/usr/src/castle-game-engine-6.4/window/castledialogstates.pas is in castle-game-engine-src 6.4+dfsg1-2.
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 2001-2017 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.
----------------------------------------------------------------------------
}
(*Dialog windows (to display some information, or ask user for confirmation,
or ask user to input a simple value) as a user-interface state (@link(TUIState)).
This unit defines the user-interface state classes
(@link(TUIState) descendants) to display given dialog.
If you use @link(TCastleWindow) with most platforms (but not iOS),
then it's usually more comfortable to use the unit @link(CastleMessages)
instead of this unit.
Using the @link(CastleMessages), you get comfortable functions
like @link(MessageOK) and @link(MessageYesNo) that
wait until user presses a button (like "OK", "Yes", "No") to close the dialog.
This is comfortable to use, as you can write code like this:
@longCode(#
if MessageYesNo(Window, 'Are you sure you want to delete this file?') then
DeleteFile(...);
#)
Underneath, the @link(MessageYesNo) will use a @link(TStateDialogYesNo),
making sure that your normal window callbacks are redirected as appropriate.
But you don't need to be concerned with this.
However, if you need to work on iOS, then you cannot use most of routines
from the @link(CastleMessages) unit. You can use @link(MessageOK) if you turn on
the @link(MessageOKPushesState) flag, but nothing else. E.g. @link(MessageYesNo)
cannot work on iOS now. Making modal boxes like that is not supported on iOS.
In this case you should use this unit and instantiate the
user-interface classes yourself, and you need to
@italic(organize your whole game using TUIState classes).
See https://castle-engine.sourceforge.io/manual_2d_user_interface.php#section_ui_state
about how to use @link(TUIState). Like this:
@longCode(#
type
TMyGameState = class(TUIState)
private
DialogAskDeleteFile: TStateDialogYesNo;
public
function Press(const Event: TInputPressRelease): boolean; override;
procedure Resume; override;
end;
function Press(const Event: TInputPressRelease): boolean; override;
begin
Result := inherited;
if Result then Exit;
if Event.IsKey(K_Enter) then
begin
DialogAskDeleteFile := TStateDialogYesNo.Create(Self);
DialogAskDeleteFile.Caption := 'Are you sure you want to delete this file?';
TUIState.Push(DialogAskDeleteFile);
end;
end;
procedure TStatePlay.Resume;
begin
inherited;
if DialogAskDeleteFile <> nil then // returning from DialogAskDeleteFile
begin
if DialogAskDeleteFile.Answer then
DeleteFile(...);
FreeAndNil(DialogAskDeleteFile);
end;
end;
#)
*)
unit CastleDialogStates;
{$I castleconf.inc}
interface
uses Classes, Math,
CastleGLUtils, CastleUtils,
CastleStringUtils, CastleVectors, CastleKeysMouse, CastleControls,
CastleRectangles, CastleUIState, CastleColors, CastleUIControls,
CastleFonts, CastleFontFamily, CastleTimeUtils;
type
{ Abstract class for a modal dialog user-interface state.
See unit @link(CastleDialogStates) documentation for example usage. }
TStateDialog = class abstract(TUIState)
strict private
type
{$define read_interface}
{$I castledialogstates_dialog.inc}
{$undef read_interface}
var
FText: TStrings;
FHtml: boolean;
FAlignment: THorizontalPosition;
FAnswered: boolean;
FBackground: boolean;
FBackgroundColor: TCastleColor;
FBackgroundScreenshot: boolean;
FPopOnAnswered: boolean;
FDialog: TDialog; // non-nil only between Start and Stop
FOverrrideContainer: TUIContainer;
function GetCaption: string;
procedure SetCaption(const Value: string);
function GetInputText: string;
procedure SetInputText(const Value: string);
protected
type
TButtonArray = array of TCastleButton;
function StateContainer: TUIContainer; override;
procedure InitializeButtons(var Buttons: TButtonArray); virtual;
function DrawInputText: boolean; virtual;
procedure DoAnswered;
property InputText: string read GetInputText write SetInputText;
public
const
DefaultAlignment = hpLeft;
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
procedure Start; override;
procedure Stop; override;
property InterceptInput default true;
{ When user answers the dialog, this is set to @true.
The state also normally does TUIState.Pop, so there's no need to check
this property, unless you set @link(PopOnAnswered) to @false. }
property Answered: boolean read FAnswered;
{ Caption displayed in the dialog. }
property Text: TStrings read FText;
{ Caption displayed in the dialog, as a simple string.
