/usr/src/castle-game-engine-5.2.0/ui/castleuicontrols.pas is in castle-game-engine-src 5.2.0-3.
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 2009-2014 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.
----------------------------------------------------------------------------
}
{ User interface (2D) basic classes. }
unit CastleUIControls;
interface
uses SysUtils, Classes, CastleKeysMouse, CastleUtils, CastleClassUtils,
CastleGenericLists, CastleRectangles, CastleTimeUtils, pk3DConnexion,
CastleImages, CastleVectors, FGL;
const
{ Default value for container's Dpi, as is usually set on desktops. }
DefaultDpi = 96;
DefaultTooltipDelay = 1000;
DefaultTooltipDistance = 10;
type
{ Determines the order in which TUIControl.Render is called.
All 3D controls are always under all 2D controls.
See TUIControl.Render, TUIControl.RenderStyle. }
TRenderStyle = (rs2D, rs3D);
TUIControl = class;
TUIControlList = class;
TUIContainer = class;
TContainerEvent = procedure (Container: TUIContainer);
TContainerObjectEvent = procedure (Container: TUIContainer) of object;
TInputPressReleaseEvent = procedure (Container: TUIContainer; const Event: TInputPressRelease);
TInputMotionEvent = procedure (Container: TUIContainer; const Event: TInputMotion);
TTouch = object
public
{ Index of the finger/mouse. Always simply zero on traditional desktops with
just a single mouse device. For devices with multi-touch
(and/or possible multiple mouse pointers) this is actually useful
to connect touches from different frames into a single move action.
In other words: the FinderIndex stays constant while user moves
a finger over a touch device.
All the touches on a TUIContainer.Touches array always have different
FingerIndex value.
Note that the index of TTouch structure in TUIContainer.Touches array is
@italic(not) necessarily equal to the FingerIndex. It cannot be ---
imagine you press 1st finger, then press 2nd finger, then let go of
the 1st finger. The FingerIndex of the 2nd finger cannot change
(to keep events sensibly reporting the same touch),
so there has to be a temporary "hole" in FinderIndex numeration. }
FingerIndex: TFingerIndex;
{ Position of the touch over a device.
Position (0, 0) is the window's bottom-left corner.
This is consistent with how our 2D controls (TUIControl)
treat all positions.
The position is expressed as a float value, to support backends
that can report positions with sub-pixel accuracy.
For example GTK and Android can do it, although it depends on
underlying hardware capabilities as well.
The top-right corner or the top-right pixel has the coordinates
(Width, Height).
Note that if you want to actually draw something at the window's
edge (for example, paint the top-right pixel of the window with some
color), then the pixel coordinates are (Width - 1, Height - 1).
The idea is that the whole top-right pixel is an area starting
in (Width - 1, Height - 1) and ending in (Width, Height).
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, Height),
so it may even be negative. }
Position: TVector2Single;
end;
PTouch = ^TTouch;
TTouchList = class(specialize TGenericStructList<TTouch>)
private
{ Find an item with given FingerIndex, or -1 if not found. }
function FindFingerIndex(const FingerIndex: TFingerIndex): Integer;
function GetFingerIndexPosition(const FingerIndex: TFingerIndex): TVector2Single;
procedure SetFingerIndexPosition(const FingerIndex: TFingerIndex;
const Value: TVector2Single);
public
{ Gets or sets a position corresponding to given FingerIndex.
If there is no information for given FingerIndex on the list,
the getter will return zero, and the setter will automatically create
and add appropriate information. }
property FingerIndexPosition[const FingerIndex: TFingerIndex]: TVector2Single
read GetFingerIndexPosition write SetFingerIndexPosition;
{ Remove a touch item for given FingerIndex. }
procedure RemoveFingerIndex(const FingerIndex: TFingerIndex);
end;
{ Abstract user interface container. Connects OpenGL context management
code with Castle Game Engine controls (TUIControl, that is the basis
for all our 2D and 3D rendering). When you use TCastleWindowCustom
(a window) or TCastleControlCustom (Lazarus component), they provide
you a non-abstact implementation of TUIContainer.
Basically, this class manages a @link(Controls) list.
We pass our inputs (mouse / key events) to these controls.
Input goes 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.
We also call other methods on every control,
like TUIControl.Update, TUIControl.Render. }
TUIContainer = class abstract(TComponent)
private
type
TFingerIndexCaptureMap = specialize TFPGMap<TFingerIndex, TUIControl>;
var
FOnOpen, FOnClose: TContainerEvent;
FOnOpenObject, FOnCloseObject: TContainerObjectEvent;
FOnBeforeRender, FOnRender: TContainerEvent;
FOnResize: TContainerEvent;
FOnPress, FOnRelease: TInputPressReleaseEvent;
FOnMotion: TInputMotionEvent;
FOnUpdate: TContainerEvent;
{ FControls cannot be declared as TUIControlList to avoid
http://bugs.freepascal.org/view.php?id=22495 }
FControls: TObject;
FRenderStyle: TRenderStyle;
FFocus: TUIControl;
{ Capture controls, for each FingerIndex.
The values in this map are never nil. }
FCaptureInput: TFingerIndexCaptureMap;
FForceCaptureInput: TUIControl;
FTooltipDelay: TMilisecTime;
FTooltipDistance: Cardinal;
FTooltipVisible: boolean;
FTooltipPosition: TVector2Single;
HasLastPositionForTooltip: boolean;
LastPositionForTooltip: TVector2Single;
LastPositionForTooltipTime: TTimerResult;
Mouse3d: T3DConnexionDevice;
Mouse3dPollTimer: Single;
procedure ControlsVisibleChange(Sender: TObject);
{ Called when the control C is destroyed or just removed from Controls list. }
procedure DetachNotification(const C: TUIControl);
function UseForceCaptureInput: boolean;
protected
procedure Notification(AComponent: TComponent; Operation: TOperation); override;
{ These should only be get/set by a container provider,
like TCastleWindow or TCastleControl.
@groupBegin }
property OnOpen: TContainerEvent read FOnOpen write FOnOpen;
property OnOpenObject: TContainerObjectEvent read FOnOpenObject write FOnOpenObject;
property OnBeforeRender: TContainerEvent read FOnBeforeRender write FOnBeforeRender;
property OnRender: TContainerEvent read FOnRender write FOnRender;
property OnResize: TContainerEvent read FOnResize write FOnResize;
property OnClose: TContainerEvent read FOnClose write FOnClose;
property OnCloseObject: TContainerObjectEvent read FOnCloseObject write FOnCloseObject;
property OnPress: TInputPressReleaseEvent read FOnPress write FOnPress;
property OnRelease: TInputPressReleaseEvent read FOnRelease write FOnRelease;
property OnMotion: TInputMotionEvent read FOnMotion write FOnMotion;
property OnUpdate: TContainerEvent read FOnUpdate write FOnUpdate;
{ @groupEnd }
procedure SetCursor(const Value: TMouseCursor); virtual; abstract;
property Cursor: TMouseCursor write SetCursor;
function GetMousePosition: TVector2Single; virtual; abstract;
procedure SetMousePosition(const Value: TVector2Single); virtual; abstract;
function GetTouches(const Index: Integer): TTouch; virtual; abstract;
public
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
{ Propagate the event to all the @link(Controls) and to our own OnXxx callbacks.
Usually these are called by a container provider,
like TCastleWindow or TCastleControl. But it is also allowed to call them
manually to fake given event.
