/usr/src/castle-game-engine-5.2.0/ui/opengl/castlecontrols.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 2010-2014 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.
----------------------------------------------------------------------------
}
{ Controls drawn inside OpenGL context. }
unit CastleControls;
interface
uses Classes, CastleVectors, CastleUIControls, CastleFonts, CastleTextureFontData,
CastleKeysMouse, CastleImages, CastleUtils, CastleGLImages, CastleRectangles,
CastleColors, CastleProgress;
type
TCastleLabel = class;
{ Base class for all controls inside an OpenGL context using a font. }
TUIControlFont = class(TUIRectangularControl)
private
FTooltip: string;
TooltipLabel: TCastleLabel;
FCustomFont: TCastleFont;
FOwnsCustomFont: boolean;
FLastSeenUIFont: TCastleFont; //< remembered only to call FontChanged
procedure SetCustomFont(const Value: TCastleFont);
protected
{ Font custom to this control. By default this returns UIFont,
you can override this to return your font.
It's OK to return here @nil if font is not ready yet,
but during Render (when OpenGL context is available) font must be ready. }
function Font: TCastleFont; virtual;
{ Called when Font result changed, either by setting CustomFont or when
UIFont assigned changed. }
procedure FontChanged; virtual;
public
destructor Destroy; override;
procedure GLContextClose; override;
function TooltipExists: boolean; override;
procedure TooltipRender; override;
procedure Render; override;
{ Check does currently used font (see CustomFont) changed,
and eventually call FontChanged method @italic(now).
You only need to explicitly call this in very specific circumstances,
when you just changed UIFont (changing CustomFont automatically
immediately calls FontChanged) and you want control size to be updated
immediately (for example, you need TCastleButton.Height to be immediately
valid). Without calling this, it could be updated only at next Render call. }
procedure CheckFontChanged;
published
{ Tooltip string, displayed when user hovers the mouse over a control.
Note that you can override TUIControl.TooltipExists and
TUIControl.TooltipStyle and TUIControl.TooltipRender
to customize the tooltip drawing. }
property Tooltip: string read FTooltip write FTooltip;
{ When non-nil, this font will be used to draw this control.
Otherwise the default UIFont will be used. }
property CustomFont: TCastleFont
read FCustomFont write SetCustomFont;
property OwnsCustomFont: boolean
read FOwnsCustomFont write FOwnsCustomFont default false;
end;
TCastleButtonImageLayout = (ilTop, ilBottom, ilLeft, ilRight);
{ Button inside OpenGL context.
This is TUIControl descendant, so to use it just add it to
the TCastleWindowCustom.Controls or TCastleControlCustom.Controls list.
You will also usually want to adjust position (TCastleButton.Left,
TCastleButton.Bottom), TCastleButton.Caption,
and assign TCastleButton.OnClick (or ovevrride TCastleButton.DoClick). }
TCastleButton = class(TUIControlFont)
private
FWidth: Cardinal;
FHeight: Cardinal;
FOnClick: TNotifyEvent;
FCaption: string;
FAutoSize, FAutoSizeWidth, FAutoSizeHeight: boolean;
TextWidth, TextHeight: Cardinal;
FPressed: boolean;
FOwnsImage: boolean;
FImage: TCastleImage;
FGLImage: TGLImage;
FToggle: boolean;
ClickStarted: boolean;
FMinImageWidth: Cardinal;
FMinImageHeight: Cardinal;
FImageLayout: TCastleButtonImageLayout;
FImageAlphaTest: boolean;
FMinWidth, FMinHeight: Cardinal;
FImageMargin: Cardinal;
FPaddingHorizontal, FPaddingVertical: Cardinal;
procedure SetCaption(const Value: string);
procedure SetAutoSize(const Value: boolean);
procedure SetAutoSizeWidth(const Value: boolean);
procedure SetAutoSizeHeight(const Value: boolean);
{ Calculate TextWidth, TextHeight and call UpdateSize. }
procedure UpdateTextSize;
{ If AutoSize, update Width, Height.
This depends on Caption, AutoSize*, Font availability. }
procedure UpdateSize;
procedure SetImage(const Value: TCastleImage);
procedure SetPressed(const Value: boolean);
procedure SetImageLayout(const Value: TCastleButtonImageLayout);
procedure SetWidth(const Value: Cardinal);
procedure SetHeight(const Value: Cardinal);
procedure SetMinWidth(const Value: Cardinal);
procedure SetMinHeight(const Value: Cardinal);
procedure SetImageMargin(const Value: Cardinal);
protected
procedure FontChanged; override;
public
const
DefaultImageMargin = 10;
DefaultPaddingHorizontal = 10;
DefaultPaddingVertical = 10;
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
procedure Render; override;
function PositionInside(const Position: TVector2Single): boolean; override;
procedure GLContextOpen; override;
procedure GLContextClose; override;
function Press(const Event: TInputPressRelease): boolean; override;
function Release(const Event: TInputPressRelease): boolean; override;
function Rect: TRectangle; override;
{ Called when user clicks the button. In this class, simply calls
OnClick callback. }
procedure DoClick; virtual;
procedure SetFocused(const Value: boolean); override;
{ Set this to non-nil to display an image on the button. }
property Image: TCastleImage read FImage write SetImage;
{ Should we free the @link(Image) when you set another one or at destructor. }
property OwnsImage: boolean read FOwnsImage write FOwnsImage default false;
{ Auto-size routines (see @link(AutoSize)) may treat the image
like always having at least these minimal sizes.
Even if the @link(Image) is empty (@nil).
This is useful when you have a row of buttons (typical for toolbar),
and you want them to have the same height, and their captions
to be displayed at the same level, regardless of their images sizes. }
property MinImageWidth: Cardinal read FMinImageWidth write FMinImageWidth default 0;
property MinImageHeight: Cardinal read FMinImageHeight write FMinImageHeight default 0;
published
property Width: Cardinal read FWidth write SetWidth default 0;
property Height: Cardinal read FHeight write SetHeight default 0;
property PaddingHorizontal: Cardinal
read FPaddingHorizontal write FPaddingHorizontal default DefaultPaddingHorizontal;
property PaddingVertical: Cardinal
read FPaddingVertical write FPaddingVertical default DefaultPaddingVertical;
{ When AutoSize is @true (the default) then Width/Height are automatically
adjusted when you change the Caption and @link(Image).
They take into account
Caption width/height with current font, @link(Image) width/height,
and add some margin to make it look good.
To be more precise, Width is adjusted only when AutoSize and AutoSizeWidth.
And Height is adjusted only when AutoSize and AutoSizeHeight.
This way you can turn off auto-sizing in only one dimension if you
want (and when you don't need such flexibility, leave
AutoSizeWidth = AutoSizeHeight = @true and control both by simple
AutoSize).
Note that this adjustment happens only when OpenGL context is initialized
(because only then we actually know the font used).
So don't depend on Width/Height values calculated correctly before
OpenGL context is ready. }
property AutoSize: boolean read FAutoSize write SetAutoSize default true;
property AutoSizeWidth: boolean read FAutoSizeWidth write SetAutoSizeWidth default true;
property AutoSizeHeight: boolean read FAutoSizeHeight write SetAutoSizeHeight default true;
{ When auto-size is in effect, these properties may force
a minimal width/height of the button. This is useful if you want
to use auto-size (to make sure that the content fits inside),
but you want to force filling some space. }
property MinWidth: Cardinal read FMinWidth write SetMinWidth default 0;
property MinHeight: Cardinal read FMinHeight write SetMinHeight default 0;
property OnClick: TNotifyEvent read FOnClick write FOnClick;
property Caption: string read FCaption write SetCaption;
{ Can the button be permanently pressed. Good for making a button
behave like a checkbox, that is indicate a boolean state.
When @link(Toggle) is @true, you can set the @link(Pressed) property,
and the clicks are visualized a little differently. }
property Toggle: boolean read FToggle write FToggle default false;
{ Is the button pressed down. If @link(Toggle) is @true,
you can read and write this property to set the pressed state.
When not @link(Toggle), this property isn't really useful to you.
The pressed state is automatically managed then to visualize
user clicks. In this case, you can read this property,
but you cannot reliably set it. }
property Pressed: boolean read FPressed write SetPressed default false;
{ Where the @link(Image) is drawn on a button. }
property ImageLayout: TCastleButtonImageLayout
read FImageLayout write SetImageLayout default ilLeft;
{ If the image has alpha channel, should we render with alpha test
(simple yes/no transparency) or alpha blending (smootly mix
with background using full transparency). }
property ImageAlphaTest: boolean
read FImageAlphaTest write FImageAlphaTest default false;
property ImageMargin: Cardinal read FImageMargin write SetImageMargin
default DefaultImageMargin;
end;
{ Panel inside OpenGL context.
Use as a comfortable (and with matching colors) background
for other controls like buttons and such.
May be used as a toolbar, together with appropriately placed
TCastleButton over it. }
TCastlePanel = class(TUIRectangularControl)
private
FWidth: Cardinal;
FHeight: Cardinal;
FVerticalSeparators: TCardinalList;
procedure SetWidth(const Value: Cardinal);
procedure SetHeight(const Value: Cardinal);
public
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
procedure Render; override;
function PositionInside(const Position: TVector2Single): boolean; override;
function Rect: TRectangle; override;
{ Separator lines drawn on panel. Useful if you want to visually separate
groups of contols (like a groups of buttons when you use
this panel as a toolbar).
Values are the horizontal positions of the separators (with respect
to this panel @link(Left)). Width of the separator is in SeparatorSize. }
property VerticalSeparators: TCardinalList read FVerticalSeparators;
class function SeparatorSize: Cardinal;
published
property Width: Cardinal read FWidth write SetWidth default 0;
property Height: Cardinal read FHeight write SetHeight default 0;
end;
{ Image control inside OpenGL context.
Size is automatically adjusted to the image size, if Stretch is @false (default).
You should set TCastleImageControl.Left, TCastleImageControl.Bottom properties,
and load your image by setting TCastleImageControl.URL property
or straight TCastleImageControl.Image.
We automatically use alpha test or alpha blending based
on loaded image alpha channel (see TGLImage.Alpha).