This is just a shortcut to get/set @link(Text) as a single string.
Use LineEnding or NL constant when setting this to indicate a newline.
The two examples below are equivalent:
@longCode(#
// one way
StateDialogOK.Text.Clear;
StateDialogOK.Text.Add('First line');
StateDialogOK.Text.Add('Second line');
// alternative way to do the same
StateDialogOK.Caption := 'First line' + LineEnding + 'Second line';
#)
}
property Caption: string read GetCaption write SetCaption stored false;
{ Horizontal alignment of the text. }
property Alignment: THorizontalPosition
read FAlignment write FAlignment default DefaultAlignment;
{ Enable a subset of HTML to mark font changes inside the text.
See the TCastleFont.PrintStrings for a description of supported
HTML constructs. }
property Html: boolean read FHtml write FHtml default false;
{ Obscure the state underneath with our own background (using a color or screenshot).
The obscuring background is defined by @link(BackgroundColor).
It may be just a solid opaque color.
Or it may be a partially-transparent or even completely transparent
color, showing the state underneath (or showing the screenshot
of the state underneath, if @link(BackgroundScreenshot)). }
property Background: boolean read FBackground write FBackground default false;
{ Color of the background obscuring the state underneath,
if @link(Background) is @true.
This color may be partially-transparent (e.g. to visually "dim" the state
underneath) or even completely transparent (alpha 0).
Default is Theme.BackgroundColor,
which is dark with alpha = 0.5, so it will dim the state underneath.
Sometimes (under exception handler) it's Theme.BackgroundOpaqueColor. }
property BackgroundColor: TCastleColor read FBackgroundColor write FBackgroundColor;
{ Initialize the background by taking a screenshot of the current screen
when the state was started.
This screenshot is shown, instead of actually rendering the state underneath,
under the @link(BackgroundColor), when @link(Background) is @true.
This is less functional (when the user scales the window,
the screenshot is stretched too), but is safer:
it means that the state underneath does not need to be "renderable" anymore. }
property BackgroundScreenshot: boolean
read FBackgroundScreenshot write FBackgroundScreenshot default false;
{ Should the state do @link(TUIState.Pop) when answered.
This is usually most natural. }
property PopOnAnswered: boolean
read FPopOnAnswered write FPopOnAnswered default true;
{ Force state to use indicated TUIContainer to insert itself and get screenshot.
By default it uses Application.MainWindow. }
property OverrrideContainer: TUIContainer
read FOverrrideContainer write FOverrrideContainer;
end;
{ Wait for simple confirmation ("OK") from user.
See unit @link(CastleDialogStates) documentation for example usage. }
TStateDialogOK = class(TStateDialog)
strict private
procedure ButtonOKClick(Sender: TObject);
protected
procedure InitializeButtons(var Buttons: TButtonArray); override;
public
function Press(const Event: TInputPressRelease): boolean; override;
end;
{ Ask user a simple "yes" / "no" question.
See unit @link(CastleDialogStates) documentation for example usage. }
TStateDialogYesNo = class(TStateDialog)
strict private
FAnswer: boolean;
procedure ButtonYesClick(Sender: TObject);
procedure ButtonNoClick(Sender: TObject);
protected
procedure InitializeButtons(var Buttons: TButtonArray); override;
public
function Press(const Event: TInputPressRelease): boolean; override;
{ User answer to the dialog question, defined when @link(Answered). }
property Answer: boolean read FAnswer;
end;
{ Ask user to choose from a number of options.
Each choice is shown as a button, user can also press the appropriate character.
ButtonChars length must be always equal to ButtonCaptions.
See unit @link(CastleDialogStates) documentation for example usage. }
TStateDialogChoice = class(TStateDialog)
strict private
FAnswer: char;
procedure ButtonClick(Sender: TObject);
protected
procedure InitializeButtons(var Buttons: TButtonArray); override;
public
ButtonCaptions: array of string;
ButtonChars: array of char;
function Press(const Event: TInputPressRelease): boolean; override;
{ User answer to the dialog question, defined when @link(Answered).
This is one of the ButtonChars. }
property Answer: char read FAnswer;
end;
{ Ask user to input a string, or cancel.