@groupBegin }
procedure EventOpen(const OpenWindowsCount: Cardinal); virtual;
procedure EventClose(const OpenWindowsCount: Cardinal); virtual;
function EventPress(const Event: TInputPressRelease): boolean; virtual;
function EventRelease(const Event: TInputPressRelease): boolean; virtual;
procedure EventUpdate; virtual;
procedure EventMotion(const Event: TInputMotion); virtual;
function AllowSuspendForInput: boolean;
procedure EventBeforeRender; virtual;
procedure EventRender; virtual; abstract;
procedure EventResize; virtual;
{ @groupEnd }
{ Controls listening for events (user input, resize, and such) of this container.
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). }
function Controls: TUIControlList;
{ 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. }
property Focus: TUIControl read FFocus;
{ When the tooltip should be shown (mouse hovers over a control
with a tooltip) then the TooltipVisible is set to @true,
and TooltipPosition indicate left-bottom suggested position
of the tooltip.
The tooltip is only detected when TUIControl.TooltipExists.
See TUIControl.TooltipExists and TUIControl.TooltipStyle and
TUIControl.TooltipRender.
For simple purposes just set TUIControlFont.Tooltip to something
non-empty.
@groupBegin }
property TooltipVisible: boolean read FTooltipVisible;
property TooltipPosition: TVector2Single read FTooltipPosition;
{ @groupEnd }
{ Redraw the contents of of this window, 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 EventBeforeRender (OnBeforeRender), EventRender
(OnRender), then we flush OpenGL commands, swap buffers etc.
Calling this on a closed container (with GLInitialized = @false)
is allowed and ignored. }
procedure Invalidate; virtual; abstract;
{ Is the OpenGL context initialized. }
function GLInitialized: boolean; virtual; abstract;
function Width: Integer; virtual; abstract;
function Height: Integer; virtual; abstract;
function Rect: TRectangle; virtual; abstract;
property MousePosition: TVector2Single
read GetMousePosition write SetMousePosition;
function Dpi: Integer; virtual; abstract;
{ Mouse buttons currently pressed. }
function MousePressed: TMouseButtons; virtual; abstract;
{ Is the window focused now, which means that keys/mouse events
are directed to this window. }
function Focused: boolean; virtual; abstract;
{ Keys currently pressed. }
function Pressed: TKeysPressed; virtual; abstract;
function Fps: TFramesPerSecond; virtual; abstract;
property Touches[Index: Integer]: TTouch read GetTouches;
function TouchesCount: Integer; virtual; abstract;
{ Called by controls within this container when something could
change the container focused control (or it's cursor) or Focused or MouseLook.
In practice, called when TUIControl.Cursor or TUIControl.PositionInside
results change.
This recalculates the focused control and the final cursor of
the container, looking at Container's Controls,
testing PositionInside with current mouse position,
and looking at Cursor property of the focused control.
When you add / remove some control
from the Controls list, or when you move mouse (focused changes)
this will also be automatically called
(since focused control or final container cursor may also change then). }
procedure UpdateFocusAndMouseCursor;
{ Internal for implementing mouse look in cameras. }
function IsMousePositionForMouseLook: boolean;
{ Internal for implementing mouse look in cameras. }
procedure MakeMousePositionForMouseLook;
{ Force passing events to given control first, regardless if this control is under mouse cursor.
This control also always has focus.
An example when this is useful is when you use camera MouseLook,
and the associated viewport does not fill the full window
(TCastleAbstractViewport.FullSize is @false, and actual sizes are smaller
than window, and may not include window center). In this case you want
to make sure that motion events get passed to this control,
and that this control has focus (to keep mouse cursor hidden).
This is used only if it is also present on our @link(Controls) list,
as it doesn't make sense otherwise.
We also cannot reliably track it's existence when it's outside our @link(Controls) list
(and we don't want to eagerly @nil this property automatically). }
property ForceCaptureInput: TUIControl
read FForceCaptureInput write FForceCaptureInput;
published
{ How OnRender callback fits within various Render methods of our
@link(Controls).
@unorderedList(
@item(rs2D means that OnRender is called at the end,
after all our @link(Controls) (3D and 2D) are drawn.)
@item(rs3D means that OnRender is called after all other
@link(Controls) with rs3D draw style, but before any 2D
controls.
This is suitable if you want to draw something 3D,
that may be later covered by 2D controls.)
)
}
property RenderStyle: TRenderStyle
read FRenderStyle write FRenderStyle default rs2D;
property TooltipDelay: TMilisecTime read FTooltipDelay write FTooltipDelay
default DefaultTooltipDelay;
property TooltipDistance: Cardinal read FTooltipDistance write FTooltipDistance
default DefaultTooltipDistance;
end;
{ Base class for things that listen to user input: cameras and 2D controls. }
TInputListener = class(TComponent)
private
FOnVisibleChange: TNotifyEvent;
FContainer: TUIContainer;
FCursor: TMouseCursor;
FOnCursorChange: TNotifyEvent;
FExclusiveEvents: boolean;
procedure SetCursor(const Value: TMouseCursor);
protected
{ Container sizes.
@groupBegin }
function ContainerWidth: Cardinal;
function ContainerHeight: Cardinal;
function ContainerRect: TRectangle;
function ContainerSizeKnown: boolean;
{ @groupEnd }
procedure SetContainer(const Value: TUIContainer); virtual;
{ Called when @link(Cursor) changed.
In TUIControl class, just calls OnCursorChange. }
procedure DoCursorChange; virtual;
public
constructor Create(AOwner: TComponent); override;
(*Handle press or release of a key, mouse button or mouse wheel.
Return @true if the event was somehow handled.
In this class this always returns @false, when implementing
in descendants you should override it like
@longCode(#
Result := inherited;
if Result then Exit;
{ ... And do the job here.
In other words, the handling of events in inherited
class should have a priority. }
#)
Note that releasing of mouse wheel is not implemented for now,
neither by CastleWindow or Lazarus CastleControl.
@groupBegin *)
function Press(const Event: TInputPressRelease): boolean; virtual;
function Release(const Event: TInputPressRelease): boolean; virtual;
{ @groupEnd }
{ Motion of mouse or touch. }
function Motion(const Event: TInputMotion): boolean; virtual;
{ Rotation detected by sensor.
Used for example by 3Dconnexion devices or touch controls.
@param X X axis (tilt forward/backwards)
@param Y Y axis (rotate)
@param Z Z axis (tilt sidewards)
@param Angle Angle of rotation
@param(SecondsPassed The time passed since last SensorRotation call.
This is necessary because some sensors, e.g. 3Dconnexion,
may *not* reported as often as normal @link(Update) calls.) }
function SensorRotation(const X, Y, Z, Angle: Double; const SecondsPassed: Single): boolean; virtual;
{ Translation detected by sensor.
Used for example by 3Dconnexion devices or touch controls.
@param X X axis (move left/right)
@param Y Y axis (move up/down)
@param Z Z axis (move forward/backwards)
@param Length Length of the vector consisting of the above
@param(SecondsPassed The time passed since last SensorRotation call.
This is necessary because some sensors, e.g. 3Dconnexion,
may *not* reported as often as normal @link(Update) calls.) }
function SensorTranslation(const X, Y, Z, Length: Double; const SecondsPassed: Single): boolean; virtual;
{ Control may do here anything that must be continously repeated.
E.g. camera handles here falling down due to gravity,
rotating model in Examine mode, and many more.
@param(SecondsPassed Should be calculated like TFramesPerSecond.UpdateSecondsPassed,
and usually it's in fact just taken from TCastleWindowCustom.Fps.UpdateSecondsPassed.)
This method may be used, among many other things, to continously
react to the fact that user pressed some key (or mouse button).
For example, if holding some key should move some 3D object,
you should do something like:
@longCode(#
if HandleInput then
begin
if Container.Pressed[K_Right] then
Transform.Position += Vector3Single(SecondsPassed * 10, 0, 0);
HandleInput := not ExclusiveEvents;
end;
#)
Instead of directly using a key code, consider also
using TInputShortcut that makes the input key nicely configurable.