You can influence this by @link(AlphaChannel) property. }
TCastleImageControl = class(TUIRectangularControl)
private
FURL: string;
FImage: TCastleImage;
FGLImage: TGLImage;
FAlphaChannel: TAutoAlphaChannel;
FStretch: boolean;
FProportional: boolean;
FFullSize: boolean;
FWidth: Cardinal;
FHeight: Cardinal;
procedure SetURL(const Value: string);
procedure SetImage(const Value: TCastleImage);
procedure SetAlphaChannel(const Value: TAutoAlphaChannel);
function GetBlending: boolean;
procedure SetBlending(const Value: boolean);
procedure SetStretch(const Value: boolean);
procedure SetWidth(const Value: Cardinal);
procedure SetHeight(const Value: Cardinal);
procedure SetFullSize(const Value: boolean);
procedure SetProportional(const Value: boolean);
public
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
procedure Render; override;
function PositionInside(const Position: TVector2Single): boolean; override;
procedure GLContextOpen; override;
procedure GLContextClose; override;
function Rect: TRectangle; override;
{ Image displayed, or @nil if none.
This image is owned by this component. If you set this property
to your custom TCastleImage instance you should
leave memory management of this instance to this component.
If necessary, you can always create a copy by TCastleImage.MakeCopy
if you want to give here only a copy.
It is allowed to modify the contents or even size of this image.
Just make sure to call ImageChanged after the modifications are done
to update the actual rendered image.
The control size will be updated immediately (respecing current
@link(Stretch) and related properties). }
property Image: TCastleImage read FImage write SetImage;
procedure ImageChanged;
published
{ URL of the image. Setting this also sets @link(Image).
Set this to '' to clear the image. }
property URL: string read FURL write SetURL;
{ Deprecated name for @link(URL). }
property FileName: string read FURL write SetURL; deprecated;
{ How to treat alpha channel of the assigned image.
By default, this is acAuto, which means that image contents
determine how the alpha of image is treated (opaque, alpha test,
alpha blending). Set this to force specific treatment. }
property AlphaChannel: TAutoAlphaChannel
read FAlphaChannel write SetAlphaChannel default acAuto;
{ Deprecated, use more flexible AlphaChannel instead. }
property Blending: boolean read GetBlending write SetBlending stored false; deprecated;
{ Size of the image control.
If Stretch = @false, then values you set for Width, Height, FullSize,
Proportional properties do not matter (they are still remembered though,
so you can set properties in any order).
The displayed size (you can check it through @link(Rect) function)
always corresponds to the underlying image size.
The Left and Bottom properties work as usual, they allow you to move the control.
If Stretch = @true, then the image will be stretched to fill the requested area.
@unorderedList(
@item(If Stretch = @true and FullSize = @true then values of Width,
Height, Left, Bottom do not matter:
image always fills the whole container
(@link(Rect) corresponds to the container area).)
@item(Otherwise, if Stretch = @true and Proportional = @true,
then the image will be proportionally scaled to fit within
the requested Width and Height. If the aspect ratio of image
will be different than aspect ratio of Width/Height, the scaled image
will be centered inside the Width/Height.)
@item(Otherwise, if Stretch = @true but no other condition
(so FullSize = @false and Proportional = @false)
then the image will be scaled to exactly fill
the requested Width and Height
(without paying attention to the aspect ratio of the image).
This is the case when you fully force the displayed size
and position, regardless of image size. Displayed image will
always exactly fill the requested area.
)
)
Note that you can always look at @link(Rect) value to know
the current calculated size and position of the image control on screen.
@groupBegin }
property Stretch: boolean read FStretch write SetStretch default false;
property Width: Cardinal read FWidth write SetWidth default 0;
property Height: Cardinal read FHeight write SetHeight default 0;
property FullSize: boolean read FFullSize write SetFullSize default false;
property Proportional: boolean read FProportional write SetProportional default false;
{ @groupEnd }
end;
TCastleTouchCtlMode = (ctcmWalking, ctcmWalkWithSideRot, ctcmHeadRotation,
ctcmFlyUpdown, ctcmPanXY);
TCastleTouchPosition = (tpManual, tpLeft, tpRight);
{ Control for touch interfaces. Shows one "lever", that can be moved
up/down/left/right, and controls the movement while Walking or Flying. }
TCastleTouchControl = class(TUIRectangularControl)
private
FTouchMode: TCastleTouchCtlMode;
FLeverOffset: TVector2Single;
FDragging: Integer; //< finger index that started drag, -1 if none
FPosition: TCastleTouchPosition;
function SizeScale: Single;
procedure SetPosition(const Value: TCastleTouchPosition);
{ Update Left and Bottom based on Position and current Container size. }
procedure UpdateLeftBottom;
public
constructor Create(AOwner: TComponent); override;
procedure Render; override;
procedure ContainerResize(const AContainerWidth, AContainerHeight: Cardinal); override;
{ Size of this control, ignoring GetExists. }
function Width: Cardinal;
function Height: Cardinal;
function Rect: TRectangle; override;
function PositionInside(const Position: TVector2Single): boolean; override;
function Press(const Event: TInputPressRelease): boolean; override;
function Release(const Event: TInputPressRelease): boolean; override;
function Motion(const Event: TInputMotion): boolean; override;
procedure SetTouchMode(const Value: TCastleTouchCtlMode);
procedure GetSensorRotation(var X, Y, Z, Angle: Double);
procedure GetSensorTranslation(var X, Y, Z, Length: Double);
private
function MaxOffsetDist: Integer;
published
property TouchMode: TCastleTouchCtlMode
read FTouchMode write SetTouchMode default ctcmWalking;
property Position: TCastleTouchPosition
read FPosition write SetPosition default tpManual;
end;
{ Simple background fill. Using OpenGL GLClear, so unconditionally
clears things underneath. In simple cases, you don't want to use this:
instead you usually have TCastleSceneManager that fills the whole screen,
and it provides a background already. }
TCastleSimpleBackground = class(TUIControl)
private
FColor: TCastleColor;
public
constructor Create(AOwner: TComponent); override;
property RenderStyle default rs3D;
procedure Render; override;
{ Background color. By default, this is black color with opaque alpha. }
property Color: TCastleColor read FColor write FColor;
end;
{ Dialog box that can display a long text, with automatic vertical scrollbar.
You can also add buttons at the bottom.
You can also have an input text area.
This can be used to make either a modal or non-modal dialog boxes.
See CastleMessages for routines that intensively use this dialog underneath,
giving you easy MessageXxx routines that ask user for confirmation and such. }
TCastleDialog = class abstract(TUIControl)
strict private
const
BoxMargin = 10;
WindowMargin = 10;
ScrollBarWholeWidth = 20;
ButtonHorizontalMargin = 10;
var
FScroll: Single;
FInputText: string;
{ Broken Text. }
Broken_Text: TStringList;
{ Ignored (not visible) if not DrawInputText.
Else broken InputText. }
Broken_InputText: TStringList;
MaxLineWidth: integer;
{ Sum of all Broken_Text.Count + Broken_InputText.Count.
In other words, all lines that are scrolled by the scrollbar. }
AllScrolledLinesCount: integer;
VisibleScrolledLinesCount: integer;
{ Min and max sensible values for @link(Scroll). }
ScrollMin, ScrollMax: integer;
ScrollInitialized: boolean;
ScrollMaxForScrollbar: integer;
ScrollbarVisible: boolean;
ScrollbarFrame: TRectangle;
ScrollbarSlider: TRectangle;
ScrollBarDragging: boolean;
{ Things below set in MessageCore, readonly afterwards. }
{ Main text to display. Read-only contents. }
Text: TStringList;
{ Drawn as window background. @nil means there is no background
(use only if there is always some other 2D control underneath TCastleDialog).
When assigned, stretched to cover whole screen. }
GLBackground: TGLImage;
Background: TCastleImage;
Align: THorizontalPosition;
{ Should we display InputText }
DrawInputText: boolean;
Buttons: array of TCastleButton;
procedure SetScroll(Value: Single);
{ How many pixels up should be move the text.
Kept as a float, to allow smooth time-based changes.
Note that setting Scroll always clamps the value to sensible range. }
property Scroll: Single read FScroll write SetScroll;
procedure ScrollPageDown;
procedure ScrollPageUp;
procedure SetInputText(const value: string);
{ Calculate height in pixels needed to draw Buttons.
Returns 0 if there are no Buttons = ''. }
function ButtonsHeight: Integer;
procedure UpdateSizes;
{ The whole rectangle where we draw dialog box. }
function WholeMessageRect: TRectangle;
{ If ScrollBarVisible, ScrollBarWholeWidth. Else 0. }
function RealScrollBarWholeWidth: Integer;
function Font: TCastleFont;
public
{ Set this to @true to signal that modal dialog window should be closed.
This is not magically handled --- if you implement a modal dialog box,
you should check in your loop whether something set Answered to @true. }
Answered: boolean;
{ Input text. Displayed only if DrawInputText. }
property InputText: string read FInputText write SetInputText;
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
{ Assign display stuff. Call this before adding control to Controls list.
ABackground instance becomes owned by this component. }
procedure Initialize(
const TextList: TStringList; const ATextAlign: THorizontalPosition;
const AButtons: array of TCastleButton;
const ADrawInputText: boolean; const AInputText: string;
const ABackground: TCastleImage);
procedure ContainerResize(const AContainerWidth, AContainerHeight: Cardinal); override;
procedure GLContextOpen; override;
procedure GLContextClose; override;
function Press(const Event: TInputPressRelease): boolean; override;
function Release(const Event: TInputPressRelease): boolean; override;
function Motion(const Event: TInputMotion): boolean; override;
procedure Update(const SecondsPassed: Single; var HandleInput: boolean); override;
procedure Render; override;
function PositionInside(const Position: TVector2Single): boolean; override;
end;
TThemeImage = (
tiPanel, tiPanelSeparator, tiProgressBar, tiProgressFill,
tiButtonPressed, tiButtonFocused, tiButtonNormal,
tiWindow, tiScrollbarFrame, tiScrollbarSlider,
tiSlider, tiSliderPosition, tiLabel, tiActiveFrame, tiTooltip,
tiTouchCtlInner, tiTouchCtlOuter, tiTouchCtlFlyInner, tiTouchCtlFlyOuter,
tiCrosshair1, tiCrosshair2);
{ Label with possibly multiline text, in a box. }
TCastleLabel = class(TUIControlFont)
private
FText: TStrings;
FPadding: Integer;
FLineSpacing: Integer;
FColor: TCastleColor;
FTags: boolean;
FFrame: boolean;
FMaxWidth: Integer;
{ For internal use by tooltip rendering. In normal circumstances,
leave this at tiLabel. }
ImageType: TThemeImage;
FAlignment: THorizontalPosition;
{ Calculate surrounding rectangle, like for @link(Rect),
also calculating TextBroken (in case MaxWidth <> 0) along they way. }
function RectCore(out TextBroken: TStrings): TRectangle;
public
const
DefaultLineSpacing = 2;
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
procedure Render; override;
function Rect: TRectangle; override;
{ Text color. By default it's white. }
property Color: TCastleColor read FColor write FColor;
published
property Text: TStrings read FText;
{ Inside the label box, padding between rect borders and text. }
property Padding: Integer read FPadding write FPadding default 0;
{ Extra spacing between lines (may also be negative to squeeze lines
tighter). }
property LineSpacing: Integer read FLineSpacing write FLineSpacing default DefaultLineSpacing;
{ Does the text use HTML-like tags. This is very limited for now,
see TCastleFont.PrintStrings documentation. }
property Tags: boolean read FTags write FTags default false;
{ Draw frame around the text. Frame uses theme image tiLabel,
see TCastleTheme.Images if you want to customize it. }
property Frame: boolean read FFrame write FFrame default true;
{ If non-zero, limit the width of resulting label.