See unit @link(CastleDialogStates) documentation for example usage. }
TStateDialogInput = class(TStateDialog)
strict private
FAllowedChars: TSetOfChars;
FMinLength, FMaxLength: Cardinal;
FCanCancel: boolean;
FAnswerCancelled: boolean;
procedure ButtonOKClick(Sender: TObject);
procedure ButtonCancelClick(Sender: TObject);
function GetAnswer: string;
procedure SetAnswer(const Value: string);
protected
procedure InitializeButtons(var Buttons: TButtonArray); override;
function DrawInputText: boolean; override;
public
function Press(const Event: TInputPressRelease): boolean; override;
{ Allowed characters that user can input. }
property AllowedChars: TSetOfChars read FAllowedChars write FAllowedChars;
{ Min length of user input. }
property MinLength: Cardinal read FMinLength write FMinLength default 0;
{ Max length of user input.
Value of 0 (default) means "no limit". }
property MaxLength: Cardinal read FMaxLength write FMaxLength default 0;
{ User can cancel the input by pressing a button like "cancel". }
property CanCancel: boolean read FCanCancel write FCanCancel default false;
{ User clicked "cancel" instead of accepting an answer.
This is defined only when @link(Answered).
This is possible only if @link(CanCancel). }
property AnswerCancelled: boolean read FAnswerCancelled;
{ The user input. May be set before starting the state.
After the state stopped, if @link(Answered), then this contains user answer.
You should ignore it if @link(AnswerCancelled). }
property Answer: string read GetAnswer write SetAnswer;
end;
{ Ask user a press any key, and return this key.
See unit @link(CastleDialogStates) documentation for example usage. }
TStateDialogKey = class(TStateDialog)
strict private
FAnswer: TKey;
public
function Press(const Event: TInputPressRelease): boolean; override;
{ Key pressed by user, defined when @link(Answered). }
property Answer: TKey read FAnswer;
end;
{ Ask user a press anything (key, mouse button, mouse wheel),
for example to configure a keybinding for a game.
See unit @link(CastleDialogStates) documentation for example usage. }
TStateDialogPressEvent = class(TStateDialog)
strict private
FAnswer: TInputPressRelease;
public
function Press(const Event: TInputPressRelease): boolean; override;
{ Key pressed by user, defined when @link(Answered). }
property Answer: TInputPressRelease read FAnswer;
end;
implementation
uses SysUtils,
CastleImages;
{$define read_implementation}
{$I castledialogstates_dialog.inc}
{ TStateDialog ------------------------------------------------------------- }
constructor TStateDialog.Create(AOwner: TComponent);
begin
inherited;
FText := TStringList.Create;
FAlignment := DefaultAlignment;
FBackground := true;
if Theme.InternalForceOpaqueBackground then
FBackgroundColor := Vector4(Theme.BackgroundOpaqueColor, 1)
else
FBackgroundColor := Theme.BackgroundColor;
FPopOnAnswered := true;
FDialog := TDialog.Create(Self);
end;
destructor TStateDialog.Destroy;
begin
FreeAndNil(FText);
inherited;
end;
function TStateDialog.GetCaption: string;
begin
Result := Text.Text;
end;
procedure TStateDialog.SetCaption(const Value: string);
begin
Text.Text := Value;
end;
function TStateDialog.GetInputText: string;
begin
Result := FDialog.InputText;
end;
procedure TStateDialog.SetInputText(const Value: string);
begin
FDialog.InputText := Value;
end;
procedure TStateDialog.Start;
const
MinButtonWidth = 100; //< OK button looks too small without this
var
Buttons: TButtonArray;
BackgroundImage: TCastleImageControl;
BackgroundRect: TCastleRectangleControl;
I: Integer;
begin
inherited;
if Background then
begin
{ Avoid making screenshot when BackgroundColor[3] = 1.
