whole resource-searching is not used when we just
have a TForm class (see TCustomForm.Create in LCL), so that's not a problem. }
Forms.Application.CreateForm(TForm, Form);
Form.OnDropFiles := @FormDropFiles;
Form.Top := Top;
Form.Left := Left;
{ We would prefer to leave Form.AutoSize := true and allow form to adjust
to OpenGLControl.Width/Height. But it doesn't work. }
Form.Width := Width;
Form.Height := Height;
Form.Caption := GetWholeCaption; // SetCaption may also change it later
Form.Cursor := CursorCastleToLCL[Cursor]; // SetCursor may also change it later
UpdateFullScreen;
Form.OnCloseQuery := @FormCloseQuery;
{ Note: I tried also using OpenGLControl.OnExit for this, seems to be quivalent
in our case. And, similarly, both methods still need manual workaround
to call ReleaseAllKeysAndMouse manually in MessageOK and similar methods
(otherwise: check e.g. window_events with Window.MessageOk from Update:
entering MessageOK *must* make ReleaseAllKeysAndMouse, otherwise it hangs.) }
Form.OnDeactivate := @FormDeactivate;
OpenGLControl := TGoodOpenGLControl.Create(Form);
OpenGLControl.Parent := Form;
OpenGLControl.Align := alClient;
OpenGLControl.Width := Width;
OpenGLControl.Height := Height;
OpenGLControl.Constraints.MinWidth := MinWidth;
OpenGLControl.Constraints.MinHeight := MinHeight;
OpenGLControl.Constraints.MaxWidth := MaxWidth;
OpenGLControl.Constraints.MaxHeight := MaxHeight;
OpenGLControl.TabStop := true;
OpenGLControl.DoubleBuffered := DoubleBuffer;
{$if (LCL_FullVersion > 1001000)}
OpenGLControl.StencilBits := StencilBits;
OpenGLControl.DepthBits := DepthBits;
OpenGLControl.AlphaBits := AlphaBits;
OpenGLControl.MultiSampling := MultiSampling;
{$else}
{$warning Using LCL (Lazarus library) version before 1.1. OpenGL control doesn't have features to control stencil/alpha/multi-sampling etc.}
{$endif}
Form.ActiveControl := OpenGLControl;
if MainMenu <> nil then MenuInitialize;
Form.Visible := Visible;
{ pass the actual OpenGLControl sizes (e.g. after accounting for MainMenu size
under GTK2 widgetset, actually under all widgetsets that do not have global
menu (like Mac OS X), and after accounting for FullScreen).
DoResize is already implemented to handle such
call (from OpenBackend, before EventOpen was called) correctly. }
DoResize(OpenGLControl.Width, OpenGLControl.Height, false);
{ Assign OpenGLControl.OnPaint *after* making Form visible.
If we would assign OpenGLControl.OnPaint earlier, then
Form.Visible := true would cause OpenGLControlPaint *before*
OpenGL context was created. }
OpenGLControl.OnPaint := @OpenGLControlPaint;
OpenGLControl.OnResize := @OpenGLControlResize;
OpenGLControl.OnKeyDown := @OpenGLControlKeyDown;
OpenGLControl.OnKeyUp := @OpenGLControlKeyUp;
OpenGLControl.OnMouseDown := @OpenGLControlMouseDown;
OpenGLControl.OnMouseUp := @OpenGLControlMouseUp;
OpenGLControl.OnMouseMove := @OpenGLControlMouseMove;
OpenGLControl.OnMouseWheel := @OpenGLControlMouseWheel;
{ Make sure we have OpenGL context created now, and send initial Invalidate
(it may not happen automatically, testcase: glViewImage on Carbon).