The text will be broken in the middle of lines, to make it fit
(together with @link(Padding)) inside MaxWidth. }
property MaxWidth: Integer read FMaxWidth write FMaxWidth;
{ Horizontal alignment of the text. }
property Alignment: THorizontalPosition
read FAlignment write FAlignment default hpLeft;
end;
TCastleCrosshairShape = (csCross, csCrossRect);
TCastleCrosshair = class(TUIRectangularControl)
private
FShape: TCastleCrosshairShape;
procedure SetShape(const Value: TCastleCrosshairShape);
function ImageType: TThemeImage;
function SizeScale: Single;
public
constructor Create(AOwner: TComponent); override;
procedure Render; override;
procedure ContainerResize(const AContainerWidth, AContainerHeight: Cardinal); override;
{ Size of this control, ignoring GetExists. }
function Width: Cardinal;
function Height: Cardinal;
function Rect: TRectangle; override;
function PositionInside(const Position: TVector2Single): boolean; override;
published
{ 0: invisible, 1: cross, 2: cross with rect }
property Shape: TCastleCrosshairShape read FShape write SetShape default csCross;
end;
TCastleProgressBar = class(TUIControl)
private
{ Background image. }
FBackground: TCastleImage;
FGLBackground: TGLImage;
FYPosition: Single;
FProgress: TProgress;
procedure SetBackground(const Value: TCastleImage);
public
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
procedure Render; override;
procedure GLContextOpen; override;
procedure GLContextClose; override;
function Rect: TRectangle;
{ Progress that rules the position and title displayed. }
property Progress: TProgress read FProgress write FProgress;
{ Background drawn under the progress bar.
May be left unassigned (@nil), in which case you're responsible for making
sure some other control (like TCastleSimpleBackground or maybe 3D viewport)
always covers the screen underneath.
When it's assigned, it's always drawn scaled to cover the whole
screen (container). It's owner by this component (it will be automatically
freed when necessary). }
property Background: TCastleImage read FBackground write SetBackground;
{ Vertical positon of the progress bar.
0 means the middle of progress bar is at the bottom of the container,
1 means at the top. 0.5 indicates the middle, and it's the default.
Note that extreme values (0 or 1) mean that bottom or top half
of the progress bar doesn't fit on the screen, as this property
positions the middle of the progress bar. }
property YPosition: Single read FYPosition write FYPosition
default TProgressUserInterface.DefaultBarYPosition;
end;
{ Theme for 2D GUI controls.
Should only be used through the single global instance @link(Theme). }
TCastleTheme = class
private
FImages: array [TThemeImage] of TCastleImage;
FCorners: array [TThemeImage] of TVector4Integer;
FGLImages: array [TThemeImage] of TGLImage;
FOwnsImages: array [TThemeImage] of boolean;
FMessageFont: TCastleFont;
FOwnsMessageFont: boolean;
function GetImages(const ImageType: TThemeImage): TCastleImage;
procedure SetImages(const ImageType: TThemeImage; const Value: TCastleImage);
function GetOwnsImages(const ImageType: TThemeImage): boolean;
procedure SetOwnsImages(const ImageType: TThemeImage; const Value: boolean);
function GetCorners(const ImageType: TThemeImage): TVector4Integer;
procedure SetCorners(const ImageType: TThemeImage; const Value: TVector4Integer);
function GetGLImages(const ImageType: TThemeImage): TGLImage;
procedure GLContextClose;
{ TGLImage instances for fast and easy drawing of images on 2D screen.
Reading them for the 1st time means that the TGLImage instance is created,
so use them only when OpenGL context is already active (window is open etc.).
Changing the TCastleImage instance will automatically free (and recreate
at next access) the corresponding TGLImage instance. }
property GLImages[const ImageType: TThemeImage]: TGLImage read GetGLImages;
procedure SetMessageFont(const Value: TCastleFont);
public
TooltipTextColor: TCastleColor;
TextColor: TCastleColor;
MessageTextColor: TCastleColor;
MessageInputTextColor: TCastleColor;
BarEmptyColor: TVector3Byte;
BarFilledColor: TVector3Byte;
{ Tint of background image under TCastleDialog.
Default is (0.25, 0.25, 0.25, 1), which makes background darker,
which helps dialog to stand out. }
BackgroundTint: TCastleColor;
constructor Create;
destructor Destroy; override;
{ 2D GUI images, represented as TCastleImage.
Although they all have sensible defaults, you can also change them
at any time. Simply create TCastleImage instance (e.g. by LoadImage
function) and assign it here. Be sure to adjust also @link(OwnsImages)
if you want the theme to automatically free the image when it's no longer
used.
The alpha channel of the image, if any, is automatically correctly used
(for alpha test or alpha blending, see TGLImage). }
property Images[const ImageType: TThemeImage]: TCastleImage read GetImages write SetImages;
property OwnsImages[const ImageType: TThemeImage]: boolean read GetOwnsImages write SetOwnsImages;
{ Corners that determine how image on @link(Images) is stretched when
drawing by @link(TCastleTheme.Draw) method.
Together with assigning @link(Images), adjust also this property.
It is used for images rendered using TGLImage.Draw3x3,
it determines how the image is stretched.
The corners are specified as 4D vector, order like in CSS: top, right, down,
left. }
property Corners[const ImageType: TThemeImage]: TVector4Integer read GetCorners write SetCorners;
{ Draw the selected theme image on screen.
If you do not specify a color, white will be used, so image will be displayed
as-is. Specifying a color means that image will be multiplied by it,
just like for @link(TGLImage.Color). }
procedure Draw(const Rect: TRectangle; const ImageType: TThemeImage);
procedure Draw(const Rect: TRectangle; const ImageType: TThemeImage;
const Color: TCastleColor);
{ Font used by dialogs. Leave @nil to use UIFont. }
property MessageFont: TCastleFont read FMessageFont write SetMessageFont;
property OwnsMessageFont: boolean
read FOwnsMessageFont write FOwnsMessageFont default true;
end;
{ The 2D fonts used throughout UI interface.
They work fast. Actually, only the first "create" call does actual work.
The font is kept until the GL context is destroyed.
(We used to have reference-counting for this, but actually just keeping
the resource for the rest of GL context life is 1. easier and 2. better,
because we want to keep the resource even if you destroy and then recreate
all your controls.)
@groupBegin }
function GetUIFont: TCastleFont;
procedure SetUIFont(const Value: TCastleFont);
function GetUIFontSmall: TCastleFont;
procedure SetUIFontSmall(const Value: TCastleFont);
property UIFont: TCastleFont read GetUIFont write SetUIFont;
property UIFontSmall: TCastleFont read GetUIFontSmall write SetUIFontSmall;
{ @groupEnd }
function Theme: TCastleTheme;
procedure Register;
implementation
uses SysUtils, Math, CastleControlsImages, CastleTextureFont_DjvSans_20,
CastleTextureFont_DejaVuSans_10, CastleGLUtils;
procedure Register;
begin
RegisterComponents('Castle', [TCastleButton, TCastleImageControl]);
end;
{ UIFont --------------------------------------------------------------------- }
var
FUIFont: TCastleFont;
FUIFontSmall: TCastleFont;
function GetUIFont: TCastleFont;
begin
if FUIFont = nil then
FUIFont := TTextureFont.Create(TextureFont_DejaVuSans_20);
Result := FUIFont;
end;
procedure SetUIFont(const Value: TCastleFont);
begin
if FUIFont <> Value then
begin
FreeAndNil(FUIFont);
FUIFont := Value;
end;
end;
function GetUIFontSmall: TCastleFont;
begin
if FUIFontSmall = nil then
FUIFontSmall := TTextureFont.Create(TextureFont_DejaVuSans_10);
Result := FUIFontSmall;
end;
procedure SetUIFontSmall(const Value: TCastleFont);
begin
if FUIFontSmall <> Value then
begin
FreeAndNil(FUIFontSmall);
FUIFontSmall := Value;
end;
end;
{ TUIControlFont ---------------------------------------------------------- }
destructor TUIControlFont.Destroy;
begin
CustomFont := nil; // make sure to free FCustomFont, if necessary
inherited;
end;
function TUIControlFont.TooltipExists: boolean;
begin
Result := Tooltip <> '';
end;
procedure TUIControlFont.TooltipRender;
var
X, Y: Integer;
TooltipRect: TRectangle;
begin
if TooltipLabel = nil then
begin
TooltipLabel := TCastleLabel.Create(nil);
TooltipLabel.ImageType := tiTooltip;
{ we know that GL context now exists, so just directly call GLContextOpen }
TooltipLabel.GLContextOpen;
end;
{ assign TooltipLabel.Text first, to get TooltipRect.Width/Height }
TooltipLabel.Padding := 5;
TooltipLabel.Color := Theme.TooltipTextColor;
TooltipLabel.Text.Clear;
TooltipLabel.Text.Append(Tooltip);
TooltipRect := TooltipLabel.Rect;
X := Round(Container.TooltipPosition[0]);
Y := Round(Container.TooltipPosition[1]);
{ now try to fix X, Y to make tooltip fit inside a window }
MinTo1st(X, ContainerWidth - TooltipRect.Width);
MinTo1st(Y, ContainerHeight - TooltipRect.Height);
MaxTo1st(X, 0);
MaxTo1st(Y, 0);
TooltipLabel.Left := X;
TooltipLabel.Bottom := Y;
{ just explicitly call Render method of TooltipLabel }
TooltipLabel.Render;
end;
procedure TUIControlFont.GLContextClose;
begin
{ make sure to call GLContextClose on TooltipLabel,
actually we can just free it now }
FreeAndNil(TooltipLabel);
if CustomFont <> nil then
CustomFont.GLContextClose;
inherited;
end;
function TUIControlFont.Font: TCastleFont;
begin
if GLInitialized then
begin
if CustomFont <> nil then
Result := CustomFont else
Result := UIFont;
end else
Result := nil;
end;
procedure TUIControlFont.SetCustomFont(const Value: TCastleFont);
begin
if FCustomFont <> Value then
begin
if OwnsCustomFont then
FreeAndNil(FCustomFont) else
FCustomFont := nil;
FCustomFont := Value;
FontChanged;
end;
end;
procedure TUIControlFont.FontChanged;
begin
end;
procedure TUIControlFont.Render;
begin
inherited;
CheckFontChanged;
end;
procedure TUIControlFont.CheckFontChanged;
begin
if (CustomFont = nil) and (FLastSeenUIFont <> FUIFont) then