See engine tutorial about handling inputs.
Multiplying movement by SecondsPassed makes your
operation frame-rate independent. Object will move by 10
units in a second, regardless of how many FPS your game has.
The code related to HandleInput is important if you write
a generally-useful control that should nicely cooperate with all other
controls, even when placed on top of them or under them.
The correct approach is to only look at pressed keys/mouse buttons
if HandleInput is @true. Moreover, if you did check
that HandleInput is @true, and you did actually handle some keys,
then you have to set @code(HandleInput := not ExclusiveEvents).
As ExclusiveEvents is @true in normal circumstances,
this will prevent the other controls (behind the current control)
from handling the keys (they will get HandleInput = @false).
And this is important to avoid doubly-processing the same key press,
e.g. if two controls react to the same key, only the one on top should
process it.
Note that to handle a single press / release (like "switch
light on when pressing a key") you should rather
use @link(Press) and @link(Release) methods. Use this method
only for continous handling (like "holding this key makes
the light brighter and brighter").
To understand why such HandleInput approach is needed,
realize that the "Update" events are called
differently than simple mouse and key events like "Press" and "Release".
"Press" and "Release" events
return whether the event was somehow "handled", and the container
passes them only to the controls under the mouse (decided by
PositionInside). And as soon as some control says it "handled"
the event, other controls (even if under the mouse) will not
receive the event.
This approach is not suitable for Update events. Some controls
need to do the Update job all the time,
regardless of whether the control is under the mouse and regardless
of what other controls already did. So all controls (well,
all controls that exist, in case of TUIControl,
see TUIControl.GetExists) receive Update calls.
So the "handled" status is passed through HandleInput.
If a control is not under the mouse, it will receive HandleInput
= @false. If a control is under the mouse, it will receive HandleInput
= @true as long as no other control on top of it didn't already
change it to @false. }
procedure Update(const SecondsPassed: Single;
var HandleInput: boolean); virtual;
{ Called always when some visible part of this control
changes. In the simplest case, this is used by the controls manager to
know when we need to redraw the control.
In this class this simply calls OnVisibleChange (if assigned). }
procedure VisibleChange; virtual;
{ Called always when some visible part of this control
changes. In the simplest case, this is used by the controls manager to
know when we need to redraw the control.
Be careful when handling this event, various changes may cause this,
so be prepared to handle OnVisibleChange at every time.
@seealso VisibleChange }
property OnVisibleChange: TNotifyEvent
read FOnVisibleChange write FOnVisibleChange;
{ Allow window containing this control to suspend waiting for user input.
Typically you want to override this to return @false when you do
something in the overridden @link(Update) method.
In this class, this simply returns always @true.
@seeAlso TCastleWindowCustom.AllowSuspendForInput }
function AllowSuspendForInput: boolean; virtual;
{ Called always when the container (component or window with OpenGL context)
size changes. Called only when the OpenGL context of the container
is initialized, so you can be sure that this is called only between
GLContextOpen and GLContextClose.
We also make sure to call this once when inserting into
the container controls list
(like @link(TCastleWindowCustom.Controls) or
@link(TCastleControlCustom.Controls)), if inserting into the container
with already initialized OpenGL context. If inserting into the container
without OpenGL context initialized, it will be called later,
when OpenGL context will get initialized, right after GLContextOpen.
In other words, this is always called to let the control know
the size of the container, if and only if the OpenGL context is
initialized. }
procedure ContainerResize(const AContainerWidth, AContainerHeight: Cardinal); virtual;
{ Container of this control. When adding control to container's Controls
list (like TCastleWindowCustom.Controls) container will automatically
set itself here, and when removing from container this will be changed
back to @nil.
May be @nil if this control is not yet inserted into any container. }
property Container: TUIContainer read FContainer write SetContainer;
{ Mouse cursor over this control.
When user moves mouse over the Container, the currently focused
(topmost under the cursor) control determines the mouse cursor look. }
property Cursor: TMouseCursor read FCursor write SetCursor default mcDefault;
{ Event called when the @link(Cursor) property changes.
This event is, in normal circumstances, used by the Container,
so you should not use it in your own programs. }
property OnCursorChange: TNotifyEvent
read FOnCursorChange write FOnCursorChange;
{ Design note: ExclusiveEvents is not published now, as it's too "obscure"
(for normal usage you don't want to deal with it). Also, it's confusing
on TCastleSceneCore, the name suggests it relates to ProcessEvents (VRML events,
totally not related to this property that is concerned with handling
TUIControl events.) }
{ Should we disable further mouse / keys handling for events that
we already handled in this control. If @true, then our events will
return @true for mouse and key events handled.
This means that events will not be simultaneously handled by both this
control and some other (or camera or normal window callbacks),
which is usually more sensible, but sometimes somewhat limiting. }
property ExclusiveEvents: boolean
read FExclusiveEvents write FExclusiveEvents default true;
end;
{ Basic user interface control class. All controls derive from this class,
overriding chosen methods to react to some events.
Various user interface containers (things that directly receive messages
from something outside, like operating system, windowing library etc.)
implement support for such controls.
Control may handle mouse/keyboard input, see Press and Release
methods.
Various methods return boolean saying if input event is handled.
The idea is that not handled events are passed to the next
control suitable. Handled events are generally not processed more
--- otherwise the same event could be handled by more than one listener,
which is bad. Generally, return ExclusiveEvents if anything (possibly)
was done (you changed any field value etc.) as a result of this,
and only return @false when you're absolutely sure that nothing was done
by this control.
All screen (mouse etc.) coordinates passed here should be in the usual
window system coordinates, that is (0, 0) is left-top window corner.
(Note that this is contrary to the usual OpenGL 2D system,
where (0, 0) is left-bottom window corner.) }
TUIControl = class(TInputListener)
private
FDisableContextOpenClose: Cardinal;
FFocused: boolean;
FGLInitialized: boolean;
FExists: boolean;
FRenderStyle: TRenderStyle;
procedure SetExists(const Value: boolean);
public
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
{ Return whether item really exists, see @link(Exists).
Non-existing item does not receive any of the render or input or update calls.
They only receive @link(GLContextOpen), @link(GLContextClose), @link(ContainerResize)
calls.
It TUIControl class, this returns the value of @link(Exists) property.
May be overridden in descendants, to return something more complicated,
but it should always be a logical "and" with the inherited @link(GetExists)
implementation (so setting the @code(Exists := false) will always work),
like
@longCode(#
Result := (inherited GetExists) and MyComplicatedConditionForExists;
#) }
function GetExists: boolean; virtual;
{ Is given position inside this control.
Returns always @false in this class.
Always treated like @false when GetExists returns @false,
so the implementation of this method only needs to make checks assuming that
GetExists = @true. }
function PositionInside(const Position: TVector2Single): boolean; virtual;
{ Prepare your resources, right before drawing.
Called only when @link(GetExists) and GLInitialized. }
procedure BeforeRender; virtual;
{ Render a control. Called only when @link(GetExists) and GLInitialized,
you can depend on it in the implementation of this method.
Before calling this method we always set some OpenGL state,
and you can depend on it (and you can carelessly change it,
as it will be reset again before rendering other control).
(In Castle Game Engine < 5.1.0, the rules were more complicated
and depending on RenderStyle. This is no longer the case,
RenderStyle now determines only the render order,
allowing TCastleSceneManager to be used in the middle of 2D controls.)
OpenGL state always set:
@unorderedList(
@item(@italic((For fixed-function pipeline.))
The 2D orthographic projection is always set at the beginning.
Useful for 2D controls, 3D controls can just override projection
matrix, e.g. use @link(PerspectiveProjection).)
@item(glViewport is set to include whole container.)
@item(@italic((For fixed-function pipeline.))
