/usr/src/castle-game-engine-5.0.0/components/castlecontrol.pas is in castle-game-engine-src 5.0.0-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2008-2014 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ Component with OpenGL context suitable for 2D and 3D rendering
of "Castle Game Engine". }
unit CastleControl;
{$I castleconf.inc}
{$mode objfpc}{$H+}
interface
uses
Classes, SysUtils, OpenGLContext, Controls, Forms, CastleRectangles,
CastleVectors, CastleKeysMouse, CastleUtils, CastleTimeUtils, StdCtrls,
CastleUIControls, CastleCameras, X3DNodes, CastleScene, CastleLevels,
CastleImages, CastleGLVersion, pk3DConnexion, CastleSceneManager,
CastleGLImages, CastleGLContainer;
const
DefaultLimitFPS = 100.0;
type
{ OpenGL control, with extensions for "Castle Game Engine", including
@link(Controls) list for TUIControl instances.
Use a descendant TCastleControl to have a ready
@link(TCastleControl.SceneManager) for 3D world.
This extends TOpenGLControl, adding various features:
@unorderedList(
@item(@link(Controls) list where you can easily add TUIControl instances
(like TCastleOnScreenMenu, TCastleButton and more).
We will pass events to these controls, draw them etc.)
@item(Continously called @link(DoUpdate) method, that allows to handle
TUIControl.Update. This is something different than LCL "idle" event,
as it's guaranteed to be run continously, even when your application
is clogged with events (like when using TWalkCamera.MouseLook).)
@item(Automatically calls GLInformationInitialize
when OpenGL context is initialized. This will initialize GLVersion,
GLUVersion, GLFeatures.)
@item(FPS (frames per second) counter inside @link(Fps).)
@item(Tracks pressed keys @link(Pressed) and mouse buttons @link(MousePressed)
and mouse position @link(MousePosition).)
) }
TCastleControlCustom = class(TOpenGLControl)
private
type
{ Non-abstact implementation of TUIContainer that cooperates with
TCastleControlCustom. }
TContainer = class(TGLContainer)
private
Parent: TCastleControlCustom;
protected
function GetMousePosition: TVector2Single; override;
procedure SetMousePosition(const Value: TVector2Single); override;
public
constructor Create(AParent: TCastleControlCustom); reintroduce;
procedure Invalidate; override;
function GLInitialized: boolean; override;
function Width: Integer; override;
function Height: Integer; override;
function Rect: TRectangle; override;
function Dpi: Integer; override;
function MousePressed: TMouseButtons; override;
function Pressed: TKeysPressed; override;
function Fps: TFramesPerSecond; override;
procedure SetCursor(const Value: TMouseCursor); override;
function GetTouches(const Index: Integer): TTouch; override;
function TouchesCount: Integer; override;
end;
var
FContainer: TContainer;
FMousePosition: TVector2Single;
FGLInitialized: boolean;
FPressed: TKeysPressed;
FMousePressed: CastleKeysMouse.TMouseButtons;
{ manually track when we need to be repainted, useful for AggressiveUpdate }
Invalidated: boolean;
FFps: TFramesPerSecond;
{ Sometimes, releasing shift / alt / ctrl keys will not be reported
properly to KeyDown / KeyUp. Example: opening a menu
through Alt+F for "_File" will make keydown for Alt,
but not keyup for it, and DoExit will not be called,
so ReleaseAllKeysAndMouse will not be called.