FontChanged;
FLastSeenUIFont := FUIFont; // do not use UIFont to not create font without need
end;
{ TCastleButton --------------------------------------------------------------- }
constructor TCastleButton.Create(AOwner: TComponent);
begin
inherited;
FAutoSize := true;
FAutoSizeWidth := true;
FAutoSizeHeight := true;
FImageLayout := ilLeft;
FImageMargin := DefaultImageMargin;
FPaddingHorizontal := DefaultPaddingHorizontal;
FPaddingVertical := DefaultPaddingVertical;
{ no need to UpdateTextSize here yet, since Font is for sure not ready yet. }
end;
destructor TCastleButton.Destroy;
begin
if OwnsImage then FreeAndNil(FImage);
FreeAndNil(FGLImage);
inherited;
end;
procedure TCastleButton.Render;
var
TextLeft, TextBottom, ImgLeft, ImgBottom: Integer;
Background: TThemeImage;
begin
inherited;
if Pressed then
Background := tiButtonPressed else
if Focused then
Background := tiButtonFocused else
Background := tiButtonNormal;
Theme.Draw(Rect, Background);
TextLeft := Left + (Width - TextWidth) div 2;
if (FImage <> nil) and (FGLImage <> nil) and (ImageLayout = ilLeft) then
TextLeft += (FImage.Width + ImageMargin) div 2 else
if (FImage <> nil) and (FGLImage <> nil) and (ImageLayout = ilRight) then
TextLeft -= (FImage.Width + ImageMargin) div 2;
TextBottom := Bottom + (Height - TextHeight) div 2;
if (FImage <> nil) and (FGLImage <> nil) and (ImageLayout = ilBottom) then
TextBottom += (FImage.Height + ImageMargin) div 2 else
if (FImage <> nil) and (FGLImage <> nil) and (ImageLayout = ilTop) then
TextBottom -= (FImage.Height + ImageMargin) div 2;
Font.Print(TextLeft, TextBottom, Theme.TextColor, Caption);
if (FImage <> nil) and (FGLImage <> nil) then
begin
{ update FGLImage.Alpha based on ImageAlphaTest }
if FImage.HasAlpha then
begin
if ImageAlphaTest then
FGLImage.Alpha := acSimpleYesNo else
FGLImage.Alpha := acFullRange;
end;
case ImageLayout of
ilLeft : ImgLeft := TextLeft - FImage.Width - ImageMargin;
ilRight : ImgLeft := TextLeft + TextWidth + ImageMargin;
ilBottom, ilTop: ImgLeft := Left + (Width - FImage.Width) div 2;
end;
case ImageLayout of
ilBottom : ImgBottom := TextBottom - FImage.Height - ImageMargin;
ilTop : ImgBottom := TextBottom + TextHeight + ImageMargin;
ilLeft, ilRight: ImgBottom := Bottom + (Height - FImage.Height) div 2;
end;
FGLImage.Draw(ImgLeft, ImgBottom);
end;
end;
function TCastleButton.PositionInside(const Position: TVector2Single): boolean;
begin
Result :=
(Position[0] >= Left) and
(Position[0] < Left + Width) and
(Position[1] >= Bottom) and
(Position[1] < Bottom + Height);
end;
procedure TCastleButton.GLContextOpen;
begin
inherited;
if (FGLImage = nil) and (FImage <> nil) then
FGLImage := TGLImage.Create(FImage);
UpdateTextSize;
end;
procedure TCastleButton.GLContextClose;
begin
FreeAndNil(FGLImage);
inherited;
end;
function TCastleButton.Press(const Event: TInputPressRelease): boolean;
begin
Result := inherited;
if Result or (not GetExists) or (Event.EventType <> itMouseButton) then Exit;
Result := ExclusiveEvents;
if not Toggle then FPressed := true;
ClickStarted := true;
{ We base our Render on Pressed value. }
VisibleChange;
end;
function TCastleButton.Release(const Event: TInputPressRelease): boolean;
begin
Result := inherited;
if Result or (not GetExists) or (Event.EventType <> itMouseButton) then Exit;
if ClickStarted then
begin
Result := ExclusiveEvents;
if not Toggle then FPressed := false;
ClickStarted := false;
{ We base our Render on Pressed value. }
VisibleChange;
{ This is normal behavior of buttons: to click them, you have to make
mouse down on the button, and then release mouse while still over
the button.
(Larger UI toolkits have also the concept of "capturing",
that a Focused control with Pressed captures remaining
mouse/key events even when mouse goes out. This allows the user
to move mouse out from the control, and still go back to make mouse up
and make "click". }
DoClick;
end;
end;
procedure TCastleButton.DoClick;
begin
if Assigned(OnClick) then
OnClick(Self);
end;
procedure TCastleButton.SetCaption(const Value: string);
begin
if Value <> FCaption then
begin
FCaption := Value;
UpdateTextSize;
end;
end;
procedure TCastleButton.SetAutoSize(const Value: boolean);
begin
if Value <> FAutoSize then
begin
FAutoSize := Value;
UpdateTextSize;
end;
end;
procedure TCastleButton.SetAutoSizeWidth(const Value: boolean);
begin
if Value <> FAutoSizeWidth then
begin
FAutoSizeWidth := Value;
UpdateTextSize;
end;
end;
procedure TCastleButton.SetAutoSizeHeight(const Value: boolean);
begin
if Value <> FAutoSizeHeight then
begin
FAutoSizeHeight := Value;
UpdateTextSize;
end;
end;
procedure TCastleButton.FontChanged;
begin
inherited;
UpdateTextSize;
end;
procedure TCastleButton.UpdateTextSize;
begin
if Font <> nil then
begin
TextWidth := Font.TextWidth(Caption);
TextHeight := Font.RowHeightBase;
UpdateSize;
end;
end;
procedure TCastleButton.UpdateSize;
var
ImgSize: Cardinal;
begin
if AutoSize then
begin
{ We modify FWidth, FHeight directly,
to avoid causing UpdateFocusAndMouseCursor too many times.
We'll call it at the end explicitly. }
if AutoSizeWidth then FWidth := TextWidth + PaddingHorizontal * 2;
if AutoSizeHeight then FHeight := TextHeight + PaddingVertical * 2;
if (FImage <> nil) or
(MinImageWidth <> 0) or
(MinImageHeight <> 0) then
begin
if AutoSizeWidth then
begin
if FImage <> nil then
ImgSize := Max(FImage.Width, MinImageWidth) else
ImgSize := MinImageWidth;
case ImageLayout of
ilLeft, ilRight: FWidth := Width + ImgSize + ImageMargin;
ilTop, ilBottom: FWidth := Max(Width, ImgSize + PaddingHorizontal * 2);
end;
end;
if AutoSizeHeight then
begin
if FImage <> nil then
ImgSize := Max(FImage.Height, MinImageHeight) else
ImgSize := MinImageHeight;
case ImageLayout of
ilLeft, ilRight: FHeight := Max(Height, ImgSize + PaddingVertical * 2);
ilTop, ilBottom: FHeight := Height + ImgSize + ImageMargin;
end;
end;
end;
{ at the end apply MinXxx properties }
if AutoSizeWidth then
MaxTo1st(FWidth, MinWidth);
if AutoSizeHeight then
MaxTo1st(FHeight, MinHeight);
if (AutoSizeWidth or AutoSizeHeight) and (Container <> nil) then
Container.UpdateFocusAndMouseCursor;
end;
end;
procedure TCastleButton.SetImage(const Value: TCastleImage);
begin
if FImage <> Value then
begin
if OwnsImage then FreeAndNil(FImage);
FreeAndNil(FGLImage);
FImage := Value;
if GLInitialized and (FImage <> nil) then
FGLImage := TGLImage.Create(FImage);
UpdateSize;
end;
end;
procedure TCastleButton.SetFocused(const Value: boolean);
begin
if Value <> Focused then
begin
if not Value then
begin
if not Toggle then FPressed := false;
ClickStarted := false;
end;
{ We base our Render on Pressed and Focused value. }
VisibleChange;
end;
inherited;
end;
procedure TCastleButton.SetPressed(const Value: boolean);
begin
if FPressed <> Value then
begin
if not Toggle then
raise Exception.Create('You cannot modify TCastleButton.Pressed value when Toggle is false');
FPressed := Value;
VisibleChange;
end;
end;
procedure TCastleButton.SetImageLayout(const Value: TCastleButtonImageLayout);
begin
if FImageLayout <> Value then
begin
FImageLayout := Value;
UpdateSize;
VisibleChange;
end;
end;
procedure TCastleButton.SetWidth(const Value: Cardinal);
begin
if FWidth <> Value then
begin
FWidth := Value;
if Container <> nil then Container.UpdateFocusAndMouseCursor;
end;
end;
procedure TCastleButton.SetHeight(const Value: Cardinal);
begin
if FHeight <> Value then
begin
FHeight := Value;
if Container <> nil then Container.UpdateFocusAndMouseCursor;
end;
end;
procedure TCastleButton.SetMinWidth(const Value: Cardinal);
begin
if FMinWidth <> Value then
begin
FMinWidth := Value;
UpdateSize;
VisibleChange;
end;
end;
procedure TCastleButton.SetMinHeight(const Value: Cardinal);
begin
if FMinHeight <> Value then
begin
FMinHeight := Value;
UpdateSize;
VisibleChange;
end;
end;
procedure TCastleButton.SetImageMargin(const Value: Cardinal);
begin
if FImageMargin <> Value then
begin
FImageMargin := Value;
UpdateSize;
VisibleChange;
end;
end;
function TCastleButton.Rect: TRectangle;
begin
Result := Rectangle(Left, Bottom, Width, Height);
end;
{ TCastlePanel ------------------------------------------------------------------ }
constructor TCastlePanel.Create(AOwner: TComponent);
begin
inherited;
FVerticalSeparators := TCardinalList.Create;
end;
destructor TCastlePanel.Destroy;
begin
FreeAndNil(FVerticalSeparators);
inherited;
end;
procedure TCastlePanel.Render;
const
SeparatorMargin = 8;
var
I: Integer;
begin
inherited;
Theme.Draw(Rect, tiPanel);
for I := 0 to VerticalSeparators.Count - 1 do
Theme.Draw(Rectangle(
Left + VerticalSeparators[I], Bottom + SeparatorMargin,
Theme.Images[tiPanelSeparator].Width, Height - 2 * SeparatorMargin),
tiPanelSeparator);
end;
function TCastlePanel.PositionInside(const Position: TVector2Single): boolean;
begin
Result :=
(Position[0] >= Left) and
(Position[0] < Left + Width) and
(Position[1] >= Bottom) and
(Position[1] < Bottom + Height);
end;
class function TCastlePanel.SeparatorSize: Cardinal;
begin
Result := 2;
end;
procedure TCastlePanel.SetWidth(const Value: Cardinal);
begin
if FWidth <> Value then
begin
FWidth := Value;
if Container <> nil then Container.UpdateFocusAndMouseCursor;
end;
end;
procedure TCastlePanel.SetHeight(const Value: Cardinal);
begin
if FHeight <> Value then
begin
FHeight := Value;
if Container <> nil then Container.UpdateFocusAndMouseCursor;
end;
end;
function TCastlePanel.Rect: TRectangle;
begin
Result := Rectangle(Left, Bottom, Width, Height);
end;
{ TCastleImageControl ---------------------------------------------------------------- }
constructor TCastleImageControl.Create(AOwner: TComponent);
begin
inherited;
end;
destructor TCastleImageControl.Destroy;
begin
FreeAndNil(FImage);
FreeAndNil(FGLImage);
inherited;
end;
procedure TCastleImageControl.SetURL(const Value: string);
begin
if Value <> '' then
Image := LoadImage(Value) else
Image := nil;
{ only once new Image is successfully loaded, change property value.