The modelview matrix is set to identity. The matrix mode
is always identity.)
@item(The raster position @italic((for fixed-function pipeline.))
and (deprecated) WindowPos are set to 0,0.)
@item(Scissor is off, depth test is off.)
@item(@italic((For fixed-function pipeline.))
Texturing, lighting, fog is off.)
) }
procedure Render; virtual;
{ Determines the rendering order.
All controls with RenderStyle = rs3D are drawn first.
Then all the controls with RenderStyle = rs2D are drawn.
Among the controls with equal RenderStyle, their order
on TUIContainer.Controls list determines the rendering order. }
property RenderStyle: TRenderStyle read FRenderStyle write FRenderStyle default rs2D;
{ Deprecated, you should rather override @link(Render) method. }
procedure Draw; virtual; deprecated;
{ Render a tooltip of this control. If you want to have tooltip for
this control detected, you have to override TooltipExists.
Then the TCastleWindowCustom.TooltipVisible will be detected,
and your TooltipRender will be called.
The values of rs2D and rs3D are interpreted in the same way
as RenderStyle. And TooltipRender is called in the same way as @link(Render),
so e.g. you can safely assume that modelview matrix is identity
and (for 2D) WindowPos is zero.
TooltipRender is always called as a last (front-most) 2D or 3D control.
@groupBegin }
function TooltipStyle: TRenderStyle; virtual;
function TooltipExists: boolean; virtual;
procedure TooltipRender; virtual;
{ @groupEnd }
{ Initialize your OpenGL resources.
This is called when OpenGL context of the container is created,
or when the control is added to the already existing context.
In other words, this is the moment when you can initialize
OpenGL resources, like display lists, VBOs, OpenGL texture names, etc.
As an exception, this is called regardless of the GetExists value.
This way a control can prepare it's resources, regardless if it exists now. }
procedure GLContextOpen; virtual;
{ Destroy your OpenGL resources.
Called when OpenGL context of the container is destroyed.
Also called when controls is removed from the container
@code(Controls) list. Also called from the destructor.
You should release here any resources that are tied to the
OpenGL context. In particular, the ones created in GLContextOpen.
As an exception, this is called regardless of the GetExists value.
This way a control can release it's resources, regardless if it exists now. }
procedure GLContextClose; virtual;
property GLInitialized: boolean read FGLInitialized default false;
{ When non-zero, control will not receive GLContextOpen and
GLContextClose events when it is added/removed from the
@link(TUIContainer.Controls) list.
This can be useful as an optimization, to keep the OpenGL resources
created even for controls that are not present on the
@link(TUIContainer.Controls) list. @italic(This must used
very, very carefully), as bad things will happen if the actual OpenGL
context will be destroyed while the control keeps the OpenGL resources
(because it had DisableContextOpenClose > 0). The control will then
remain having incorrect OpenGL resource handles, and will try to use them,
causing OpenGL errors or at least weird display artifacts.
Most of the time, when you think of using this, you should instead
use the @link(TUIControl.Exists) property. This allows you to keep the control
of the @link(TUIContainer.Controls) list, and it will be receive
GLContextOpen and GLContextClose events as usual, but will not exist
for all other purposes.
Using this mechanism is only sensible if you want to reliably hide a control,
but also allow readding it to the @link(TUIContainer.Controls) list,
and then you want to show it again. This is useful for CastleWindowModes,
that must push (and then pop) the controls, but then allows the caller
to modify the controls list. And some games, e.g. castle1, add back
some (but not all) of the just-hidden controls. For example the TCastleNotifications
instance is added back, to be visible even in the menu mode.
This means that CastleWindowModes cannot just modify the TUIContainer.Exists
value, leaving the control on the @link(TUIContainer.Controls) list:
it would leave the TUIControl existing many times on the @link(TUIContainer.Controls)
list, with the undefined TUIContainer.Exists value. }
property DisableContextOpenClose: Cardinal
read FDisableContextOpenClose write FDisableContextOpenClose;
{ Called when this control becomes or stops being focused.
In this class, they simply update Focused property. }
procedure SetFocused(const Value: boolean); virtual;
property Focused: boolean read FFocused write SetFocused;
published
{ Not existing control is not visible, it doesn't receive input
and generally doesn't exist from the point of view of user.
You can also remove this from controls list (like
@link(TCastleWindowCustom.Controls)), but often it's more comfortable
to set this property to false. }
property Exists: boolean read FExists write SetExists default true;
end;
{ Position for relative layout of one control in respect to another.
@deprecated Deprecated, rather use cleaner
THorizontalPosition and TVerticalPosition.
}
TPositionRelative = (
prLow,
prMiddle,
prHigh
) {$ifndef PASDOC} deprecated {$endif};
{ TUIControl that has a position and takes some rectangular space
on the container.
The position is controlled using the Left, Bottom fields.
The rectangle where the control is visible can be queried using
the @link(Rect) virtual method.
Note that each descendant has it's own definition of the size of the control.
E.g. some descendants may automatically calculate the size
(based on text or images or such placed within the control).
Some descendants may allow to control the size explicitly
using fields like Width, Height, FullSize.
Some descendants may allow both approaches, switchable by
property like TCastleButton.AutoSize or TCastleImageControl.Stretch. }
TUIRectangularControl = class(TUIControl)
private
FLeft: Integer;
FBottom: Integer;
{ This takes care of some internal quirks with saving Left property
correctly. (Because TComponent doesn't declare, but saves/loads a "magic"
property named Left during streaming. This is used to place non-visual
components on the form. Our Left is completely independent from this.) }
procedure ReadRealLeft(Reader: TReader);
procedure WriteRealLeft(Writer: TWriter);
Procedure ReadLeft(Reader: TReader);
Procedure ReadTop(Reader: TReader);
Procedure WriteLeft(Writer: TWriter);
Procedure WriteTop(Writer: TWriter);
procedure SetLeft(const Value: Integer);
procedure SetBottom(const Value: Integer);
protected
procedure DefineProperties(Filer: TFiler); override;
public
{ Position and size of this control, assuming it exists.
This must ignore the current value of the @link(GetExists) method
and @link(Exists) property, that is: the result of this function
assumes that control does exist. }
function Rect: TRectangle; virtual; abstract;
{ Position the control with respect to the container
by adjusting @link(Left).
Deprecated, use @link(Align) with THorizontalPosition. }
procedure AlignHorizontal(
const ControlPosition: TPositionRelative = prMiddle;
const ContainerPosition: TPositionRelative = prMiddle;
const X: Integer = 0); deprecated;
{ Position the control with respect to the container
by adjusting @link(Left). }
procedure Align(
const ControlPosition: THorizontalPosition;
const ContainerPosition: THorizontalPosition;
const X: Integer = 0);
{ Position the control with respect to the container
by adjusting @link(Bottom).
Deprecated, use @link(Align) with TVerticalPosition. }
procedure AlignVertical(
const ControlPosition: TPositionRelative = prMiddle;
const ContainerPosition: TPositionRelative = prMiddle;
const Y: Integer = 0); deprecated;
{ Position the control with respect to the container
by adjusting @link(Bottom). }
procedure Align(
const ControlPosition: TVerticalPosition;
const ContainerPosition: TVerticalPosition;
const Y: Integer = 0);
{ Center the control within the container both horizontally and vertically. }
procedure Center;
published
property Left: Integer read FLeft write SetLeft stored false default 0;
property Bottom: Integer read FBottom write SetBottom default 0;
end;
TUIControlPos = TUIRectangularControl deprecated;
TUIControlList = class(TCastleObjectList)
private
{$ifndef VER2_6}
{ Using this causes random crashes in -dRELEASE with FPC 2.6.x. }
type
TEnumerator = class
private
FList: TUIControlList;
FPosition: Integer;
function GetCurrent: TUIControl;
public
constructor Create(AList: TUIControlList);
function MoveNext: Boolean;
property Current: TUIControl read GetCurrent;
end;
{$endif}
function GetItem(const I: Integer): TUIControl;
procedure SetItem(const I: Integer; const Item: TUIControl);
public
property Items[I: Integer]: TUIControl read GetItem write SetItem; default;
procedure Add(Item: TUIControl);
procedure Insert(Index: Integer; Item: TUIControl);
{$ifndef VER2_6}
function GetEnumerator: TEnumerator;
{$endif}
{ Add at the beginning of the list.