To counteract this, call this method when Shift state is known,
to update Pressed when needed. }
procedure UpdateShiftState(const Shift: TShiftState);
function GetOnOpen: TContainerEvent;
procedure SetOnOpen(const Value: TContainerEvent);
function GetOnBeforeRender: TContainerEvent;
procedure SetOnBeforeRender(const Value: TContainerEvent);
function GetOnRender: TContainerEvent;
procedure SetOnRender(const Value: TContainerEvent);
function GetOnResize: TContainerEvent;
procedure SetOnResize(const Value: TContainerEvent);
function GetOnClose: TContainerEvent;
procedure SetOnClose(const Value: TContainerEvent);
function GetOnUpdate: TContainerEvent;
procedure SetOnUpdate(const Value: TContainerEvent);
function GetOnPress: TInputPressReleaseEvent;
procedure SetOnPress(const Value: TInputPressReleaseEvent);
function GetOnRelease: TInputPressReleaseEvent;
procedure SetOnRelease(const Value: TInputPressReleaseEvent);
function GetOnMotion: TInputMotionEvent;
procedure SetOnMotion(const Value: TInputMotionEvent);
procedure SetMousePosition(const Value: TVector2Single);
protected
procedure DestroyHandle; override;
procedure DoExit; override;
procedure Resize; override;
procedure KeyDown(var Key: Word; Shift: TShiftState); override;
procedure KeyUp(var Key: Word; Shift: TShiftState); override;
procedure MouseDown(Button: Controls.TMouseButton;
Shift:TShiftState; X,Y:Integer); override;
procedure MouseUp(Button: Controls.TMouseButton;
Shift:TShiftState; X,Y:Integer); override;
procedure MouseMove(Shift: TShiftState; NewX, NewY: Integer); override;
function DoMouseWheel(Shift: TShiftState; WheelDelta: Integer; MousePos: TPoint): Boolean; override;
procedure DoUpdate; virtual;
property GLInitialized: boolean read FGLInitialized;
public
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
function Controls: TUIControlList;
function MakeCurrent(SaveOldToStack: boolean = false): boolean; override;
procedure Invalidate; override;
procedure Paint; override;
property Pressed: TKeysPressed read FPressed;
property MousePressed: CastleKeysMouse.TMouseButtons read FMousePressed;
procedure ReleaseAllKeysAndMouse;
{ Current mouse position.
See @link(TTouch.Position) for a documentation how this is expressed. }
property MousePosition: TVector2Single read FMousePosition write SetMousePosition;
property Fps: TFramesPerSecond read FFps;
{ Color buffer where we draw, and from which it makes sense to grab pixels.
Use with SaveScreen_NoFlush. }
function SaveScreenBuffer: TColorBuffer;
{ Capture the current control contents to an image.
These functions take care of flushing any pending redraw operations
and capturing the screen contents correctly. }
function SaveScreen: TRGBImage;
{ Rectangle representing the inside of this container.
Always (Left,Bottom) are zero, and (Width,Height) correspond to container
sizes. }
function Rect: TRectangle;
property OnOpen: TContainerEvent read GetOnOpen write SetOnOpen;
property OnBeforeRender: TContainerEvent read GetOnBeforeRender write SetOnBeforeRender;
property OnRender: TContainerEvent read GetOnRender write SetOnRender;
property OnResize: TContainerEvent read GetOnResize write SetOnResize;
property OnClose: TContainerEvent read GetOnClose write SetOnClose;
property OnPress: TInputPressReleaseEvent read GetOnPress write SetOnPress;
property OnRelease: TInputPressReleaseEvent read GetOnRelease write SetOnRelease;
property OnMotion: TInputMotionEvent read GetOnMotion write SetOnMotion;
property OnUpdate: TContainerEvent read GetOnUpdate write SetOnUpdate;
published
property TabOrder;
property TabStop default true;
property Container: TContainer read FContainer;
end;
{ Lazarus component with an OpenGL context, most comfortable to render 3D worlds
with 2D controls above. Add your 3D stuff to the scene manager
available in @link(SceneManager) property. Add your 2D stuff
to the @link(TCastleControlCustom.Controls) property (from ancestor TCastleControlCustom).
You can directly access the SceneManager and configure it however you like.
You have comfortable @link(Load) method that simply loads a single 3D model
to your world. }
TCastleControl = class(TCastleControlCustom)
private
FSceneManager: TGameSceneManager;
function GetShadowVolumes: boolean;
function GetShadowVolumesRender: boolean;
function GetOnCameraChanged: TNotifyEvent;
procedure SetShadowVolumes(const Value: boolean);
procedure SetShadowVolumesRender(const Value: boolean);
procedure SetOnCameraChanged(const Value: TNotifyEvent);
public
constructor Create(AOwner :TComponent); override;
{ Load a single 3D model to your world
(removing other models, and resetting the camera).
This is nice for simple 3D model browsers, but usually for games you
don't want to use this method --- it's more flexible to create TCastleScene
yourself, and add it to scene manager yourself, see engine examples like
scene_manager_basic.lpr. }
procedure Load(const SceneURL: string);
procedure Load(ARootNode: TX3DRootNode; const OwnsRootNode: boolean);
function MainScene: TCastleScene;
function Camera: TCamera;
published
property SceneManager: TGameSceneManager read FSceneManager;
property OnCameraChanged: TNotifyEvent
read GetOnCameraChanged write SetOnCameraChanged;
{ See TCastleAbstractViewport.ShadowVolumes. }
property ShadowVolumes: boolean
read GetShadowVolumes write SetShadowVolumes
default TCastleAbstractViewport.DefaultShadowVolumes;
{ See TCastleAbstractViewport.ShadowVolumesRender. }
property ShadowVolumesRender: boolean
read GetShadowVolumesRender write SetShadowVolumesRender default false;
end;
procedure Register;
var
{ Limit the number of (real) frames per second inside TCastleControl
rendering, to not hog the CPU.