If LoadImage raised exception, URL will remain unchanged. }
FURL := Value;
end;
procedure TCastleImageControl.SetImage(const Value: TCastleImage);
begin
if FImage <> Value then
begin
FreeAndNil(FImage);
FImage := Value;
ImageChanged;
end;
end;
procedure TCastleImageControl.Render;
begin
inherited;
if FGLImage = nil then Exit;
FGLImage.Draw(Rect);
{ Useful to debug that Proportional works.
if Stretch and not FullSize then
Theme.Draw(Rectangle(Left, Bottom, Width, Height), tiActiveFrame); }
end;
function TCastleImageControl.PositionInside(const Position: TVector2Single): boolean;
var
R: TRectangle;
begin
R := Rect;
Result := FullSize or
( (Position[0] >= R.Left) and
(Position[0] < R.Left + R.Width) and
(Position[1] >= R.Bottom) and
(Position[1] < R.Bottom + R.Height)
);
end;
function TCastleImageControl.Rect: TRectangle;
var
NewWidth, NewHeight, NewLeft, NewBottom: Integer;
begin
if not Stretch then
begin
if FImage <> nil then
Result := Rectangle(Left, Bottom, FImage.Width, FImage.Height) else
Result := Rectangle(Left, Bottom, 0, 0);
end else
begin
if FullSize then
Result := ContainerRect else
if Proportional and (FImage <> nil) then
begin
if Width / Height > FImage.Width / FImage.Height then
begin
NewWidth := FImage.Width * Height div FImage.Height;
NewLeft := Left + (Width - NewWidth) div 2;
Result := Rectangle(NewLeft, Bottom, NewWidth, Height);
end else
begin
NewHeight := FImage.Height * Width div FImage.Width;
NewBottom := Bottom + (Height - NewHeight) div 2;
Result := Rectangle(Left, NewBottom, Width, NewHeight);
end;
end else
Result := Rectangle(Left, Bottom, Width, Height);
end;
end;
procedure TCastleImageControl.GLContextOpen;
begin
inherited;
if FGLImage = nil then
ImageChanged;
end;
procedure TCastleImageControl.GLContextClose;
begin
FreeAndNil(FGLImage);
inherited;
end;
procedure TCastleImageControl.ImageChanged;
begin
if GLInitialized then
begin
if FImage <> nil then
begin
if FGLImage <> nil then
FGLImage.Load(FImage) else
FGLImage := TGLImage.Create(FImage, true);
if AlphaChannel <> acAuto then
FGLImage.Alpha := AlphaChannel;
end else
FreeAndNil(FGLImage); // make sure to free FGLImage when FImage is nil
VisibleChange;
end;
end;
procedure TCastleImageControl.SetAlphaChannel(const Value: TAutoAlphaChannel);
begin
if FAlphaChannel <> Value then
Begin
FAlphaChannel := Value;
if FGLImage <> nil then
begin
{ update FGLImage.Alpha }
if AlphaChannel <> acAuto then
FGLImage.Alpha := AlphaChannel else
FGLImage.Alpha := FImage.AlphaChannel;
end;
end;
end;
function TCastleImageControl.GetBlending: boolean;
begin
Result := AlphaChannel <> acFullRange;
end;
procedure TCastleImageControl.SetBlending(const Value: boolean);
begin
if Value then
AlphaChannel := acFullRange else
AlphaChannel := acSimpleYesNo;
end;
procedure TCastleImageControl.SetStretch(const Value: boolean);
begin
if FStretch <> Value then
begin
FStretch := Value;
VisibleChange;
end;
end;
procedure TCastleImageControl.SetProportional(const Value: boolean);
begin
if FProportional <> Value then
begin
FProportional := Value;
VisibleChange;
end;
end;
procedure TCastleImageControl.SetWidth(const Value: Cardinal);
begin
if FWidth <> Value then
begin
FWidth := Value;
VisibleChange;
end;
end;
procedure TCastleImageControl.SetHeight(const Value: Cardinal);
begin
if FHeight <> Value then
begin
FHeight := Value;
VisibleChange;
end;
end;
procedure TCastleImageControl.SetFullSize(const Value: boolean);
begin
if FFullSize <> Value then
begin
FFullSize := Value;
VisibleChange;
end;
end;
{ TCastleCrosshair ---------------------------------------------------- }
constructor TCastleCrosshair.Create(AOwner: TComponent);
begin
inherited;
FShape := csCross;
end;
procedure TCastleCrosshair.SetShape(const Value: TCastleCrosshairShape);
begin
FShape := Value;
VisibleChange;
end;
function TCastleCrosshair.ImageType: TThemeImage;
begin
if FShape = csCrossRect then
Result := tiCrosshair2 else
Result := tiCrosshair1;
end;
procedure TCastleCrosshair.ContainerResize(const AContainerWidth, AContainerHeight: Cardinal);
begin
inherited;
Left := (AContainerWidth - Width) div 2; // keep in the center
Bottom := (AContainerHeight - Height) div 2;
VisibleChange;
end;
function TCastleCrosshair.SizeScale: Single;
begin
if Container <> nil then
Result := Container.Dpi / 96 else
Result := 1;
end;
function TCastleCrosshair.Width: Cardinal;
begin
Result := Round(Theme.Images[ImageType].Width * SizeScale);
end;
function TCastleCrosshair.Height: Cardinal;
begin
Result := Round(Theme.Images[ImageType].Height * SizeScale);
end;
function TCastleCrosshair.Rect: TRectangle;
begin
Result := Rectangle(Left, Bottom, Width, Height);
end;
function TCastleCrosshair.PositionInside(const Position: TVector2Single): boolean;
begin
Result := false; // this control is just passively drawn onto screen
end;
procedure TCastleCrosshair.Render;
begin
inherited;
Theme.Draw(Rect, ImageType);
end;
{ TCastleTouchControl ---------------------------------------------------------------- }
constructor TCastleTouchControl.Create(AOwner: TComponent);
begin
inherited;
FDragging := -1;
end;
function TCastleTouchControl.SizeScale: Single;
begin
if Container <> nil then
Result := Container.Dpi / 96 else
Result := 1;
end;
function TCastleTouchControl.Width: Cardinal;
begin
Result := Round(Theme.Images[tiTouchCtlOuter].Width * SizeScale);
end;
function TCastleTouchControl.Height: Cardinal;
begin
Result := Round(Theme.Images[tiTouchCtlOuter].Height * SizeScale);
end;
function TCastleTouchControl.Rect: TRectangle;
begin
Result := Rectangle(Left, Bottom, Width, Height);
end;
procedure TCastleTouchControl.SetPosition(const Value: TCastleTouchPosition);
begin
if FPosition <> Value then
begin
FPosition := Value;
if GLInitialized then UpdateLeftBottom;
end;
end;
procedure TCastleTouchControl.ContainerResize(const AContainerWidth, AContainerHeight: Cardinal);
begin
inherited;
UpdateLeftBottom;
end;
procedure TCastleTouchControl.UpdateLeftBottom;
var
CtlBorder: Integer;
begin
CtlBorder := Round(24 * Container.Dpi / 96);
case Position of
tpLeft:
begin
Left := CtlBorder;
Bottom := CtlBorder;
VisibleChange;
end;
tpRight:
begin
Left := ContainerWidth - Width - CtlBorder;
Bottom := CtlBorder;
VisibleChange;
end;
end;
end;
function TCastleTouchControl.PositionInside(const Position: TVector2Single): boolean;
begin
Result := Rect.Contains(Position);
end;
function TCastleTouchControl.MaxOffsetDist: Integer;
begin
Result := Round(SizeScale *
(Theme.Images[tiTouchCtlOuter].Width -
Theme.Images[tiTouchCtlInner].Width) / 2);
end;
procedure TCastleTouchControl.Render;
var
LevOffsetTrimmedX, LevOffsetTrimmedY, MaxDist: Integer;
LeverDist: Double;
InnerRect: TRectangle;
ImageInner, ImageOuter: TThemeImage;
begin
inherited;
if FTouchMode = ctcmFlyUpdown then
begin
ImageInner := tiTouchCtlFlyInner;
ImageOuter := tiTouchCtlFlyOuter;
end else
begin
ImageInner := tiTouchCtlInner;
ImageOuter := tiTouchCtlOuter;
end;
Theme.Draw(Rect, ImageOuter);
// compute lever offset (must not move outside outer ring)
LeverDist := VectorLen(FLeverOffset);
MaxDist := MaxOffsetDist;
if LeverDist <= MaxDist then
begin
LevOffsetTrimmedX := Round(FLeverOffset[0]);
LevOffsetTrimmedY := Round(FLeverOffset[1]);
end else
begin
LevOffsetTrimmedX := Floor((FLeverOffset[0]*MaxDist)/LeverDist);
LevOffsetTrimmedY := Floor((FLeverOffset[1]*MaxDist)/LeverDist);
end;
if FTouchMode = ctcmFlyUpdown then LevOffsetTrimmedX := 0;
// draw lever
InnerRect := Theme.Images[ImageInner].Rect; // rectangle at (0,0)
InnerRect.Width := Round(InnerRect.Width * SizeScale);
InnerRect.Height := Round(InnerRect.Height * SizeScale);
InnerRect.Left := Left + (Width - InnerRect.Width ) div 2 + LevOffsetTrimmedX;
InnerRect.Bottom := Bottom + (Height - InnerRect.Height) div 2 + LevOffsetTrimmedY;
Theme.Draw(InnerRect, ImageInner);
end;
procedure TCastleTouchControl.SetTouchMode(const Value: TCastleTouchCtlMode);
begin
FTouchMode := Value;
{ we may swap outer image depending on the TouchMode in some later version }
end;
function TCastleTouchControl.Press(const Event: TInputPressRelease): boolean;
begin
Result := inherited;