This is just a shortcut for @code(Insert(0, NewItem)),
but makes it easy to remember that controls at the beginning of the list
are in front (they get key/mouse events first). }
procedure InsertFront(const NewItem: TUIControl);
{ Add at the end of the list.
This is just another name for @code(Add(NewItem)), but makes it easy
to remember that controls at the end of the list are at the back
(they get key/mouse events last). }
procedure InsertBack(const NewItem: TUIControl);
{ BeginDisableContextOpenClose disables sending
TUIControl.GLContextOpen and TUIControl.GLContextClose to all the controls
on the list. EndDisableContextOpenClose ends this.
They work by increasing / decreasing the TUIControl.DisableContextOpenClose
for all the items on the list.
@groupBegin }
procedure BeginDisableContextOpenClose;
procedure EndDisableContextOpenClose;
{ @groupEnd }
end;
TGLContextEvent = procedure;
TGLContextEventList = class(specialize TGenericStructList<TGLContextEvent>)
public
{ Call all items, first to last. }
procedure ExecuteForward;
{ Call all items, last to first. }
procedure ExecuteBackward;
end;
{ Global callbacks called when OpenGL context (like Lazarus TCastleControl
or TCastleWindow) is open/closed.
Useful for things that want to be notified
about OpenGL context existence, but cannot refer to a particular instance
of TCastleControl or TCastleWindow.
Note that we may have many OpenGL contexts (TCastleWindow or TCastleControl)
open simultaneously. They all share OpenGL resources.
OnGLContextOpen is called when first OpenGL context is open,
that is: no previous context was open.
OnGLContextClose is called when last OpenGL context is closed,
that is: no more contexts remain open.
Note that this implies that they may be called many times:
e.g. if you open one window, then close it, then open another
window then close it.
Callbacks on OnGLContextOpen are called from first to last.
Callbacks on OnGLContextClose are called in reverse order,
so OnGLContextClose[0] is called last.
@groupBegin }
function OnGLContextOpen: TGLContextEventList;
function OnGLContextClose: TGLContextEventList;
{ @groupEnd }
const
{ Deprecated name for rs2D. }
ds2D = rs2D deprecated;
{ Deprecated name for rs3D. }
ds3D = rs3D deprecated;
prLeft = prLow deprecated;
prRight = prHigh deprecated;
prBottom = prLow deprecated;
prTop = prHigh deprecated;
hpLeft = CastleRectangles.hpLeft ;
hpMiddle = CastleRectangles.hpMiddle;
hpRight = CastleRectangles.hpRight ;
vpBottom = CastleRectangles.vpBottom;
vpMiddle = CastleRectangles.vpMiddle;
vpTop = CastleRectangles.vpTop ;
implementation
uses CastleLog;
{ TTouchList ----------------------------------------------------------------- }
function TTouchList.FindFingerIndex(const FingerIndex: TFingerIndex): Integer;
begin
for Result := 0 to Count - 1 do
if L[Result].FingerIndex = FingerIndex then
Exit;
Result := -1;
end;
function TTouchList.GetFingerIndexPosition(const FingerIndex: TFingerIndex): TVector2Single;
var
Index: Integer;
begin
Index := FindFingerIndex(FingerIndex);
if Index <> -1 then
Result := L[Index].Position else
Result := ZeroVector2Single;
end;
procedure TTouchList.SetFingerIndexPosition(const FingerIndex: TFingerIndex;
const Value: TVector2Single);
var
Index: Integer;
NewTouch: PTouch;
begin
Index := FindFingerIndex(FingerIndex);
if Index <> -1 then
L[Index].Position := Value else
begin
NewTouch := Add;
NewTouch^.FingerIndex := FingerIndex;
NewTouch^.Position := Value;
end;
end;
procedure TTouchList.RemoveFingerIndex(const FingerIndex: TFingerIndex);
var
Index: Integer;
begin
Index := FindFingerIndex(FingerIndex);
if Index <> -1 then
Delete(Index);
end;
{ TContainerControls --------------------------------------------------------- }
type
{ List of 2D controls (TContainerControls) to implement containers
(like TCastleWindow or TCastleControl). }
TContainerControls = class(TUIControlList)
private
Container: TUIContainer;
public
constructor Create(const FreeObjects: boolean; const AContainer: TUIContainer);
{ Takes care to react to add/remove notifications,
doing appropriate operations with parent Container. }
procedure Notify(Ptr: Pointer; Action: TListNotification); override;
end;
constructor TContainerControls.Create(const FreeObjects: boolean;
const AContainer: TUIContainer);
begin
inherited Create(FreeObjects);
Container := AContainer;
end;
procedure TContainerControls.Notify(Ptr: Pointer; Action: TListNotification);
var
C: TUIControl absolute Ptr;
begin
inherited;
C := TUIControl(Ptr);
case Action of
lnAdded:
begin
{ Make sure Container.ControlsVisibleChange (which in turn calls Invalidate)
will be called when a control calls OnVisibleChange.
We 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 user code will assign OnVisibleChange callback to some
custom method --- we will not touch it anymore. That's safer.