This means that Theme.InternalForceOpaqueBackground prevents from taking a screenshot. }
if BackgroundScreenshot and (BackgroundColor[3] <> 1) then
begin
BackgroundImage := TCastleImageControl.Create(FreeAtStop);
BackgroundImage.Stretch := true;
BackgroundImage.FullSize := true;
BackgroundImage.Image := StateContainer.SaveScreen;
InsertFront(BackgroundImage);
end;
BackgroundRect := TCastleRectangleControl.Create(FreeAtStop);
BackgroundRect.Color := BackgroundColor;
BackgroundRect.FullSize := true;
InsertFront(BackgroundRect);
end;
SetLength(Buttons, 0);
InitializeButtons(Buttons);
for I := Low(Buttons) to High(Buttons) do
Buttons[I].MinWidth := MinButtonWidth;
FDialog.Initialize(Text, Alignment, Html, Buttons, DrawInputText);
InsertFront(FDialog);
InterceptInput := true;
end;
procedure TStateDialog.Stop;
begin
// remove FDialog, to clearly reinsert it at next Start call
RemoveControl(FDialog);
inherited;
end;
function TStateDialog.StateContainer: TUIContainer;
begin
if OverrrideContainer <> nil then
Result := OverrrideContainer
else
Result := inherited;
end;
procedure TStateDialog.InitializeButtons(var Buttons: TButtonArray);
begin
end;
function TStateDialog.DrawInputText: boolean;
begin
Result := false;
end;
procedure TStateDialog.DoAnswered;
begin
FAnswered := true;
if PopOnAnswered then
TUIState.Pop(Self);
end;
{ TStateDialogOK ------------------------------------------------------------- }
procedure TStateDialogOK.InitializeButtons(var Buttons: TButtonArray);
begin
SetLength(Buttons, 1);
Buttons[0] := TCastleButton.Create(Self);
Buttons[0].OnClick := @ButtonOKClick;
Buttons[0].Caption := 'OK';
end;
procedure TStateDialogOK.ButtonOKClick(Sender: TObject);
begin
DoAnswered;
end;
function TStateDialogOK.Press(const Event: TInputPressRelease): boolean;
begin
Result := inherited;
// if Result then Exit; // ignore inherited Result, always true when InterceptInput
if Event.IsKey(CharEnter) or Event.IsKey(CharEscape) then
begin
DoAnswered;
Result := true;
end;
end;
{ TStateDialogYesNo ---------------------------------------------------------- }
procedure TStateDialogYesNo.InitializeButtons(var Buttons: TButtonArray);
begin
SetLength(Buttons, 2);
Buttons[0] := TCastleButton.Create(Self);
Buttons[0].OnClick := @ButtonNoClick;
Buttons[0].Caption := 'No';
Buttons[1] := TCastleButton.Create(Self);
Buttons[1].OnClick := @ButtonYesClick;
Buttons[1].Caption := 'Yes';
end;
procedure TStateDialogYesNo.ButtonYesClick(Sender: TObject);
begin
FAnswer := true;
DoAnswered;
end;
procedure TStateDialogYesNo.ButtonNoClick(Sender: TObject);
begin
FAnswer := false;
DoAnswered;
end;
function TStateDialogYesNo.Press(const Event: TInputPressRelease): boolean;
begin
Result := inherited;
// if Result then Exit; // ignore inherited Result, always true when InterceptInput
if Event.IsKey(K_Y) or Event.IsKey(K_Enter) then
begin
FAnswer := true;
DoAnswered;
Result := true; // set Result, in case developer changed our InterceptInput to false
end;
if Event.IsKey(K_N) or Event.IsKey(K_Escape) then
begin
FAnswer := false;
DoAnswered;
Result := true; // set Result, in case developer changed our InterceptInput to false
end;
end;
{ TStateDialogChoice ---------------------------------------------------------- }
procedure TStateDialogChoice.InitializeButtons(var Buttons: TButtonArray);
var
I: Integer;
begin
Check(Length(ButtonCaptions) = Length(ButtonChars), 'In TStateDialogChoice, ButtonCaptions must have the same length as ButtonChars');
SetLength(Buttons, Length(ButtonCaptions));
for I := 0 to High(ButtonCaptions) do
begin
Buttons[I] := TCastleButton.Create(Self);
Buttons[I].OnClick := @ButtonClick;
Buttons[I].Caption := ButtonCaptions[I];
Buttons[I].Tag := Ord(ButtonChars[I]);
end;
end;
procedure TStateDialogChoice.ButtonClick(Sender: TObject);
begin
FAnswer := Chr((Sender as TCastleButton).Tag);
DoAnswered;
end;
function TStateDialogChoice.Press(const Event: TInputPressRelease): boolean;
var
C: char;
begin
Result := inherited;
// if Result then Exit; // ignore inherited Result, always true when InterceptInput
for C in ButtonChars do
if Event.IsKey(LoCase(C)) or Event.IsKey(UpCase(C)) then
begin
FAnswer := C;
DoAnswered;
Result := true;
Break;
end;
end;
{ TStateDialogInput ---------------------------------------------------------- }
procedure TStateDialogInput.InitializeButtons(var Buttons: TButtonArray);
begin
if CanCancel then
begin
SetLength(Buttons, 2);
Buttons[0] := TCastleButton.Create(Self);
Buttons[0].OnClick := @ButtonCancelClick;
Buttons[0].Caption := 'Cancel';
Buttons[1] := TCastleButton.Create(Self);
Buttons[1].OnClick := @ButtonOKClick;
Buttons[1].Caption := 'OK';
end else
begin
SetLength(Buttons, 1);
Buttons[0] := TCastleButton.Create(Self);
Buttons[0].OnClick := @ButtonOKClick;
Buttons[0].Caption := 'OK';
end;
end;
procedure TStateDialogInput.ButtonOKClick(Sender: TObject);
begin
Press(InputKey(Container.MousePosition, K_Enter, CharEnter));
end;
procedure TStateDialogInput.ButtonCancelClick(Sender: TObject);
begin
Press(InputKey(Container.MousePosition, K_Escape, CharEscape));
end;
function TStateDialogInput.Press(const Event: TInputPressRelease): boolean;
{ TODO: copy-paste of TCastleEdit.Press here.