if Result or (not GetExists) or (Event.EventType <> itMouseButton) then Exit;
Result := ExclusiveEvents;
FDragging := Event.FingerIndex;
FLeverOffset := ZeroVector2Single;
end;
function TCastleTouchControl.Release(const Event: TInputPressRelease): boolean;
begin
Result := inherited;
if Result or (not GetExists) or (Event.EventType <> itMouseButton) then Exit;
if FDragging = Event.FingerIndex then
begin
Result := ExclusiveEvents;
FDragging := -1;
FLeverOffset := ZeroVector2Single;
VisibleChange; { repaint with lever back in the center }
end;
end;
function TCastleTouchControl.Motion(const Event: TInputMotion): boolean;
begin
Result := inherited;
if (not Result) and (FDragging = Event.FingerIndex) then
begin
FLeverOffset := FLeverOffset + Event.Position - Event.OldPosition;
VisibleChange;
Result := ExclusiveEvents;
end;
end;
procedure TCastleTouchControl.GetSensorRotation(var X, Y, Z, Angle: Double);
var
FxConst: Double;
begin
FxConst := 10/MaxOffsetDist;
if FTouchMode = ctcmHeadRotation then
begin
X := FLeverOffset[1] * FxConst;
Y := -FLeverOffset[0] * FxConst;
Angle := 1;
end else
if FTouchMode = ctcmWalkWithSideRot then
begin
Y := -FLeverOffset[0] * FxConst;
Angle := 1;
end;
end;
procedure TCastleTouchControl.GetSensorTranslation(var X, Y, Z, Length: Double);
var
FxConst: Double;
begin
FxConst := 200/MaxOffsetDist;
case FTouchMode of
ctcmWalking:
begin
X := FLeverOffset[0] * FxConst / 1.5; { walking to the sides should be slower }
Z := -FLeverOffset[1] * FxConst;
Length := 20;
end;
ctcmWalkWithSideRot:
begin
Z := -FLeverOffset[1] * FxConst;
Length := 20;
end;
ctcmFlyUpdown:
begin
Y := FLeverOffset[1] * FxConst;
Length := 20;
end;
ctcmPanXY:
begin
X := -FLeverOffset[0] * FxConst;
Y := -FLeverOffset[1] * FxConst;
Length := 5;
end;
end;
end;
{ TCastleSimpleBackground ---------------------------------------------------- }
constructor TCastleSimpleBackground.Create(AOwner: TComponent);
begin
inherited;
FColor := Black;
{ 3D, because we want to be drawn before other 3D objects }
RenderStyle := rs3D;
end;
procedure TCastleSimpleBackground.Render;
begin
inherited;
GLClear([cbColor], Color);
end;
{ TCastleDialog -------------------------------------------------------------- }
constructor TCastleDialog.Create(AOwner: TComponent);
begin
inherited;
{ Contents of Broken_xxx will be initialized in TCastleDialog.UpdateSizes. }
Broken_Text := TStringList.Create;
Broken_InputText := TStringList.Create;
end;
procedure TCastleDialog.Initialize(const TextList: TStringList;
const ATextAlign: THorizontalPosition; const AButtons: array of TCastleButton;
const ADrawInputText: boolean; const AInputText: string;
const ABackground: TCastleImage);
var
I: Integer;
begin
Text := TextList;
Background := ABackground;
if GLInitialized then
GLBackground := TGLImage.Create(Background, true);
Align := ATextAlign;
DrawInputText := ADrawInputText;
FInputText := AInputText;
SetLength(Buttons, Length(AButtons));
for I := 0 to High(AButtons) do
Buttons[I] := AButtons[I];
end;
destructor TCastleDialog.Destroy;
begin
FreeAndNil(Broken_Text);
FreeAndNil(Broken_InputText);
FreeAndNil(Background);
inherited;
end;
procedure TCastleDialog.GLContextOpen;
begin
inherited;
if (GLBackground = nil) and (Background <> nil) then
GLBackground := TGLImage.Create(Background, true);
end;
procedure TCastleDialog.GLContextClose;
begin
FreeAndNil(GLBackground);
inherited;
end;
procedure TCastleDialog.SetScroll(Value: Single);
begin
Clamp(Value, ScrollMin, ScrollMax);
if Value <> Scroll then
begin
FScroll := Value;
VisibleChange;
end;
end;
procedure TCastleDialog.ScrollPageDown;
var
PageHeight: Single;
begin
PageHeight := VisibleScrolledLinesCount * Font.RowHeight;
Scroll := Scroll + PageHeight;
end;
procedure TCastleDialog.ScrollPageUp;
var
PageHeight: Single;
begin
PageHeight := VisibleScrolledLinesCount * Font.RowHeight;
Scroll := Scroll - PageHeight;
end;
procedure TCastleDialog.SetInputText(const value: string);
begin
FInputText := value;
VisibleChange;
UpdateSizes;
end;
function TCastleDialog.ButtonsHeight: Integer;
var
Button: TCastleButton;
begin
Result := 0;
for Button in Buttons do
MaxTo1st(Result, Button.Height + 2 * BoxMargin);
end;
procedure TCastleDialog.ContainerResize(const AContainerWidth, AContainerHeight: Cardinal);
var
MessageRect: TRectangle;
X, Y, I: Integer;
Button: TCastleButton;
begin
inherited;
UpdateSizes;
{ Reposition Buttons. }
if Length(Buttons) <> 0 then
begin
MessageRect := WholeMessageRect;
X := MessageRect.Right - BoxMargin;
Y := MessageRect.Bottom + BoxMargin;
for I := Length(Buttons) - 1 downto 0 do
begin
Button := Buttons[I];
X -= Button.Width;
Button.Left := X;
Button.Bottom := Y;
X -= ButtonHorizontalMargin;
end;
end;
end;
procedure TCastleDialog.UpdateSizes;
var
BreakWidth, ButtonsWidth: integer;
WindowScrolledHeight: Integer;
Button: TCastleButton;
begin
{ calculate BreakWidth, which is the width at which we should break
our string lists Broken_Xxx. We must here always subtract
ScrollBarWholeWidth to be on the safe side, because we don't know
yet is ScrollBarVisible. }
BreakWidth := Max(0, ContainerWidth - BoxMargin * 2
- WindowMargin * 2 - ScrollBarWholeWidth);
{ calculate MaxLineWidth and AllScrolledLinesCount }
{ calculate Broken_Text }
Broken_Text.Clear;
font.BreakLines(Text, Broken_Text, BreakWidth);
MaxLineWidth := font.MaxTextWidth(Broken_Text);
AllScrolledLinesCount := Broken_Text.count;
ButtonsWidth := 0;
for Button in Buttons do
ButtonsWidth += Button.Width + ButtonHorizontalMargin;
if ButtonsWidth > 0 then
ButtonsWidth -= ButtonHorizontalMargin; // extract margin from last button
MaxTo1st(MaxLineWidth, ButtonsWidth);
if DrawInputText then
begin
{ calculate Broken_InputText }
Broken_InputText.Clear;
Font.BreakLines(InputText, Broken_InputText, BreakWidth);
{ It's our intention that if DrawInputText then *always*
at least 1 line of InputText (even if it's empty) will be shown.
That's because InputText is the editable text for the user,
so there should be indication of "empty line". }
if Broken_InputText.count = 0 then Broken_InputText.Add('');
MaxLineWidth := max(MaxLineWidth, font.MaxTextWidth(Broken_InputText));
AllScrolledLinesCount += Broken_InputText.count;
end;
{ Now we have MaxLineWidth and AllScrolledLinesCount calculated }
{ Calculate WindowScrolledHeight --- number of pixels that are controlled
by the scrollbar. }
WindowScrolledHeight := ContainerHeight - BoxMargin * 2
- WindowMargin * 2 - ButtonsHeight;
{ calculate VisibleScrolledLinesCount, ScrollBarVisible }
VisibleScrolledLinesCount := Clamped(WindowScrolledHeight div Font.RowHeight,
0, AllScrolledLinesCount);
ScrollBarVisible := VisibleScrolledLinesCount < AllScrolledLinesCount;
{ if ScrollBarVisible changed from true to false then we must make
sure that ScrollBarDragging is false. }
if not ScrollBarVisible then
ScrollBarDragging := false;
{ Note that when not ScrollBarVisible,
then VisibleScrolledLinesCount = AllScrolledLinesCount,
then ScrollMin = 0
so ScrollMin = ScrollMax,
so Scroll will always be 0. }
ScrollMin := -Font.RowHeight *
(AllScrolledLinesCount - VisibleScrolledLinesCount);
{ ScrollMax jest stale ale to nic; wszystko bedziemy pisac
tak jakby ScrollMax tez moglo sie zmieniac - byc moze kiedys zrobimy
z tej mozliwosci uzytek. }
ScrollMax := 0;
ScrollMaxForScrollbar := ScrollMin + Font.RowHeight * AllScrolledLinesCount;
if ScrollInitialized then
{ This clamps Scroll to proper range }
Scroll := Scroll else
begin
{ Need to initalize Scroll, otherwise default Scroll = 0 means were
at the bottom of the text. }
Scroll := ScrollMin;
ScrollInitialized := true;
end;
end;
function TCastleDialog.Press(const Event: TInputPressRelease): boolean;
begin
Result := inherited;
if Result or (not GetExists) then Exit;
{ if not ScrollBarVisible then there is no point in changing Scroll
(because always ScrollMin = ScrollMax = Scroll = 0).
This way we allow descendants like TCastleKeyMouseDialog
to handle K_PageDown, K_PageUp, K_Home and K_End keys
and mouse wheel. And this is very good for MessageKey,
when it's used e.g. to allow user to choose any TKey.