Athough in general user code should not change OnVisibleChange for controls
on this list, to keep automatic Invalidate working. }
if C.OnVisibleChange = nil then
C.OnVisibleChange := @Container.ControlsVisibleChange;
{ Register Container to be notified of control destruction. }
C.FreeNotification(Container);
C.Container := Container;
if Container.GLInitialized 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 Container.GLInitialized and
(C.DisableContextOpenClose = 0) then
C.GLContextClose;
if C.OnVisibleChange = @Container.ControlsVisibleChange then
C.OnVisibleChange := nil;
C.RemoveFreeNotification(Container);
Container.DetachNotification(C);
C.Container := nil;
end;
else raise EInternalError.Create('TContainerControls.Notify action?');
end;
{ This notification may get called during FreeAndNil(FControls)
in TUIContainer.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
begin
Container.UpdateFocusAndMouseCursor;
Container.Invalidate;
end;
end;
{ TUIContainer --------------------------------------------------------------- }
constructor TUIContainer.Create(AOwner: TComponent);
begin
inherited;
FControls := TContainerControls.Create(false, Self);
FRenderStyle := rs2D;
FTooltipDelay := DefaultTooltipDelay;
FTooltipDistance := DefaultTooltipDistance;
FCaptureInput := TFingerIndexCaptureMap.Create;
{ 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 TUIContainer.Destroy;
begin
FreeAndNil(FControls);
FreeAndNil(Mouse3d);
FreeAndNil(FCaptureInput);
inherited;
end;
procedure TUIContainer.Notification(AComponent: TComponent; Operation: TOperation);
begin
inherited;
{ 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);
DetachNotification(TUIControl(AComponent));
end;
end;
procedure TUIContainer.DetachNotification(const C: TUIControl);
var
CaptureIndex: Integer;
begin
if C = FFocus then FFocus := nil;
CaptureIndex := FCaptureInput.IndexOfData(C);
if CaptureIndex <> -1 then
FCaptureInput.Delete(CaptureIndex);
end;
function TUIContainer.UseForceCaptureInput: boolean;
begin
Result :=
(ForceCaptureInput <> nil) and
(Controls.IndexOf(ForceCaptureInput) <> -1) and
{ note that before we checked "Controls.IndexOf(ForceCaptureInput) <> -1", we cannot
even assume that ForceCaptureInput is a valid (not freed yet) reference. }
ForceCaptureInput.GetExists;
end;
procedure TUIContainer.UpdateFocusAndMouseCursor;
function CalculateFocus: TUIControl;
var
I: Integer;
C: TUIControl;
begin
for I := 0 to Controls.Count - 1 do
begin
C := Controls[I];
if C.GetExists and C.PositionInside(MousePosition) then
Exit(C);
end;
Result := nil;
end;
function CalculateMouseCursor: TMouseCursor;
begin
if Focus <> nil then
begin
Result := Focus.Cursor;
{ do not hide when container is not focused (mouse look doesn't work
then too, so better to hide mouse) }
if (not Focused) and (Result = mcNone) then
Result := mcDefault;
end else
Result := mcDefault;
end;
var
NewFocus: TUIControl;
begin
if UseForceCaptureInput then
NewFocus := ForceCaptureInput else
if FCaptureInput.IndexOf(0) <> -1 then
NewFocus := FCaptureInput[0] else
NewFocus := CalculateFocus;
if NewFocus <> Focus then
begin
if Focus <> nil then Focus.Focused := false;
FFocus := NewFocus;
if Focus <> nil then Focus.Focused := true;
end;
Cursor := CalculateMouseCursor;
end;
procedure TUIContainer.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 HasLastPositionForTooltip) or
(PointsDistanceSqr(LastPositionForTooltip, MousePosition) >
Sqr(TooltipDistance)) then
begin
HasLastPositionForTooltip := true;
LastPositionForTooltip := MousePosition;
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 Invalidate) when there's no tooltip possible. }
(Focus <> nil) and
Focus.TooltipExists 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 LastPositionForTooltip. 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 LastPositionForTooltip more often,
as it would disable the purpose of TooltipDistance: faster
mouse movement should hide the tooltip. }
LastPositionForTooltip := MousePosition;
{ also update TooltipPosition }
FTooltipPosition := MousePosition;
end;
Invalidate;
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
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;
Tx := 0; { make sure they are initialized }
Ty := 0;
Tz := 0;
TLength := 0;
Mouse3D.GetSensorTranslation(Tx, Ty, Tz, TLength);
Rx := 0; { make sure they are initialized }
Ry := 0;
Rz := 0;
RAngle := 0;
Mouse3D.GetSensorRotation(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.GetExists and C.PositionInside(MousePosition) then
begin
C.SensorTranslation(Tx, Ty, Tz, TLength, Mouse3dPollSpeed);
C.SensorRotation(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 existing controls, we look
at PositionInside and track HandleInput values.
See TUIControl.Update for explanation. }
HandleInput := true;
{ ForceCaptureInput has the 1st chance to process inputs }
if UseForceCaptureInput then
ForceCaptureInput.Update(Fps.UpdateSecondsPassed, HandleInput);
I := 0; // while loop, in case some Update method changes the Controls list
while I < Controls.Count do
begin
C := Controls[I];
if C.GetExists and (C <> ForceCaptureInput) then
begin
if C.PositionInside(MousePosition) then
begin
C.Update(Fps.UpdateSecondsPassed, HandleInput);
end else
begin
Dummy := false;
C.Update(Fps.UpdateSecondsPassed, Dummy);
end;
end;
Inc(I);
end;
if Assigned(OnUpdate) then OnUpdate(Self);
end;
function TUIContainer.EventPress(const Event: TInputPressRelease): boolean;
var
I: Integer;
C: TUIControl;
begin
Result := false;
{ pass to ForceCaptureInput }
if UseForceCaptureInput then
begin
if ForceCaptureInput.Press(Event) then
Exit(true);
end;
{ pass to all Controls }
for I := 0 to Controls.Count - 1 do
begin
C := Controls[I];
if C.GetExists and C.PositionInside(Event.Position) and (C <> ForceCaptureInput) then
if C.Press(Event) then
begin
{ We have to check whether C.Container = Self. That is because
the implementation of control's Press method could remove itself
from our Controls list. Consider e.g. TCastleOnScreenMenu.Press
that may remove itself from the Window.Controls list when clicking
"close menu" item. We cannot, in such case, save a reference to
this control in FCaptureInput, because we should not speak with it
anymore (we don't know when it's destroyed, we cannot call it's
Release method because it has Container = nil, and so on). }
if (Event.EventType = itMouseButton) and
(C.Container = Self) then
FCaptureInput[Event.FingerIndex] := C;
Exit(true);
end;
end;
{ pass to container event }
if Assigned(OnPress) then
begin
OnPress(Self, Event);
Result := true;
end;
end;
function TUIContainer.EventRelease(const Event: TInputPressRelease): boolean;
var
I, CaptureIndex: Integer;
C, Capture: TUIControl;
begin
Result := false;
{ pass to ForceCaptureInput }
if UseForceCaptureInput then
begin
if ForceCaptureInput.Release(Event) then
Exit(true);
end;
{ pass to control holding capture }
CaptureIndex := FCaptureInput.IndexOf(Event.FingerIndex);
if (CaptureIndex <> -1) and
not FCaptureInput.Data[CaptureIndex].GetExists then
begin
{ No longer capturing, since the GetExists returns false now.
We do not send any events to non-existing controls. }
FCaptureInput.Delete(CaptureIndex);
CaptureIndex := -1;
end;
if CaptureIndex <> -1 then
Capture := FCaptureInput.Data[CaptureIndex] else
Capture := nil;
if (CaptureIndex <> -1) and (MousePressed = []) then
begin
{ No longer capturing, but will receive the Release event. }
FCaptureInput.Delete(CaptureIndex);
end;
if (Capture <> nil) and (Capture <> ForceCaptureInput) then
begin
Result := Capture.Release(Event);
Exit;
end;
{ pass to all Controls }
for I := 0 to Controls.Count - 1 do
begin
C := Controls[I];
if C.GetExists and C.PositionInside(Event.Position) and (C <> ForceCaptureInput) then
if C.Release(Event) then
Exit(true);
end;
{ pass to container event }
if Assigned(OnRelease) then
begin
OnRelease(Self, Event);
Result := true;
end;
end;
procedure TUIContainer.EventOpen(const OpenWindowsCount: Cardinal);
var
I: Integer;
C: TUIControl;
begin
if OpenWindowsCount = 1 then
OnGLContextOpen.ExecuteForward;
{ Call GLContextOpen on controls before OnOpen,
this way OnOpen has controls with GLInitialized = true,
so using SaveScreen etc. makes more sense there. }
for I := 0 to Controls.Count - 1 do
begin
C := Controls[I];
{ Check here C.GLInitialized to not call C.GLContextOpen twice.
Control may have GL resources already initialized if it was added
e.g. from Application.OnInitialize before EventOpen. }
if not C.GLInitialized then
C.GLContextOpen;
end;
if Assigned(OnOpen) then OnOpen(Self);
if Assigned(OnOpenObject) then OnOpenObject(Self);
end;
procedure TUIContainer.EventClose(const OpenWindowsCount: Cardinal);
var
I: Integer;
C: TUIControl;
begin
{ Call GLContextClose on controls after OnClose,
consistent with inverse order in OnOpen. }
if Assigned(OnCloseObject) then OnCloseObject(Self);
if Assigned(OnClose) then OnClose(Self);
{ call GLContextClose on controls before OnClose.