Set to zero to not limit.
See TCastleWindow.ProcessMessage documentation about WaitToLimitFPS
parameter, and see TCastleApplication.LimitFPS documentation.
The mechanism does mean sleeping in your process, so it's a global
thing, not just a property of TCastleControl.
However, the mechanism is activated only when some TCastleControl
component is used, and only when LCL idle is fired (so we have no pending
events, as LCL idle is "lazy" and fires only when process is really idle),
and not at Lazarus design time.
When we may be clogged with events (like when using mouse look)
this has an additional meaning:
it is then used to force TCastleControl.DoUpdate and (if needed) repaint
at least this often. So it is not only a limit,
it's more like "the desired number of FPS".
Although it's capped by MaxDesiredFPS (100), which is applied when
LimitFPS > MaxDesiredFPS or when LimitFPS = 0 (which means "infinity"). }
LimitFPS: Single = DefaultLimitFPS;
implementation
uses LCLType, CastleGL, CastleGLUtils, CastleStringUtils, X3DLoad, Math,
CastleLog, Contnrs, CastleLCLUtils;
procedure Register;
begin
RegisterComponents('Castle', [
{ For engine 3.0.0, TCastleControlCustom is not registered on palette,
as the suggested usage for everyone is to take TCastleControl with
scene manager instance already created.
In engine 2.x, I was getting questions about which one to use,
and it seems that noone grokked the difference between the two.
Final decision about it (should it be visible on palette for advanced uses,
and risk confusing novice users?) is still unsure (report on forum
if you have any opinion). }
{ TCastleControlCustom, }
TCastleControl]);
end;
var
{ All TCastleControl instances created. We use this to share OpenGL contexts,
as all OpenGL contexts in our engine must share OpenGL resources
(our OnGLContextOpen and such callbacks depend on it,
and it makes implementation much easier). }
CastleControls: TComponentList;
ControlsOpen: Cardinal;
{ Limit FPS ------------------------------------------------------------------ }
var
LastLimitFPSTime: TTimerResult;
procedure DoLimitFPS;
var
NowTime: TTimerResult;
TimeRemainingFloat: Single;
begin
if LimitFPS > 0 then
begin
NowTime := Timer;
{ When this is run for the 1st time, LastLimitFPSTime is zero,
so NowTime - LastLimitFPSTime is huge, so we will not do any Sleep
and only update LastLimitFPSTime.
For the same reason, it is not a problem if you do not call DoLimitFPS
often enough (for example, you do a couple of ProcessMessage calls
without DoLimitFPS for some reason), or when user temporarily sets
LimitFPS to zero and then back to 100.0.
In every case, NowTime - LastLimitFPSTime will be large, and no sleep
will happen. IOW, in the worst case --- we will not limit FPS,
but we will *never* slow down the program when it's not really necessary. }
TimeRemainingFloat :=
{ how long I should wait between _LimitFPS calls }
1 / LimitFPS -
{ how long I actually waited between _LimitFPS calls }
(NowTime - LastLimitFPSTime) / TimerFrequency;
{ Don't do Sleep with too small values.
It's better to have larger FPS values than limit,
than to have them too small. }
if TimeRemainingFloat > 0.001 then
begin
Sleep(Round(1000 * TimeRemainingFloat));
LastLimitFPSTime := Timer;
end else
LastLimitFPSTime := NowTime;
end;
end;
{ TCastleApplicationIdle -------------------------------------------------- }
type
TCastleApplicationIdle = class
class procedure ApplicationIdle(Sender: TObject; var Done: Boolean);
end;
class procedure TCastleApplicationIdle.ApplicationIdle(Sender: TObject; var Done: Boolean);
var
I: Integer;
C: TCastleControlCustom;
begin
{ This should never be registered in design mode, to not conflict
(by DoLimitFPS, or Done setting) with using Lazarus IDE. }
Assert(not (csDesigning in Application.ComponentState));
{ Call DoUpdate for all TCastleControl instances. }
for I := 0 to CastleControls.Count - 1 do
begin
C := CastleControls[I] as TCastleControlCustom;
C.DoUpdate;
end;
DoLimitFPS;
{ With Done := true (this is actually default Done value here),
ApplicationIdle events are not occuring as often
as we need. Test e.g. GTK2 with clicking on spheres on
demo_models/sensors_pointing_device/touch_sensor_tests.x3dv .