TCastleWindowBase.OpenCore will call MakeCurrent next. }
OpenGLControl.HandleNeeded;
OpenGLControl.Invalidate;
Application.OpenWindowsAdd(Self);
end;
procedure TCastleWindowBase.UpdateFullScreen;
begin
if FullScreen then
begin
Form.BorderStyle := bsNone;
Form.WindowState := wsFullScreen;
end else
begin
if ResizeAllowed <> raAllowed then
Form.BorderStyle := bsSingle else
Form.BorderStyle := bsSizeable;
Form.WindowState := wsNormal;
end;
end;
procedure TCastleWindowBase.SetFullScreen(const Value: boolean);
begin
if FFullScreen <> Value then
begin
FFullScreen := Value;
if not Closed then
UpdateFullScreen;
end;
end;
procedure TCastleWindowBase.CloseBackend;
begin
FreeAndNil(Form);
{ freeing the Form will automatically free other owned components }
OpenGLControl := nil;
Menu := nil;
{ although Menu was already freed, but make sure we also change state,
like TCastleWindowBase.MenuInitialized and clear TMenuItem.Handle. }
MenuFinalize;
end;
procedure TCastleWindowBase.PostRedisplay;
begin
if not Closed then OpenGLControl.Invalidate;
end;
procedure TCastleWindowBase.SetCaption(const Part: TCaptionPart; const Value: string);
begin
FCaption[Part] := Value;
if not Closed then Form.Caption := GetWholeCaption;
end;
procedure TCastleWindowBase.BackendMakeCurrent;
begin
OpenGLControl.MakeCurrent;
end;
procedure TCastleWindowBase.FlushRedisplay;
begin
if OpenGLControl.Invalidated then DoDraw;
end;
procedure TCastleWindowBase.SetCursor(const Value: TMouseCursor);
begin
if FCursor <> Value then
begin
FCursor := Value;
if not Closed then
{ Do not use Form.Cursor for this, e.g. hiding the cursor would not work
then on Carbon. }
OpenGLControl.Cursor := CursorCastleToLCL[Value];
end;
end;
procedure TCastleWindowBase.SetCustomCursor(const Value: TRGBAlphaImage);
begin
{ TODO }
FCustomCursor := Value;
end;
function TCastleWindowBase.RedirectKeyDownToMenuClick: boolean;
begin
Result := false;
end;
procedure TCastleWindowBase.SetMousePosition(const NewMouseX, NewMouseY: Integer);
begin
if not Closed then
Mouse.CursorPos := OpenGLControl.ControlToScreen(Point(NewMouseX, NewMouseY))
end;
procedure TCastleWindowBase.MenuItemClick(Sender: TObject);
var
Entry: TMenuEntry;
begin
Entry := (Sender as TGoodMenuItem).Entry;
if Entry is TMenuItem then
begin
{ It seems that checked menu item is always automatically swapped,
at least with LCL-GTK2. So manually revert it to original setting,
as we don't want this (DoMenuClick will change Checked as necessary). }
if Entry is TMenuItemChecked then
MenuUpdateChecked(TMenuItemChecked(Entry));
DoMenuClick(TMenuItem(Entry));
end;
end;
procedure TCastleWindowBase.FormCloseQuery(Sender: TObject;
var CanClose: Boolean);
begin
DoCloseQuery;
CanClose := false; // DoCloseQuery will call Close when needed
end;
procedure TCastleWindowBase.FormDeactivate(Sender: TObject);
begin
ReleaseAllKeysAndMouse;
end;
procedure TCastleWindowBase.OpenGLControlPaint(Sender: TObject);
begin
DoDraw;
end;
procedure TCastleWindowBase.OpenGLControlResize(Sender: TObject);
begin
DoResize(OpenGLControl.Width, OpenGLControl.Height, false);
end;
procedure TCastleWindowBase.OpenGLControlKeyDown(Sender: TObject;
var Key: Word; Shift: TShiftState);
var
MyKey: TKey;
MyCharKey: char;
begin
KeyLCLToCastle(Key, Shift, MyKey, MyCharKey);
if (MyKey <> K_None) or (MyCharKey <> #0) then
DoKeyDown(MyKey, MyCharKey);
end;
procedure TCastleWindowBase.OpenGLControlKeyUp(Sender: TObject; var Key: Word;
Shift: TShiftState);
var
MyKey: TKey;
MyCharKey: char;
begin
KeyLCLToCastle(Key, Shift, MyKey, MyCharKey);
if MyKey <> K_None then
DoKeyUp(MyKey);
end;
procedure TCastleWindowBase.OpenGLControlMouseDown(Sender: TObject;
Button: Controls.TMouseButton; Shift: TShiftState; X, Y: Integer);
var
MyButton: CastleKeysMouse.TMouseButton;
begin
if MouseButtonLCLToCastle(Button, MyButton) then
DoMouseDown(X, Y, MyButton);
end;
procedure TCastleWindowBase.OpenGLControlMouseUp(Sender: TObject;
Button: Controls.TMouseButton; Shift: TShiftState; X, Y: Integer);
var
MyButton: CastleKeysMouse.TMouseButton;
begin
if MouseButtonLCLToCastle(Button, MyButton) then
DoMouseUp(X, Y, MyButton);
end;
{ Since LCL event loop may become clogged when dragging with mouse
(like when using mouse look), force doing update and (if needed) redraw
from time to time.
See TCastleControl implementation for analogous AggressiveUpdate
procedure with detailed discussion about why this is needed. }
procedure TCastleWindowBase.AggressiveUpdate;
var
DesiredFPS: Single;
begin
if Application.LimitFPS <= 0 then
DesiredFPS := MaxDesiredFPS else
DesiredFPS := Min(MaxDesiredFPS, Application.LimitFPS);
if Timer - Fps.UpdateStartTime > TimerFrequency / DesiredFPS then
begin
DoUpdate;
{ TODO:
- TCastleApplication.OnIdle is not taken care of here.