This may be called from Close, which may be called from TCastleWindowCustom destructor,
so prepare for Controls being possibly nil now. }
if Controls <> nil then
begin
for I := 0 to Controls.Count - 1 do
begin
C := Controls[I];
if C.GLInitialized then
C.GLContextClose;
end;
end;
if OpenWindowsCount = 1 then
OnGLContextClose.ExecuteBackward;
end;
function TUIContainer.AllowSuspendForInput: boolean;
var
I: Integer;
C: TUIControl;
begin
Result := true;
{ 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.TooltipExists then
Exit(false);
for I := 0 to Controls.Count - 1 do
begin
C := Controls[I];
if C.GetExists then
begin
Result := C.AllowSuspendForInput;
if not Result then Exit;
end;
end;
end;
procedure TUIContainer.EventMotion(const Event: TInputMotion);
var
I, CaptureIndex: Integer;
C: TUIControl;
begin
UpdateFocusAndMouseCursor;
{ pass to ForceCaptureInput }
if UseForceCaptureInput then
begin
if ForceCaptureInput.Motion(Event) then
Exit;
end;
{ pass to control holding capture }
CaptureIndex := FCaptureInput.IndexOf(Event.FingerIndex);
if (CaptureIndex <> -1) and
not FCaptureInput.Data[CaptureIndex].GetExists then
begin
{ No longer capturing, since the GetExists returns false now.
We do not send any events to non-existing controls. }
FCaptureInput.Delete(CaptureIndex);
CaptureIndex := -1;
end;
if (CaptureIndex <> -1) and (FCaptureInput.Data[CaptureIndex] <> ForceCaptureInput) then
begin
FCaptureInput.Data[CaptureIndex].Motion(Event);
Exit;
end;
{ pass to all Controls }
for I := 0 to Controls.Count - 1 do
begin
C := Controls[I];
if C.GetExists and C.PositionInside(Event.Position) and (C <> ForceCaptureInput) then
begin
if C.Motion(Event) then
Exit;
end;
end;
{ pass to container event }
if Assigned(OnMotion) then
OnMotion(Self, Event);
end;
procedure TUIContainer.ControlsVisibleChange(Sender: TObject);
begin
Invalidate;
end;
procedure TUIContainer.EventBeforeRender;
var
I: Integer;
C: TUIControl;
begin
for I := 0 to Controls.Count - 1 do
begin
C := Controls[I];
if C.GetExists and C.GLInitialized then
C.BeforeRender;
end;
if Assigned(OnBeforeRender) then OnBeforeRender(Self);
end;
procedure TUIContainer.EventResize;
var
I: Integer;
C: TUIControl;
begin
for I := 0 to Controls.Count - 1 do
begin
C := Controls[I];
C.ContainerResize(Width, Height);
end;
{ This way control's get ContainerResize before our OnResize,
useful to process them all reliably in OnResize. }
if Assigned(OnResize) then OnResize(Self);
end;
function TUIContainer.Controls: TUIControlList;
begin
Result := TUIControlList(FControls);
end;
function TUIContainer.IsMousePositionForMouseLook: boolean;
var
P: TVector2Single;
begin
P := MousePosition;
Result := (P[0] = Width div 2) and (P[1] = Height div 2);
end;
procedure TUIContainer.MakeMousePositionForMouseLook;
begin
{ Paranoidally check is position different, to avoid setting
MousePosition in every Update. Setting MousePosition should be optimized
for this case (when position is already set), but let's check anyway.
This also avoids infinite loop, when setting MousePosition,
getting Motion event, setting MousePosition, getting Motion event...
in a loop.
Not really likely (as messages will be queued, and some
MousePosition setting will finally just not generate event Motion),
but I want to safeguard anyway. }
{
WritelnLog('ml', Format('Mouse Position is %f,%f. Good for mouse look? %s. Setting pos to %f,%f if needed',
[MousePosition[0],
MousePosition[1],
BoolToStr[IsMousePositionForMouseLook],
Single(Width div 2),
Single(Height div 2)]));
}
if (not IsMousePositionForMouseLook) and Focused then
{ Note: setting to float position (ContainerWidth/2, ContainerHeight/2)
seems simpler, but is risky: we if the backend doesn't support sub-pixel accuracy,
we will never be able to position mouse exactly at half pixel. }
MousePosition := Vector2Single(Width div 2, Height div 2);
end;
{ TInputListener ------------------------------------------------------------- }
constructor TInputListener.Create(AOwner: TComponent);
begin
inherited;
FExclusiveEvents := true;
FCursor := mcDefault;
end;
function TInputListener.Press(const Event: TInputPressRelease): boolean;
begin
Result := false;
end;
function TInputListener.Release(const Event: TInputPressRelease): boolean;
begin
Result := false;
end;
function TInputListener.Motion(const Event: TInputMotion): boolean;
begin
Result := false;
end;
function TInputListener.SensorRotation(const X, Y, Z, Angle: Double; const SecondsPassed: Single): boolean;
begin
Result := false;
end;
function TInputListener.SensorTranslation(const X, Y, Z, Length: Double; const SecondsPassed: Single): boolean;
begin
Result := false;
end;
procedure TInputListener.Update(const SecondsPassed: Single;
var HandleInput: boolean);
begin
end;
procedure TInputListener.VisibleChange;
begin
if Assigned(OnVisibleChange) then
OnVisibleChange(Self);
end;
function TInputListener.AllowSuspendForInput: boolean;
begin
Result := true;
end;
procedure TInputListener.ContainerResize(const AContainerWidth, AContainerHeight: Cardinal);
begin
end;
function TInputListener.ContainerWidth: Cardinal;
begin
if ContainerSizeKnown then
Result := Container.Width else
Result := 0;
end;
function TInputListener.ContainerHeight: Cardinal;
begin
if ContainerSizeKnown then
Result := Container.Height else
Result := 0;
end;
function TInputListener.ContainerRect: TRectangle;
begin
if ContainerSizeKnown then
Result := Container.Rect else
Result := TRectangle.Empty;
end;
function TInputListener.ContainerSizeKnown: boolean;
begin
{ Note that ContainerSizeKnown is calculated looking at current Container,
without waiting for ContainerResize. This way it works even before
we receive ContainerResize method, which may happen to be useful:
if you insert a SceneManager to a window before it's open (like it happens
with standard scene manager in TCastleWindow and TCastleControl),
and then you do something inside OnOpen that wants to render
this viewport (which may happen if you simply initialize a progress bar
without any predefined loading_image). Scene manager did not receive
a ContainerResize in this case yet (it will receive it from OnResize,
which happens after OnOpen).
See castle_game_engine/tests/testcontainer.pas for cases
when this is really needed. }
Result := (Container <> nil) and Container.GLInitialized;
end;
procedure TInputListener.SetCursor(const Value: TMouseCursor);
begin
if Value <> FCursor then
begin
FCursor := Value;
if Container <> nil then Container.UpdateFocusAndMouseCursor;
DoCursorChange;
end;
end;
procedure TInputListener.DoCursorChange;
begin
if Assigned(OnCursorChange) then OnCursorChange(Self);
end;
procedure TInputListener.SetContainer(const Value: TUIContainer);
begin
FContainer := Value;
end;
{ TUIControl ----------------------------------------------------------------- }
constructor TUIControl.Create(AOwner: TComponent);
begin
inherited;
FExists := true;
end;
destructor TUIControl.Destroy;
begin
GLContextClose;
inherited;
end;
function TUIControl.PositionInside(const Position: TVector2Single): boolean;
begin
Result := false;
end;
procedure TUIControl.Draw;
begin
end;
function TUIControl.TooltipExists: boolean;
begin
Result := false;
end;
procedure TUIControl.BeforeRender;
begin
end;
procedure TUIControl.Render;
begin
{$warnings off}
Draw; // call the deprecated Draw method, to keep it working
{$warnings on}
end;
function TUIControl.TooltipStyle: TRenderStyle;
begin
Result := rs2D;
end;
procedure TUIControl.TooltipRender;
begin
end;
procedure TUIControl.GLContextOpen;
begin
FGLInitialized := true;
end;
procedure TUIControl.GLContextClose;
begin
FGLInitialized := false;
end;
function TUIControl.GetExists: boolean;
begin
Result := FExists;
end;
procedure TUIControl.SetFocused(const Value: boolean);
begin
FFocused := Value;
end;
procedure TUIControl.SetExists(const Value: boolean);
begin
{ Exists is typically used in PositionInside implementations,
so changing it must cause UpdateFocusAndMouseCursor. }
if FExists <> Value then
begin
FExists := Value;
if Container <> nil then Container.UpdateFocusAndMouseCursor;
end;
end;
{ TUIRectangularControl -------------------------------------------------------------- }
{ We store Left property value in file under "tuicontrolpos_real_left" name,
to avoid clashing with TComponent magic "left" property name.