That's because Done := true allows for WidgetSet.AppWaitMessage
inside lcl/include/application.inc .
We don't want that, we want continous DoUpdate events.
So we have to use Done := false.
Unfortunately, Done := false prevents other idle actions
(other TApplicationProperties.OnIdle) from working.
See TApplication.Idle and TApplication.NotifyIdleHandler implementation
in lcl/include/application.inc .
To at least allow all TCastleControlCustom work, we use a central
ApplicationIdle callback (we don't use separate TApplicationProperties
for each TCastleControl; in fact, we don't need TApplicationProperties
at all). }
Done := false;
end;
var
ApplicationIdleSet: boolean;
{ TCastleControlCustom.TContainer ----------------------------------------------------- }
constructor TCastleControlCustom.TContainer.Create(AParent: TCastleControlCustom);
begin
inherited Create(AParent); // AParent must be a component Owner to show published properties of container in LFM
Parent := AParent;
end;
procedure TCastleControlCustom.TContainer.Invalidate;
begin
Parent.Invalidate;
end;
function TCastleControlCustom.TContainer.GLInitialized: boolean;
begin
Result := Parent.GLInitialized;
end;
function TCastleControlCustom.TContainer.Width: Integer;
begin
Result := Parent.Width;
end;
function TCastleControlCustom.TContainer.Height: Integer;
begin
Result := Parent.Height;
end;
function TCastleControlCustom.TContainer.Rect: TRectangle;
begin
Result := Parent.Rect;
end;
function TCastleControlCustom.TContainer.GetMousePosition: TVector2Single;
begin
Result := Parent.MousePosition;
end;
procedure TCastleControlCustom.TContainer.SetMousePosition(const Value: TVector2Single);
begin
Parent.MousePosition := Value;
end;
function TCastleControlCustom.TContainer.Dpi: Integer;
begin
Result := DefaultDpi; //Parent.Dpi; // for now, TCastleControl doesn't expose any useful Dpi
end;
function TCastleControlCustom.TContainer.MousePressed: TMouseButtons;
begin
Result := Parent.MousePressed;
end;
function TCastleControlCustom.TContainer.Pressed: TKeysPressed;
begin
Result := Parent.Pressed;
end;
function TCastleControlCustom.TContainer.Fps: TFramesPerSecond;
begin
Result := Parent.Fps;
end;
procedure TCastleControlCustom.TContainer.SetCursor(const Value: TMouseCursor);
var
NewCursor: TCursor;
begin
NewCursor := CursorCastleToLCL[Value];
{ check explicitly "Cursor <> NewCursor" --- we will call UpdateFocusAndMouseCursor
very often (in each mouse move), and we don't want to depend on LCL
optimizing "Cursor := Cursor" to avoid some potentially expensive window
manager call. }
if Parent.Cursor <> NewCursor then
Parent.Cursor := NewCursor;
end;
function TCastleControlCustom.TContainer.GetTouches(const Index: Integer): TTouch;
begin
Assert(Index = 0, 'TCastleControlCustom always has only one item in Touches array, with index 0');
Result.FingerIndex := 0;
Result.Position := Parent.MousePosition;
end;
function TCastleControlCustom.TContainer.TouchesCount: Integer;
begin
Result := 1;
end;
{ TCastleControlCustom -------------------------------------------------- }
constructor TCastleControlCustom.Create(AOwner: TComponent);
begin
inherited;
TabStop := true;
FFps := TFramesPerSecond.Create;
FPressed := TKeysPressed.Create;
FContainer := TContainer.Create(Self);
{ SetSubComponent and Name setting (must be unique only within TCastleControl,
so no troubles) are necessary to store it in LFM and display in object inspector
nicely. }
FContainer.SetSubComponent(true);
FContainer.Name := 'Container';
if CastleControls.Count <> 0 then
SharedControl := CastleControls[0] as TCastleControl;
CastleControls.Add(Self);
Invalidated := false;
if (not (csDesigning in ComponentState)) and (not ApplicationIdleSet) then
begin
ApplicationIdleSet := true;
Application.AddOnIdleHandler(@(TCastleApplicationIdle(nil).ApplicationIdle));
end;
end;
destructor TCastleControlCustom.Destroy;
begin
if ApplicationIdleSet and
(CastleControls <> nil) and
{ If CastleControls.Count will become 0 after this destructor,
then unregisted our idle callback.