Otherwise MessageKey would not be able to return
K_PageDown, K_PageUp, etc. keys. }
if ScrollBarVisible then
case Event.EventType of
itKey:
case Event.Key of
K_PageUp: begin ScrollPageUp; Result := true; end;
K_PageDown: begin ScrollPageDown; Result := true; end;
K_Home: begin Scroll := ScrollMin; Result := true; end;
K_End: begin Scroll := ScrollMax; Result := true; end;
end;
itMouseButton:
begin
if (Event.MouseButton = mbLeft) and ScrollBarVisible and
ScrollbarFrame.Contains(Container.MousePosition) then
begin
if Container.MousePosition[1] < ScrollbarSlider.Bottom then
ScrollPageDown else
if Container.MousePosition[1] >= ScrollbarSlider.Top then
ScrollPageUp else
ScrollBarDragging := true;
Result := true;
end;
end;
itMouseWheel:
if Event.MouseWheelVertical then
begin
Scroll := Scroll - Event.MouseWheelScroll * Font.RowHeight;
Result := true;
end;
end;
end;
function TCastleDialog.Release(const Event: TInputPressRelease): boolean;
begin
Result := inherited;
if Result or (not GetExists) then Exit;
if Event.IsMouseButton(mbLeft) then
begin
ScrollBarDragging := false;
Result := true;
end;
end;
function TCastleDialog.Motion(const Event: TInputMotion): boolean;
begin
Result := inherited;
if Result or (not GetExists) then Exit;
Result := ScrollBarDragging;
if Result then
Scroll := Scroll + (Event.OldPosition[1] - Event.Position[1]) /
ScrollbarFrame.Height *
(ScrollMaxForScrollbar - ScrollMin);
end;
procedure TCastleDialog.Update(const SecondsPassed: Single;
var HandleInput: boolean);
function Factor: Single;
begin
result := 200.0 * SecondsPassed;
if mkCtrl in Container.Pressed.Modifiers then result *= 6;
end;
begin
inherited;
if HandleInput then
begin
if Container.Pressed[K_Up ] then Scroll := Scroll - Factor;
if Container.Pressed[K_Down] then Scroll := Scroll + Factor;
HandleInput := not ExclusiveEvents;
end;
end;
procedure TCastleDialog.Render;
{ Render a Text line, and move Y up to the line above. }
procedure DrawString(X: Integer; var Y: Integer; const Color: TCastleColor;
const text: string; const TextAlign: THorizontalPosition);
begin
{ change X only locally, to take TextAlign into account }
case TextAlign of
hpMiddle: X += (MaxLineWidth - font.TextWidth(text)) div 2;
hpRight : X += MaxLineWidth - font.TextWidth(text);
end;
Font.Print(X, Y, Color, text);
{ change Y for caller, to print next line higher }
Y += font.RowHeight;
end;
{ Render all lines in S, and move Y up to the line above. }
procedure DrawStrings(const X: Integer; var Y: Integer;
const Color: TCastleColor; const s: TStrings; TextAlign: THorizontalPosition);
var
i: integer;
begin
for i := s.count-1 downto 0 do
{ each DrawString call will move Y up }
DrawString(X, Y, Color, s[i], TextAlign);
end;
var
MessageRect: TRectangle;
{ InnerRect to okienko w ktorym mieszcza sie napisy,
a wiec WholeMessageRect zmniejszony o BoxMargin we wszystkich kierunkach
i z ew. obcieta prawa czescia przeznaczona na ScrollbarFrame. }
InnerRect: TRectangle;
ScrollBarLength: integer;
TextX, TextY: Integer;
const
{ odleglosc paska ScrollBara od krawedzi swojego waskiego recta
(prawa krawedz jest zarazem krawedzia duzego recta !) }
ScrollBarMargin = 2;
{ szerokosc paska ScrollBara }
ScrollBarInternalWidth = ScrollBarWholeWidth - ScrollBarMargin * 2;
begin
inherited;
if GLBackground <> nil then
begin
GLBackground.Color := Theme.BackgroundTint;
GLBackground.Draw(ContainerRect);
end;
MessageRect := WholeMessageRect;
Theme.Draw(MessageRect, tiWindow);
MessageRect := MessageRect.RemoveBottom(ButtonsHeight);
{ calculate InnerRect }
InnerRect := MessageRect.Grow(-BoxMargin);
InnerRect.Width -= RealScrollBarWholeWidth;
{ draw scrollbar, and calculate it's rectangles }
if ScrollBarVisible then
begin
ScrollbarFrame := MessageRect.RightPart(ScrollBarWholeWidth).
RemoveRight(Theme.Corners[tiWindow][1]).
RemoveTop(Theme.Corners[tiWindow][0]);
Theme.Draw(ScrollbarFrame, tiScrollbarFrame);
ScrollBarLength := MessageRect.Height - ScrollBarMargin*2;
ScrollbarSlider := ScrollbarFrame;
ScrollbarSlider.Height := VisibleScrolledLinesCount * ScrollBarLength
div AllScrolledLinesCount;
ScrollbarSlider.Bottom += Round(MapRange(Scroll,
ScrollMin, ScrollMax, ScrollbarFrame.Height - ScrollbarSlider.Height, 0));
Theme.Draw(ScrollbarSlider, tiScrollbarSlider);
end else
begin
ScrollbarFrame := TRectangle.Empty;
ScrollbarSlider := TRectangle.Empty;
end;
{ Make scissor to cut off text that is too far up/down.
We add bottom height Font.Descend, to see the descend of
the bottom line (which is below InnerRect.Bottom, and would not be
ever visible otherwise). }
ScissorEnable(InnerRect.GrowBottom(Font.Descend));
TextX := InnerRect.Left;
TextY := InnerRect.Bottom + Round(Scroll);
{ draw Broken_InputText and Broken_Text.
Order matters, as it's drawn from bottom to top. }
if DrawInputText then
DrawStrings(TextX, TextY, Theme.MessageInputTextColor, Broken_InputText, Align);
DrawStrings(TextX, TextY, Theme.MessageTextColor, Broken_Text, Align);
ScissorDisable;
end;
function TCastleDialog.PositionInside(const Position: TVector2Single): boolean;
begin
Result := true;
end;
function TCastleDialog.RealScrollBarWholeWidth: Integer;
begin
Result := Iff(ScrollBarVisible, ScrollBarWholeWidth, 0);
end;
function TCastleDialog.WholeMessageRect: TRectangle;
begin
Result := Rectangle(0, 0, ContainerWidth, ContainerHeight).Center(
Min(MaxLineWidth + BoxMargin * 2 + RealScrollBarWholeWidth,
ContainerWidth - WindowMargin * 2),
Min(AllScrolledLinesCount * Font.RowHeight + BoxMargin * 2 + ButtonsHeight,
ContainerHeight - WindowMargin * 2));
end;
function TCastleDialog.Font: TCastleFont;
begin
if Theme.MessageFont <> nil then
Result := Theme.MessageFont else
Result := UIFont;
end;
{ TCastleLabel --------------------------------------------------------------- }
constructor TCastleLabel.Create(AOwner: TComponent);
begin
inherited;
FText := TStringList.Create;
FColor := White;
FFrame := true;
FLineSpacing := DefaultLineSpacing;
ImageType := tiLabel;
end;
destructor TCastleLabel.Destroy;
begin
FreeAndNil(FText);
inherited;
end;
function TCastleLabel.RectCore(out TextBroken: TStrings): TRectangle;
var
TextToRender: TStrings;
begin
TextBroken := nil;
if MaxWidth = 0 then
TextToRender := Text else
begin
TextBroken := TStringList.Create;
TextToRender := TextBroken;
{ TODO: this breaks not taking Tags property into account.
When Tags=@true and some tags are actually used,
the text may not be broken optimally (as BreakLines will think
that invisible tags actually take space). }
Font.BreakLines(Text, TextBroken, MaxWidth - 2 * Padding);
end;
Result := Rectangle(Left, Bottom,
Font.MaxTextWidth(TextToRender, Tags) + 2 * Padding,
(Font.RowHeight + LineSpacing) * TextToRender.Count + 2 * Padding + Font.Descend);
end;
function TCastleLabel.Rect: TRectangle;
var
TextBroken: TStrings;
begin
TextBroken := nil;
try
Result := RectCore(TextBroken);
finally FreeAndNil(TextBroken) end;
end;
procedure TCastleLabel.Render;
var
R: TRectangle;
TextBroken, TextToRender: TStrings;
TextX: Integer;
begin
inherited;
if Text.Count = 0 then Exit;
TextToRender := Text;
TextBroken := nil;
try
R := RectCore(TextBroken);
if TextBroken <> nil then
TextToRender := TextBroken;
if Frame then
Theme.Draw(R, ImageType);
case Alignment of
hpLeft : TextX := R.Left + Padding;
hpMiddle: TextX := (R.Left + R.Right) div 2;
hpRight : TextX := R.Right - Padding;
else raise EInternalError.Create('TCastleLabel.Render: Alignment?');
end;
Font.PrintStrings(TextX,
R.Bottom + Padding + Font.Descend, Color, TextToRender, Tags, LineSpacing,
Alignment);
finally FreeAndNil(TextBroken) end;
end;
{ TCastleProgressBar --------------------------------------------------------- }
const
Dots = '...';
{ Make Text shorter to fit the text width (as rendered using Font)
inside MaxWidth (in pixels). }
procedure MakeTextFit(var Text: string; const Font: TCastleFont;
const MaxWidth: Integer);
var
DotsWidth: Integer;
{ Make Text shorter by preserving first and last words, inserting
dots inside, and preserving as much as possible text between first and last
words. }
function TrimIntelligent: boolean;
begin
Result := false;
{ Not implemented for now, not needed. The idea of algorithm below.
Separator characters are whitespace or / or \. They include slash
and backslash, to work nicely with URLs and filenames, to show
the last (usually most relevant) part of URL / filename.
Find first separator in Text
if not found, exit false
Find last separator in Text
if not found (should not happen) or <= first separator, exit false
Prefix := Text up to and including first separator
Suffix := Text suffix, including last separator
NewWidth := Font.TextWidth(Prefix) + Font.TextWidth(Suffix) + DotsWidth;
if NewWidth > MaxWidth then exit false
// We know that we're OK now, using Prefix + ... + Suffix is good.
// See how many additional characters we can add and still fit in MaxWidth.