The idea how to do this is taken from TComponent's own implementation
of it's "left" magic property (rtl/objpas/classes/compon.inc). }
procedure TUIRectangularControl.ReadRealLeft(Reader: TReader);
begin
FLeft := Reader.ReadInteger;
end;
procedure TUIRectangularControl.WriteRealLeft(Writer: TWriter);
begin
Writer.WriteInteger(FLeft);
end;
Procedure TUIRectangularControl.ReadLeft(Reader: TReader);
var
D: LongInt;
begin
D := DesignInfo;
LongRec(D).Lo:=Reader.ReadInteger;
DesignInfo := D;
end;
Procedure TUIRectangularControl.ReadTop(Reader: TReader);
var
D: LongInt;
begin
D := DesignInfo;
LongRec(D).Hi:=Reader.ReadInteger;
DesignInfo := D;
end;
Procedure TUIRectangularControl.WriteLeft(Writer: TWriter);
begin
Writer.WriteInteger(LongRec(DesignInfo).Lo);
end;
Procedure TUIRectangularControl.WriteTop(Writer: TWriter);
begin
Writer.WriteInteger(LongRec(DesignInfo).Hi);
end;
procedure TUIRectangularControl.DefineProperties(Filer: TFiler);
Var Ancestor : TComponent;
Temp : longint;
begin
{ Don't call inherited that defines magic left/top.
This would make reading design-time "left" broken, it seems that our
declaration of Left with "stored false" would then prevent the design-time
Left from ever loading.
Instead, we'll save design-time "Left" below, under a special name. }
Filer.DefineProperty('TUIControlPos_RealLeft', @ReadRealLeft, @WriteRealLeft,
FLeft <> 0);
{ Code from fpc/trunk/rtl/objpas/classes/compon.inc }
Temp:=0;
Ancestor:=TComponent(Filer.Ancestor);
If Assigned(Ancestor) then Temp:=Ancestor.DesignInfo;
Filer.Defineproperty('TUIControlPos_Design_Left',@readleft,@writeleft,
(longrec(DesignInfo).Lo<>Longrec(temp).Lo));
Filer.Defineproperty('TUIControlPos_Design_Top',@readtop,@writetop,
(longrec(DesignInfo).Hi<>Longrec(temp).Hi));
end;
procedure TUIRectangularControl.SetLeft(const Value: Integer);
begin
if FLeft <> Value then
begin
FLeft := Value;
if Container <> nil then Container.UpdateFocusAndMouseCursor;
end;
end;
procedure TUIRectangularControl.SetBottom(const Value: Integer);
begin
if FBottom <> Value then
begin
FBottom := Value;
if Container <> nil then Container.UpdateFocusAndMouseCursor;
end;
end;
procedure TUIRectangularControl.Align(
const ControlPosition: THorizontalPosition;
const ContainerPosition: THorizontalPosition;
const X: Integer = 0);
begin
Left := Rect.AlignCore(ControlPosition, Container.Rect, ContainerPosition, X);
end;
procedure TUIRectangularControl.Align(
const ControlPosition: TVerticalPosition;
const ContainerPosition: TVerticalPosition;
const Y: Integer = 0);
begin
Bottom := Rect.AlignCore(ControlPosition, Container.Rect, ContainerPosition, Y);
end;
procedure TUIRectangularControl.AlignHorizontal(
const ControlPosition: TPositionRelative;
const ContainerPosition: TPositionRelative;
const X: Integer);
begin
Align(
THorizontalPosition(ControlPosition),
THorizontalPosition(ContainerPosition), X);
end;
procedure TUIRectangularControl.AlignVertical(
const ControlPosition: TPositionRelative;
const ContainerPosition: TPositionRelative;
const Y: Integer);
begin
Align(
TVerticalPosition(ControlPosition),
TVerticalPosition(ContainerPosition), Y);
end;
procedure TUIRectangularControl.Center;
begin
Align(hpMiddle, hpMiddle);
Align(vpMiddle, vpMiddle);
end;
{ TUIControlList ------------------------------------------------------------- }
function TUIControlList.GetItem(const I: Integer): TUIControl;
begin
Result := TUIControl(inherited Items[I]);
end;
procedure TUIControlList.SetItem(const I: Integer; const Item: TUIControl);
begin
inherited Items[I] := Item;
end;
procedure TUIControlList.Add(Item: TUIControl);
begin
inherited Add(Item);
end;
procedure TUIControlList.Insert(Index: Integer; Item: TUIControl);
begin
inherited Insert(Index, Item);
end;
procedure TUIControlList.BeginDisableContextOpenClose;
var
I: Integer;
begin
for I := 0 to Count - 1 do
with Items[I] do
DisableContextOpenClose := DisableContextOpenClose + 1;
end;
procedure TUIControlList.EndDisableContextOpenClose;
var
I: Integer;
begin
for I := 0 to Count - 1 do
with Items[I] do
DisableContextOpenClose := DisableContextOpenClose - 1;
end;
procedure TUIControlList.InsertFront(const NewItem: TUIControl);
begin
Insert(0, NewItem);
end;
procedure TUIControlList.InsertBack(const NewItem: TUIControl);
begin
Add(NewItem);
end;
{$ifndef VER2_6}
function TUIControlList.GetEnumerator: TEnumerator;
begin
Result := TEnumerator.Create(Self);
end;
{$endif}
{ TUIControlList.TEnumerator ------------------------------------------------- }
{$ifndef VER2_6}
function TUIControlList.TEnumerator.GetCurrent: TUIControl;
begin
Result := FList.Items[FPosition];
end;
constructor TUIControlList.TEnumerator.Create(AList: TUIControlList);
begin
inherited Create;
FList := AList;
FPosition := -1;
end;
function TUIControlList.TEnumerator.MoveNext: Boolean;
begin
Inc(FPosition);
Result := FPosition < FList.Count;
end;
{$endif}
{ TGLContextEventList -------------------------------------------------------- }
procedure TGLContextEventList.ExecuteForward;
var
I: Integer;
begin
for I := 0 to Count - 1 do
Items[I]();
end;
procedure TGLContextEventList.ExecuteBackward;
var
I: Integer;
begin
for I := Count - 1 downto 0 do
Items[I]();
end;
var
FOnGLContextOpen, FOnGLContextClose: TGLContextEventList;
function OnGLContextOpen: TGLContextEventList;
begin
if FOnGLContextOpen = nil then
FOnGLContextOpen := TGLContextEventList.Create;
Result := FOnGLContextOpen;
end;
function OnGLContextClose: TGLContextEventList;
begin
if FOnGLContextClose = nil then
FOnGLContextClose := TGLContextEventList.Create;
Result := FOnGLContextClose;
end;
finalization
FreeAndNil(FOnGLContextOpen);
FreeAndNil(FOnGLContextClose);
end.
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