If everyhting went Ok, CastleControls.Count = 1 should always imply
that we're the only control there. But check "CastleControls[0] = Self"
in case we're in destructor because there was an exception
in the constructor. }
(CastleControls.Count = 1) and
(CastleControls[0] = Self) then
begin
ApplicationIdleSet := false;
Application.RemoveOnIdleHandler(@(TCastleApplicationIdle(nil).ApplicationIdle));
end;
FreeAndNil(FPressed);
FreeAndNil(FFps);
FreeAndNil(FContainer);
inherited;
end;
{ Initial idea was to do
procedure TCastleControlCustom.CreateHandle;
begin
Writeln('TCastleControlCustom.CreateHandle ', GLInitialized,
' ', OnGLContextOpen <> nil);
inherited CreateHandle;
if not GLInitialized then
begin
GLInitialized := true;
Container.EventOpen;
end;
Writeln('TCastleControlCustom.CreateHandle end');
end;
Reasoning: looking at implementation of OpenGLContext,
actual creating and destroying of OpenGL contexts
(i.e. calls to LOpenGLCreateContext and LOpenGLDestroyContextInfo)
is done within Create/DestroyHandle.
Why this was wrong ? Because under GTK LOpenGLCreateContext
only creates gtk_gl_area --- it doesn't *realize* it yet !
Which means that actually LOpenGLCreateContext doesn't create
OpenGL context. Looking at implementation of GLGtkGlxContext
we see that only during MakeCurrent the widget is guaranteed
to be realized. }
function TCastleControlCustom.MakeCurrent(SaveOldToStack: boolean): boolean;
begin
Result := inherited MakeCurrent(SaveOldToStack);
if not GLInitialized then
begin
FGLInitialized := true;
GLInformationInitialize;
Inc(ControlsOpen);
Container.EventOpen(ControlsOpen);
Resize; // will call Container.EventResize
Invalidate;
end;
end;
procedure TCastleControlCustom.DestroyHandle;
begin
if GLInitialized then
begin
Container.EventClose(ControlsOpen);
Dec(ControlsOpen);
FGLInitialized := false;
end;
inherited DestroyHandle;
end;
procedure TCastleControlCustom.Resize;
begin
inherited;
{ Call MakeCurrent here, to make sure CastleUIControls always get
ContainerResize with good GL context. }
if GLInitialized and MakeCurrent then
Container.EventResize;
end;
procedure TCastleControlCustom.Invalidate;
begin
Invalidated := true;
inherited;
end;
procedure TCastleControlCustom.ReleaseAllKeysAndMouse;
begin
Pressed.Clear;
FMousePressed := [];
end;
procedure TCastleControlCustom.UpdateShiftState(const Shift: TShiftState);
begin
Pressed.Keys[K_Shift] := ssShift in Shift;
Pressed.Keys[K_Alt ] := ssAlt in Shift;
Pressed.Keys[K_Ctrl ] := ssCtrl in Shift;
end;
procedure TCastleControlCustom.KeyDown(var Key: Word; Shift: TShiftState);
var
MyKey: TKey;
Ch: char;
begin
KeyLCLToCastle(Key, Shift, MyKey, Ch);
if (MyKey <> K_None) or (Ch <> #0) then
Pressed.KeyDown(MyKey, Ch);
UpdateShiftState(Shift); { do this after Pressed update above, and before EventPress }
{ Do not change focus by arrow keys, this would breaks our handling of arrows
over TCastleControl. We can prevent Lazarus from interpreting these
keys as focus-changing (actually, Lazarus tells widget managet that these
are already handled) by setting them to zero.
Note: our MyKey/Ch (passed to KeyDownEvent) are calculated earlier,
so they will correctly capture arrow keys. }
if (Key = VK_Down) or
(Key = VK_Up) or
(Key = VK_Right) or
(Key = VK_Left) then
Key := 0;
inherited KeyDown(Key, Shift); { LCL OnKeyDown before our callbacks }
if (MyKey <> K_None) or (Ch <> #0) then
if Container.EventPress(InputKey(MyKey, Ch)) then
Key := 0; // handled
end;
procedure TCastleControlCustom.KeyUp(var Key: Word; Shift: TShiftState);
var
MyKey: TKey;
Ch: char;
begin
KeyLCLToCastle(Key, Shift, MyKey, Ch);
if MyKey <> K_None then
Pressed.KeyUp(MyKey, Ch);
UpdateShiftState(Shift); { do this after Pressed update above, and before EventRelease }
{ Do not change focus by arrow keys, this breaks our handling of them.