Result := true;
NextIndex := Length(Prefix) + 1;
while NextIndex < LastSeparator then
PotentialPrefix := Prefix + Text[NextIndex]
PotentialNewWidth := NewWidth + Font.TextWidth(Text[NextIndex])
if PotentialNewWidth > MaxWidth then Break;
NewWidth := PotentialNewWidth;
Prefix := PotentialPrefix;
end;
Text := Prefix + Dots + Suffix;
}
end;
{ Make Text shorter by taking as long prefix as possible to fit
the prefix + Dots. }
procedure TrimSimple;
var
NewTextDotsWidth, PotentialNewTextDotsWidth: Integer;
NewText, PotentialNewText: string;
C: char;
begin
NewText := '';
NewTextDotsWidth := DotsWidth;
while Length(NewText) < Length(Text) do
begin
C := Text[Length(NewText) + 1];
PotentialNewText := NewText + C;
PotentialNewTextDotsWidth := NewTextDotsWidth + Font.TextWidth(C);
if PotentialNewTextDotsWidth > MaxWidth then Break;
NewText := PotentialNewText;
NewTextDotsWidth := PotentialNewTextDotsWidth;
end;
Text := NewText + Dots;
end;
var
TextWidth: Integer;
begin
TextWidth := Font.TextWidth(Text);
if TextWidth <= MaxWidth then
begin
{ No trimming needs to be done. Add dots at the end, if we have space. }
if Font.TextWidth(Text + Dots) < MaxWidth then
Text += Dots;
Exit;
end;
DotsWidth := Font.TextWidth(Dots);
if not TrimIntelligent then
TrimSimple;
end;
function TCastleProgressBar.Rect: TRectangle;
var
XMargin, Height, YMiddle, Bottom: Integer;
begin
XMargin := ContainerWidth div 8;
Height := ContainerHeight div 12;
YMiddle := Round(ContainerHeight * YPosition);
Bottom := YMiddle - Height div 2;
Result := Rectangle(XMargin, Bottom, ContainerWidth - 2 * XMargin, Height);
end;
procedure TCastleProgressBar.Render;
const
Padding = 20;
var
MaxTextWidth: Integer;
Font: TCastleFont;
Caption: string;
BarRect, FillRect: TRectangle;
begin
inherited;
if Progress = nil then Exit;
if FGLBackground <> nil then
FGLBackground.Draw(ContainerRect);
BarRect := Rect;
Theme.Draw(BarRect, tiProgressBar);
FillRect := BarRect.LeftPart(Round(BarRect.Width * Progress.Position / Progress.Max));
{ it's normal that at the beginning FillRect is too small to be drawn }
Theme.GLImages[tiProgressFill].IgnoreTooLargeCorners := true;
Theme.Draw(FillRect, tiProgressFill);
MaxTextWidth := BarRect.Width - Padding;
Caption := Progress.Title;
if (UIFont.RowHeight < BarRect.Height) and
(UIFont.TextWidth(Caption) < MaxTextWidth) then
begin
Font := UIFont;
if UIFont.TextWidth(Caption + Dots) < MaxTextWidth then
Caption += Dots;
end else
begin
Font := UIFontSmall;
MakeTextFit(Caption, Font, MaxTextWidth);
end;
Font.Print(BarRect.Left + Padding,
BarRect.Bottom + (BarRect.Height - Font.RowHeight) div 2,
Theme.TextColor, Caption);
end;
constructor TCastleProgressBar.Create(AOwner: TComponent);
begin
inherited;
FYPosition := TProgressUserInterface.DefaultBarYPosition;
end;
destructor TCastleProgressBar.Destroy;
begin
FreeAndNil(FBackground);
inherited;
end;
procedure TCastleProgressBar.SetBackground(const Value: TCastleImage);
begin
if FBackground <> Value then
begin
FreeAndNil(FBackground);
FBackground := Value;
{ Free and optionally recreate FGLBackground.
We keep assertion that when FBackground is assigned and OpenGL
context is active => FGLBackground is assigned too. }
FreeAndNil(FGLBackground);
if GLInitialized and (FBackground <> nil) then
FGLBackground := TGLImage.Create(FBackground, true);
end;
end;
procedure TCastleProgressBar.GLContextOpen;
begin
inherited;
if (FGLBackground = nil) and (FBackground <> nil) then
FGLBackground := TGLImage.Create(FBackground, true);
end;
procedure TCastleProgressBar.GLContextClose;
begin
FreeAndNil(FGLBackground);
inherited;
end;
{ TCastleTheme --------------------------------------------------------------- }
constructor TCastleTheme.Create;
begin
inherited;
TooltipTextColor := Vector4Single(0 , 0, 0, 1);
TextColor := Vector4Single(0 , 0, 0, 1);
MessageInputTextColor := Vector4Single(0.33, 1, 1, 1);
MessageTextColor := Vector4Single(1 , 1, 1, 1);
BackgroundTint := Vector4Single(0.25, 0.25, 0.25, 1);
FOwnsMessageFont := true;
FImages[tiPanel] := Panel;
FCorners[tiPanel] := Vector4Integer(0, 0, 0, 0);
FImages[tiPanelSeparator] := PanelSeparator;
FCorners[tiPanelSeparator] := Vector4Integer(0, 0, 0, 0);
FImages[tiProgressBar] := ProgressBar;
FCorners[tiProgressBar] := Vector4Integer(7, 7, 7, 7);
FImages[tiProgressFill] := ProgressFill;
FCorners[tiProgressFill] := Vector4Integer(1, 1, 1, 1);
FImages[tiButtonNormal] := ButtonNormal;
FCorners[tiButtonNormal] := Vector4Integer(2, 2, 2, 2);
FImages[tiButtonPressed] := ButtonPressed;
FCorners[tiButtonPressed] := Vector4Integer(2, 2, 2, 2);
FImages[tiButtonFocused] := ButtonFocused;
FCorners[tiButtonFocused] := Vector4Integer(2, 2, 2, 2);
FImages[tiWindow] := WindowDark;
FCorners[tiWindow] := Vector4Integer(2, 2, 2, 2);
FImages[tiScrollbarFrame] := ScrollbarFrame;
FCorners[tiScrollbarFrame] := Vector4Integer(1, 1, 1, 1);
FImages[tiScrollbarSlider] := ScrollbarSlider;
FCorners[tiScrollbarSlider] := Vector4Integer(2, 2, 2, 2);
FImages[tiSlider] := Slider;
FCorners[tiSlider] := Vector4Integer(4, 7, 4, 7);
FImages[tiSliderPosition] := SliderPosition;
FCorners[tiSliderPosition] := Vector4Integer(1, 1, 1, 1);
FImages[tiLabel] := FrameWhiteBlack;
FCorners[tiLabel] := Vector4Integer(2, 2, 2, 2);
FImages[tiActiveFrame] := FrameWhite;
FCorners[tiActiveFrame] := Vector4Integer(2, 2, 2, 2);
FImages[tiTooltip] := Tooltip;
FCorners[tiTooltip] := Vector4Integer(1, 1, 1, 1);
FImages[tiTouchCtlInner] := TouchCtlInner;
FCorners[tiTouchCtlInner] := Vector4Integer(0, 0, 0, 0);
FImages[tiTouchCtlOuter] := TouchCtlOuter;
FCorners[tiTouchCtlOuter] := Vector4Integer(0, 0, 0, 0);
FImages[tiTouchCtlFlyInner] := TouchCtlFlyInner;
FCorners[tiTouchCtlFlyInner] := Vector4Integer(0, 0, 0, 0);
FImages[tiTouchCtlFlyOuter] := TouchCtlFlyOuter;
FCorners[tiTouchCtlFlyOuter] := Vector4Integer(0, 0, 0, 0);
FImages[tiCrosshair1] := Crosshair1;
FCorners[tiCrosshair1] := Vector4Integer(0, 0, 0, 0);
FImages[tiCrosshair2] := Crosshair2;
FCorners[tiCrosshair2] := Vector4Integer(0, 0, 0, 0);
end;
destructor TCastleTheme.Destroy;
var
I: TThemeImage;
begin
for I in TThemeImage do
if FOwnsImages[I] then
FreeAndNil(FImages[I]) else
FImages[I] := nil;
if OwnsMessageFont then
FreeAndNil(FMessageFont) else
FMessageFont := nil;
inherited;
end;
function TCastleTheme.GetImages(const ImageType: TThemeImage): TCastleImage;
begin
Result := FImages[ImageType];
end;
procedure TCastleTheme.SetImages(const ImageType: TThemeImage;
const Value: TCastleImage);
begin
if FImages[ImageType] <> Value then
begin
{ free previous image }
if FOwnsImages[ImageType] then
FreeAndNil(FImages[ImageType]);
FImages[ImageType] := Value;
FreeAndNil(FGLImages[ImageType]);
end;
end;
function TCastleTheme.GetOwnsImages(const ImageType: TThemeImage): boolean;
begin
Result := FOwnsImages[ImageType];
end;
procedure TCastleTheme.SetOwnsImages(const ImageType: TThemeImage;
const Value: boolean);
begin
FOwnsImages[ImageType] := Value;
end;
function TCastleTheme.GetCorners(const ImageType: TThemeImage): TVector4Integer;
begin
Result := FCorners[ImageType];
end;
procedure TCastleTheme.SetCorners(const ImageType: TThemeImage; const Value: TVector4Integer);
begin
FCorners[ImageType] := Value;
end;
function TCastleTheme.GetGLImages(const ImageType: TThemeImage): TGLImage;
begin
if FGLImages[ImageType] = nil then
FGLImages[ImageType] := TGLImage.Create(FImages[ImageType], true);
Result := FGLImages[ImageType];
end;
procedure TCastleTheme.GLContextClose;
var
ImageType: TThemeImage;
begin
for ImageType in TThemeImage do
FreeAndNil(FGLImages[ImageType]);
if FMessageFont <> nil then
FMessageFont.GLContextClose;
end;
procedure TCastleTheme.Draw(const Rect: TRectangle; const ImageType: TThemeImage);
begin
Draw(Rect, ImageType, White);
end;
procedure TCastleTheme.Draw(const Rect: TRectangle; const ImageType: TThemeImage;
const Color: TCastleColor);
begin
GLImages[ImageType].Color := Color;
GLImages[ImageType].Draw3x3(Rect, Corners[ImageType]);
end;
procedure TCastleTheme.SetMessageFont(const Value: TCastleFont);
begin
if FMessageFont <> Value then
begin
if OwnsMessageFont then
FreeAndNil(FMessageFont);
FMessageFont := Value;
end;
end;
var
FTheme: TCastleTheme;
function Theme: TCastleTheme;
begin
Result := FTheme;
end;
procedure ContextClose;
begin
if FUIFont <> nil then
FUIFont.GLContextClose;
if FUIFontSmall <> nil then
FUIFontSmall.GLContextClose;
if FTheme <> nil then
FTheme.GLContextClose;
end;
initialization
OnGLContextClose.Add(@ContextClose);
FTheme := TCastleTheme.Create;
finalization
FreeAndNil(FTheme);
FreeAndNil(FUIFont);
FreeAndNil(FUIFontSmall);
end.
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