We should instead reuse TCastleEdit? Although TDialog provides multiline display,
which may be cool e.g. to edit long URLs in view3dscene. }
begin
Result := inherited;
// if Result then Exit; // ignore inherited Result, always true when InterceptInput
{ Under Windows, pressing Ctrl + Backspace causes key = K_BackSpace with
character = CharDelete (not CharBackSpace).
That is, Windows automatically equates Ctrl + Backspace
with CharDelete, assuming that we always want to do the same action for them.
However, I want to detect Ctrl + Backspace, and not detect "real" delete key
presses (that may be handled in the future to delete char in front of cursor).
So I just query for both CharBackSpace and K_BackSpace to detect backspace. }
if Event.IsKey(CharBackSpace) or Event.IsKey(K_BackSpace) then
begin
if InputText <> '' then
if mkCtrl in Container.Pressed.Modifiers then
InputText := ''
else
InputText := Copy(InputText, 1, Length(InputText) - 1);
Result := true;
end else
if Event.IsKey(CharEnter) then
begin
if Length(InputText) >= MinLength then
begin
FAnswerCancelled := false;
DoAnswered;
end;
{ How to show that we cannot accept the answer yet?
This looks bad:
MessageOk(Window, Format('You must enter at least %d characters.',
[answerMinLen]), DefaultAlign); }
Result := true;
end else
if Event.IsKey(CharEscape) then
begin
if CanCancel then
begin
FAnswerCancelled := true;
DoAnswered;
end;
Result := true;
end else
if Event.IsKey(CtrlC) then
begin
if InputText <> '' then
Clipboard.AsText := InputText;
Result := true;
end else
if Event.IsKey(CtrlX) then
begin
if InputText <> '' then
begin
Clipboard.AsText := InputText;
InputText := '';
end;
Result := true;
end else
if Event.IsKey(CtrlV) then
begin
InputText := SDeleteChars(Clipboard.AsText, AllChars - AllowedChars);
Result := true;
end else
if (Event.EventType = itKey) and
(Event.KeyCharacter <> #0) and
(Event.KeyCharacter in AllowedChars) and
((MaxLength = 0) or (Length(InputText) < MaxLength)) then
begin
InputText := InputText + Event.KeyCharacter;
Result := true;
end;
end;
function TStateDialogInput.DrawInputText: boolean;
begin
Result := true;
end;
function TStateDialogInput.GetAnswer: string;
begin
Result := InputText;
end;
procedure TStateDialogInput.SetAnswer(const Value: string);
begin
InputText := Value;
end;
{ TStateDialogKey ------------------------------------------------------------ }
function TStateDialogKey.Press(const Event: TInputPressRelease): boolean;
begin
Result := inherited;
// if Result then Exit; // ignore inherited Result, always true when InterceptInput
if (Event.EventType = itKey) and (Event.Key <> K_None) then
begin
FAnswer := Event.Key;
DoAnswered;
Result := true;
end;
end;
{ TStateDialogPressEvent ------------------------------------------------------------ }
function TStateDialogPressEvent.Press(const Event: TInputPressRelease): boolean;
begin
Result := inherited;
// if Result then Exit; // ignore inherited Result, always true when InterceptInput
FAnswer := Event;
DoAnswered;
Result := true;
end;
end.
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