See KeyDown for more comments. }
if (Key = VK_Down) or
(Key = VK_Up) or
(Key = VK_Right) or
(Key = VK_Left) then
Key := 0;
inherited KeyUp(Key, Shift); { LCL OnKeyUp before our callbacks }
if (MyKey <> K_None) or (Ch <> #0) then
if Container.EventRelease(InputKey(MyKey, Ch)) then
Key := 0; // handled
end;
procedure TCastleControlCustom.MouseDown(Button: Controls.TMouseButton;
Shift: TShiftState; X, Y: Integer);
var
MyButton: CastleKeysMouse.TMouseButton;
begin
FMousePosition := Vector2Single(X, Height - 1 - Y);
if MouseButtonLCLToCastle(Button, MyButton) then
Include(FMousePressed, MyButton);
UpdateShiftState(Shift); { do this after Pressed update above, and before *Event }
inherited MouseDown(Button, Shift, X, Y); { LCL OnMouseDown before our callbacks }
if MouseButtonLCLToCastle(Button, MyButton) then
Container.EventPress(InputMouseButton(MousePosition, MyButton, 0));
end;
procedure TCastleControlCustom.MouseUp(Button: Controls.TMouseButton;
Shift: TShiftState; X, Y: Integer);
var
MyButton: CastleKeysMouse.TMouseButton;
begin
FMousePosition := Vector2Single(X, Height - 1 - Y);
if MouseButtonLCLToCastle(Button, MyButton) then
Exclude(FMousePressed, MyButton);
UpdateShiftState(Shift); { do this after Pressed update above, and before *Event }
inherited MouseUp(Button, Shift, X, Y); { LCL OnMouseUp before our callbacks }
if MouseButtonLCLToCastle(Button, MyButton) then
Container.EventRelease(InputMouseButton(MousePosition, MyButton, 0));
end;
procedure TCastleControlCustom.MouseMove(Shift: TShiftState; NewX, NewY: Integer);
{ Force DoUpdate and Paint (if invalidated) events to happen,
if sufficient time (based on LimitFPS, that in this case acts like
"desired FPS") passed.
This is needed when user "clogs" the GTK / WinAPI / Qt etc. event queue.
In this case Lazarus (LCL) doesn't automatically fire the idle and repaint
events.
The behavior of Lazarus application Idle events is such that they
are executed only when there are no events left to process.
This makes sense, and actually follows the docs and the name "idle".
In contrast, our DoUpdate expects to be run continously, that is:
about the same number
of times per second as the screen Redraw (and if the screen doesn't need to
be redrawn, our DoUpdate should still run a sensible number of times
per second --- around the same value as LimitFPS, or (when LimitFPS
is set to 0, meaning "unused") as many times as possible).
For our DoUpdate, it should not matter whether your event
loop has something left to process. We need this,
since typical games / 3D simulations must try to update animations and
repaint at a constant rate, even when user is moving around.
The problem is most obvious when moving the mouse, for example when using
the mouse look to walk and look around in Walk mode (TWalkCamera.MouseLook),
or when dragging with mouse
in Examine mode. The event loop is then typically busy processing mouse move
events all the time, so it's never/seldom empty (note: it doesn't mean that
event loop is clogged, as mouse move events can be potentially accumulated
at various levels --- LCL, underlying widgetset like GTK, underlying system
like XWindows etc. I think in practice XWindows does it, but I'm not sure).
Our program should however still be responsive. Not only the screen should
be redrawn, regardless if our event loop is empty or not, but also
our Update event should be continously called. But if we just use LCL Idle/Redraw
behavior (that descends from other widgetsets) then you may find that:
- during mouse look things "stutter" --- no Idle, not even Redraw,
happens regularly.
- during mouse drag Redraw may be regular, but still Idle are not called
(so e.g. animations do not move, instead they suddenly jump a couple
of seconds
forward when you stop dragging after a couple of seconds).
Note that TCastleWindow (with backends other than LCL) do not have this
problem. Maybe we process events faster, so that we don't get clogged
during MouseLook?