This takes care of calling OnUpdate for this window.
Other windows (in case you have multiple TCastleWindow instances)
will take care of themselves too, they all have separate Fps counter.
But TCastleApplication.OnIdle is left not called.
- OnTimer (both from Application and TCastleWindow)
is not taken care of here.
}
FlushRedisplay;
end;
end;
procedure TCastleWindowBase.OpenGLControlMouseMove(Sender: TObject;
Shift: TShiftState; X, Y: Integer);
begin
DoMouseMove(X, Y);
AggressiveUpdate;
end;
procedure TCastleWindowBase.OpenGLControlMouseWheel(Sender: TObject;
Shift: TShiftState; WheelDelta: Integer; MousePos: TPoint;
var Handled: Boolean);
begin
DoMouseWheel(WheelDelta/120, true);
end;
{ TCastleWindowBase dialogs ---------------------------------------------------------- }
function TCastleWindowBase.BackendFileDialog(const Title: string; var FileName: string;
OpenDialog: boolean; FileFilters: TFileFilterList): boolean;
var
Dialog: TFileDialog;
ExpandedFileName: string;
begin
if OpenDialog then
Dialog := TOpenDialog.Create(nil) else
Dialog := TSaveDialog.Create(nil);
try
Dialog.Title := Title;
if FileName = '' then
Dialog.InitialDir := SysToUTF8(GetCurrentDir) else
begin
ExpandedFileName := ExpandFileName(FileName);
Dialog.InitialDir := SysToUTF8(ExtractFilePath(ExpandedFileName));
Dialog.FileName := SysToUTF8(ExtractFileName(ExpandedFileName));
end;
FileFiltersToDialog(FileFilters, Dialog);
ReleaseAllKeysAndMouse; // do it manually
Result := Dialog.Execute;
if Result then
FileName := UTF8ToSys(Dialog.FileName);
finally FreeAndNil(Dialog) end;
end;
function TCastleWindowBase.ColorDialog(var Color: TVector3Single): boolean;
var
Dialog: TColorDialog;
ColorByte: TVector3Byte;
begin
Dialog := TColorDialog.Create(nil);
try
ColorByte := Vector3Byte(Color);
Dialog.Color := RGBToColor(ColorByte[0], ColorByte[1], ColorByte[2]);
ReleaseAllKeysAndMouse; // do it manually
Result := Dialog.Execute;
if Result then
begin
RedGreenBlue(Dialog.Color, ColorByte[0], ColorByte[1], ColorByte[2]);
Color := Vector3Single(ColorByte);
end;
finally FreeAndNil(Dialog) end;
end;
procedure TCastleWindowBase.MessageOK(const S: string; const MessageType: TWindowMessageType);
const
MessageTypeCastleToLCL: array [TWindowMessageType] of TMsgDlgType =
(Dialogs.mtInformation, Dialogs.mtWarning, Dialogs.mtConfirmation, Dialogs.mtError, Dialogs.mtCustom);
begin
ReleaseAllKeysAndMouse; // do it manually
MessageDlg(S, MessageTypeCastleToLCL[MessageType], [mbOK], 0);
end;
function TCastleWindowBase.MessageYesNo(const S: string;
const MessageType: TWindowMessageType): boolean;
begin
ReleaseAllKeysAndMouse; // do it manually
Result := MessageDlg(S, mtConfirmation, mbYesNo, 0) = mrYes;
end;
procedure TCastleWindowBase.FormDropFiles(Sender: TObject; const FileNames: array of string);
begin
DoDropFiles(FileNames);
end;
{ TCastleApplication ---------------------------------------------------------- }
procedure TCastleApplication.CreateBackend;
begin
{ Do not install LCL handler for ExceptProc, we want to use our own handler
in CastleUtils. }
Forms.Application.CaptureExceptions := false;
Forms.Application.Initialize;
Forms.Application.AddOnIdleHandler(@ApplicationIdle);
{$ifdef LCLCarbon}
FTimer := TCustomTimer.Create(Self);
FTimer.Interval := Round(1000 / MaxDesiredFPS);
FTimer.OnTimer := @ApplicationTimer;
FTimer.Enabled := true;
{$endif LCLCarbon}
end;
procedure TCastleApplication.DestroyBackend;
begin
Forms.Application.RemoveOnIdleHandler(@ApplicationIdle);
{$ifdef LCLCarbon}
FreeAndNil(FTimer);
{$endif LCLCarbon}
end;
{$ifdef LCLCarbon}
{ Only for LCL Carbon: Using LCL timer (that is translated to Carbon timer)
is the only way to receive continous messages in some cases.
Otherwise such bugs can be observed (only on LCL-Carbon, not on LCL-GTK2):
- When trying to Walk using mouse dragging in view3dscene, it doesn't
work smoothly: when you simply keep some mouse button pressed,
but don't move the mouse anymore (which should result in constant
movement forward/backward if you did it after dragging up/down),
then we don't get any events (so no movement, no redraw...).