We can't fix it by hacking Application methods,
especially as LCL Application.ProcessMessage may handle a "batch"
of events (for example, may be ~ 100 GTK messages, see
TGtkWidgetSet.AppProcessMessages in lazarus/trunk/lcl/interfaces/gtk/gtkwidgetset.inc).
So instead we hack it from the inside: from time to time
(more precisely, LimitFPS times per second),
when receving an often occuring event (right now: just MouseMove),
we'll call the DoUpdate, and (if pending Invalidate call) Paint methods.
In theory, we could call this on every event (key down, mouse down etc.).
But in practice:
- Doing this from KeyDown would make redraw when moving by only holding
down some keys stutter a little (screen seems like not refreshed fast
enough). Reason for this stutter is not known,
it also stutters in case of mouse move, but we have no choice in this case:
either update with stuttering, or not update (continously) at all.
TCastleWindow doesn't have this problem, mouse look is smooth there.
- It's also not needed from events other than mouse move.
In theory, for LimitFPS = 0, we should just do this every time.
But this would overload the system
(you would see smooth animation and rendering, but there will be latency
with respect to handling input, e.g. mouse move will be processed with
a small delay). So we use MaxDesiredFPS to cap it. }
procedure AggressiveUpdate;
const
MaxDesiredFPS = DefaultLimitFPS;
var
DesiredFPS: Single;
begin
if LimitFPS <= 0 then
DesiredFPS := MaxDesiredFPS else
DesiredFPS := Min(MaxDesiredFPS, LimitFPS);
if Timer - Fps.UpdateStartTime > TimerFrequency / DesiredFPS then
begin
DoUpdate;
if Invalidated then Paint;
end;
end;
begin
Container.EventMotion(InputMotion(MousePosition,
Vector2Single(NewX, Height - 1 - NewY), MousePressed, 0));
// change FMousePosition *after* EventMotion, callbacks may depend on it
FMousePosition := Vector2Single(NewX, Height - 1 - NewY);
UpdateShiftState(Shift); { do this after Pressed update above, and before *Event }
AggressiveUpdate;
inherited MouseMove(Shift, NewX, NewY);
end;
function TCastleControlCustom.DoMouseWheel(Shift: TShiftState; WheelDelta: Integer;
MousePos: TPoint): Boolean;
begin
Result := Container.EventPress(InputMouseWheel(WheelDelta/120, true));
if Result then Exit;
Result := inherited DoMouseWheel(Shift, WheelDelta, MousePos);
end;
procedure TCastleControlCustom.DoUpdate;
begin
Fps._UpdateBegin;
Container.EventUpdate;
end;
procedure TCastleControlCustom.DoExit;
begin
inherited;
ReleaseAllKeysAndMouse;
end;
procedure TCastleControlCustom.Paint;
begin
{ Note that we don't call here inherited, instead doing everything ourselves. }
if MakeCurrent then
begin
{ clear Invalidated before rendering, so that calling Invalidate in OnRender works }
Invalidated := false;
Container.EventBeforeRender;
Fps._RenderBegin;
try
Container.EventRender;
if GLVersion.BuggySwapNonStandardViewport then
glViewport(Rect);
SwapBuffers;
finally Fps._RenderEnd end;
end;
end;
function TCastleControlCustom.SaveScreenBuffer: TColorBuffer;
begin
if DoubleBuffered then
Result := cbBack else
Result := cbFront;
end;
function TCastleControlCustom.SaveScreen: TRGBImage;
begin
if MakeCurrent then
begin
Container.EventBeforeRender;
Container.EventRender;
end;
Result := SaveScreen_NoFlush(Rect, SaveScreenBuffer);
end;
procedure TCastleControlCustom.SetMousePosition(const Value: TVector2Single);
begin
Mouse.CursorPos := ControlToScreen(Point(
Floor(Value[0]), Height - 1 - Floor(Value[1])));
end;
function TCastleControlCustom.Rect: TRectangle;
begin
Result := Rectangle(0, 0, Width, Height);
end;
function TCastleControlCustom.Controls: TUIControlList;
begin
Result := Container.Controls;
end;
function TCastleControlCustom.GetOnOpen: TContainerEvent;
begin
Result := Container.OnOpen;
end;
procedure TCastleControlCustom.SetOnOpen(const Value: TContainerEvent);
begin
Container.OnOpen := Value;
end;
function TCastleControlCustom.GetOnBeforeRender: TContainerEvent;
begin
Result := Container.OnBeforeRender;
end;
procedure TCastleControlCustom.SetOnBeforeRender(const Value: TContainerEvent);
begin
Container.OnBeforeRender := Value;
end;
function TCastleControlCustom.GetOnRender: TContainerEvent;
begin
Result := Container.OnRender;
end;
procedure TCastleControlCustom.SetOnRender(const Value: TContainerEvent);
begin
Container.OnRender := Value;
end;
function TCastleControlCustom.GetOnResize: TContainerEvent;
begin
Result := Container.OnResize;
end;
procedure TCastleControlCustom.SetOnResize(const Value: TContainerEvent);
begin
Container.OnResize := Value;
end;
function TCastleControlCustom.GetOnClose: TContainerEvent;
begin
Result := Container.OnClose;
end;
procedure TCastleControlCustom.SetOnClose(const Value: TContainerEvent);
begin
Container.OnClose := Value;
end;
function TCastleControlCustom.GetOnUpdate: TContainerEvent;
begin
Result := Container.OnUpdate;
end;
procedure TCastleControlCustom.SetOnUpdate(const Value: TContainerEvent);
begin
Container.OnUpdate := Value;
end;
function TCastleControlCustom.GetOnPress: TInputPressReleaseEvent;
begin
Result := Container.OnPress;
end;
procedure TCastleControlCustom.SetOnPress(const Value: TInputPressReleaseEvent);
begin
Container.OnPress := Value;
end;
function TCastleControlCustom.GetOnRelease: TInputPressReleaseEvent;
begin
Result := Container.OnRelease;
end;
procedure TCastleControlCustom.SetOnRelease(const Value: TInputPressReleaseEvent);
begin
Container.OnRelease := Value;
end;
function TCastleControlCustom.GetOnMotion: TInputMotionEvent;
begin
Result := Container.OnMotion;
end;
procedure TCastleControlCustom.SetOnMotion(const Value: TInputMotionEvent);
begin
Container.OnMotion := Value;
end;
{ TCastleControl ----------------------------------------------------------- }
constructor TCastleControl.Create(AOwner :TComponent);
begin
inherited;
FSceneManager := TGameSceneManager.Create(Self);
{ SetSubComponent and Name setting (must be unique only within TCastleControl,
so no troubles) are necessary to store it in LFM and display in object inspector
nicely. }
FSceneManager.SetSubComponent(true);
FSceneManager.Name := 'SceneManager';
Controls.Add(SceneManager);
end;
procedure TCastleControl.Load(const SceneURL: string);
begin
Load(Load3D(SceneURL, false), true);
end;
procedure TCastleControl.Load(ARootNode: TX3DRootNode; const OwnsRootNode: boolean);
begin
{ destroy MainScene and Camera, we will recreate them }
SceneManager.MainScene.Free;
SceneManager.MainScene := nil;
SceneManager.Items.Clear;
SceneManager.Camera.Free;
SceneManager.MainScene := TCastleScene.Create(Self);
SceneManager.MainScene.Load(ARootNode, OwnsRootNode);
SceneManager.Items.Add(SceneManager.MainScene);
{ initialize octrees titles }
MainScene.TriangleOctreeProgressTitle := 'Building triangle octree';
MainScene.ShapeOctreeProgressTitle := 'Building shape octree';
{ just to make our Camera always non-nil.
Useful for model_3d_viewer that wants to initialize NavigationType
from camera. }
SceneManager.Camera := SceneManager.CreateDefaultCamera;
end;
function TCastleControl.MainScene: TCastleScene;
begin
Result := SceneManager.MainScene;
end;
function TCastleControl.Camera: TCamera;
begin
Result := SceneManager.Camera;
end;
function TCastleControl.GetShadowVolumes: boolean;
begin
Result := SceneManager.ShadowVolumes;
end;
procedure TCastleControl.SetShadowVolumes(const Value: boolean);
begin
SceneManager.ShadowVolumes := Value;
end;
function TCastleControl.GetShadowVolumesRender: boolean;
begin
Result := SceneManager.ShadowVolumesRender;
end;
procedure TCastleControl.SetShadowVolumesRender(const Value: boolean);
begin
SceneManager.ShadowVolumesRender := Value;
end;
function TCastleControl.GetOnCameraChanged: TNotifyEvent;
begin
Result := SceneManager.OnCameraChanged;
end;
procedure TCastleControl.SetOnCameraChanged(const Value: TNotifyEvent);
begin
SceneManager.OnCameraChanged := Value;
end;
initialization
CastleControls := TComponentList.Create(false);
finalization
FreeAndNil(CastleControls);
end.
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