- Using view3dscene Navigation->Jump to viewpoint... doesn't work
smoothly, there is a visible delay when we don't receive messages
right after menu click, and so transtion is visible with some delay.
}
procedure TCastleApplication.ApplicationTimer(Sender: TObject);
var
I: Integer;
begin
for I := 0 to OpenWindowsCount - 1 do
OpenWindows[I].AggressiveUpdate;
end;
{$endif LCLCarbon}
procedure TCastleApplication.ApplicationIdle(Sender: TObject; var Done: Boolean);
begin
{ Call Update and timer events of Application and all windows.
Update events are handled by DoSelfUpdate and OpenWindows.DoUpdate.
Timer events are handled by MaybeDoTimer, that in turn will call
(when needed) DoSelfTimer and OpenWindows.DoTimer. }
DoSelfUpdate;
FOpenWindows.DoUpdate;
MaybeDoTimer(LastDoTimerTime);
{ We need Done := false, otherwise the widgetset will hang waiting
for next message. See ../components/castlecontrol.pas comments.
Done := false also prevents other application idle handlers,
but fortunately in this case we're the only thing interfacing with LCL,
so that's not a problem. }
Done := false;
end;
function TCastleApplication.ProcessMessage(WaitForMessage, WaitToLimitFPS: boolean): boolean;
var
I: Integer;
begin
if Forms.Application.Terminated then Exit(false);
{ TODO: take WaitToLimitFPS into account }
if WaitForMessage then
begin
{ HandleMessage will call ApplicationIdle, so no need for AggressiveUpdate
hack in this case. }
Forms.Application.HandleMessage;
Result := not Forms.Application.Terminated;
end else
begin
Forms.Application.ProcessMessages;
Result := not Forms.Application.Terminated;
{ Without this, OnUpdate will not be called when application calls
TCastleApplication.ProcessMessage in a loop, because LCL will not make
ApplicationIdle calls from Forms.Application.ProcessMessages.
Bugs observed when the below workaround is not used (on both LCL-Carbon and LCL-GTK2):
- Arrow keys up/down do not work in CastleMessages window.
E.g. view3dscene "OpenGL info".
That's becaue UpdateMessg is never called.
(Although this is now fixed anyway by above HandleMessage usage.)
- Progress is not rendered smoothly.
E.g. in fps_game, define -dTESTING_PROGRESS_DELAY, and notice that progress
is not smoothly updated (if you don't move the mouse, since MouseMove
already causes AggressiveUpdate).
}
if Result then
begin
for I := 0 to OpenWindowsCount - 1 do
OpenWindows[I].AggressiveUpdate;
end;
end;
end;
function TCastleApplication.ProcessAllMessages: boolean;
begin
// Result := not Forms.Application.Terminated;
// while Result do
Result := ProcessMessage(true, true);
end;
procedure TCastleApplication.Run;
begin
if OpenWindowsCount = 0 then Exit;
{ Implementing Run by calling ProcessMessage in a loop (like below)
is a valid and good implementation. Make sure your ProcessMessage
honours WaitForMessage and WaitToLimitFPS = true,
to avoid wasting CPU on "busy waiting". }
// while ProcessMessage(true, true) do ;
{ We have to call here Forms.Application.Run, not just call our
ProcessMessage (which makes Forms.Application.ProcessMessage) in a loop.
That is because on some LCL widgetsets, you really need to run
Forms.Application.Run, see e.g. Carbon that does special stuff inside
TCarbonWidgetSet.AppRun inside lcl/interfaces/carbon/carbonobject.inc.
Without this, global menu on Carbon is always blocked.
TODO: that's unfortunate, as our TCastleWindowBase interface
promises that it's not necessary to call Run, it should be always
equivalent to call just ProcessMessage in a loop.
TODO: this makes Update/timer broken, they need our
TCastleApplication.ProcessMessage to work. }
Forms.Application.Run;
end;
procedure TCastleApplication.QuitWhenNoOpenWindows;
begin
Forms.Application.Terminate; // break also Forms.Application.Run
end;
function TCastleApplication.ScreenWidth: integer;
begin
Result := Screen.Width;
end;
function TCastleApplication.ScreenHeight: integer;
begin
Result := Screen.Height;
end;
function TCastleApplication.BackendName: string;
begin
Result := 'LCL';
end;
{ TCastleClipboard ----------------------------------------------------------- }
function TCastleClipboard.GetAsText: string;
begin
Result := UTF8ToSys(Clipbrd.Clipboard.AsText);
end;
procedure TCastleClipboard.SetAsText(const Value: string);
begin
Clipbrd.Clipboard.AsText := SysToUTF8(Value);
end;
{$endif read_implementation}
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